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1.
Display devices, more than ever, are finding their ways into electronic consumer goods as a result of recent trends in providing more functionality and user interaction. Combined with the new developments in display technology towards higher reproducible luminance range, the mobility and variation in capability of display devices are constantly increasing. Consequently, in real life usage it is now very likely that the display emission to be distorted by spatially and temporally varying reflections, and the observer's visual system to be not adapted to the particular display that she is viewing at that moment. The actual perception of the display content cannot be fully understood by only considering steady-state illumination and adaptation conditions. We propose an objective method for display visibility analysis formulating the problem as a full-reference image quality assessment problem, where the display emission under "ideal" conditions is used as the reference for real-life conditions. Our work includes a human visual system model that accounts for maladaptation and temporal recovery of sensitivity. As an example application we integrate our method to a global illumination simulator and analyze the visibility of a car interior display under realistic lighting conditions.  相似文献   

2.
    
When performing daily maintenance and repair tasks, technicians require access to a variety of technical diagrams. As technicians trace components and diagrams from page-to-page, within and across manuals, the contextual information of the components they are analyzing can easily be lost. To overcome these issues, we have developed a Schematic Diagram Visualization System (SDViz) designed for maintaining and highlighting contextual information in technical documents, such as schematic and wiring diagrams. Our system incorporates various features to aid in the navigation and diagnosis of faults, as well as maintaining contextual information when tracing components/connections through multiple diagrams. System features include highlighting relationships between components and connectors, diagram annotation tools, the animation of flow through the system, a novel contextual blending method, and a variety of traditional focus+context visualization techniques. We have evaluated the usefulness of our system through a qualitative user study in which subjects utilized our system in diagnosing faults during a standard aircraft maintenance exercise.  相似文献   

3.
We present the design of an interactive image‐based modeling tool that enables a user to quickly generate detailed 3D models with texture from a set of calibrated input images. Our main contribution is an intuitive user interface that is entirely based on simple 2D painting operations and does not require any technical expertise by the user or difficult pre‐processing of the input images. One central component of our tool is a GPU‐based multi‐view stereo reconstruction scheme, which is implemented by an incremental algorithm, that runs in the background during user interaction so that the user does not notice any significant response delay.  相似文献   

4.
Automatic Conversion of Mesh Animations into Skeleton-based Animations   总被引:1,自引:0,他引:1  
Recently, it has become increasingly popular to represent animations not by means of a classical skeleton‐based model, but in the form of deforming mesh sequences. The reason for this new trend is that novel mesh deformation methods as well as new surface based scene capture techniques offer a great level of flexibility during animation creation. Unfortunately, the resulting scene representation is less compact than skeletal ones and there is not yet a rich toolbox available which enables easy post‐processing and modification of mesh animations. To bridge this gap between the mesh‐based and the skeletal paradigm, we propose a new method that automatically extracts a plausible kinematic skeleton, skeletal motion parameters, as well as surface skinning weights from arbitrary mesh animations. By this means, deforming mesh sequences can be fully‐automatically transformed into fullyrigged virtual subjects. The original input can then be quickly rendered based on the new compact bone and skin representation, and it can be easily modified using the full repertoire of already existing animation tools.  相似文献   

5.
    
We present a method for synthesizing fluid animation from a single image, using a fluid video database. The user inputs a target painting or photograph of a fluid scene along with its alpha matte that extracts the fluid region of interest in the scene. Our approach allows the user to generate a fluid animation from the input image and to enter a few additional commands about fluid orientation or speed. Employing the database of fluid examples, the core algorithm in our method then automatically assigns fluid videos for each part of the target image. Our method can therefore deal with various paintings and photographs of a river, waterfall, fire, and smoke. The resulting animations demonstrate that our method is more powerful and efficient than our prior work.  相似文献   

6.
Photo-realistic reproduction of material appearance from images has widespread use in applications ranging from movies over advertising to virtual prototyping. A common approach to this task is to reconstruct the small scale geometry of the sample and to capture the reflectance properties using spatially varying BRDFs. For this, multi-view and photometric stereo reconstruction can be used, both of which are limited regarding the amount of either view or light directions and suffer from either low- or high-frequency artifacts, respectively. In this paper, we propose a new algorithm combining both techniques to recover heightfields and spatially varying BRDFs while at the same time overcoming the above mentioned drawbacks. Our main contribution is a novel objective function which allows for the reconstruction of a heightfield and high quality SVBRDF including view dependent effects. Thereby, our method also avoids both low and high frequency artifacts. Additionally, our algorithm takes inter-reflections into account allowing for the reconstruction of undisturbed representations of the underlying material. In our experiments, including synthetic and real-world data, we show that our approach is superior to state-of-the-art methods regarding reconstruction error as well as visual impression. Both the reconstructed geometry and the recovered SVBRDF are highly accurate, resulting in a faithful reproduction of the materials characteristic appearance, which is of paramount importance in the context of material rendering.  相似文献   

7.
8.
To assist wayfinding and navigation, the display of maps and driving directions on mobile devices is nowadays commonplace. While existing system can naturally exploit GPS information to facilitate orientation, the inherently limited screen space is often perceived as a drawback compared to traditional street maps as it constrains the perception of contextual information. Moreover, occlusion issues add to this problem if the environment is shown from the popular egocentric perspective. In this paper we describe an interactive visualization system that addresses these problems by reallocating the available screen space. At the heart of our system are three novel visualization techniques: First, we propose a non‐standard perspective that allows to blend between the familiar pedestrian perspective and a standard map depiction with reduced occlusion. Second, we derive an efficient deformation technique that allows an interactive allocation of screen space to areas of interest like e.g. nearby touristic attractions. Finally, a path adaptive isometric perspective is proposed that reveals otherwise hidden facades in top‐down views. We describe efficient implementations of all techniques and exemplify our interactive system on real world urban models.  相似文献   

9.
We present a system for recording a live dynamic facial performance, capturing highly detailed geometry and spatially varying diffuse and specular reflectance information for each frame of the performance. The result is a reproduction of the performance that can be rendered from novel viewpoints and novel lighting conditions, achieving photorealistic integration into any virtual environment. Dynamic performances are captured directly, without the need for any template geometry or static geometry scans, and processing is completely automatic, requiring no human input or guidance. Our key contributions are a heuristic for estimating facial reflectance information from gradient illumination photographs, and a geometry optimization framework that maximizes a principled likelihood function combining multi‐view stereo correspondence and photometric stereo, using multi‐resolution belief propagation. The output of our system is a sequence of geometries and reflectance maps, suitable for rendering in off‐the‐shelf software. We show results from our system rendered under novel viewpoints and lighting conditions, and validate our results by demonstrating a close match to ground truth photographs.  相似文献   

10.
We present a design technique for colors with the purpose of lowering the energy consumption of the display device. Our approach is based on a screen space variant energy model. The result of our design is a set of distinguishable iso-lightness colors guided by perceptual principles. We present two variations of our approach. One is based on a set of discrete user-named (categorical) colors, which are analyzed according to their energy consumption. The second is based on the constrained continuous optimization of color energy in the perceptually uniform CIELAB color space. We quantitatively compare our two approaches with a traditional choice of colors, demonstrating that we typically save approximately 40 percent of the energy. The color sets are applied to examples from the 2D visualization of nominal data and volume rendering of 3D scalar fields.  相似文献   

11.
Image Appearance Exploration by Model-Based Navigation   总被引:1,自引:0,他引:1  
Changing the appearance of an image can be a complex and non-intuitive task. Many times the target image colors and look are only known vaguely and many trials are needed to reach the desired results. Moreover, the effect of a specific change on an image is difficult to envision, since one must take into account spatial image considerations along with the color constraints. Tools provided today by image processing applications can become highly technical and non-intuitive including various gauges and knobs.
In this paper we introduce a method for changing image appearance by navigation, focusing on recoloring images. The user visually navigates a high dimensional space of possible color manipulations of an image. He can either explore in it for inspiration or refine his choices by navigating into sub regions of this space to a specific goal. This navigation is enabled by modeling the chroma channels of an image's colors using a Gaussian Mixture Model (GMM). The Gaussians model both color and spatial image coordinates, and provide a high dimensional parameterization space of a rich variety of color manipulations. The user's actions are translated into transformations of the parameters of the model, which recolor the image. This approach provides both inspiration and intuitive navigation in the complex space of image color manipulations.  相似文献   

12.
    
The rendering of large data sets can result in cluttered displays and non‐interactive update rates, leading to time consuming analyses. A straightforward solution is to reduce the number of items, thereby producing an abstraction of the data set. For the visual analysis to remain accurate, the graphical representation of the abstraction must preserve the significant features present in the original data. This paper presents a screen space quality method, based on distance transforms, that measures the visual quality of a data abstraction. This screen space measure is shown to better capture significant visual structures in data, compared with data space measures. The presented method is implemented on the GPU, allowing interactive creation of high quality graphical representations of multivariate data sets containing tens of thousands of items.  相似文献   

13.
Inappropriate lighting is often responsible for poor quality video. In most offices and homes, lighting is not designed for video conferencing. This can result in unevenly lit faces, distracting shadows, and unnatural colors. We present a method for relighting faces that reduces the effects of uneven lighting and color. Our setup consists of a compact lighting rig and a camera that is both inexpensive and inconspicuous to the user. We use unperceivable infrared (IR) lights to obtain an illumination bases of the scene. Our algorithm computes an optimally weighted combination of IR bases to minimize lighting inconsistencies in foreground areas and reduce the effects of colored monitor light. However, IR relighting alone results in images with an unnatural ghostly appearance, thus a retargeting technique is presented which removes the unnatural IR effects and produces videos that have substantially more balanced intensity and color than the original video.  相似文献   

14.
We present a novel method to estimate an approximation of the reflectance characteristics of optically thick, homogeneous translucent materials using only a single photograph as input. First, we approximate the diffusion profile as a linear combination of piecewise constant functions, an approach that enables a linear system minimization and maximizes robustness in the presence of suboptimal input data inferred from the image. We then fit to a smoother monotonically decreasing model, ensuring continuity on its first derivative. We show the feasibility of our approach and validate it in controlled environments, comparing well against physical measurements from previous works. Next, we explore the performance of our method in uncontrolled scenarios, where neither lighting nor geometry are known. We show that these can be roughly approximated from the corresponding image by making two simple assumptions: that the object is lit by a distant light source and that it is globally convex, allowing us to capture the visual appearance of the photographed material. Compared with previous works, our technique offers an attractive balance between visual accuracy and ease of use, allowing its use in a wide range of scenarios including off‐the‐shelf, single images, thus extending the current repertoire of real‐world data acquisition techniques.  相似文献   

15.
Various forms of art and entertainment involve many different characters, and advances in human interfaces have necessitated physical interactions in order to develop an improved sense of reality. In this paper we propose a method for generating the motions of characters using multidimensional keyframe animation in parallel with real-time physical simulation. The method generates characters capable of physical interaction, and also allows animators to use traditional methods for designing character motion. We have implemented the system and confirmed its effectiveness experimentally.  相似文献   

16.
Diorama artists produce a spectacular 3D effect in a confined space by generating depth illusions that are faithful to the ordering of the objects in a large real or imaginary scene. Indeed, cognitive scientists have discovered that depth perception is mostly affected by depth order and precedence among objects. Motivated by these findings, we employ ordinal cues to construct a model from a single image that similarly to Dioramas, intensifies the depth perception. We demonstrate that such models are sufficient for the creation of realistic 3D visual experiences. The initial step of our technique extracts several relative depth cues that are well known to exist in the human visual system. Next, we integrate the resulting cues to create a coherent surface. We introduce wide slits in the surface, thus generalizing the concept of cardboard cutout layers. Lastly, the surface geometry and texture are extended alongside the slits, to allow small changes in the viewpoint which enriches the depth illusion.  相似文献   

17.
Recently, the problem of intrinsic shape matching has received a lot of attention. A number of algorithms have been proposed, among which random‐sampling‐based techniques have been particularly successful due to their generality and efficiency. We introduce a new sampling‐based shape matching algorithm that uses a planning step to find optimized “landmark” points. These points are matched first in order to maximize the information gained and thus minimize the sampling costs. Our approach makes three main contributions: First, the new technique leads to a significant improvement in performance, which we demonstrate on a number of benchmark scenarios. Second, our technique does not require any keypoint detection. This is often a significant limitation for models that do not show sufficient surface features. Third, we examine the actual numerical degrees of freedom of the matching problem for a given piece of geometry. In contrast to previous results, our estimates take into account unprecise geodesics and potentially numerically unfavorable geometry of general topology, giving a more realistic complexity estimate.  相似文献   

18.
Word clouds are proliferating on the Internet and have received much attention in visual analytics. Although word clouds can help users understand the major content of a document collection quickly, their ability to visually compare documents is limited. This paper introduces a new method to create semantic‐preserving word clouds by leveraging tailored seam carving, a well‐established content‐aware image resizing operator. The method can optimize a word cloud layout by removing a left‐to‐right or top‐to‐bottom seam iteratively and gracefully from the layout. Each seam is a connected path of low energy regions determined by a Gaussian‐based energy function. With seam carving, we can pack the word cloud compactly and effectively, while preserving its overall semantic structure. Furthermore, we design a set of interactive visualization techniques for the created word clouds to facilitate visual text analysis and comparison. Case studies are conducted to demonstrate the effectiveness and usefulness of our techniques.  相似文献   

19.
Large datasets of 3D objects require an intuitive way to browse and quickly explore shapes from the collection. We present a dynamic map of shapes where similar shapes are placed next to each other. Similarity between 3D models exists in a high dimensional space which cannot be accurately expressed in a two dimensional map. We solve this discrepancy by providing a local map with pan capabilities and a user interface that resembles an online experience of navigating through geographical maps. As the user navigates through the map, new shapes appear which correspond to the specific navigation tendencies and interests of the user, while maintaining a continuous browsing experience. In contrast with state of the art methods which typically reduce the search space by selecting constraints or employing relevance feedback, our method enables exploration of large sets without constraining the search space, allowing the user greater creativity and serendipity. A user study evaluation showed a strong preference of users for our method over a standard relevance feedback method.  相似文献   

20.
Motion Compression using Principal Geodesics Analysis   总被引:1,自引:0,他引:1  
Due to the growing need for large quantities of human animation data in the entertainment industry, it has become a necessity to compress motion capture sequences in order to ease their storage and transmission. We present a novel, lossy compression method for human motion data that exploits both temporal and spatial coherence. Given one motion, we first approximate the poses manifold using Principal Geodesics Analysis (PGA) in the configuration space of the skeleton. We then search this approximate manifold for poses matching end-effectors constraints using an iterative minimization algorithm that allows for real-time, data-driven inverse kinematics. The compression is achieved by only storing the approximate manifold parametrization along with the end-effectors and root joint trajectories, also compressed, in the output data. We recover poses using the IK algorithm given the end-effectors trajectories. Our experimental results show that considerable compression rates can be obtained using our method, with few reconstruction and perceptual errors.  相似文献   

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