21 research outputs found

    DSLR-Quality Photos on Mobile Devices with Deep Convolutional Networks

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    Despite a rapid rise in the quality of built-in smartphone cameras, their physical limitations - small sensor size, compact lenses and the lack of specific hardware, - impede them to achieve the quality results of DSLR cameras. In this work we present an end-to-end deep learning approach that bridges this gap by translating ordinary photos into DSLR-quality images. We propose learning the translation function using a residual convolutional neural network that improves both color rendition and image sharpness. Since the standard mean squared loss is not well suited for measuring perceptual image quality, we introduce a composite perceptual error function that combines content, color and texture losses. The first two losses are defined analytically, while the texture loss is learned in an adversarial fashion. We also present DPED, a large-scale dataset that consists of real photos captured from three different phones and one high-end reflex camera. Our quantitative and qualitative assessments reveal that the enhanced image quality is comparable to that of DSLR-taken photos, while the methodology is generalized to any type of digital camera

    WESPE: Weakly Supervised Photo Enhancer for Digital Cameras

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    Low-end and compact mobile cameras demonstrate limited photo quality mainly due to space, hardware and budget constraints. In this work, we propose a deep learning solution that translates photos taken by cameras with limited capabilities into DSLR-quality photos automatically. We tackle this problem by introducing a weakly supervised photo enhancer (WESPE) - a novel image-to-image Generative Adversarial Network-based architecture. The proposed model is trained by under weak supervision: unlike previous works, there is no need for strong supervision in the form of a large annotated dataset of aligned original/enhanced photo pairs. The sole requirement is two distinct datasets: one from the source camera, and one composed of arbitrary high-quality images that can be generally crawled from the Internet - the visual content they exhibit may be unrelated. Hence, our solution is repeatable for any camera: collecting the data and training can be achieved in a couple of hours. In this work, we emphasize on extensive evaluation of obtained results. Besides standard objective metrics and subjective user study, we train a virtual rater in the form of a separate CNN that mimics human raters on Flickr data and use this network to get reference scores for both original and enhanced photos. Our experiments on the DPED, KITTI and Cityscapes datasets as well as pictures from several generations of smartphones demonstrate that WESPE produces comparable or improved qualitative results with state-of-the-art strongly supervised methods

    Unifying Color and Texture Transfer for Predictive Appearance Manipulation

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    International audienceRecent color transfer methods use local information to learn the transformation from a source to an exemplar image, and then transfer this appearance change to a target image. These solutions achieve very successful results for general mood changes, e.g., changing the appearance of an image from ``sunny'' to ``overcast''. However, such methods have a hard time creating new image content, such as leaves on a bare tree. Texture transfer, on the other hand, can synthesize such content but tends to destroy image structure. We propose the first algorithm that unifies color and texture transfer, outperforming both by leveraging their respective strengths. A key novelty in our approach resides in teasing apart appearance changes that can be modeled simply as changes in color versus those that require new image content to be generated. Our method starts with an analysis phase which evaluates the success of color transfer by comparing the exemplar with the source. This analysis then drives a selective, iterative texture transfer algorithm that simultaneously predicts the success of color transfer on the target and synthesizes new content where needed. We demonstrate our unified algorithm by transferring large temporal changes between photographs, such as change of season -- e.g., leaves on bare trees or piles of snow on a street -- and flooding

    Joint treatment of geometry and radiance for 3D model digitisation

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    Depuis quelques décennies, les communautés d'informatique graphique et de vision ont contribué à l'émergence de technologies permettant la numérisation d'objets 3D. Une demande grandissante pour ces technologies vient des acteurs de la culture, notamment pour l'archivage, l'étude à distance et la restauration d'objets du patrimoine culturel : statuettes, grottes et bâtiments par exemple. En plus de la géométrie, il peut être intéressant de numériser la photométrie avec plus ou moins de détail : simple texture (2D), champ de lumière (4D), SV-BRDF (6D), etc. Nous formulons des solutions concrètes pour la création et le traitement de champs de lumière surfaciques représentés par des fonctions de radiance attachés à la surface.Nous traitons le problème de la phase de construction de ces fonctions à partir de plusieurs prises de vue de l'objet dans des conditions sur site : échantillonnage non structuré voire peu dense et bruité. Un procédé permettant une reconstruction robuste générant un champ de lumière surfacique variant de prévisible et sans artefacts à excellente, notamment en fonction des conditions d'échantillonnage, est proposé. Ensuite, nous suggérons un algorithme de simplification permettant de réduire la complexité mémoire et calculatoire de ces modèles parfois lourds. Pour cela, nous introduisons une métrique qui mesure conjointement la dégradation de la géométrie et de la radiance. Finalement, un algorithme d'interpolation de fonctions de radiance est proposé afin de servir une visualisation lisse et naturelle, peu sensible à la densité spatiale des fonctions. Cette visualisation est particulièrement bénéfique lorsque le modèle est simplifié.Vision and computer graphics communities have built methods for digitizing, processing and rendering 3D objects. There is an increasing demand coming from cultural communities for these technologies, especially for archiving, remote studying and restoring cultural artefacts like statues, buildings or caves. Besides digitizing geometry, there can be a demand for recovering the photometry with more or less complexity : simple textures (2D), light fields (4D), SV-BRDF (6D), etc. In this thesis, we present steady solutions for constructing and treating surface light fields represented by hemispherical radiance functions attached to the surface in real-world on-site conditions. First, we tackle the algorithmic reconstruction-phase of defining these functions based on photographic acquisitions from several viewpoints in real-world "on-site" conditions. That is, the photographic sampling may be unstructured and very sparse or noisy. We propose a process for deducing functions in a manner that is robust and generates a surface light field that may vary from "expected" and artefact-less to high quality, depending on the uncontrolled conditions. Secondly, a mesh simplification algorithm is guided by a new metric that measures quality loss both in terms of geometry and radiance. Finally, we propose a GPU-compatible radiance interpolation algorithm that allows for coherent radiance interpolation over the mesh. This generates a smooth visualisation of the surface light field, even for poorly tessellated meshes. This is particularly suited for very simplified models

    Joint treatment of geometry and radiance for 3D model digitisation

    No full text
    Depuis quelques décennies, les communautés d'informatique graphique et de vision ont contribué à l'émergence de technologies permettant la numérisation d'objets 3D. Une demande grandissante pour ces technologies vient des acteurs de la culture, notamment pour l'archivage, l'étude à distance et la restauration d'objets du patrimoine culturel : statuettes, grottes et bâtiments par exemple. En plus de la géométrie, il peut être intéressant de numériser la photométrie avec plus ou moins de détail : simple texture (2D), champ de lumière (4D), SV-BRDF (6D), etc. Nous formulons des solutions concrètes pour la création et le traitement de champs de lumière surfaciques représentés par des fonctions de radiance attachés à la surface.Nous traitons le problème de la phase de construction de ces fonctions à partir de plusieurs prises de vue de l'objet dans des conditions sur site : échantillonnage non structuré voire peu dense et bruité. Un procédé permettant une reconstruction robuste générant un champ de lumière surfacique variant de prévisible et sans artefacts à excellente, notamment en fonction des conditions d'échantillonnage, est proposé. Ensuite, nous suggérons un algorithme de simplification permettant de réduire la complexité mémoire et calculatoire de ces modèles parfois lourds. Pour cela, nous introduisons une métrique qui mesure conjointement la dégradation de la géométrie et de la radiance. Finalement, un algorithme d'interpolation de fonctions de radiance est proposé afin de servir une visualisation lisse et naturelle, peu sensible à la densité spatiale des fonctions. Cette visualisation est particulièrement bénéfique lorsque le modèle est simplifié.Vision and computer graphics communities have built methods for digitizing, processing and rendering 3D objects. There is an increasing demand coming from cultural communities for these technologies, especially for archiving, remote studying and restoring cultural artefacts like statues, buildings or caves. Besides digitizing geometry, there can be a demand for recovering the photometry with more or less complexity : simple textures (2D), light fields (4D), SV-BRDF (6D), etc. In this thesis, we present steady solutions for constructing and treating surface light fields represented by hemispherical radiance functions attached to the surface in real-world on-site conditions. First, we tackle the algorithmic reconstruction-phase of defining these functions based on photographic acquisitions from several viewpoints in real-world "on-site" conditions. That is, the photographic sampling may be unstructured and very sparse or noisy. We propose a process for deducing functions in a manner that is robust and generates a surface light field that may vary from "expected" and artefact-less to high quality, depending on the uncontrolled conditions. Secondly, a mesh simplification algorithm is guided by a new metric that measures quality loss both in terms of geometry and radiance. Finally, we propose a GPU-compatible radiance interpolation algorithm that allows for coherent radiance interpolation over the mesh. This generates a smooth visualisation of the surface light field, even for poorly tessellated meshes. This is particularly suited for very simplified models

    Traitement conjoint de la géométrie et de la radiance d'objets 3D numérisés

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    Vision and computer graphics communities have built methods for digitizing, processing and rendering 3D objects. There is an increasing demand coming from cultural communities for these technologies, especially for archiving, remote studying and restoring cultural artefacts like statues, buildings or caves. Besides digitizing geometry, there can be a demand for recovering the photometry with more or less complexity : simple textures (2D), light fields (4D), SV-BRDF (6D), etc. In this thesis, we present steady solutions for constructing and treating surface light fields represented by hemispherical radiance functions attached to the surface in real-world on-site conditions. First, we tackle the algorithmic reconstruction-phase of defining these functions based on photographic acquisitions from several viewpoints in real-world "on-site" conditions. That is, the photographic sampling may be unstructured and very sparse or noisy. We propose a process for deducing functions in a manner that is robust and generates a surface light field that may vary from "expected" and artefact-less to high quality, depending on the uncontrolled conditions. Secondly, a mesh simplification algorithm is guided by a new metric that measures quality loss both in terms of geometry and radiance. Finally, we propose a GPU-compatible radiance interpolation algorithm that allows for coherent radiance interpolation over the mesh. This generates a smooth visualisation of the surface light field, even for poorly tessellated meshes. This is particularly suited for very simplified models.Depuis quelques décennies, les communautés d'informatique graphique et de vision ont contribué à l'émergence de technologies permettant la numérisation d'objets 3D. Une demande grandissante pour ces technologies vient des acteurs de la culture, notamment pour l'archivage, l'étude à distance et la restauration d'objets du patrimoine culturel : statuettes, grottes et bâtiments par exemple. En plus de la géométrie, il peut être intéressant de numériser la photométrie avec plus ou moins de détail : simple texture (2D), champ de lumière (4D), SV-BRDF (6D), etc. Nous formulons des solutions concrètes pour la création et le traitement de champs de lumière surfaciques représentés par des fonctions de radiance attachés à la surface.Nous traitons le problème de la phase de construction de ces fonctions à partir de plusieurs prises de vue de l'objet dans des conditions sur site : échantillonnage non structuré voire peu dense et bruité. Un procédé permettant une reconstruction robuste générant un champ de lumière surfacique variant de prévisible et sans artefacts à excellente, notamment en fonction des conditions d'échantillonnage, est proposé. Ensuite, nous suggérons un algorithme de simplification permettant de réduire la complexité mémoire et calculatoire de ces modèles parfois lourds. Pour cela, nous introduisons une métrique qui mesure conjointement la dégradation de la géométrie et de la radiance. Finalement, un algorithme d'interpolation de fonctions de radiance est proposé afin de servir une visualisation lisse et naturelle, peu sensible à la densité spatiale des fonctions. Cette visualisation est particulièrement bénéfique lorsque le modèle est simplifié

    Unsupervised Deep Single‐Image Intrinsic Decomposition using Illumination‐Varying Image Sequences

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    Machine learning based Single Image Intrinsic Decomposition (SIID) methods decompose a captured scene into its albedo and shading images by using the knowledge of a large set of known and realistic ground truth decompositions. Collecting and annotating such a dataset is an approach that cannot scale to sufficient variety and realism. We free ourselves from this limitation by training on unannotated images. Our method leverages the observation that two images of the same scene but with different lighting provide useful information on their intrinsic properties: by definition, albedo is invariant to lighting conditions, and cross-combining the estimated albedo of a first image with the estimated shading of a second one should lead back to the second one's input image. We transcribe this relationship into a siamese training scheme for a deep convolutional neural network that decomposes a single image into albedo and shading. The siamese setting allows us to introduce a new loss function including such cross-combinations, and to train solely on (time-lapse) images, discarding the need for any ground truth annotations. As a result, our method has the good properties of i) taking advantage of the time-varying information of image sequences in the (pre-computed) training step, ii) not requiring ground truth data to train on, and iii) being able to decompose single images of unseen scenes at runtime. To demonstrate and evaluate our work, we additionally propose a new rendered dataset containing illumination-varying scenes and a set of quantitative metrics to evaluate SIID algorithms. Despite its unsupervised nature, our results compete with state of the art methods, including supervised and non data-driven methods.ISSN:1467-8659ISSN:0167-705
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