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1.
We propose an efficient and robust image‐space denoising method for noisy images generated by Monte Carlo ray tracing methods. Our method is based on two new concepts: virtual flash images and homogeneous pixels. Inspired by recent developments in flash photography, virtual flash images emulate photographs taken with a flash, to capture various features of rendered images without taking additional samples. Using a virtual flash image as an edge‐stopping function, our method can preserve image features that were not captured well only by existing edge‐stopping functions such as normals and depth values. While denoising each pixel, we consider only homogeneous pixels—pixels that are statistically equivalent to each other. This makes it possible to define a stochastic error bound of our method, and this bound goes to zero as the number of ray samples goes to infinity, irrespective of denoising parameters. To highlight the benefits of our method, we apply our method to two Monte Carlo ray tracing methods, photon mapping and path tracing, with various input scenes. We demonstrate that using virtual flash images and homogeneous pixels with a standard denoising method outperforms state‐of‐the‐art image‐space denoising methods.  相似文献   

2.
In this work, we present a non‐photorealistic rendering technique to create stylized abstractions from color images and videos. Our approach is based on adaptive line integral convolution in combination with directional shock filtering. The smoothing process regularizes directional image features while the shock filter provides a sharpening effect. Both operations are guided by a flow field derived from the structure tensor. To obtain a high‐quality flow field, we present a novel smoothing scheme for the structure tensor based on Poisson's equation. Our approach effectively regularizes anisotropic image regions while preserving the overall image structure and achieving a consistent level of abstraction. Moreover, it is suitable for per‐frame filtering of video and can be efficiently implemented to process content in real‐time.  相似文献   

3.
With ever‐increasing display resolution for wide field‐of‐view displays—such as head‐mounted displays or 8k projectors—shading has become the major computational cost in rasterization. To reduce computational effort, we propose an algorithm that only shades visible features of the image while cost‐effectively interpolating the remaining features without affecting perceived quality. In contrast to previous approaches we do not only simulate acuity falloff but also introduce a sampling scheme that incorporates multiple aspects of the human visual system: acuity, eye motion, contrast (stemming from geometry, material or lighting properties), and brightness adaptation. Our sampling scheme is incorporated into a deferred shading pipeline to shade the image's perceptually relevant fragments while a pull‐push algorithm interpolates the radiance for the rest of the image. Our approach does not impose any restrictions on the performed shading. We conduct a number of psycho‐visual experiments to validate scene‐ and task‐independence of our approach. The number of fragments that need to be shaded is reduced by 50 % to 80 %. Our algorithm scales favorably with increasing resolution and field‐of‐view, rendering it well‐suited for head‐mounted displays and wide‐field‐of‐view projection.  相似文献   

4.
5.
We propose a novel method to regularize a normal vector field defined on a digital surface (boundary of a set of voxels). When the digital surface is a digitization of a piecewise smooth manifold, our method localizes sharp features (edges) while regularizing the input normal vector field at the same time. It relies on the optimisation of a variant of the Ambrosio‐Tortorelli functional, originally defined for denoising and contour extraction in image processing [ AT90 ]. We reformulate this functional to digital surface processing thanks to discrete calculus operators. Experiments show that the output normal field is very robust to digitization artifacts or noise, and also fairly independent of the sampling resolution. The method allows the user to choose independently the amount of smoothing and the length of the set of discontinuities. Sharp and vanishing features are correctly delineated even on extremely damaged data. Finally, our method can be used to enhance considerably the output of state‐of‐the‐art normal field estimators like Voronoi Covariance Measure [ MOG11 ] or Randomized Hough Transform [ BM12 ].  相似文献   

6.
We present a new image completion method based on an additional large displacement view (LDV) of the same scene for faithfully repairing large missing regions on the target image in an automatic way. A coarse‐to‐fine distortion correction algorithm is proposed to minimize the perspective distortion in the corresponding parts for the common scene regions on the LDV image. First, under the assumption of a planar scene, the LDV image is warped according to a homography to generate the initial correction result. Second, the residual distortions in the common known scene regions are revealed by means of a mismatch detection mechanism and relaxed by energy optimization of overlap correspondences, with the expectations of color constancy and displacement field smoothness. The fundamental matrix for the two views is then computed based on the reliable correspondence set. Third, under the constraints of epipolar geometry, displacement field smoothness and color consistency of the neighboring pixels, the missing pixels are orderly restored according to a specially defined repairing priority function. We finally eliminate the ghost effect between the repaired region and its surroundings by Poisson image blending. Experimental results demonstrate that our method outperforms recent state‐of‐the‐art image completion methods for repairing large missing area with complex structure information.  相似文献   

7.
This paper presents a new method for estimating normals on unorganized point clouds that preserves sharp features. It is based on a robust version of the Randomized Hough Transform (RHT). We consider the filled Hough transform accumulator as an image of the discrete probability distribution of possible normals. The normals we estimate corresponds to the maximum of this distribution. We use a fixed‐size accumulator for speed, statistical exploration bounds for robustness, and randomized accumulators to prevent discretization effects. We also propose various sampling strategies to deal with anisotropy, as produced by laser scans due to differences of incidence. Our experiments show that our approach offers an ideal compromise between precision, speed, and robustness: it is at least as precise and noise‐resistant as state‐of‐the‐art methods that preserve sharp features, while being almost an order of magnitude faster. Besides, it can handle anisotropy with minor speed and precision losses.  相似文献   

8.
We present a real‐time method for rendering a depth‐of‐field effect based on the per‐pixel layered splatting where source pixels are scattered on one of the three layers of a destination pixel. In addition, the missing information behind foreground objects is filled with an additional image of the areas occluded by nearer objects. The method creates high‐quality depth‐of‐field results even in the presence of partial occlusion, without major artifacts often present in the previous real‐time methods. The method can also be applied to simulating defocused highlights. The entire framework is accelerated by GPU, enabling real‐time post‐processing for both off‐line and interactive applications.  相似文献   

9.
We present a robust, unbiased technique for intelligent light‐path construction in path‐tracing algorithms. Inspired by existing path‐guiding algorithms, our method learns an approximate representation of the scene's spatio‐directional radiance field in an unbiased and iterative manner. To that end, we propose an adaptive spatio‐directional hybrid data structure, referred to as SD‐tree, for storing and sampling incident radiance. The SD‐tree consists of an upper part—a binary tree that partitions the 3D spatial domain of the light field—and a lower part—a quadtree that partitions the 2D directional domain. We further present a principled way to automatically budget training and rendering computations to minimize the variance of the final image. Our method does not require tuning hyperparameters, although we allow limiting the memory footprint of the SD‐tree. The aforementioned properties, its ease of implementation, and its stable performance make our method compatible with production environments. We demonstrate the merits of our method on scenes with difficult visibility, detailed geometry, and complex specular‐glossy light transport, achieving better performance than previous state‐of‐the‐art algorithms.  相似文献   

10.
Displaying a large number of lines within a limited amount of screen space is a task that is common to many different classes of visualization techniques such as time‐series visualizations, parallel coordinates, link‐node diagrams, and phase‐space diagrams. This paper addresses the challenging problems of cluttering and overdraw inherent to such visualizations. We generate a 2×2 tensor field during line rasterization that encodes the distribution of line orientations through each image pixel. Anisotropic diffusion of a noise texture is then used to generate a dense, coherent visualization of line orientation. In order to represent features of different scales, we employ a multi‐resolution representation of the tensor field. The resulting technique can easily be applied to a wide variety of line‐based visualizations. We demonstrate this for parallel coordinates, a time‐series visualization, and a phase‐space diagram. Furthermore, we demonstrate how to integrate a focus+context approach by incorporating a second tensor field. Our approach achieves interactive rendering performance for large data sets containing millions of data items, due to its image‐based nature and ease of implementation on GPUs. Simulation results from computational fluid dynamics are used to evaluate the performance and usefulness of the proposed method.  相似文献   

11.
The parallel vectors (PV) operator is a feature extraction approach for defining line‐type features such as creases (ridges and valleys) in scalar fields, as well as separation, attachment, and vortex core lines in vector fields. In this work, we extend PV feature extraction to higher‐order data represented by piecewise analytical functions defined over grid cells. The extraction uses PV in two distinct stages. First, seed points on the feature lines are placed by evaluating the inclusion form of the PV criterion with reduced affine arithmetic. Second, a feature flow field is derived from the higher‐order PV expression where the features can be extracted as streamlines starting at the seeds. Our approach allows for guaranteed bounds regarding accuracy with respect to existence, position, and topology of the features obtained. The method is suitable for parallel implementation and we present results obtained with our GPU‐based prototype. We apply our method to higher‐order data obtained from discontinuous Galerkin fluid simulations.  相似文献   

12.
Image Interpolation by Pixel-Level Data-Dependent Triangulation   总被引:1,自引:0,他引:1  
We present a novel image interpolation algorithm. The algorithm can be used in arbitrary resolution enhancement, arbitrary rotation and other applications of still images in continuous space. High‐resolution images are interpolated from the pixel‐level data‐dependent triangulation of lower‐resolution images. It is simpler than other methods and is adaptable to a variety of image manipulations. Experimental results show that the new “mesh image” algorithm is as fast as the bilinear interpolation method. We assess the interpolated images' quality visually and also by the MSE measure which shows our method generates results comparable in quality to slower established methods. We also implement our method in graphics card hardware using OpenGL which leads to real‐time high‐quality image reconstruction. These features give it the potential to be used in gaming and image‐processing applications.  相似文献   

13.
This paper presents a novel method to enhance the performance of structure‐preserving image and texture filtering. With conventional edge‐aware filters, it is often challenging to handle images of high complexity where features of multiple scales coexist. In particular, it is not always easy to find the right balance between removing unimportant details and protecting important features when they come in multiple sizes, shapes, and contrasts. Unlike previous approaches, we address this issue from the perspective of adaptive kernel scales. Relying on patch‐based statistics, our method identifies texture from structure and also finds an optimal per‐pixel smoothing scale. We show that the proposed mechanism helps achieve enhanced image/texture filtering performance in terms of protecting the prominent geometric structures in the image, such as edges and corners, and keeping them sharp even after significant smoothing of the original signal.  相似文献   

14.
Sharp edges are important shape features and their extraction has been extensively studied both on point clouds and surfaces. We consider the problem of extracting sharp edges from a sparse set of colour‐and‐depth (RGB‐D) images. The noise‐ridden depth measurements are challenging for existing feature extraction methods that work solely in the geometric domain (e.g. points or meshes). By utilizing both colour and depth information, we propose a novel feature extraction method that produces much cleaner and more coherent feature lines. We make two technical contributions. First, we show that intensity edges can augment the depth map to improve normal estimation and feature localization from a single RGB‐D image. Second, we designed a novel algorithm for consolidating feature points obtained from multiple RGB‐D images. By utilizing normals and ridge/valley types associated with the feature points, our algorithm is effective in suppressing noise without smearing nearby features.  相似文献   

15.
We propose a method for interactive cloning of 3D surface geometry using a paintbrush interface, similar to the continuous cloning brush popular in image editing. Existing interactive mesh composition tools focus on atomic copy‐and‐paste of preselected feature areas, and are either limited to copying surface displacements, or require the solution of variational optimization problems, which is too expensive for an interactive brush interface. In contrast, our GeoBrush method supports real‐time continuous copying of arbitrary high‐resolution surface features between irregular meshes, including topological handles. We achieve this by first establishing a correspondence between the source and target geometries using a novel generalized discrete exponential map parameterization. Next we roughly align the source geometry with the target shape using Green Coordinates with automatically‐constructed cages. Finally, we compute an offset membrane to smoothly blend the pasted patch with C continuity before stitching it into the target. The offset membrane is a solution of a bi‐harmonic PDE, which is computed on the GPU in real time by exploiting the regular parametric domain. We demonstrate the effectiveness of GeoBrush with various editing scenarios, including detail enrichment and completion of scanned surfaces.  相似文献   

16.
Aesthetic images evoke an emotional response that transcends mere visual appreciation. In this work we develop a novel computational means for evaluating the composition aesthetics of a given image based on measuring several well‐grounded composition guidelines. A compound operator of crop‐and‐retarget is employed to change the relative position of salient regions in the image and thus to modify the composition aesthetics of the image. We propose an optimization method for automatically producing a maximally‐aesthetic version of the input image. We validate the performance of the method and show its effectiveness in a variety of experiments.  相似文献   

17.
We present a data‐driven method for automatically recoloring a photo to enhance its appearance or change a viewer's emotional response to it. A compact representation called a RegionNet summarizes color and geometric features of image regions, and geometric relationships between them. Correlations between color property distributions and geometric features of regions are learned from a database of well‐colored photos. A probabilistic factor graph model is used to summarize distributions of color properties and generate an overall probability distribution for color suggestions. Given a new input image, we can generate multiple recolored results which unlike previous automatic results, are both natural and artistic, and compatible with their spatial arrangements.  相似文献   

18.
We present a new algorithm for efficient rendering of high‐quality depth‐of‐field (DoF) effects. We start with a single rasterized view (reference view) of the scene, and sample the light field by warping the reference view to nearby views. We implement the algorithm using NVIDIA's CUDA to achieve parallel processing, and exploit the atomic operations to resolve visibility when multiple pixels warp to the same image location. We then directly synthesize DoF effects from the sampled light field. To reduce aliasing artifacts, we propose an image‐space filtering technique that compensates for spatial undersampling using MIP mapping. The main advantages of our algorithm are its simplicity and generality. We demonstrate interactive rendering of DoF effects in several complex scenes. Compared to existing methods, ours does not require ray tracing and hence scales well with scene complexity.  相似文献   

19.
We propose an image editing system for repositioning objects in a single image based on the perspective of the scene. In our system, an input image is transformed into a layer structure that is composed of object layers and a background layer, and then the scene depth is computed from the ground region that is specified by the user using a simple boundary line. The object size and order of overlapping are automatically determined during the reposition based on the scene depth. In addition, our system enables the user to move shadows along with objects naturally by extracting the shadow mattes using only a few user‐specified scribbles. Finally, we demonstrate the versatility of our system through applications to depth‐of‐field effects, fog synthesis and 3D walkthrough in an image.  相似文献   

20.
We present a fast reconstruction filtering method for images generated with Monte Carlo–based rendering techniques. Our approach specializes in reducing global illumination noise in the presence of depth‐of‐field effects at very low sampling rates and interactive frame rates. We employ edge‐aware filtering in the sample space to locally improve outgoing radiance of each sample. The improved samples are then distributed in the image plane using a fast, linear manifold‐based approach supporting very large circles of confusion. We evaluate our filter by applying it to several images containing noise caused by Monte Carlo–simulated global illumination, area light sources and depth of field. We show that our filter can efficiently denoise such images at interactive frame rates on current GPUs and with as few as 4–16 samples per pixel. Our method operates only on the colour and geometric sample information output of the initial rendering process. It does not make any assumptions on the underlying rendering technique and sampling strategy and can therefore be implemented completely as a post‐process filter.  相似文献   

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