41 |
How are Three-Deminsional Objects Represented in the Brain?Buelthoff, Heinrich H., Edelman, Shimon Y., Tarr, Michael J. 01 April 1994 (has links)
We discuss a variety of object recognition experiments in which human subjects were presented with realistically rendered images of computer-generated three-dimensional objects, with tight control over stimulus shape, surface properties, illumination, and viewpoint, as well as subjects' prior exposure to the stimulus objects. In all experiments recognition performance was: (1) consistently viewpoint dependent; (2) only partially aided by binocular stereo and other depth information, (3) specific to viewpoints that were familiar; (4) systematically disrupted by rotation in depth more than by deforming the two-dimensional images of the stimuli. These results are consistent with recently advanced computational theories of recognition based on view interpolation.
|
42 |
Multi-View Reconstruction and Camera Recovery using a Real or Virtual Reference PlaneRother, Carsten January 2003 (has links)
Reconstructing a 3-dimensional scene from a set of2-dimensional images is a fundamental problem in computervision. A system capable of performing this task can be used inmany applications in robotics, architecture, archaeology,biometrics, human computer interaction and the movie andentertainment industry. Most existing reconstruction approaches exploit one sourceof information to tackle the problem. This is the motion of thecamera, the 2D images are taken from different viewpoints. Weexploit an additional information source, the reference plane,which makes it possible to reconstruct difficult scenes whereother methods fail. A real scene plane may serve as thereference plane. Furthermore, there are many alternativetechniques to obtain virtual reference planes. For instance,orthogonal directions in the scene provide a virtual referenceplane, the plane at infinity, or images taken with a parallelprojection camera. A collection of known and novel referenceplane scenarios is presented in this thesis. The main contribution of the thesis is a novel multi-viewreconstruction approach using a reference plane. The techniqueis applicable to three different feature types, points, linesand planes. The novelty of our approach is that all cameras andall features (off the reference plane) are reconstructedsimultaneously from a single linear system of imagemeasurements. It is based on the novel observation that camerasand features have a linear relationship if a reference plane isknown. In the absence of a reference plane, this relationshipis non-linear. Thus many previousmethods must reconstructfeatures and cameras sequentially. Another class of methods,popular in the literature, is factorization, but, in contrastto our approach, this has the serious practical drawback thatall features are required to be visible in all views. Extensiveexperiments show that our approach is superior to allpreviously suggested reference plane and non-reference planemethods for difficult reference plane scenarios. Furthermore, the thesis studies scenes which do not have aunique reconstruction, so-called critical configurations. It isproven that in the presence of a reference plane the set ofcritical configurations is small. Finally, the thesis introduces a complete, automaticmulti-view reconstruction system based on the reference planeapproach. The input data is a set of images and the output a 3Dpoint reconstruction together with the correspondingcameras.
|
43 |
HDR Light Probe Sequence Resampling for Realtime Incident Light Field RenderingLöw, Joakim, Ynnerman, Anders, Larsson, Per, Unger, Jonas January 2009 (has links)
This paper presents a method for resampling a sequence of high dynamic range light probe images into a representation of Incident Light Field (ILF) illumination which enables realtime rendering. The light probe sequences are captured at varying positions in a real world environment using a high dynamic range video camera pointed at a mirror sphere. The sequences are then resampled to a set of radiance maps in a regular three dimensional grid before projection onto spherical harmonics. The capture locations and amount of samples in the original data make it inconvenient for direct use in rendering and resampling is necessary to produce an efficient data structure. Each light probe represents a large set of incident radiance samples from different directions around the capture location. Under the assumption that the spatial volume in which the capture was performed has no internal occlusion, the radiance samples are projected through the volume along their corresponding direction in order to build a new set of radiance maps at selected locations, in this case a three dimensional grid. The resampled data is projected onto a spherical harmonic basis to allow for realtime lighting of synthetic objects inside the incident light field.
|
44 |
Edge-aided virtual view rendering for multiview video plus depthMuddala, Suryanarayana Murthy, Sjöström, Mårten, Olsson, Roger, Tourancheau, Sylvain January 2013 (has links)
Depth-Image-Based Rendering (DIBR) of virtual views is a fundamental method in three dimensional 3-D video applications to produce dierent perspectives from texture and depth information, in particular the multi-viewplus-depth (MVD) format. Artifacts are still present in virtual views as a consequence of imperfect rendering using existing DIBR methods. In this paper, we propose an alternative DIBR method for MVD. In the proposed method we introduce an edge pixel and interpolate pixel values in the virtual view using the actual projected coordinates from two adjacent views, by which cracks and disocclusions are automatically lled. In particular, we propose a method to merge pixel information from two adjacent views in the virtual view before the interpolation; we apply a weighted averaging of projected pixels within the range of one pixel in the virtual view. We compared virtual view images rendered by the proposed method to the corresponding view images rendered by state-of-theart methods. Objective metrics demonstrated an advantage of the proposed method for most investigated media contents. Subjective test results showed preference to dierent methods depending on media content, and the test could not demonstrate a signicant dierence between the proposed method and state-of-the-art methods.
|
45 |
Thresholds of Engagement: Integrating Image-based Digital Resources into Textual ScholarshipNiles, Rebecca L. 26 November 2012 (has links)
In recent years, technological advances in creating, storing, and accessing digital facsimiles of print and manuscript documents has resulted in an explosion of digitization initiatives. While such initiatives commonly endorse the viewpoint that digital facsimiles either replace or successfully stand in for their physical originals, textual scholars, whose principle interest is in the text as material artifact, do not share this perspective. Thresholds of Engagement explores the ways textual scholars engage with textual artifacts, tests the limits of representation of digital facsimiles and of the interfaces that house them, and proposes a model for the relationship between physical texts and their digital counterparts that privileges the requirements of textual scholars. The digital-facsimile interface proposed in this study is designed to facilitate methods described by textual scholars in interview—methods of comparison, material analysis, pattern recognition, and modelling—using an open-source web-based approach that is accessible for individuals to innovate and build upon.
|
46 |
Example Based Processing For Image And Video SynthesisHaro, Antonio 25 November 2003 (has links)
The example based processing problem can be expressed as: "Given an example of an image or video before and after processing, apply a similar processing to a new image or video".
Our thesis is that there are some problems where a single general algorithm can be used to create varieties of outputs, solely by presenting examples of what is desired to the algorithm. This is valuable if the algorithm to produce the output is non-obvious, e.g. an algorithm to emulate an example painting's style. We limit
our investigations to example based processing of images, video, and 3D models as these data types are easy to acquire and experiment with.
We represent this problem first as a texture synthesis influenced sampling problem, where the idea is to form feature vectors representative of the data and then sample them coherently to
synthesize a plausible output for the new image or video. Grounding the problem in this manner is useful as both problems involve learning the structure of training data under some assumptions to sample it properly. We then reduce the problem to a labeling problem to perform example based processing in a more generalized and principled manner than earlier techniques. This allows us to perform a different estimation of what the output
should be by approximating the optimal (and possibly not known) solution through a different approach.
|
47 |
Implementation of Disparity Estimation Using Stereo MatchingWang, Ying-Chung 08 August 2011 (has links)
General 3D stereo vision is composed of two major phases. In the first phase, an image and its corresponding depth map are generated using stereo matching. In the second phase, depth-based image rendering (DIBR) is employed to generate images of different view angles. Stereo matching, a computation-intensive operation, generates the depth maps from two images captured at two different view positions. In this thesis, we present hardware designs of three different stereo matching methods: pixel-based, window-based, and dynamic programming (DP)-based. Pixel--based and window-based methods belong to the local optimization stereo matching methods while DP, one of the global optimization methods, consists of three main processing steps: matching cost computation, cost aggregation, and back-tracing. Hardware implementation of DP-based stereo matching usually requires large memory space to store the intermediate results, leading to large area cost. In this thesis, we propose a tile-based DP method by partition the original image into smaller tiles so that the processing of each tile requires smaller memory size.
|
48 |
Design of a Depth-Image-Based Rendering (DIBR) 3D Stereo View Synthesis EngineChang, Wei-Chun 01 September 2011 (has links)
Depth-Based Image Rendering (DIBR) is a popular method to generate 3D virtual image at different view positions using an image and a depth map. In general, DIBR consists of two major operations: image warping and hole filling. Image warping calculates the disparity from the depth map given some information of viewers and display screen. Hole filling is to calculate the color of pixel locations that do not correspond to any pixels in the original image after image warping. Although there are many different hole filling methods that determine the colors of the blank pixels, some undesirable artifacts are still observed in the synthesized virtual image. In this thesis, we present an approach that examines the geometry information near the region of blank pixels in order to reduce the artifacts near the edges of objects. Experimental results show that the proposed design can generate more natural shape around the edges of objects at the cost of more hardware and computation time.
|
49 |
Low-Cost Design of a 3D Stereo Synthesizer Using Depth-Image-Based RenderingCheng, Ching-Wen 01 September 2011 (has links)
In this thesis, we proposed a low cost stereoscopic image generation hardware using Depth Image Based Rendering (DIBR) method. Due to the unfavorable artifacts produced by the DIBR algorithm, researchers have developed various algorithms to handle the problem. The most common one is to smooth the depth map before rendering. However, pre-processing of the depth map usually generates other artifacts and even degrades the perception of 3D images. In order to avoid these defects, we present a method by modifying the disparity of edges to make the edges of foreground objects on the synthesized virtual images look more natural. In contrast to the high computational complexity and power consumption in previous designs, we propose a method that fills the holes with the mirrored background pixel values next to the holes. Furthermore, unlike previous DIBR methods that usually consist of two phases, image warping and hole filling, in this thesis we present a new DIBR algorithm that combines the operations of image warping and hole filling in one phase so that the total computation time and power consumption are greatly reduced. Experimental results show that the proposed design can generate more natural virtual images for different view angles with shorter computation latency.
|
50 |
Using Novel Image-based Interactional Proofs and Source Randomization for Prevention of Web BotsShardul Vikram 2011 December 1900 (has links)
This work presents our efforts on preventing the web bots to illegitimately access web resources. As the first technique, we present SEMAGE (SEmantically MAtching imaGEs), a new image-based CAPTCHA that capitalizes on the human ability to define and comprehend image content and to establish semantic relationships between them. As the second technique, we present NOID - a "NOn-Intrusive Web Bot Defense system" that aims at creating a three tiered defence system against web automation programs or web bots. NOID is a server side technique and prevents the web bots from accessing web resources by inherently hiding the HTML elements of interest by randomization and obfuscation in the HTML responses.
A SEMAGE challenge asks a user to select semantically related images from a given image set. SEMAGE has a two-factor design where in order to pass a challenge the user is required to figure out the content of each image and then understand and identify semantic relationship between a subset of them. Most of the current state-of-the-art image-based systems like Assira only require the user to solve the first level, i.e., image recognition. Utilizing the semantic correlation between images to create more secure and user-friendly challenges makes SEMAGE novel. SEMAGE does not suffer from limitations of traditional image-based approaches such as lacking customization and adaptability. SEMAGE unlike the current Text based systems is also very user friendly with a high fun factor. We conduct a first of its kind large-scale user study involving 174 users to gauge and compare accuracy and usability of SEMAGE with existing state-of-the-art CAPTCHA systems like reCAPTCHA (text-based) and Asirra (image-based). The user study further reinstates our points and shows that users achieve high accuracy using our system and consider our system to be fun and easy.
We also design a novel server-side and non-intrusive web bot defense system, NOID, to prevent web bots from accessing web resources by inherently hiding and randomizing HTML elements. Specifically, to prevent web bots uniquely identifying HTML elements for later automation, NOID randomizes name/id parameter values of essential HTML elements such as "input textbox", "textarea" and "submit button" in each HTTP form page. In addition, to prevent powerful web bots from identifying special user-action HTML elements by analyzing the content of their accompanied "label text" HTML tags, we enhance NOID by adding a component, Label Concealer, which hides label indicators by replacing "label text" HTML tags with randomized images. To further prevent more powerful web bots identifying HTML elements by recognizing their relative positions or surrounding elements in the web pages, we enhance NOID by adding another component, Element Trapper, which obfuscates important HTML elements' surroundings by adding decoy elements without compromising usability.
We evaluate NOID against five powerful state-of-the-art web bots including XRumer, SENuke, Magic Submitter, Comment Blaster, and UWCS on several popular open source
web platforms including phpBB, Simple Machine Forums (SMF), and Wordpress. According to our evaluation, NOID can prevent all these web bots automatically sending spam on these web platforms with reasonable overhead.
|
Page generated in 0.0226 seconds