首页 | 本学科首页   官方微博 | 高级检索  
相似文献
 共查询到20条相似文献,搜索用时 46 毫秒
1.
2.
Modeling Color Properties of Tiled Displays   总被引:1,自引:0,他引:1  
The concept of tiled displays can be successful only if such displays are made to look like a single display perceptually. The two issues that need to be solved to achieve this goal are geometric correction and color seamlessness of images spanning across tiles. Geometric correction algorithms borrow pin‐hole camera models to model projector display geometry. In this paper, we introduce an abstract modeling function that describes the color seen by a viewer when displayed by a display device. Though this function can be used to model color displayed by any common display device, in this paper, we use it to model color in multiprojector display systems. We use the model to explain the reasons for different types of color variations in a multiprojector display, to compare different color correction algorithms, and to derive such algorithms directly from the model.  相似文献   

3.
A novel method is given for content‐aware video resizing, i.e. targeting video to a new resolution (which may involve aspect ratio change) from the original. We precompute a per‐pixel cumulative shrinkability map which takes into account both the importance of each pixel and the need for continuity in the resized result. (If both x and y resizing are required, two separate shrinkability maps are used, otherwise one suffices). A random walk model is used for efficient offline computation of the shrinkability maps. The latter are stored with the video to create a multi‐sized video, which permits arbitrary‐sized new versions of the video to be later very efficiently created in real‐time, e.g. by a video‐on‐demand server supplying video streams to multiple devices with different resolutions. These shrinkability maps are highly compressible, so the resulting multi‐sized videos are typically less than three times the size of the original compressed video. A scaling function operates on the multi‐sized video, to give the new pixel locations in the result, giving a high‐quality content‐aware resized video. Despite the great efficiency and low storage requirements for our method, we produce results of comparable quality to state‐of‐the‐art methods for content‐aware image and video resizing.  相似文献   

4.
The aim of removing camera shake is to estimate a sharp version x from a shaken image y when the blur kernel k is unknown. Recent research on this topic evolved through two paradigms called and . only solves for k by marginalizing the image prior, while recovers both x and k by selecting the mode of the posterior distribution. This paper first systematically analyses the latent limitations of these two estimators through Bayesian analysis. We explain the reason why it is so difficult for image statistics to solve the previously reported failure. Then we show that the leading methods, which depend on efficient prediction of large step edges, are not robust to natural images due to the diversity of edges. , although much more robust to diverse edges, is constrained by two factors: the prior variation over different images, and the ratio between image size and kernel size. To overcome these limitations, we introduce an inter‐scale prior prediction scheme and a principled mechanism for integrating the sharpening filter into . Both qualitative results and extensive quantitative comparisons demonstrate that our algorithm outperforms state‐of‐the‐art methods.  相似文献   

5.
At a microscopic resolution, biological structures are composed of cells, red blood corpuscles (RBCs), cytoplasm and other microstructural components. There is a natural pattern in terms of distribution, arrangement and packing density of these components in biological organization. In this work, we propose to use N‐point correlation functions to guide the analysis and exploration process in microscopic datasets. These functions provide useful feature spaces to aid segmentation and visualization tasks. We show 3D visualizations of mouse placenta tissue layers and mouse mammary ducts as well as 2D segmentation/tracking of clonal populations. Further confidence in our results stems from validation studies that were performed with manual ground‐truth for segmentation.  相似文献   

6.
In this paper, we introduce a new representation – radiance transfer fields (RTF) – for rendering interreflections in dynamic scenes under low frequency illumination. The RTF describes the radiance transferred by an individual object to its surrounding space as a function of the incident radiance. An important property of RTF is its independence of the scene configuration, enabling interreflection computation in dynamic scenes. Secondly, RTFs naturally fit in with the rendering framework of precomputed shadow fields, incurring negligible cost to add interreflection effects. In addition, RTFs can be used to compute interreflections for both diffuse and glossy objects. We also show that RTF data can be highly compressed by clustered principal component analysis (CPCA), which not only reduces the memory cost but also accelerates rendering. Finally, we present some experimental results demonstrating our techniques.  相似文献   

7.
In this paper we present a method for automatic interpolation between adjacent discrete levels of detail to achieve smooth LOD changes in image space. We achieve this by breaking the problem into two passes: We render the two LOD levels individually and combine them in a separate pass afterwards. The interpolation is formulated in a way that only one level has to be updated per frame and the other can be reused from the previous frame, thereby causing roughly the same render cost as with simple non interpolated discrete LOD rendering, only incurring the slight overhead of the final combination pass. Additionally we describe customized interpolation schemes using visibility textures. The method was designed with the ease of integration into existing engines in mind. It requires neither sorting nor blending of objects, nor does it introduce any constrains in the LOD used. The LODs can be coplanar, alpha masked, animated, impostors, and intersecting, while still interpolating smoothly.  相似文献   

8.
Fiber tracking is a standard tool to estimate the course of major white matter tracts from diffusion tensor magnetic resonance imaging (DT‐MRI) data. In this work, we aim at supporting the visual analysis of classical streamlines from fiber tracking by integrating context from anatomical data, acquired by a T1‐weighted MRI measurement. To this end, we suggest a novel visualization metaphor, which is based on data‐driven deformation of geometry and has been inspired by a technique for anatomical fiber preparation known as Klingler dissection. We demonstrate that our method conveys the relation between streamlines and surrounding anatomical features more effectively than standard techniques like slice images and direct volume rendering. The method works automatically, but its GPU‐based implementation allows for additional, intuitive interaction.  相似文献   

9.
The curve-skeleton of a 3D object is an abstract geometrical and topological representation of its 3D shape. It maps the spatial relation of geometrically meaningful parts to a graph structure. Each arc of this graph represents a part of the object with roughly constant diameter or thickness, and approximates its centerline. This makes the curve-skeleton suitable to describe and handle articulated objects such as characters for animation. We present an algorithm to extract such a skeleton on-the-fly, both from point clouds and polygonal meshes. The algorithm is based on a deformable model evolution that captures the object's volumetric shape. The deformable model involves multiple competing fronts which evolve inside the object in a coarse-to-fine manner. We first track these fronts' centers, and then merge and filter the resulting arcs to obtain a curve-skeleton of the object. The process inherits the robustness of the reconstruction technique, being able to cope with noisy input, intricate geometry and complex topology. It creates a natural segmentation of the object and computes a center curve for each segment while maintaining a full correspondence between the skeleton and the boundary of the object.  相似文献   

10.
This paper describes a fast rendering algorithm for verification of spectacle lens design. Our method simulates refraction corrections of astigmatism as well as myopia or presbyopia. Refraction and defocus are the main issues in the simulation. For refraction, our proposed method uses per-vertex basis ray tracing which warps the environment map and produces a real-time refracted image which is subjectively as good as ray tracing. Conventional defocus simulation was previously done by distribution ray tracing and a real-time solution was impossible. We introduce the concept of a blur field, which we use to displace every vertex according to its position. The blurring information is precomputed as a set of field values distributed to voxels which are formed by evenly subdividing the perspective projected space. The field values can be determined by tracing a wavefront from each voxel through the lens and the eye, and by evaluating the spread of light at the retina considering the best human accommodation effort. The blur field is stored as texture data and referred to by the vertex shader that displaces each vertex. With an interactive frame rate, blending the multiple rendering results produces a blurred image comparable to distribution ray tracing output.  相似文献   

11.
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   

12.
Depth-of-Field Rendering by Pyramidal Image Processing   总被引:1,自引:0,他引:1  
We present an image-based algorithm for interactive rendering depth-of-field effects in images with depth maps. While previously published methods for interactive depth-of-field rendering suffer from various rendering artifacts such as color bleeding and sharpened or darkened silhouettes, our algorithm achieves a significantly improved image quality by employing recently proposed GPU-based pyramid methods for image blurring and pixel disocclusion. Due to the same reason, our algorithm offers an interactive rendering performance on modern GPUs and is suitable for real-time rendering for small circles of confusion. We validate the image quality provided by our algorithm by side-by-side comparisons with results obtained by distributed ray tracing.  相似文献   

13.
Style Transfer Functions for Illustrative Volume Rendering   总被引:3,自引:0,他引:3  
Illustrative volume visualization frequently employs non-photorealistic rendering techniques to enhance important features or to suppress unwanted details. However, it is difficult to integrate multiple non-photorealistic rendering approaches into a single framework due to great differences in the individual methods and their parameters. In this paper, we present the concept of style transfer functions. Our approach enables flexible data-driven illumination which goes beyond using the transfer function to just assign colors and opacities. An image-based lighting model uses sphere maps to represent non-photorealistic rendering styles. Style transfer functions allow us to combine a multitude of different shading styles in a single rendering. We extend this concept with a technique for curvature-controlled style contours and an illustrative transparency model. Our implementation of the presented methods allows interactive generation of high-quality volumetric illustrations.  相似文献   

14.
Traversing voxels along a three dimensional (3D) line is one of the most fundamental algorithms for voxel‐based applications. This paper presents a new 6‐connectivity integer algorithm for this task. The proposed algorithm accepts voxels having different sizes in x, y and z directions. To explain the idea of the proposed approach, a 2D algorithm is firstly considered and then extended in 3D. This algorithm is a multi‐step as up to three voxels may be added in one iteration. It accepts both integer and floating‐point input. The new algorithm was compared to other popular voxel traversing algorithms. Counting the number of arithmetic operations showed that the proposed algorithm requires the least amount of operations per traversed voxel. A comparison of spent CPU time using either integer or floating‐point arithmetic confirms that the proposed algorithm is the most efficient. This algorithm is simple, and in compact form which also makes it attractive for hardware implementation.  相似文献   

15.
Fast contact handling of soft articulated characters is a computationally challenging problem, in part due to complex interplay between skeletal and surface deformation. We present a fast, novel algorithm based on a layered representation for articulated bodies that enables physically-plausible simulation of animated characters with a high-resolution deformable skin in real time. Our algorithm gracefully captures the dynamic skeleton-skin interplay through a novel formulation of elastic deformation in the pose space of the skinned surface. The algorithm also overcomes the computational challenges by robustly decoupling skeleton and skin computations using careful approximations of Schur complements, and efficiently performing collision queries by exploiting the layered representation. With this approach, we can simultaneously handle large contact areas, produce rich surface deformations, and capture the collision response of a character/s skeleton.  相似文献   

16.
Color quantization replaces the color of each pixel with the closest representative color, and thus it makes the resulting image partitioned into uniformly-colored regions. As a consequence, continuous, detailed variations of color over the corresponding regions in the original image are lost through color quantization. In this paper, we present a novel blind scheme for restoring such variations from a color-quantized input image without a priori knowledge of the quantization method. Our scheme identifies which pairs of uniformly-colored regions in the input image should have continuous variations of color in the resulting image. Then, such regions are seamlessly stitched through optimization while preserving the closest representative colors. The user can optionally indicate which regions should be separated or stitched by scribbling constraint brushes across the regions. We demonstrate the effectiveness of our approach through diverse examples, such as photographs, cartoons, and artistic illustrations.  相似文献   

17.
The appearance of weathering effects on stone is important for creating outdoor scenes in computer graphics. To achieve them, previous research has built upon physical simulation, which, while yielding a degree of realism, is computationally expensive and inapplicable to the situation when the object geometry is unknown. Also, physical simulation requires specific knowledge of the stone properties and environmental processes. In this paper, we present a simple visual simulation pipeline for creating weathering effects on stone within a single image. Two primary effects of stone weathering, i.e., smoothing and roughening, are considered. In addition, erosion on the object silhouette is treated. These challenging effects involve significant geometry changes, which are intractable for previous image‐based editing techniques. The effectiveness of our technique is illustrated on a variety of scenes and types of stone. While it can be fully automatic, it also allows easy user interaction.  相似文献   

18.
Reviewing literatures for a certain research field is always important for academics. One could use Google‐like information seeking tools, but oftentimes he/she would end up obtaining too many possibly related papers, as well as the papers in the associated citation network. During such a process, a user may easily get lost after following a few links for searching or cross‐referencing. It is also difficult for the user to identify relevant/important papers from the resulting huge collection of papers. Our work, called PaperVis, endeavors to provide a user‐friendly interface to help users quickly grasp the intrinsic complex citation‐reference structures among a specific group of papers. We modify the existing Radial Space Filling (RSF) and Bullseye View techniques to arrange involved papers as a node‐link graph that better depicts the relationships among them while saving the screen space at the same time. PaperVis applies visual cues to present node attributes and their transitions among interactions, and it categorizes papers into semantically meaningful hierarchies to facilitate ensuing literature exploration. We conduct experiments on the InfoVis 2004 Contest Dataset to demonstrate the effectiveness of PaperVis.  相似文献   

19.
Shape-aware Volume Illustration   总被引:1,自引:0,他引:1  
We introduce a novel volume illustration technique for regularly sampled volume datasets. The fundamental difference between previous volume illustration algorithms and ours is that our results are shape-aware, as they depend not only on the rendering styles, but also the shape styles. We propose a new data structure that is derived from the input volume and consists of a distance volume and a segmentation volume. The distance volume is used to reconstruct a continuous field around the object boundary, facilitating smooth illustrations of boundaries and silhouettes. The segmentation volume allows us to abstract or remove distracting details and noise, and apply different rendering styles to different objects and components. We also demonstrate how to modify the shape of illustrated objects using a new 2D curve analogy technique. This provides an interactive method for learning shape variations from 2D hand-painted illustrations by drawing several lines. Our experiments on several volume datasets demonstrate that the proposed approach can achieve visually appealing and shape-aware illustrations. The feedback from medical illustrators is quite encouraging.  相似文献   

20.
Represented in a Morphable Model, 3D faces follow curved trajectories in face space as they age. We present a novel algorithm that computes the individual aging trajectories for given faces, based on a non-linear function that assigns an age to each face vector. This function is learned from a database of 3D scans of teenagers and adults using support vector regression. To apply the aging prediction to images of faces, we reconstruct a 3D model from the input image, apply the aging transformation on both shape and texture, and then render the face back into the same image or into images of other individuals at the appropriate ages, for example images of older children. Among other applications, our system can help to find missing children.  相似文献   

设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号