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1.
This paper presents a technique to recover geometry from time‐lapse sequences of outdoor scenes. We build upon photometric stereo techniques to recover approximate shadowing, shading and normal components allowing us to alter the material and normals of the scene. Previous work in analyzing such images has faced two fundamental difficulties: 1. the illumination in outdoor images consists of time‐varying sunlight and skylight, and 2. the motion of the sun is restricted to a near‐planar arc through the sky, making surface normal recovery unstable. We develop methods to estimate the reflection component due to skylight illumination. We also show that sunlight directions are usually non‐planar, thus making surface normal recovery possible. This allows us to estimate approximate surface normals for outdoor scenes using a single day of data. We demonstrate the use of these surface normals for a number of image editing applications including reflectance, lighting, and normal editing.  相似文献   

2.
3.
Variation in illumination conditions caused by weather, time of day, etc., makes the task difficult when building video surveillance systems of real world scenes. Especially, cast shadows produce troublesome effects, typically for object tracking from a fixed viewpoint, since it yields appearance variations of objects depending on whether they are inside or outside the shadow. In this paper, we handle such appearance variations by removing shadows in the image sequence. This can be considered as a preprocessing stage which leads to robust video surveillance. To achieve this, we propose a framework based on the idea of intrinsic images. Unlike previous methods of deriving intrinsic images, we derive time-varying reflectance images and corresponding illumination images from a sequence of images instead of assuming a single reflectance image. Using obtained illumination images, we normalize the input image sequence in terms of incident lighting distribution to eliminate shadowing effects. We also propose an illumination normalization scheme which can potentially run in real time, utilizing the illumination eigenspace, which captures the illumination variation due to weather, time of day, etc., and a shadow interpolation method based on shadow hulls. This paper describes the theory of the framework with simulation results and shows its effectiveness with object tracking results on real scene data sets.  相似文献   

4.
Visual learning and recognition of 3-d objects from appearance   总被引:33,自引:9,他引:24  
The problem of automatically learning object models for recognition and pose estimation is addressed. In contrast to the traditional approach, the recognition problem is formulated as one of matching appearance rather than shape. The appearance of an object in a two-dimensional image depends on its shape, reflectance properties, pose in the scene, and the illumination conditions. While shape and reflectance are intrinsic properties and constant for a rigid object, pose and illumination vary from scene to scene. A compact representation of object appearance is proposed that is parametrized by pose and illumination. For each object of interest, a large set of images is obtained by automatically varying pose and illumination. This image set is compressed to obtain a low-dimensional subspace, called the eigenspace, in which the object is represented as a manifold. Given an unknown input image, the recognition system projects the image to eigenspace. The object is recognized based on the manifold it lies on. The exact position of the projection on the manifold determines the object's pose in the image.A variety of experiments are conducted using objects with complex appearance characteristics. The performance of the recognition and pose estimation algorithms is studied using over a thousand input images of sample objects. Sensitivity of recognition to the number of eigenspace dimensions and the number of learning samples is analyzed. For the objects used, appearance representation in eigenspaces with less than 20 dimensions produces accurate recognition results with an average pose estimation error of about 1.0 degree. A near real-time recognition system with 20 complex objects in the database has been developed. The paper is concluded with a discussion on various issues related to the proposed learning and recognition methodology.  相似文献   

5.
Many high‐level image processing tasks require an estimate of the positions, directions and relative intensities of the light sources that illuminated the depicted scene. In image‐based rendering, augmented reality and computer vision, such tasks include matching image contents based on illumination, inserting rendered synthetic objects into a natural image, intrinsic images, shape from shading and image relighting. Yet, accurate and robust illumination estimation, particularly from a single image, is a highly ill‐posed problem. In this paper, we present a new method to estimate the illumination in a single image as a combination of achromatic lights with their 3D directions and relative intensities. In contrast to previous methods, we base our azimuth angle estimation on curve fitting and recursive refinement of the number of light sources. Similarly, we present a novel surface normal approximation using an osculating arc for the estimation of zenith angles. By means of a new data set of ground‐truth data and images, we demonstrate that our approach produces more robust and accurate results, and show its versatility through novel applications such as image compositing and analysis.  相似文献   

6.
We address the problem of jointly estimating the scene illumination, the radiometric camera calibration and the reflectance properties of an object using a set of images from a community photo collection. The highly ill-posed nature of this problem is circumvented by using appropriate representations of illumination, an empirical model for the nonlinear function that relates image irradiance with intensity values and additional assumptions on the surface reflectance properties. Using a 3D model recovered from an unstructured set of images, we estimate the coefficients that represent the illumination for each image using a frequency framework. For each image, we also compute the corresponding camera response function. Additionally, we calculate a simple model for the reflectance properties of the 3D model. A robust non-linear optimization is proposed exploiting the high sparsity present in the problem.  相似文献   

7.
In augmented reality, it is essential that the rendered virtual objects are embedded harmonically into the view of the background scenes and their appearance should reflect the changing lighting condition of the real scene to ensure illumination consistency. In this paper, we propose a novel method to solve for the sunlight and skylight basis images of static outdoor scenes from a time-lapse image sequence. It is proved that the resulted basis images encapsulate the geometry and material reflectivity of the scene, correspond to the global illumination effects of the outdoor scene under a unit intensity of the sunlight and skylight. Our method is fully automatic. Unlike previous methods, it gets rid of the constraints that the reflectance of all objects in scenes should be ideal diffuse, or the weather condition should be overcast or sunshine. During decomposition, we first detect shadowed pixels by analyzing the time-lapse curve of each pixel through k-means clustering, the basis images of sunlight and skylight are then solved by an iterative procedure with the decomposition equation. The basis images are further optimized by exploiting their constraints and priors. Experimental results demonstrate the effectiveness and flexibility of the proposed method. Our method can also be applied in image understanding and compressing.  相似文献   

8.
Automatic decomposition of intrinsic images, especially for complex real‐world images, is a challenging under‐constrained problem. Thus, we propose a new algorithm that generates and combines multi‐scale properties of chromaticity differences and intensity contrast. The key observation is that the estimation of image reflectance, which is neither a pixel‐based nor a region‐based property, can be improved by using multi‐scale measurements of image content. The new algorithm iteratively coarsens a graph reflecting the reflectance similarity between neighbouring pixels. Then multi‐scale reflectance properties are aggregated so that the graph reflects the reflectance property at different scales. This is followed by a L0 sparse regularization on the whole reflectance image, which enforces the variation in reflectance images to be high‐frequency and sparse. We formulate this problem through energy minimization which can be solved efficiently within a few iterations. The effectiveness of the new algorithm is tested with the Massachusetts Institute of Technology (MIT) dataset, the Intrinsic Images in the Wild (IIW) dataset, and various natural images.  相似文献   

9.
目的 现有大多数低照度图像增强算法会放大噪声,且用于极低照度图像时会出现亮度提升不足、色彩失真等问题。为此,提出一种基于Retinex(retina cortex)的增强与去噪方法。方法 为了增强极低照度图像,首先利用暗通道先验原理估计场景的全局光照,若光照低于0.5,对图像进行初始光照校正;其次,提出一种Retinex顺序分解模型,使低照度图像中的噪声均体现在反射分量中,基于分解结果,利用Gamma校正求取增强后的噪声图像;最后,提出一种基于内外双重互补先验约束的去噪机制,利用非局部自相似性原理为反射分量构建内部先验约束,基于深度学习,为增强后的噪声图像构建外部先验约束,使内外约束相互制约。结果 将本文算法与6种算法比较,在140幅普通低照度图像和162幅极低照度图像上(有正常曝光参考图像)进行主观视觉和客观指标评价比较,结果显示本文方法在亮度提升、色彩保真及去噪方面均有明显优势,对于普通低照度图像,BTMQI(blind tone-mapped quality index)和NIQE(natural image quality evaluator)指标均取得次优值,对于极低照度图像...  相似文献   

10.
The availability of multiple spectral measurements at each pixel in an image provides important additional information for recognition. Spectral information is of particular importance for applications where spatial information is limited. Such applications include the recognition of small objects or the recognition of small features on partially occluded objects. We introduce a feature matrix representation for deterministic local structure in color images. Although feature matrices are useful for recognition, this representation depends on the spectral properties of the scene illumination. Using a linear model for surface spectral reflectance with the same number of parameters as the number of color bands, we show that changes in the spectral content of the illumination correspond to linear transformations of the feature matrices, and that image plane rotations correspond to circular shifts of the matrices. From these relationships, we derive an algorithm for the recognition of local surface structure which is invariant to these scene transformations. We demonstrate the algorithm with a series of experiments on images of real objects  相似文献   

11.
We introduce a novel method for enabling stereoscopic viewing of a scene from a single pre‐segmented image. Rather than attempting full 3D reconstruction or accurate depth map recovery, we hallucinate a rough approximation of the scene's 3D model using a number of simple depth and occlusion cues and shape priors. We begin by depth‐sorting the segments, each of which is assumed to represent a separate object in the scene, resulting in a collection of depth layers. The shapes and textures of the partially occluded segments are then completed using symmetry and convexity priors. Next, each completed segment is converted to a union of generalized cylinders yielding a rough 3D model for each object. Finally, the object depths are refined using an iterative ground fitting process. The hallucinated 3D model of the scene may then be used to generate a stereoscopic image pair, or to produce images from novel viewpoints within a small neighborhood of the original view. Despite the simplicity of our approach, we show that it compares favorably with state‐of‐the‐art depth ordering methods. A user study was conducted showing that our method produces more convincing stereoscopic images than existing semi‐interactive and automatic single image depth recovery methods.  相似文献   

12.
Computer graphics artists often resort to compositing to rework light effects in a synthetic image without requiring a new render. Shadows are primary subjects of artistic manipulation as they carry important stylistic information while our perception is tolerant with their editing. In this paper we formalize the notion of global shadow, generalizing direct shadow found in previous work to a global illumination context. We define an object's shadow layer as the difference between two altered renders of the scene. A shadow layer contains the radiance lost on the camera film because of a given object. We translate this definition in the theoretical framework of Monte‐Carlo integration, obtaining a concise expression of the shadow layer. Building on it, we propose a path tracing algorithm that renders both the original image and any number of shadow layers in a single pass: the user may choose to separate shadows on a per‐object and per‐light basis, enabling intuitive and decoupled edits.  相似文献   

13.
The efficiency of Monte Carlo algorithms for light transport simulation is directly related to their ability to importance‐sample the product of the illumination and reflectance in the rendering equation. Since the optimal sampling strategy would require knowledge about the transport solution itself, importance sampling most often follows only one of the known factors – BRDF or an approximation of the incident illumination. To address this issue, we propose to represent the illumination and the reflectance factors by the Gaussian mixture model (GMM), which we fit by using a combination of weighted expectation maximization and non‐linear optimization methods. The GMM representation then allows us to obtain the resulting product distribution for importance sampling on‐the‐fly at each scene point. For its efficient evaluation and sampling we preform an up‐front adaptive decimation of both factor mixtures. In comparison to state‐of‐the‐art sampling methods, we show that our product importance sampling can lead to significantly better convergence in scenes with complex illumination and reflectance.  相似文献   

14.
Indirect illumination is an important element for realistic image synthesis, but its computation is expensive and highly dependent on the complexity of the scene and of the BRDF of the involved surfaces. While off‐line computation and pre‐baking can be acceptable for some cases, many applications (games, simulators, etc.) require real‐time or interactive approaches to evaluate indirect illumination. We present a novel algorithm to compute indirect lighting in real‐time that avoids costly precomputation steps and is not restricted to low‐frequency illumination. It is based on a hierarchical voxel octree representation generated and updated on the fly from a regular scene mesh coupled with an approximate voxel cone tracing that allows for a fast estimation of the visibility and incoming energy. Our approach can manage two light bounces for both Lambertian and glossy materials at interactive framerates (25–70FPS). It exhibits an almost scene‐independent performance and can handle complex scenes with dynamic content thanks to an interactive octree‐voxelization scheme. In addition, we demonstrate that our voxel cone tracing can be used to efficiently estimate Ambient Occlusion.  相似文献   

15.
The appearance manifold [WTL*06] is an efficient approach for modeling and editing time‐variant appearance of materials from the BRDF data captured at single time instance. However, this method is difficult to apply in images in which weathering and shading variations are combined. In this paper, we present a technique for modeling and editing the weathering effects of an object in a single image with appearance manifolds. In our approach, we formulate the input image as the product of reflectance and illuminance. An iterative method is then developed to construct the appearance manifold in color space (i.e., Lab space) for modeling the reflectance variations caused by weathering. Based on the appearance manifold, we propose a statistical method to robustly decompose reflectance and illuminance for each pixel. For editing, we introduce a “pixel‐walking” scheme to modify the pixel reflectance according to its position on the manifold, by which the detailed reflectance variations are well preserved. We illustrate our technique in various applications, including weathering transfer between two images that is first enabled by our technique. Results show that our technique can produce much better results than existing methods, especially for objects with complex geometry and shading effects.  相似文献   

16.
This work deals with the problem of automatically choosing the correct exposure (or integration) time for time‐of‐flight depth image capturing. We apply methods known from high dynamic range imaging to combine depth images taken with differing integration times in order to produce high quality depth maps. We evaluate the quality of these depth maps by comparing the performance in reconstruction of planar textured patches and in the 3D reconstruction of an indoor scene. Our solution is fast enough to capture the images at interactive frame rates and also flexible to deal with any amount of exposures.  相似文献   

17.
A Variational Framework for Retinex   总被引:25,自引:1,他引:25  
Retinex theory addresses the problem of separating the illumination from the reflectance in a given image and thereby compensating for non-uniform lighting. This is in general an ill-posed problem. In this paper we propose a variational model for the Retinex problem that unifies previous methods. Similar to previous algorithms, it assumes spatial smoothness of the illumination field. In addition, knowledge of the limited dynamic range of the reflectance is used as a constraint in the recovery process. A penalty term is also included, exploiting a-priori knowledge of the nature of the reflectance image. The proposed formulation adopts a Bayesian view point of the estimation problem, which leads to an algebraic regularization term, that contributes to better conditioning of the reconstruction problem.Based on the proposed variational model, we show that the illumination estimation problem can be formulated as a Quadratic Programming optimization problem. An efficient multi-resolution algorithm is proposed. It exploits the spatial correlation in the reflectance and illumination images. Applications of the algorithm to various color images yield promising results.  相似文献   

18.
目的 本征图像分解是计算视觉和图形学领域的一个基本问题,旨在将图像中场景的纹理和光照成分分离开来。基于深度学习的本征图像分解方法受限于现有的数据集,存在分解结果过度平滑、在真实数据泛化能力较差等问题。方法 首先设计基于图卷积的模块,显式地考虑图像中的非局部信息。同时,为了使训练的网络可以处理更复杂的光照情况,渲染了高质量的合成数据集。此外,引入了一个基于神经网络的反照率图像优化模块,提升获得的反照率图像的局部平滑性。结果 将不同方法在所提的数据集上训练,相比之前合成数据集CGIntrinsics进行训练的结果,在IIW (intrinsic images in the wild)测试数据集的平均WHDR (weighted human disagreement rate)降低了7.29%,在SAW (shading annotations in the wild)测试集的AP (average precision)指标上提升了2.74%。同时,所提出的基于图卷积的神经网络,在IIW、SAW数据集上均取得了较好的结果,在视觉结果上显著优于此前的方法。此外,利用本文算法得到的本征结果,在重光照、纹理编辑和光照编辑等图像编辑任务上,取得了更优的结果。结论 所提出的数据集质量更高,有利于基于神经网络的本征分解模型的训练。同时,提出的本征分解模型由于显式地结合了非局部先验,得到了更优的本征分解结果,并通过一系列应用任务进一步验证了结果。  相似文献   

19.
A new data representation of image-based objects is presented. With this representation, the user can change the illumination as well as the viewpoint of an image-based scene. Physically correct imagery can be generated without knowing any geometrical information (e.g. depth or surface normal) of the scene. By treating each pixel on the image plane as a surface element, we can measure its apparent BRDF (bidirectional reflectance distribution function) by collecting information in the sampled images. These BRDFs allow us to calculate the correct pixel colour under a new illumination set-up by fitting the intensity, direction and number of the light sources. We demonstrate that the proposed representation allows re-rendering of the scene illuminated by different types of light sources. Moreover, two compression schemes, spherical harmonics and discrete cosine transform, are proposed to compress the huge amount of tabular BRDF data. © 1998 John Wiley & Sons, Ltd.  相似文献   

20.
Image space photon mapping has the advantage of simple implementation on GPU without pre‐computation of complex acceleration structures. However, existing approaches use only a single image for tracing caustic photons, so they are limited to computing only a part of the global illumination effects for very simple scenes. In this paper we fully extend the image space approach by using multiple environment maps for photon mapping computation to achieve interactive global illumination of dynamic complex scenes. The two key problems due to the introduction of multiple images are 1) selecting the images to ensure adequate scene coverage; and 2) reliably computing ray‐geometry intersections with multiple images. We present effective solutions to these problems and show that, with multiple environment maps, the image‐space photon mapping approach can achieve interactive global illumination of dynamic complex scenes. The advantages of the method are demonstrated by comparison with other existing interactive global illumination methods.  相似文献   

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