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81.
Crowded motions refer to multiple objects moving around and interacting such as crowds, pedestrians and etc. We capture crowded scenes using a depth scanner at video frame rates. Thus, our input is a set of depth frames which sample the scene over time. Processing such data is challenging as it is highly unorganized, with large spatio‐temporal holes due to many occlusions. As no correspondence is given, locally tracking 3D points across frames is hard due to noise and missing regions. Furthermore global segmentation and motion completion in presence of large occlusions is ambiguous and hard to predict. Our algorithm utilizes Gestalt principles of common fate and good continuity to compute motion tracking and completion respectively. Our technique does not assume any pre‐given markers or motion template priors. Our key‐idea is to reduce the motion completion problem to a 1D curve fitting and matching problem which can be solved efficiently using a global optimization scheme. We demonstrate our segmentation and completion method on a variety of synthetic and real world crowded scanned scenes. 相似文献
82.
We propose a fast method for 3D shape segmentation and labeling via Extreme Learning Machine (ELM). Given a set of example shapes with labeled segmentation, we train an ELM classifier and use it to produce initial segmentation for test shapes. Based on the initial segmentation, we compute the final smooth segmentation through a graph‐cut optimization constrained by the super‐face boundaries obtained by over‐segmentation and the active contours computed from ELM segmentation. Experimental results show that our method achieves comparable results against the state‐of‐the‐arts, but reduces the training time by approximately two orders of magnitude, both for face‐level and super‐face‐level, making it scale well for large datasets. Based on such notable improvement, we demonstrate the application of our method for fast online sequential learning for 3D shape segmentation at face level, as well as realtime sequential learning at super‐face level. 相似文献
83.
Natural objects often contain vivid color distribution with wide variety of colors. Conventional colorization techniques, on the other hand, produce colors that are relatively flat with little color variation. In this paper, we introduce a randomized algorithm which considers not only the value of target color but also the distribution of target color. In essence, our algorithm paints a color distribution to a region which synthesizes color distribution of a natural object. Our approach models the correlation between intensity and color in HSV color space in terms of H – S, H – V and S – V joint histogram. During the colorization process, we randomly swap and reassign color of a pixel to minimize a cost function that measures color consistency to its neighborhood and intensity‐to‐color correlation captured in the joint histogram. We tested our algorithm extensively on many natural objects and our user study confirms that our results are more vivid and natural compared to results from previous techniques. 相似文献
84.
Mappings between color spaces are ubiquitous in image processing problems such as gamut mapping, decolorization, and image optimization for color‐blind people. Simple color transformations often result in information loss and ambiguities, and one wishes to find an image‐specific transformation that would preserve as much as possible the structure of the original image in the target color space. In this paper, we propose Laplacian colormaps, a generic framework for structure‐preserving color transformations between images. We use the image Laplacian to capture the structural information, and show that if the color transformation between two images preserves the structure, the respective Laplacians have similar eigenvectors, or in other words, are approximately jointly diagonalizable. Employing the relation between joint diagonalizability and commutativity of matrices, we use Laplacians commutativity as a criterion of color mapping quality and minimize it w.r.t. the parameters of a color transformation to achieve optimal structure preservation. We show numerous applications of our approach, including color‐to‐gray conversion, gamut mapping, multispectral image fusion, and image optimization for color deficient viewers. 相似文献
85.
4D Video Textures (4DVT) introduce a novel representation for rendering video‐realistic interactive character animation from a database of 4D actor performance captured in a multiple camera studio. 4D performance capture reconstructs dynamic shape and appearance over time but is limited to free‐viewpoint video replay of the same motion. Interactive animation from 4D performance capture has so far been limited to surface shape only. 4DVT is the final piece in the puzzle enabling video‐realistic interactive animation through two contributions: a layered view‐dependent texture map representation which supports efficient storage, transmission and rendering from multiple view video capture; and a rendering approach that combines multiple 4DVT sequences in a parametric motion space, maintaining video quality rendering of dynamic surface appearance whilst allowing high‐level interactive control of character motion and viewpoint. 4DVT is demonstrated for multiple characters and evaluated both quantitatively and through a user‐study which confirms that the visual quality of captured video is maintained. The 4DVT representation achieves >90% reduction in size and halves the rendering cost. 相似文献
86.
Boris Raymond Gaël Guennebaud Pascal Barla Romain Pacanowski Xavier Granier 《Computer Graphics Forum》2014,33(2):313-321
This paper introduces a system for the direct editing of highlights produced by anisotropic BRDFs, which we call anisotropic highlights. We first provide a comprehensive analysis of the link between the direction of anisotropy and the shape of highlight curves for arbitrary object surfaces. The gained insights provide the required ingredients to infer BRDF orientations from a prescribed highlight tangent field. This amounts to a non‐linear optimization problem, which is solved at interactive framerates during manipulation. Taking inspiration from sculpting software, we provide tools that give the impression of manipulating highlight curves while actually modifying their tangents. Our solver produces desired highlight shapes for a host of lighting environments and anisotropic BRDFs. 相似文献
87.
In this paper we present a novel approach to simulate image formation for a wide range of real world lenses in the Monte Carlo ray tracing framework. Our approach sidesteps the overhead of tracing rays through a system of lenses and requires no tabulation. To this end we first improve the precision of polynomial optics to closely match ground‐truth ray tracing. Second, we show how the Jacobian of the optical system enables efficient importance sampling, which is crucial for difficult paths such as sampling the aperture which is hidden behind lenses on both sides. Our results show that this yields converged images significantly faster than previous methods and accurately renders complex lens systems with negligible overhead compared to simple models, e.g. the thin lens model. We demonstrate the practicality of our method by incorporating it into a bidirectional path tracing framework and show how it can provide information needed for sophisticated light transport algorithms. 相似文献
88.
This study aims to develop a controller for use in the online simulation of two interacting characters. This controller is capable of generalizing two sets of interaction motions of the two characters based on the relationships between the characters. The controller can exhibit similar motions to a captured human motion while reacting in a natural way to the opponent character in real time. To achieve this, we propose a new type of physical model called a coupled inverted pendulum on carts that comprises two inverted pendulum on a cart models, one for each individual, which are coupled by a relationship model. The proposed framework is divided into two steps: motion analysis and motion synthesis. Motion analysis is an offline preprocessing step, which optimizes the control parameters to move the proposed model along a motion capture trajectory of two interacting humans. The optimization procedure generates a coupled pendulum trajectory which represents the relationship between two characters for each frame, and is used as a reference in the synthesis step. In the motion synthesis step, a new coupled pendulum trajectory is planned reflecting the effects of the physical interaction, and the captured reference motions are edited based on the planned trajectory produced by the coupled pendulum trajectory generator. To validate the proposed framework, we used a motion capture data set showing two people performing kickboxing. The proposed controller is able to generalize the behaviors of two humans to different situations such as different speeds and turning speeds in a realistic way in real time. 相似文献
89.
Yulia Gryaditskya Tania Pouli Erik Reinhard Hans‐Peter Seidel 《Computer Graphics Forum》2014,33(7):61-69
Image calibration requires both linearization of pixel values and scaling so that values in the image correspond to real‐world luminances. In this paper we focus on the latter and rather than rely on camera characterization, we calibrate images by analysing their content and metadata, obviating the need for expensive measuring devices or modeling of lens and camera combinations. Our analysis correlates sky pixel values to luminances that would be expected based on geographical metadata. Combined with high dynamic range (HDR) imaging, which gives us linear pixel data, our algorithm allows us to find absolute luminance values for each pixel—effectively turning digital cameras into absolute light meters. To validate our algorithm we have collected and annotated a calibrated set of HDR images and compared our estimation with several other approaches, showing that our approach is able to more accurately recover absolute luminance. We discuss various applications and demonstrate the utility of our method in the context of calibrated color appearance reproduction and lighting design. 相似文献
90.
We present a spectral rendering technique that offers a compelling set of advantages over existing approaches. The key idea is to propagate energy along paths for a small, constant number of changing wavelengths. The first of these, the hero wavelength, is randomly sampled for each path, and all directional sampling is solely based on it. The additional wavelengths are placed at equal distances from the hero wavelength, so that all path wavelengths together always evenly cover the visible range. A related technique, spectral multiple importance sampling, was already introduced a few years ago. We propose a simplified and optimised version of this approach which is easier to implement, has good performance characteristics, and is actually more powerful than the original method. Our proposed method is also superior to techniques which use a static spectral representation, as it does not suffer from any inherent representation bias. We demonstrate the performance of our method in several application areas that are of critical importance for production work, such as fidelity of colour reproduction, sub‐surface scattering, dispersion and volumetric effects. We also discuss how to couple our proposed approach with several technologies that are important in current production systems, such as photon maps, bidirectional path tracing, environment maps, and participating media. 相似文献