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Real-Time Reflection Reduction from Glasses in Videoconferences 视频会议中眼镜的实时反射减少
Pub Date : 2023-07-01 DOI: 10.24132/csrn.3301.20
Marc-André Tucholke, Marie Christoph, Lasse Anders, Raven Ochlich, S. Grogorick, M. Eisemann
Surrounding lighting conditions cannot always be sufficiently controlled during videoconferences, yielding situations in which disturbing reflections might appear on the participants glasses. In this article, we present a retrained neural network to convincingly reduce such reflections. For real time performance we propose an asynchronous processing pipeline accompanied by a head pose-based caching strategy to reuse intermediate processing results. The implementation as virtual webcam allows the system to be used with arbitrary videoconferencing systems.
在视频会议期间,周围的照明条件并不总是得到充分的控制,因此可能会在参与者的眼镜上出现令人不安的反射。在本文中,我们提出了一个重新训练的神经网络来令人信服地减少这种反射。为了提高实时性能,我们提出了一种异步处理管道,并采用基于头部姿态的缓存策略来重用中间处理结果。作为虚拟网络摄像头的实现允许系统与任意视频会议系统一起使用。
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引用次数: 0
Detail Preserving Non-rigid Shape Correspondences 保留非刚性形状对应的细节
Pub Date : 2023-07-01 DOI: 10.24132/csrn.3301.36
Manika Bindal, Venkatesh Kamat
Understanding shapes is an organic process for us (humans) as this is fundamental to our interaction with the surrounding world. However, it is daunting for the machines. Any shape analysis task, particularly non-rigid shape correspondence is challenging due to the ever-increasing resolution of datasets available. Shape Correspondence refers to finding a mapping among various shape elements. The functional map framework deals with this problem efficiently by not processing the shapes directly but rather specifying an additional structure on each shape and then performing analysis in the spectral domain of the shapes. To determine the domain, the Laplace-Beltrami operator has been utilized generally due to its capability of capturing the global geometry of the shape. However, it tends to smoothen out high-frequency features of shape, which results in failure to capture fine details and sharp features of shape for the analysis. To capture such high-frequency sharp features of the shape, this work proposes to utilize a Hamiltonian operator with gaussian curvature as an intrinsic potential function to identify the domain. Computationally it is defined at no additional cost, keeps global structural information of the shape intact and preserves sharp details of the shape in order to compute a better point-to-point correspondence map between shapes.
对我们(人类)来说,理解形状是一个有机的过程,因为这是我们与周围世界互动的基础。然而,这对机器来说是令人生畏的。由于可用数据集的分辨率不断提高,任何形状分析任务,特别是非刚性形状对应都具有挑战性。形状对应是指在各种形状元素之间找到一个映射。功能映射框架不直接处理形状,而是在每个形状上指定一个附加结构,然后在形状的谱域中进行分析,从而有效地解决了这一问题。为了确定区域,拉普拉斯-贝尔特拉米算子由于其能够捕获形状的全局几何形状而被广泛使用。然而,它往往会平滑形状的高频特征,导致无法捕捉到精细的细节和形状的尖锐特征进行分析。为了捕捉这种形状的高频尖锐特征,本工作提出利用具有高斯曲率的哈密顿算子作为内禀势函数来识别域。在计算上,它的定义没有额外的成本,保持形状的全局结构信息完整,并保留形状的清晰细节,以便计算更好的形状之间的点对点对应映射。
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引用次数: 0
On Unguided Automatic Colorization of Monochrome Images 单色图像的非引导自动上色
Pub Date : 2023-07-01 DOI: 10.24132/csrn.3301.38
A. Sluzek
Image colorization is a challenging problem due to the infinite RGB solutions for a grayscale picture. Therefore, human assistance, either directly or indirectly, is essential for achieving visually plausible colorization. This paper aims to perform colorization using only a grayscale image as the data source, without any reliance on metadata or human hints. The method assumes an (arbitrary) rgb2gray model and utilizes a few simple heuristics. Despite probabilistic elements, the results are visually acceptable and repeatable, making this approach feasible (e.g. for aesthetic purposes) in domains where only monochrome visual representations exist. The paper explains the method, presents exemplary results, and discusses a few supplementary issues.
由于灰度图像的无限RGB解决方案,图像着色是一个具有挑战性的问题。因此,人类的帮助,无论是直接的还是间接的,对于实现视觉上合理的着色是必不可少的。本文旨在仅使用灰度图像作为数据源进行着色,而不依赖于元数据或人工提示。该方法假设了一个(任意的)rgb2gray模型,并使用了一些简单的启发式方法。尽管存在概率因素,但结果在视觉上是可接受和可重复的,这使得这种方法在只有单色视觉表示存在的领域中是可行的(例如,出于美学目的)。本文阐述了该方法,给出了示例性结果,并讨论了一些补充问题。
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引用次数: 1
Illustrating Geometric Algebra and Differential Geometry in 5D Color Space 在5D色彩空间中说明几何代数和微分几何
Pub Date : 2023-07-01 DOI: 10.24132/csrn.3301.1
W. Benger
Geometric Algebra (GA) is popular for its immediate geometric interpretations of algebraic objects and operations. It is based on Clifford Algebra on vector spaces and extends linear algebra of vectors by operations such as an invertible product, i.e. divisions by vectors. This formalism allows for a complete algebra on vectors same as for scalar or complex numbers. It is particularly suitable for rotations in arbitrary dimensions. In Euclidean 3D space quaternions are known to be numerically superior to rotation matrices and already widely used in computer graphics. However, their meaning beyond its numerical formalism often remains mysterious. GA allows for an intuitive interpretation in terms of planes of rotations and extends this concept to arbitrary dimensions by embedding vectors into a higher dimensional, but still intuitively graspable space of multi-vectors. However, out intuition of more than three spatial dimensions is deficient. The space of colors forms a vector space as well, though one of non-spatial nature, but spun by the primary colors red, green, blue. The GA formalism can be applied here as well, amalgamating surprisingly with the notion of vectors and co-vectors known from differential geometry: tangential vectors on a manifold correspond to additive colors red/green/blue, whereas co-vectors from the co-tangential space correspond to subtractive primary colors magenta, yellow, cyan. GA in turn considers vectors, bi-vectors and anti-vectors as part of its generalized multi-vector zoo of algebraic objects. In 3D space vectors, anti-vectors, bi-vectors and covectors are all three-dimensional objects that can be identified with each other, so their distinction is concealed. Confusions arise from notions such as “normal vectors” vs. “axial vectors”. Higher dimensional spaces exhibit the differences more clearly. Using colors instead of spatial dimensions we can expand our intuition by considering "transparency" as an independent, four-dimensional property of a color vector. We can thereby explore 4D GA alternatively to spacetime in special/general relativity. However, even in 4D possibly confusing ambiguities remain between vectors, co-vectors, bi-vectors and bi-co-vectors: bi-vectors and bi-co-vectors - both six-dimensional objects - are visually equivalent. They become unequivocal only in five or higher dimensions. Envisioning five-dimensional geometry is even more challenging to the human mind, but in color space we can add another property, "texture" to constitute a five-dimensional vector space. The properties of a bi-vector and a bi-co-vector becomes evident there: We can still study all possible combinations of colors/transparency/texture visually. This higher-dimensional yet intuitive approach demonstrates the need to distinguish among different kinds of vectors before identifying them in special situations, which also clarifies the meanings of algebraic objects in 3D Euclidean space and allows for better formulations of
几何代数(GA)因其对代数对象和运算的直接几何解释而广受欢迎。它基于向量空间上的Clifford代数,并通过可逆积(即除以向量)等运算扩展了向量的线性代数。这种形式允许向量上的完全代数与标量或复数上的完全代数相同。它特别适用于任意维度的旋转。在欧几里得三维空间中,四元数在数值上优于旋转矩阵,并已广泛应用于计算机图形学。然而,它们在数字形式之外的意义往往仍然是神秘的。遗传算法允许根据旋转平面进行直观的解释,并通过将向量嵌入到更高维度,但仍然直观地可掌握的多向量空间,将此概念扩展到任意维度。然而,我们对超过三个空间维度的直觉是不足的。色彩空间也形成了一个矢量空间,虽然是非空间性质的,但由原色红、绿、蓝旋转而成。GA的形式也可以应用于此,令人惊讶的是,它与微分几何中已知的向量和协向量的概念相结合:流形上的切向量对应于加性的红色/绿色/蓝色,而共切空间中的协向量对应于减法的原色品红色、黄色、青色。遗传算法将向量、双向量和反向量作为其广义多向量代数对象群的一部分。在三维空间矢量中,反矢量、双矢量和共矢量都是可以相互识别的三维物体,因此它们之间的区别是隐藏的。混淆产生于诸如“法向量”和“轴向量”之类的概念。高维空间更清楚地显示出这种差异。使用颜色而不是空间维度,我们可以通过将“透明度”视为颜色向量的一个独立的四维属性来扩展我们的直觉。因此,我们可以在狭义/广义相对论中探索4D GA或时空。然而,即使在四维空间中,矢量、共矢量、双矢量和双共矢量之间也可能存在令人困惑的歧义:双矢量和双共矢量——都是六维物体——在视觉上是等同的。它们只有在五维或更高的维度上才变得明确。设想五维几何图形对人类的思维来说更具挑战性,但在色彩空间中,我们可以添加另一种属性“纹理”来构成五维向量空间。双矢量和双共矢量的特性在这里变得很明显:我们仍然可以在视觉上研究所有可能的颜色/透明度/纹理组合。这种高维但直观的方法证明了在特殊情况下识别不同类型的向量之前需要区分它们,这也澄清了三维欧几里得空间中代数对象的含义,并允许在三维中更好地制定算法。
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引用次数: 0
The Usage of the BP-Layers Stereo Matching Algorithm with the EBCA Camera Set BP-Layers立体匹配算法在EBCA相机集上的应用
Pub Date : 2023-07-01 DOI: 10.24132/csrn.3301.35
A. Kaczmarek
This paper is concerned with applying a stereo matching algorithm called BP-Layers to a set of many cameras. BP Layers is designed for obtaining disparity maps from stereo cameras. The algorithm takes advantage of convolutional natural networks. This paper presents using this algorithm with a set called Equal Baseline Camera Array. This set consists of up to five cameras with one central camera and other ones aground it. Such a set has similar advantages as a stereo camera. In particular this equipment is suitable for providing 3D vision for autonomous robots operating outdoors. The research presented in this paper shows the extent to which results of using BP Layers are improving because of using the EBCA set instead of a stereo camera.
本文关注的是将一种称为BP-Layers的立体匹配算法应用于一组多摄像机。BP Layers是为从立体摄像机获取视差图而设计的。该算法利用了卷积自然网络。本文将该算法应用于一组等基线相机阵列。这套装置由5个摄像机组成,其中一个中央摄像机和其他几个地面摄像机。这种装置与立体摄像机有相似的优点。该设备特别适合为在户外操作的自主机器人提供3D视觉。本文的研究表明,由于使用EBCA集而不是立体摄像机,使用BP层的结果得到了一定程度的改善。
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引用次数: 0
Autograsping Pose of Virtual Hand Model Using the Signed Distance Field Real-time Sampling with Fine-tuning 基于签名距离场实时采样和微调的虚拟手模型自动抓取姿态
Pub Date : 2023-07-01 DOI: 10.24132/csrn.3301.27
Marcin Puchalski, Bożena Woźna-Szcześniak
Virtual hands have a wide range of applications, including education, medical simulation, training, animation, and gaming. In education and training, they can be used to teach complex procedures or simulate realistic scenarios. This extends to medical training and therapy to simulate real-life surgical procedures and physical rehabilitation exercises. In animation, they can be used to generate believable pre-computed or real-time hand poses and grasping animations. In games, they can be used to control virtual objects and perform actions such as shooting a gun or~throwing a ball. In consumer-grade VR setups, virtual hand manipulation is usually approximated by employing controller button states, which can result in unnatural final hand positions. One solution to this problem is the use of~pre-recorded hand poses or auto-grasping using physics-based collision detection. However, this approach has limitations, such as not taking into account non-convex parts of objects, and can have a significant impact on~performance. In this paper, we propose a new approach that utilizes a snapshot of the Signed Distance Field (SDF) of the area below the user"s hand during the grab action. By sampling this 3D matrix during the finger-bending phase, we obtain information about the distance of each finger part to the object surface. We compare our solution with those relying on physics collision detection, considering both visual results and computational impact.
虚拟手有广泛的应用,包括教育、医疗模拟、培训、动画和游戏。在教育和培训中,它们可以用来教授复杂的程序或模拟现实场景。这延伸到医疗培训和治疗,以模拟现实生活中的外科手术和物理康复练习。在动画中,它们可以用来生成可信的预计算或实时手的姿势和抓取动画。在游戏中,它们可以用来控制虚拟物体并执行射击或投球等动作。在消费级VR设置中,虚拟手操作通常通过使用控制器按钮状态来近似,这可能导致不自然的最终手位置。这个问题的一个解决方案是使用预先记录的手部姿势或使用基于物理的碰撞检测的自动抓取。然而,这种方法有局限性,比如没有考虑到对象的非凸部分,并且可能对性能产生重大影响。在本文中,我们提出了一种新的方法,利用在抓取动作中用户手下方区域的签名距离域(SDF)的快照。通过在手指弯曲阶段对这个三维矩阵进行采样,我们获得了每个手指部分到物体表面的距离信息。我们将我们的解决方案与那些依赖于物理碰撞检测的解决方案进行比较,同时考虑视觉结果和计算影响。
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引用次数: 0
Versatile Input View Selection for Efficient Immersive Video Transmission 高效沉浸式视频传输的多功能输入视图选择
Pub Date : 2023-07-01 DOI: 10.24132/csrn.3301.31
Dominika Klóska, A. Dziembowski, Jarosław Samelak
In this paper we deal with the problem of the optimal selection of input views, which are transmitted within an immersive video bitstream. Due to limited bitrate and pixel rate, only a subset of input views available on the encoder side can be fully transmitted to the decoder. Remaining views are – in the simplest approach – omitted or – in the newest immersive video encoding standard (MPEG immersive video, MIV) – pruned in order to remove less important information. Selecting proper views for transmission is crucial in terms of the quality of immersive video system user’s experience. In the paper we have analyzed which input views have to be selected for providing the best possible quality of virtual views, independently on the viewport requested by the viewer. Moreover, we have proposed an algorithm, which takes into account a non-uniform probability of user’s viewing direction, allowing for the increase of the subjective quality of virtual navigation for omnidirectional content.
本文研究了在沉浸式视频比特流中传输的输入视图的最优选择问题。由于比特率和像素率的限制,只有编码器端可用的输入视图子集可以完全传输到解码器。剩下的视图——用最简单的方法——被省略,或者——用最新的沉浸式视频编码标准(MPEG沉浸式视频,MIV)——被修剪,以去除不太重要的信息。选择合适的视角传输对于沉浸式视频系统的用户体验质量至关重要。在本文中,我们分析了必须选择哪些输入视图来提供最佳的虚拟视图质量,独立于观看者所要求的视口。此外,我们提出了一种算法,该算法考虑了用户观看方向的非均匀概率,从而提高了全向内容虚拟导航的主观质量。
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引用次数: 0
Texture Spectral Similarity Criteria Comparison 纹理光谱相似度标准比较
Pub Date : 2023-07-01 DOI: 10.24132/csrn.3301.13
Michal Havlícek, M. Haindl
Criteria capable of texture spectral similarity evaluation are presented and compared. From the fifteen evaluated criteria, only four criteria guarantee zero or minimal spectral ranking errors. Such criteria can support texture modeling algorithms by comparing the modeled texture with corresponding synthetic simulations. Another possible application is the development of texture retrieval, classification, or texture acquisition system. These criteria thoroughly test monotonicity and mutual correlation on specifically designed extensive monotonously degrading experiments.
提出并比较了纹理光谱相似性评价准则。从15个评估标准中,只有4个标准保证零或最小的光谱排序误差。这些准则可以通过将建模的纹理与相应的合成模拟进行比较来支持纹理建模算法。另一个可能的应用是纹理检索、分类或纹理采集系统的开发。这些准则在专门设计的大量单调退化实验中彻底检验了单调性和相互相关性。
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引用次数: 0
Perceptions of Colour Pickers in Virtual Reality Art-Making 虚拟现实艺术创作中色彩选择者的感知
Pub Date : 2023-07-01 DOI: 10.24132/csrn.3301.8
M. Alex, B. Wünsche, Danielle M Lottridge
Virtual reality art is reshaping digital art experiences, especially with the recent release of multiplayer 3D art applications, but may elicit different first impressions across different age groups which can impact their uptake. In particular, popular colour pickers based on HSV colour spaces may appeal differently to younger and older adults. We investigate first impressions of colour selection when shown with a discrete picker or a continuous HSV picker via an online survey with 63 adults and 24 older adults. We found that the discrete picker was seen as having more positive hedonic qualities overall; there were no differences between perceptions of adults and older adults. We discuss the implications of our findings for colour selection tools in virtual reality art-making.
虚拟现实艺术正在重塑数字艺术体验,特别是最近发布的多人3D艺术应用程序,但可能会引起不同年龄组的不同第一印象,这可能会影响他们的接受程度。特别是,基于HSV色彩空间的流行选色器可能对年轻人和老年人有不同的吸引力。我们通过对63名成年人和24名老年人的在线调查,调查了当显示离散拾取器或连续HSV拾取器时,颜色选择的第一印象。我们发现,总体而言,离散拾取者被认为具有更积极的享乐品质;对成年人和老年人的看法没有差异。我们讨论了我们的研究结果对虚拟现实艺术创作中颜色选择工具的影响。
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引用次数: 0
Accuracy of Legendre Moments for Image Representation 图像表示的勒让德矩精度
Pub Date : 2023-07-01 DOI: 10.24132/csrn.3301.29
César Bustacara-Medina, Enrique Ruiz-García
Existing works on orthogonal moments are mainly focused on optimizing classical orthogonal Cartesian moments, such as Legendre moments, Gauss-Hermite moments, Gegenbauer moments, and Chebyshev moments. Research in this area generally includes accurate calculation, fast computation, robustness/invariance optimization, and the application of orthogonal moments. This paper presents the inclusion of the integration method proposed by Holoborodko to calculate the Legendre moments. The results obtained are compared with the traditional equation and the methods proposed by Hosny and Pawlak to approximate the integration computation.
现有的正交矩研究主要集中在经典直角笛卡尔矩的优化上,如Legendre矩、Gauss-Hermite矩、Gegenbauer矩、Chebyshev矩等。该领域的研究一般包括精确计算、快速计算、鲁棒/不变性优化以及正交矩的应用。本文提出了包含Holoborodko提出的计算勒让德矩的积分方法。将所得结果与传统方程以及Hosny和Pawlak提出的近似积分计算方法进行了比较。
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引用次数: 0
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Computer Science Research Notes
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