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A hybrid approach for fast occlusion processing in computer-generated hologram calculation is studied in this paper. The proposed method is based on the combination of two commonly used approaches that complement one another: the point-source and wave-field approaches. By using these two approaches together, the proposed method thus takes advantage of both of them. In this method, the 3D scene is first sliced into several depth layers parallel to the hologram plane. Light scattered by the scene is then propagated and shielded from one layer to another using either a point-source or a wave-field approach according to a threshold criterion on the number of points within the layer. Finally, the hologram is obtained by computing the propagation of light from the nearest layer to the hologram plane. Experimental results reveal that the proposed method does not produce any visible artifact and outperforms both the point-source and wave-field approaches.
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The composition of an image is a critical element chosen by the author to construct an image that conveys a narrative and related emotions. Other key elements include framing, lighting, and colors. Assessing classical and simple composition rules in an image, such as the well-known "rule of thirds", has proven effective in evaluating the aesthetic quality of an image. It is widely acknowledged that composition is emphasized by the presence of leading lines. While these leading lines may not be explicitly visible in the image, they connect key points within the image and can also serve as boundaries between different areas of the image. For instance, the boundary between the sky and the ground can be considered a leading line in the image. Making the image's composition explicit through a set of leading lines is valuable when analyzing an image or assisting in photography. To the best of our knowledge, no computational method has been proposed to trace image leading lines. We conducted user studies to assess the agreement among image experts when requesting them to draw leading lines on images. According to these studies, which demonstrate that experts concur in identifying leading lines, this paper introduces a fully automatic computational method for recovering the leading lines that underlie the image's composition. Our method consists of two steps: firstly, based on feature detection, potential weighted leading lines are established; secondly, these weighted leading lines are grouped to generate the leading lines of the image. We evaluate our method through both subjective and objective studies, and we propose an objective metric to compare two sets of leading lines.
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Gaze behavior of virtual characters in video games and virtual reality experiences is a key factor of realism and immersion. Indeed, gaze plays many roles when interacting with the environment; not only does it indicate what characters are looking at, but it also plays an important role in verbal and non-verbal behaviors and in making virtual characters alive. Automated computing of gaze behaviors is however a challenging problem, and to date none of the existing methods are capable of producing close-to-real results in an interactive context. We therefore propose a novel method that leverages recent advances in several distinct areas related to visual saliency, attention mechanisms, saccadic behavior modelling, and head-gaze animation techniques. Our approach articulates these advances to converge on a multi-map saliency-driven model which offers real-time realistic gaze behaviors for non-conversational characters, together with additional user-control over customizable features to compose a wide variety of results. We first evaluate the benefits of our approach through an objective evaluation that confronts our gaze simulation with ground truth data using an eye-tracking dataset specifically acquired for this purpose. We then rely on subjective evaluation to measure the level of realism of gaze animations generated by our method, in comparison with gaze animations captured from real actors. Our results show that our method generates gaze behaviors that cannot be distinguished from captured gaze animations. Overall, we believe that these results will open the way for more natural and intuitive design of realistic and coherent gaze animations for real-time applications.
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The objective of this study is to investigate and to simulate the gaze deployment of observers on paintings. For that purpose, we built a large eye tracking dataset composed of 150 paintings belonging to 5 art movements. We observed that the gaze deployment over the proposed paintings was very similar to the gaze deployment over natural scenes. Therefore, we evaluate existing saliency models and propose a new one which significantly outperforms the most recent deep-based saliency models. Thanks to this new saliency model, we can predict very accurately what are the salient areas of a painting. This opens new avenues for many image-based applications such as animation of paintings or transformation of a still painting into a video clip.
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Fixação Ocular/fisiologia , Pinturas , Adulto , Área Sob a Curva , Movimentos Oculares , Feminino , Humanos , Masculino , Pessoa de Meia-Idade , Curva ROC , Adulto JovemRESUMO
High Dynamic Range (HDR) and Wide Color Gamut (WCG) screens are able to render brighter and darker pixels with more vivid colors than ever. To assess the quality of images and videos displayed on these screens, new quality assessment metrics adapted to this new content are required. Because most SDR metrics assume that the representation of images is perceptually uniform, we study the impact of three uniform color spaces developed specifically for HDR and WCG images, namely, I C t C p , J z a z b z and H D R - L a b on 12 SDR quality assessment metrics. Moreover, as the existing databases of images annotated with subjective scores are using a standard gamut, two new HDR databases using WCG are proposed. Results show that MS-SSIM and FSIM are among the most reliable metrics. This study also highlights the fact that the diffuse white of HDR images plays an important role when adapting SDR metrics for HDR content. Moreover, the adapted SDR metrics does not perform well to predict the impact of chrominance distortions.
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Multivariate generalized Gaussian distributions (MGGDs) have aroused a great interest in the image processing community thanks to their ability to describe accurately various image features, such as image gradient fields. However, so far their applicability has been limited by the lack of a transformation between two of these parametric distributions. In this paper, we propose a novel transformation between MGGDs, consisting of an optimal transportation of the second-order statistics and a stochastic-based shape parameter transformation. We employ the proposed transformation between MGGDs for a color transfer and a gradient transfer between images. We also propose a new simultaneous transfer of color and gradient, which we apply for image color correction.
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This paper studies the design and application of a novel visual attention model designed to compute user's gaze position automatically, i.e., without using a gaze-tracking system. The model we propose is specifically designed for real-time first-person exploration of 3D virtual environments. It is the first model adapted to this context which can compute in real time a continuous gaze point position instead of a set of 3D objects potentially observed by the user. To do so, contrary to previous models which use a mesh-based representation of visual objects, we introduce a representation based on surface-elements. Our model also simulates visual reflexes and the cognitive processes which take place in the brain such as the gaze behavior associated to first-person navigation in the virtual environment. Our visual attention model combines both bottom-up and top-down components to compute a continuous gaze point position on screen that hopefully matches the user's one. We conducted an experiment to study and compare the performance of our method with a state-of-the-art approach. Our results are found significantly better with sometimes more than 100 percent of accuracy gained. This suggests that computing a gaze point in a 3D virtual environment in real time is possible and is a valid approach, compared to object-based approaches. Finally, we expose different applications of our model when exploring virtual environments. We present different algorithms which can improve or adapt the visual feedback of virtual environments based on gaze information. We first propose a level-of-detail approach that heavily relies on multiple-texture sampling. We show that it is possible to use the gaze information of our visual attention model to increase visual quality where the user is looking, while maintaining a high-refresh rate. Second, we introduce the use of the visual attention model in three visual effects inspired by the human visual system namely: depth-of-field blur, camera- motions, and dynamic luminance. All these effects are computed based on the simulated gaze of the user, and are meant to improve user's sensations in future virtual reality applications.
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Movimentos Oculares/fisiologia , Processamento de Imagem Assistida por Computador/métodos , Modelos Biológicos , Campos Visuais/fisiologia , Adulto , Algoritmos , Simulação por Computador , Feminino , Humanos , Masculino , Software , Processos Estocásticos , Interface Usuário-Computador , Percepção VisualRESUMO
Depth-of-field blur effects are well-known depth cues in human vision. Computer graphics pipelines added DOF effects early to enhance imagery realism, but real-time VR applications haven't yet introduced visual blur effects. The authors describe new techniques to improve blur rendering and report experimental results from a prototype video game implementation.