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1.
In this paper, we propose an interactive technique for constructing a 3D scene via sparse user inputs. We represent a 3D scene in the form of a Layered Depth Image (LDI) which is composed of a foreground layer and a background layer, and each layer has a corresponding texture and depth map. Given user‐specified sparse depth inputs, depth maps are computed based on superpixels using interpolation with geodesic‐distance weighting and an optimization framework. This computation is done immediately, which allows the user to edit the LDI interactively. Additionally, our technique automatically estimates depth and texture in occluded regions using the depth discontinuity. In our interface, the user paints strokes on the 3D model directly. The drawn strokes serve as 3D handles with which the user can pull out or push the 3D surface easily and intuitively with real‐time feedback. We show our technique enables efficient modeling of LDI that produce sufficient 3D effects.  相似文献   

2.
This paper presents an efficient approach for generating weathering effects with detailed appearance variations in a single image. Previous approaches merely change chroma or reflectance of weathered objects, which is not sufficient for materials with detailed shading and texture variations, such as growing moss and peeling plaster. Our method propagates such detailed features via seamless patch‐based synthesis driven by weathering degree distribution. Unlike previous methods, the weathering degrees are calculated efficiently using Radial Basis Functions even for materials with wide color variations. We use graph cut‐based optimization to identify the most weathered region as a “weathering exemplar”, from which we sample weathering patches. We demonstrate our method enables us to generate various types of detailed weathering effects interactively.  相似文献   

3.
Surface reflectance of real‐world materials is now widely represented by the bidirectional reflectance distribution function (BRDF) and also by spatially varying representations such as SVBRDF and the bidirectional texture function (BTF). The raw surface reflectance measurements are typically compressed or fitted by analytical models, that always introduce a certain loss of accuracy. For its evaluation we need a distance function between a reference surface reflectance and its approximate version. Although some of the past techniques tried to reflect the perceptual sensitivity of human vision, they have neither optimized illumination and viewing conditions nor surface shape. In this paper, we suggest a new image‐based methodology for comparing different anisotropic BRDFs. We use optimization techniques to generate a novel surface which has extensive coverage of incoming and outgoing light directions, while preserving its features and frequencies that are important for material appearance judgments. A single rendered image of such a surface along with simultaneously optimized lighting and viewing directions leads to the computation of a meaningful BRDF difference, by means of standard image difference predictors. A psychophysical experiments revealed that our surface provides richer information on material properties than the standard surfaces often used in computer graphics, e.g., sphere or blob.  相似文献   

4.
Mobile phones and tablets are rapidly gaining significance as omnipresent image and video capture devices. In this context we present an algorithm that allows such devices to capture high dynamic range (HDR) video. The design of the algorithm was informed by a perceptual study that assesses the relative importance of motion and dynamic range. We found that ghosting artefacts are more visually disturbing than a reduction in dynamic range, even if a comparable number of pixels is affected by each. We incorporated these findings into a real‐time, adaptive metering algorithm that seamlessly adjusts its settings to take exposures that will lead to minimal visual artefacts after recombination into an HDR sequence. It is uniquely suitable for real‐time selection of exposure settings. Finally, we present an off‐line HDR reconstruction algorithm that is matched to the adaptive nature of our real‐time metering approach.  相似文献   

5.
We present a novel algorithm to reconstruct high‐quality images from sampled pixels and gradients in gradient‐domain Rendering. Our approach extends screened Poisson reconstruction by adding additional regularization constraints. Our key idea is to exploit local patches in feature images, which contain per‐pixels normals, textures, position, etc., to formulate these constraints. We describe a GPU implementation of our approach that runs on the order of seconds on megapixel images. We demonstrate a significant improvement in image quality over screened Poisson reconstruction under the L1 norm. Because we adapt the regularization constraints to the noise level in the input, our algorithm is consistent and converges to the ground truth.  相似文献   

6.
Intrinsic images are a mid‐level representation of an image that decompose the image into reflectance and illumination layers. The reflectance layer captures the color/texture of surfaces in the scene, while the illumination layer captures shading effects caused by interactions between scene illumination and surface geometry. Intrinsic images have a long history in computer vision and recently in computer graphics, and have been shown to be a useful representation for tasks ranging from scene understanding and reconstruction to image editing. In this report, we review and evaluate past work on this problem. Specifically, we discuss each work in terms of the priors they impose on the intrinsic image problem. We introduce a new synthetic ground‐truth dataset that we use to evaluate the validity of these priors and the performance of the methods. Finally, we evaluate the performance of the different methods in the context of image‐editing applications.  相似文献   

7.
Given a set of rectangles embedded in the plane, we consider the problem of adjusting the layout to remove all overlap while preserving the orthogonal order of the rectangles. The objective is to minimize the displacement of the rectangles. We call this problem Minimum -Displacement Overlap Removal (mdor ). Our interest in this problem is motivated by the application of displaying metadata of archaeological sites. Because most existing overlap removal algorithms are not designed to minimize displacement while preserving orthogonal order, we present and compare several approaches which are tailored to our particular usecase. We introduce a new overlap removal heuristic which we call re Arrange . Although conceptually simple, it is very effective in removing the overlap while keeping the displacement small. Furthermore, we propose an additional procedure to repair the orthogonal order after every iteration, with which we extend both our new heuristic and PRISM, a widely used overlap removal algorithm. We compare the performance of both approaches with and without this order repair method. The experimental results indicate that re Arrange is very effective for heterogeneous input data where the overlap is concentrated in few dense regions.  相似文献   

8.
We propose a personality trait exaggeration system emphasizing the impression of human face in images, based on multi‐level features learning and exaggeration. These features are called Personality Trait Model (PTM). Abstract level of PTM is social psychology trait of face perception such as amiable, mean, cute and so on. Concrete level of PTM is shape feature and texture feature. A training phase is presented to learn multi‐level features of faces from different images. Statistical survey is taken to label sample images with people's first impressions. From images with the same labels, we capture not only shape features but also texture features to enhance exaggeration effect. Texture feature is expressed by matrix to reflect depth of facial organs, wrinkles and so on. In application phase, original images will be exaggerated using PTM iteratively. And exaggeration rate for each iteration is constrained to keep likeness with the original face. Experimental results demonstrate that our system can emphasize chosen social psychology traits effectively.  相似文献   

9.
The study of face alignment has been an area of intense research in computer vision, with its achievements widely used in computer graphics applications. The performance of various face alignment methods is often image‐dependent or somewhat random because of their own strategy. This study aims to develop a method that can select an input image with good face alignment results from many results produced by a single method or multiple ones. The task is challenging because different face alignment results need to be evaluated without any ground truth. This study addresses this problem by designing a feasible feature extraction scheme to measure the quality of face alignment results. The feature is then used in various machine learning algorithms to rank different face alignment results. Our experiments show that our method is promising for ranking face alignment results and is able to pick good face alignment results, which can enhance the overall performance of a face alignment method with a random strategy. We demonstrate the usefulness of our ranking‐enhanced face alignment algorithm in two practical applications: face cartoon stylization and digital face makeup.  相似文献   

10.
We describe a painting machine and associated algorithms. Our modified industrial robot works with visual feedback and applies acrylic paint from a repository to a canvas until the created painting resembles a given input image or scene. The color differences between canvas and input are used to direct the application of new strokes. We present two optimization‐based algorithms that place such strokes in relation to already existing ones. Using these methods we are able to create different painting styles, one that tries to match the input colors with almost transparent strokes and another one that creates dithering patterns of opaque strokes that approximate the input color. The machine produces paintings that mimic those created by human painters and allows us to study the painting process as well as the creation of artworks.  相似文献   

11.
Fast realistic rendering of objects in scattering media is still a challenging topic in computer graphics. In presence of participating media, a light beam is repeatedly scattered by media particles, changing direction and getting spread out. Explicitly evaluating this beam distribution would enable efficient simulation of multiple scattering events without involving costly stochastic methods. Narrow beam theory provides explicit equations that approximate light propagation in a narrow incident beam. Based on this theory, we propose a closed‐form distribution function for scattered beams. We successfully apply it to the image synthesis of scenes in which scattering occurs, and show that our proposed estimation method is more accurate than those based on the Wentzel‐Kramers‐Brillouin (WKB) theory.  相似文献   

12.
Our method approximates exact texture filtering for arbitrary scales and translations of an image while taking into account the performance characteristics of modern GPUs. Our algorithm is fast because it accesses textures with a high degree of spatial locality. Using bilinear samples guarantees that the texels we read are in a regular pattern and that we use a hardware accelerated path. We control the texel weights by manipulating the u, v parameters of each sample and the blend factor between the samples. Our method is similar in quality to Cardinality‐Constrained Texture Filtering [ MS13 ] but runs two times faster.  相似文献   

13.
Interactive isosurface visualisation has been made possible by mapping algorithms to GPU architectures. However, current state‐of‐the‐art isosurfacing algorithms usually consume large amounts of GPU memory owing to the additional acceleration structures they require. As a result, the continued limitations on available GPU memory mean that they are unable to deal with the larger datasets that are now increasingly becoming prevalent. This paper proposes a new parallel isosurface‐extraction algorithm that exploits the blocked organisation of the parallel threads found in modern many‐core platforms to achieve fast isosurface extraction and reduce the associated memory requirements. This is achieved by optimising thread co‐operation within thread‐blocks and reducing redundant computation; ultimately, an indexed triangular mesh can be produced. Experiments have shown that the proposed algorithm is much faster (up to 10×) than state‐of‐the‐art GPU algorithms and has a much smaller memory footprint, enabling it to handle much larger datasets (up to 64×) on the same GPU.  相似文献   

14.
Color, as one of the most effective visual variables, is used in many techniques to encode and group data points according to different features. Relations between features and groups appear as visual patterns in the visualization. However, optical illusions may bias the perception at the first level of the analysis process. For instance, in pixel‐based visualizations contrast effects make pixels appear brighter if surrounded by a darker area, which distorts the encoded metric quantity of the data points. Even if we are aware of these perceptual issues, our visual cognition system is not able to compensate these effects accurately. To overcome this limitation, we present a color optimization algorithm based on perceptual metrics and color perception models to reduce physiological contrast or color effects. We evaluate our technique with a user study and find that the technique doubles the accuracy of users comparing and estimating color encoded data values. Since the presented technique can be used in any application without adaption to the visualization itself, we are able to demonstrate its effectiveness on data visualizations in different domains.  相似文献   

15.
The visual analysis of multivariate projections is a challenging task, because complex visual structures occur. This causes fatigue or misinterpretations, which distorts the analysis. In fact, the same projection can lead to different analysis results. We provide visual guidance pictograms to improve objectivity of the visual search. A visual guidance pictogram is an iconic visual density map encoding the visual structure of certain data properties. By using them to guide the analysis, structures in the projection can be better understood and mentally linked to properties in the data. We introduce a systematic scheme for designing such pictograms and provide a set of pictograms for standard visual tasks, such as correlation and distribution analysis, for standard projections like scatterplots, RadVis, and Star Coordinates. We conduct a study that compares the visual analysis of real data with and without the support of guidance pictograms. Our tests show that the training effort for a visual search can be decreased and the analysis bias can be reduced by supporting the user's visual search with guidance pictograms.  相似文献   

16.
17.
This survey provides an overview of perceptually motivated techniques for the visualization of medical image data, including physics‐based lighting techniques as well as illustrative rendering that incorporate spatial depth and shape cues. Additionally, we discuss evaluations that were conducted in order to study the perceptual effects of these visualization techniques as compared to conventional techniques. These evaluations assessed depth and shape perception with depth judgment, orientation matching, and related tasks. This overview of existing techniques and their evaluation serves as a basis for defining the evaluation process of medical visualizations and to discuss a research agenda.  相似文献   

18.
To project high‐dimensional data to a 2D domain, there are two well‐established classes of approaches: RadViz and Star Coordinates. Both are well‐explored in terms of accuracy, completeness, distortions, and interaction issues. We present a generalization of both RadViz and Star Coordinates such that it unifies both approaches. We do so by considering the space of all projective projections. This gives additional degrees of freedom, which we use for three things: Firstly, we define a smooth transition between RadViz and Star Coordinates allowing the user to exploit the advantages of both approaches. Secondly, we define a data‐dependent magic lens to explore the data. Thirdly, we optimize the new degrees of freedom to minimize distortion. We apply our approach to a number of high‐dimensional benchmark datasets.  相似文献   

19.
In this paper, we present a flexible and efficient approach for the integration of order‐independent transparency into a deferred shading pipeline. The intermediate buffers for storing fragments to be shaded are extended with a dynamic and memory‐efficient storage for transparent fragments. The transparency of an object is not fixed and remains programmable until fragment processing, which allows for the implementation of advanced materials effects, interaction techniques or adaptive fade‐outs. Traversing costs for shading the transparent fragments are greatly reduced by introducing a tile‐based light‐culling pass. During deferred shading, opaque and transparent fragments are shaded and composited in front‐to‐back order using the retrieved lighting information and a physically‐based shading model. In addition, we discuss various configurations of the system and further enhancements. Our results show that the system performs at interactive frame rates even for complex scenarios.  相似文献   

20.
Numerous algorithms have been researched in the area of texture synthesis. However, it remains difficult to design a low‐cost synthesis scheme capable of generating high quality results while simultaneously achieving real‐time performance. Additional challenges include making a scheme parallel and being able to partially render/synthesize high‐resolution textures. Furthermore, it would be beneficial for a synthesis scheme to be able to incorporate Texture Compression and minimize the bandwidth usage, especially on mobile devices. In this paper, we propose a practical method which has low computational complexity and produces textures with small storage requirements. Through use of an index table, random access of the texture is another essential advantage, with which parallel rendering becomes feasible including generation of mip‐map sequences. Integrating the index table with existing compression algorithms, for example ETC or PVRTC, the bandwidth is further reduced and avoids the need for a separate, computationally expensive pass to compress the synthesized output. It should be noted that our texture synthesis achieves real‐time performance and low power consumption even on mobile devices, for which texture synthesis has been traditionally considered too expensive.  相似文献   

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