16,289 research outputs found

    Deep Reflectance Maps

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    Undoing the image formation process and therefore decomposing appearance into its intrinsic properties is a challenging task due to the under-constraint nature of this inverse problem. While significant progress has been made on inferring shape, materials and illumination from images only, progress in an unconstrained setting is still limited. We propose a convolutional neural architecture to estimate reflectance maps of specular materials in natural lighting conditions. We achieve this in an end-to-end learning formulation that directly predicts a reflectance map from the image itself. We show how to improve estimates by facilitating additional supervision in an indirect scheme that first predicts surface orientation and afterwards predicts the reflectance map by a learning-based sparse data interpolation. In order to analyze performance on this difficult task, we propose a new challenge of Specular MAterials on SHapes with complex IllumiNation (SMASHINg) using both synthetic and real images. Furthermore, we show the application of our method to a range of image-based editing tasks on real images.Comment: project page: http://homes.esat.kuleuven.be/~krematas/DRM

    An Unsupervised Method for Estimating the Global Horizontal Irradiance from Photovoltaic Power Measurements

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    In this paper, we present a method to determine the global horizontal irradiance (GHI) from the power measurements of one or more PV systems, located in the same neighborhood. The method is completely unsupervised and is based on a physical model of a PV plant. The precise assessment of solar irradiance is pivotal for the forecast of the electric power generated by photovoltaic (PV) plants. However, on-ground measurements are expensive and are generally not performed for small and medium-sized PV plants. Satellite-based services represent a valid alternative to on site measurements, but their space-time resolution is limited. Results from two case studies located in Switzerland are presented. The performance of the proposed method at assessing GHI is compared with that of free and commercial satellite services. Our results show that the presented method is generally better than satellite-based services, especially at high temporal resolutions

    Self-Supervised Intrinsic Image Decomposition

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    Intrinsic decomposition from a single image is a highly challenging task, due to its inherent ambiguity and the scarcity of training data. In contrast to traditional fully supervised learning approaches, in this paper we propose learning intrinsic image decomposition by explaining the input image. Our model, the Rendered Intrinsics Network (RIN), joins together an image decomposition pipeline, which predicts reflectance, shape, and lighting conditions given a single image, with a recombination function, a learned shading model used to recompose the original input based off of intrinsic image predictions. Our network can then use unsupervised reconstruction error as an additional signal to improve its intermediate representations. This allows large-scale unlabeled data to be useful during training, and also enables transferring learned knowledge to images of unseen object categories, lighting conditions, and shapes. Extensive experiments demonstrate that our method performs well on both intrinsic image decomposition and knowledge transfer.Comment: NIPS 2017 camera-ready version, project page: http://rin.csail.mit.edu

    Serious Games in Cultural Heritage

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    Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented

    Automated detection of block falls in the north polar region of Mars

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    We developed a change detection method for the identification of ice block falls using NASA's HiRISE images of the north polar scarps on Mars. Our method is based on a Support Vector Machine (SVM), trained using Histograms of Oriented Gradients (HOG), and on blob detection. The SVM detects potential new blocks between a set of images; the blob detection, then, confirms the identification of a block inside the area indicated by the SVM and derives the shape of the block. The results from the automatic analysis were compared with block statistics from visual inspection. We tested our method in 6 areas consisting of 1000x1000 pixels, where several hundreds of blocks were identified. The results for the given test areas produced a true positive rate of ~75% for blocks with sizes larger than 0.7 m (i.e., approx. 3 times the available ground pixel size) and a false discovery rate of ~8.5%. Using blob detection we also recover the size of each block within 3 pixels of their actual size

    Developing serious games for cultural heritage: a state-of-the-art review

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    Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result, the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented

    Photo-Realistic Scenes with Cast Shadows Show No Above/Below Search Asymmetries for Illumination Direction

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    Visual search is extended from the domain of polygonal figures presented on a uniform field to photo-realistic scenes containing target objects in dense, naturalistic backgrounds. The target in a trial is a computer-rendered rock protruding in depth from a "wall" of rocks of roughly similar size but different shapes. Subjects responded "present" when one rock appeared closer than the rest, owing to occlusions or cast shadows, and "absent" when all rocks appeared to be at the same depth. Results showed that cast shadows can significantly decrease reaction times compared to scenes with no cast shadows, in which the target was revealed only by occlusions of rocks behind it. A control experiment showed that cast shadows can be utilized even for displays involving rocks of several achromatic surface colors (dark through light), in which the shadow cast by the target rock was not the darkest region in the scene. Finally, in contrast with reports of experiments by others involving polygonal figures, we found no evidence for an effect of illumination direction (above vs. below) on search times.Office of Naval Research (N00014-94-1-0597, N00014-95-1-0409

    Geometric reconstruction methods for electron tomography

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    Electron tomography is becoming an increasingly important tool in materials science for studying the three-dimensional morphologies and chemical compositions of nanostructures. The image quality obtained by many current algorithms is seriously affected by the problems of missing wedge artefacts and nonlinear projection intensities due to diffraction effects. The former refers to the fact that data cannot be acquired over the full 180āˆ˜180^\circ tilt range; the latter implies that for some orientations, crystalline structures can show strong contrast changes. To overcome these problems we introduce and discuss several algorithms from the mathematical fields of geometric and discrete tomography. The algorithms incorporate geometric prior knowledge (mainly convexity and homogeneity), which also in principle considerably reduces the number of tilt angles required. Results are discussed for the reconstruction of an InAs nanowire
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