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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
11

A procedural model for snake skin texture generation

Pinheiro, Jefferson Magalhães January 2017 (has links)
Existem milhares de espécies de serpentes no mundo, muitas com padrões distintos e intricados. Esta diversidade se torna um problema para usuários que precisam criar texturas de pele de serpente para aplicar em modelos 3D, pois a dificuldade em criar estes padrões complexos é considerável. Nós primeiramente propomos uma categorização de padrões de pele de serpentes levando em conta suas características visuais. Então apresentamos um modelo procedural capaz de sintetizar uma vasta gama de textura de padrões de pele de serpentes. O modelo usa processamento de imagem simples (tal como sintetizar bolinhas e listras) bem como autômatos celulares e geradores de ruído para criar texturas realistas para usar em renderizadores modernos. Nossos resultados mostram boa similaridade visual com pele de serpentes reais. As texturas resultantes podem ser usadas não apenas em computação gráfica, mas também em educação sobre serpentes e suas características visuais. Nós também realizamos testes com usuários para avaliar a usabilidade de nossa ferramenta. O escore da Escala de Usabilidade do Sistema foi de 85:8, sugerindo uma ferramenta de texturização altamente efetiva. / There are thousands of snake species in the world, many with intricate and distinct skin patterns. This diversity becomes a problem for users who need to create snake skin textures to apply on 3D models, as the difficulty for creating such complex patterns is considerable. We first propose a categorization of snake skin patterns considering their visual characteristics. We then present a procedural model capable of synthesizing a wide range of texture skin patterns from snakes. The model uses simple image processing (such as synthesizing spots and stripes) as well as cellular automata and noise generators to create realistic textures for use in a modern renderer. Our results show good visual similarity with real skin found in snakes. The resulting textures can be used not only for computer graphics texturing, but also in education about snakes and their visual characteristics. We have also performed a user study to assess the usability of our tool. The score from the System Usability Scale was 85:8, suggesting a highly effective texturing tool.
12

Visual Quality with a Focus on 3D Blur Discrimination and Texture Granularity

January 2015 (has links)
abstract: Blur is an important attribute in the study and modeling of the human visual system. In this work, 3D blur discrimination experiments are conducted to measure the just noticeable additional blur required to differentiate a target blur from the reference blur level. The past studies on blur discrimination have measured the sensitivity of the human visual system to blur using 2D test patterns. In this dissertation, subjective tests are performed to measure blur discrimination thresholds using stereoscopic 3D test patterns. The results of this study indicate that, in the symmetric stereo viewing case, binocular disparity does not affect the blur discrimination thresholds for the selected 3D test patterns. In the asymmetric viewing case, the blur discrimination thresholds decreased and the decrease in threshold values is found to be dominated by the eye observing the higher blur. The second part of the dissertation focuses on texture granularity in the context of 2D images. A texture granularity database referred to as GranTEX, consisting of textures with varying granularity levels is constructed. A subjective study is conducted to measure the perceived granularity level of textures present in the GranTEX database. An objective index that automatically measures the perceived granularity level of textures is also presented. It is shown that the proposed granularity metric correlates well with the subjective granularity scores and outperforms the other methods presented in the literature. A subjective study is conducted to assess the effect of compression on textures with varying degrees of granularity. A logarithmic function model is proposed as a fit to the subjective test data. It is demonstrated that the proposed model can be used for rate-distortion control by allowing the automatic selection of the needed compression ratio for a target visual quality. The proposed model can also be used for visual quality assessment by providing a measure of the visual quality for a target compression ratio. The effect of texture granularity on the quality of synthesized textures is studied. A subjective study is presented to assess the quality of synthesized textures with varying levels of texture granularity using different types of texture synthesis methods. This work also proposes a reduced-reference visual quality index referred to as delta texture granularity index for assessing the visual quality of synthesized textures. / Dissertation/Thesis / Doctoral Dissertation Electrical Engineering 2015
13

A procedural model for snake skin texture generation

Pinheiro, Jefferson Magalhães January 2017 (has links)
Existem milhares de espécies de serpentes no mundo, muitas com padrões distintos e intricados. Esta diversidade se torna um problema para usuários que precisam criar texturas de pele de serpente para aplicar em modelos 3D, pois a dificuldade em criar estes padrões complexos é considerável. Nós primeiramente propomos uma categorização de padrões de pele de serpentes levando em conta suas características visuais. Então apresentamos um modelo procedural capaz de sintetizar uma vasta gama de textura de padrões de pele de serpentes. O modelo usa processamento de imagem simples (tal como sintetizar bolinhas e listras) bem como autômatos celulares e geradores de ruído para criar texturas realistas para usar em renderizadores modernos. Nossos resultados mostram boa similaridade visual com pele de serpentes reais. As texturas resultantes podem ser usadas não apenas em computação gráfica, mas também em educação sobre serpentes e suas características visuais. Nós também realizamos testes com usuários para avaliar a usabilidade de nossa ferramenta. O escore da Escala de Usabilidade do Sistema foi de 85:8, sugerindo uma ferramenta de texturização altamente efetiva. / There are thousands of snake species in the world, many with intricate and distinct skin patterns. This diversity becomes a problem for users who need to create snake skin textures to apply on 3D models, as the difficulty for creating such complex patterns is considerable. We first propose a categorization of snake skin patterns considering their visual characteristics. We then present a procedural model capable of synthesizing a wide range of texture skin patterns from snakes. The model uses simple image processing (such as synthesizing spots and stripes) as well as cellular automata and noise generators to create realistic textures for use in a modern renderer. Our results show good visual similarity with real skin found in snakes. The resulting textures can be used not only for computer graphics texturing, but also in education about snakes and their visual characteristics. We have also performed a user study to assess the usability of our tool. The score from the System Usability Scale was 85:8, suggesting a highly effective texturing tool.
14

Texture Structure Analysis

January 2014 (has links)
abstract: Texture analysis plays an important role in applications like automated pattern inspection, image and video compression, content-based image retrieval, remote-sensing, medical imaging and document processing, to name a few. Texture Structure Analysis is the process of studying the structure present in the textures. This structure can be expressed in terms of perceived regularity. Our human visual system (HVS) uses the perceived regularity as one of the important pre-attentive cues in low-level image understanding. Similar to the HVS, image processing and computer vision systems can make fast and efficient decisions if they can quantify this regularity automatically. In this work, the problem of quantifying the degree of perceived regularity when looking at an arbitrary texture is introduced and addressed. One key contribution of this work is in proposing an objective no-reference perceptual texture regularity metric based on visual saliency. Other key contributions include an adaptive texture synthesis method based on texture regularity, and a low-complexity reduced-reference visual quality metric for assessing the quality of synthesized textures. In order to use the best performing visual attention model on textures, the performance of the most popular visual attention models to predict the visual saliency on textures is evaluated. Since there is no publicly available database with ground-truth saliency maps on images with exclusive texture content, a new eye-tracking database is systematically built. Using the Visual Saliency Map (VSM) generated by the best visual attention model, the proposed texture regularity metric is computed. The proposed metric is based on the observation that VSM characteristics differ between textures of differing regularity. The proposed texture regularity metric is based on two texture regularity scores, namely a textural similarity score and a spatial distribution score. In order to evaluate the performance of the proposed regularity metric, a texture regularity database called RegTEX, is built as a part of this work. It is shown through subjective testing that the proposed metric has a strong correlation with the Mean Opinion Score (MOS) for the perceived regularity of textures. The proposed method is also shown to be robust to geometric and photometric transformations and outperforms some of the popular texture regularity metrics in predicting the perceived regularity. The impact of the proposed metric to improve the performance of many image-processing applications is also presented. The influence of the perceived texture regularity on the perceptual quality of synthesized textures is demonstrated through building a synthesized textures database named SynTEX. It is shown through subjective testing that textures with different degrees of perceived regularities exhibit different degrees of vulnerability to artifacts resulting from different texture synthesis approaches. This work also proposes an algorithm for adaptively selecting the appropriate texture synthesis method based on the perceived regularity of the original texture. A reduced-reference texture quality metric for texture synthesis is also proposed as part of this work. The metric is based on the change in perceived regularity and the change in perceived granularity between the original and the synthesized textures. The perceived granularity is quantified through a new granularity metric that is proposed in this work. It is shown through subjective testing that the proposed quality metric, using just 2 parameters, has a strong correlation with the MOS for the fidelity of synthesized textures and outperforms the state-of-the-art full-reference quality metrics on 3 different texture databases. Finally, the ability of the proposed regularity metric in predicting the perceived degradation of textures due to compression and blur artifacts is also established. / Dissertation/Thesis / Ph.D. Electrical Engineering 2014
15

Procedural Media Representation / Proceduriell Medierepresentation

Henrysson, Anders January 2002 (has links)
We present a concept for using procedural techniques to represent media. Procedural methods allow us to represent digital media (2D images, 3D environments etc.) with very little information and to render it photo realistically. Since not all kind of content can be created procedurally, traditional media representations (bitmaps, polygons etc.) must be used as well. We have adopted an object-based media representation where an object can be represented either with a procedure or with its traditional representation. Since the objects are created on the client the procedures can be adapted to its properties such as screen resolution and rendering performance. To keep the application as small and flexible as possible, each procedure is implemented as a library which is only loaded when needed. The media representation iswritten in XML to make it human readable and easy editable. The application is document driven where the content of the XML document determines which libraries to be loaded. The media objects resulting from the procedures is composited into the media representation preferred by the renderer together with the non-procedural objects. The parameters in the XML document are relative to parameters determined by the system properties (resolution, performance etc.) and hence adapt the procedures to the client. By mapping objects to individual libraries, the architecture is easy to make multi threaded and/or distributed.
16

Image Inpainting Based on Exemplars and Sparse Representation

Ding, Ding, Ding, Ding January 2017 (has links)
Image inpainting is the process of recovering missing or deteriorated data within the digital images and videos in a plausible way. It has become an important topic in the area of image processing, which leads to the understanding of the textural and structural information within the images. Image inpainting has many different applications, such as image/video restoration, text/object removal, texture synthesis, and transmission error concealment. In recent years, many algorithms have been developed to solve the image inpainting problem, which can be roughly grouped into four categories, partial differential equation-based inpainting, exemplar-based inpainting, transform domain inpainting, and hybrid image inpainting. However, the existing algorithms do not work well when the missing region to be inpainted is large, and when there are textural and structural information needed to be recovered. To address this inpainting problem, we propose multiple algorithms, 1) perceptually aware image inpainting based on the perceptual-fidelity aware mean squared error metric, 2) image inpainting using nonlocal texture matching and nonlinear filtering, and 3) multiresolution exemplar-based image inpainting. The experimental results show that our proposed algorithms outperform other existing algorithms with respect to both qualitative analysis and observer studies when inpainting the missing regions of images.
17

Fast Algorithms For Fragment Based Completion In Images Of Natural Scenes

Borikar, Siddharth Rajkumar 01 January 2004 (has links)
Textures are used widely in computer graphics to represent fine visual details and produce realistic looking images. Often it is necessary to remove some foreground object from the scene. Removal of the portion creates one or more holes in the texture image. These holes need to be filled to complete the image. Various methods like clone brush strokes and compositing processes are used to carry out this completion. User skill is required in such methods. Texture synthesis can also be used to complete regions where the texture is stationary or structured. Reconstructing methods can be used to fill in large-scale missing regions by interpolation. Inpainting is suitable for relatively small, smooth and non-textured regions. A number of other approaches focus on the edge and contour completion aspect of the problem. In this thesis we present a novel approach for addressing this image completion problem. Our approach focuses on image based completion, with no knowledge of the underlying scene. In natural images there is a strong horizontal orientation of texture/color distribution. We exploit this fact in our proposed algorithm to fill in missing regions from natural images. We follow the principle of figural familiarity and use the image as our training set to complete the image.
18

Time Reversed Smoke Simulation

Oborn, Jeremy Michael 01 October 2017 (has links)
Physics-based fluid simulation often produces unpredictable behavior that is difficult for artists to control. We present a new method for art directing smoke animation using time reversed simulation. Given a final fluid configuration, our method steps backward in time generating a sequence that, when played forward, is visually similar to traditional forward simulations. This will give artists better control by allowing them to start from any timestep of the simulation. We address a number of challenges associated with time reversal including generating a believable final configuration and reversing entropy.
19

Time Reversed Smoke Simulation

Oborn, Jeremy Michael 01 October 2017 (has links)
Physics-based fluid simulation often produces unpredictable behavior that is difficultfor artists to control. We present a new method for art directing smoke animation using timereversed simulation. Given a final fluid configuration, our method steps backward in timegenerating a sequence that, when played forward, is visually similar to traditional forwardsimulations. This will give artists better control by allowing them to start from any timestepof the simulation. We address a number of challenges associated with time reversal includinggenerating a believable final configuration and reversing entropy.
20

New Visualization Techniques for Multi-Dimensional Variables in Complex Physical Domains

Vickery, Rhonda J 13 December 2003 (has links)
This work presents the new Synthesized Cell Texture (SCT) algorithm for visualizing related multiple scalar value fields within the same 3D space. The SCT method is particularly well suited to scalar quantities that could be represented in the physical domain as size fractionated particles, such as in the study of sedimentation, atmospheric aerosols, or precipitation. There are two components to this contribution. First a Scaling and Distribution (SAD) algorithm provides a means of specifying a multi-scalar field in terms of a maximum cell resolution (or density of represented values). This information is used to scale the multi-scalar field values for each 3D cell to the maximum values found throughout the data set, and then randomly distributes those values as particles varying in number, size, color, and opacity within a 2D cell slice. This approach facilitates viewing of closely spaced layers commonly found in sigma-coordinate grids. The SAD algorithm can be applied regardless of how the particles are rendered. The second contribution provides the Synthesized Cell Texture (SCT) algorithm to render the multi-scalar values. In this approach, a texture is synthesized from the location information computed by the SAD algorithm, which is then applied to each cell as a 2D slice within the volume. The SCT method trades off computation time (to synthesize the texture) and texture memory against the number of geometric primitives that must be sent through the graphics pipeline of the host system. Analysis results from a user study prove the effectiveness of the algorithm as a browsing method for multiple related scalar fields. The interactive rendering performance of the SCT method is compared with two common basic particle representations: flat-shaded color-mapped OpenGL points and quadrilaterals. Frame rate statistics show the SCT method to be up to 44 times faster, depending on the volume to be displayed and the host system. The SCT method has been successfully applied to oceanographic sedimentation data, and can be applied to other problem domains as well. Future enhancements include the extension to time-varying data and parallelization of the texture synthesis component to reduce startup time.

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