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2021 International Conference on 3D Immersion (IC3D)最新文献

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Color Transfer of 3D Point Clouds For XR Applications 用于XR应用的3D点云的颜色转移
Pub Date : 2021-12-08 DOI: 10.1109/IC3D53758.2021.9687162
Herbert Potechius, T. Sikora, S. Knorr
In this paper, we analyse and compare four different color transfer algorithms, which were originally developed for 2D images, for 3D point clouds. In particular, we transfer the color distribution of a given reference 3D point cloud to a source 3D point cloud in order to change the illumination of the scene. Color transfer of 3D models might become an important task in AR and VR applications where e.g., an existing 3D model needs to be updated in real-time according to scene changes like displaced objects and illumination changes. In order to better compare the results of the color transfer algorithms, we created a data set of 3D point clouds consisting of reconstructions of an indoor scene under different lighting conditions, and applied two comparison methods for an objective evaluation, namely histogram comparison and voxel comparison, which will be described in detail in this paper.
在本文中,我们分析和比较了四种不同的颜色转移算法,这些算法最初是为2D图像开发的,用于3D点云。特别是,我们将给定参考3D点云的颜色分布转移到源3D点云,以改变场景的照明。3D模型的色彩转移可能会成为AR和VR应用中的一项重要任务,例如,现有的3D模型需要根据物体位移和照明变化等场景变化实时更新。为了更好地比较颜色转移算法的结果,我们创建了一个室内场景在不同光照条件下重建的三维点云数据集,并采用直方图对比和体素对比两种比较方法进行客观评价,本文将对此进行详细描述。
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引用次数: 2
Accurate human body reconstruction for volumetric video 体积视频的精确人体重建
Pub Date : 2021-12-08 DOI: 10.1109/IC3D53758.2021.9687256
Decai Chen, Markus Worchel, I. Feldmann, O. Schreer, P. Eisert
In this work, we enhance a professional end-to-end volumetric video production pipeline to achieve high-fidelity human body reconstruction using only passive cameras. While current volumetric video approaches estimate depth maps using traditional stereo matching techniques, we introduce and optimize deep learning-based multi-view stereo networks for depth map estimation in the context of professional volumetric video reconstruction. Furthermore, we propose a novel depth map post-processing approach including filtering and fusion, by taking into account photometric confidence, cross-view geometric consistency, foreground masks as well as camera viewing frustums. We show that our method can generate high levels of geometric detail for reconstructed human bodies.
在这项工作中,我们增强了一个专业的端到端体积视频制作管道,仅使用被动摄像机就可以实现高保真的人体重建。虽然目前的体积视频方法使用传统的立体匹配技术来估计深度图,但我们在专业的体积视频重建背景下引入并优化了基于深度学习的多视图立体网络来估计深度图。此外,我们提出了一种新的深度图后处理方法,包括滤波和融合,考虑到光度置信度、交叉视角几何一致性、前景掩模和相机观察截锥体。我们证明了我们的方法可以为重建的人体生成高水平的几何细节。
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引用次数: 2
Performance Evaluation of HDR Image Reconstruction Techniques on Light Field Images 光场图像上HDR图像重建技术的性能评价
Pub Date : 2021-12-08 DOI: 10.1109/IC3D53758.2021.9687182
Mary Guindy, V. K. Adhikarla, P. A. Kara, T. Balogh, Anikó Simon
The reconstruction of high dynamic range (HDR) images from low dynamic range (LDR) images is a challenging task. Multiple algorithms are implemented to perform the reconstruction process for HDR images and videos. These techniques include, but are not limited to reverse tone mapping, computational photography and convolutional neural networks (CNNs). From the aforementioned techniques, CNNs have proven to be the most efficient when tested against conventional 2D images and videos. However, at the time of this paper, applying such CNNs to light field contents have not yet been performed. Light field images impose more challenges and difficulties to the proposed CNNs, as there are multiple images for the creation of a single light field scene. In this paper, we test some of the existing HDR CNNs (ExpandNet, HDR-DeepCNN and DeepHDRVideo) on the Teddy light field image dataset and evaluate their performance using PSNR, SSIM and HDR-VDP 2.2.1. Our work addresses both image and video reconstruction techniques in the context of light field imaging. The results indicate that further modifications to the state-of-the-art reconstruction techniques are required to efficiently accommodate the spatial coherence in light field images.
从低动态范围(LDR)图像重建高动态范围(HDR)图像是一项具有挑战性的任务。实现了多种算法来执行HDR图像和视频的重建过程。这些技术包括但不限于反向色调映射、计算摄影和卷积神经网络(cnn)。从上述技术来看,cnn在对传统2D图像和视频进行测试时被证明是最有效的。然而,在本文发表时,还没有将这种cnn应用于光场内容。光场图像给所提出的cnn带来了更多的挑战和困难,因为创建单个光场场景需要多个图像。在本文中,我们在Teddy光场图像数据集上测试了现有的一些HDR cnn (ExpandNet, HDR- deepcnn和DeepHDRVideo),并使用PSNR, SSIM和HDR- vdp 2.2.1评估了它们的性能。我们的工作涉及光场成像背景下的图像和视频重建技术。结果表明,需要进一步改进最先进的重建技术,以有效地适应光场图像的空间相干性。
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引用次数: 2
Multiview from micro-lens image of multi-focused plenoptic camera 多聚焦全光相机微镜头图像的多视角
Pub Date : 2021-12-08 DOI: 10.1109/IC3D53758.2021.9687243
Daniele Bonatto, Sarah Fachada, T. Senoh, Guotai Jiang, Xin Jin, G. Lafruit, Mehrdad Teratani
Multi-focused Plenoptic cameras (Plenoptic 2.0) allow the acquisition of the Light-Field of a scene. However, extracting a novel view from the resulting Micro-Lens Array (MLA) image poses several challenges: micro-lenses calibration, noise reduction, patch size (depth) estimation to convert micro-lens image to multi-view images. We propose a novel method to easily find important micro-lenses parameters, avoid the unreliable luminance area, estimate the depth map, and extract sub-aperture images (multiview) for the single- and multi-focused Plenoptic 2.0 camera. Our results demonstrate significant improvement in quality and reduction in computational time compared to the state-of-the-art conversion tool Reference Lenslet content Convertor from MLA image to multiview images.
多焦点全光相机(Plenoptic 2.0)允许获取场景的光场。然而,从生成的微透镜阵列(MLA)图像中提取新视图存在几个挑战:微透镜校准、降噪、斑块尺寸(深度)估计以将微透镜图像转换为多视图图像。针对单焦和多焦Plenoptic 2.0相机,提出了一种新的方法,可以方便地找到重要的微镜头参数,避免不可靠的亮度区域,估计深度图,提取子孔径图像(多视图)。我们的结果表明,与最先进的转换工具Reference Lenslet content converter相比,从MLA图像到多视图图像的质量有了显著提高,计算时间也减少了。
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引用次数: 4
Latent Factor Modeling of Perceived Quality for Stereoscopic 3D Video Recommendation 面向立体3D视频推荐的感知质量潜在因素建模
Pub Date : 2021-12-08 DOI: 10.1109/IC3D53758.2021.9687271
Balasubramanyam Appina, Mansi Sharma, Santosh Kumar, P. A. Kara, Anikó Simon, Mary Guindy
Numerous stereoscopic 3D movies are released every single year to movie theaters and they evidently generate large revenues. Despite the notable improvements in stereo capturing and 3D video post-production technologies, stereoscopic artefacts continue to appear even in high-budget films. Existing automatic 3D video quality measurement tools can detect distortions in stereoscopic images and videos, but they fail to determine the viewer’s subjective perception of those arte-facts, and how these distortions affect their choices and the overall visual experience. In this paper, we introduce a novel recommendation system for stereoscopic 3D movies based on a latent factor model that meticulously analyzes the viewer’s subjective ratings and the influence of 3D video distortions on their personal preferences. To the best knowledge of the authors, this is definitely a first-of-its-kind model that recommends 3D movies based on quality ratings. It takes the correlation between the viewer’s visual discomfort and the perception of stereoscopic artefacts into account. The proposed model is trained and tested on the benchmark Nama3ds1-cospad1 and LFOVIAS3DPh2 S3D video quality assessment datasets. The experiments highlight the practical efficiency and considerable performance of the resulting matrix-factorization-based recommendation system.
每年都有许多立体3D电影在电影院上映,它们显然产生了巨大的收入。尽管立体捕捉和3D视频后期制作技术有了显著的改进,但即使在高预算电影中,立体伪影也会继续出现。现有的自动3D视频质量测量工具可以检测立体图像和视频中的扭曲,但它们无法确定观众对这些人工事实的主观感知,以及这些扭曲如何影响他们的选择和整体视觉体验。本文介绍了一种基于潜在因素模型的立体3D电影推荐系统,该模型细致地分析了观众的主观评分和3D视频失真对其个人偏好的影响。据作者所知,这绝对是第一个基于质量评级推荐3D电影的模型。它考虑了观看者的视觉不适和立体人工制品的感知之间的相关性。该模型在Nama3ds1-cospad1和LFOVIAS3DPh2 S3D视频质量评估基准数据集上进行了训练和测试。实验结果表明,基于矩阵分解的推荐系统具有实用的效率和可观的性能。
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引用次数: 1
Depth Image-Based Rendering of Non-Lambertian Content in MPEG Immersive Video MPEG沉浸式视频中基于深度图像的非lambertian内容渲染
Pub Date : 2021-12-08 DOI: 10.1109/IC3D53758.2021.9687263
Sarah Fachada, Daniele Bonatto, Yupeng Xie, Patrice Rondao-Alface, Mehrdad Teratani, G. Lafruit
In the context of the development of MPEG-I standard for immersive video compression ISO/IEC 23090-12 (MIV), the need of handling scenes with non-Lambertian materials arose. This class of material is omnipresent in natural scenes, but violates all the assumptions on which depth image-based rendering (DIBR) is based. In this paper, we present a view-synthesizer designed to handle non-Lambertian objects with DIBR, replacing the classical depth maps by multi-coefficients non-Lambertian maps. We report the results of the exploration experiments on Future MIV designed to test this rendering method against the classical DIBR approaches, and demonstrate promising results on all the tested sequences.
在沉浸式视频压缩ISO/IEC 23090-12 (MIV)的MPEG-I标准发展的背景下,对非朗伯材料场景的处理需求出现了。这类材料在自然场景中无处不在,但违反了基于深度图像的渲染(DIBR)所基于的所有假设。本文提出了一种用DIBR处理非朗伯图对象的视图合成器,用多系数非朗伯图代替经典深度图。我们报告了在Future MIV上的探索实验结果,该实验旨在测试该渲染方法与经典DIBR方法的对比,并在所有测试序列上展示了令人满意的结果。
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引用次数: 3
[Copyright notice] (版权)
Pub Date : 2021-12-08 DOI: 10.1109/ic3d53758.2021.9687231
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引用次数: 0
Visual Attention Analysis and User Guidance in Cinematic VR Film 电影VR电影中的视觉注意力分析与用户引导
Pub Date : 2021-12-08 DOI: 10.1109/IC3D53758.2021.9687294
Haoshuo Wang, Colm O. Fearghail, Emin Zerman, Karsten Braungart, A. Smolic, S. Knorr
Due to the character of 360° video, it is often a challenge for filmmakers to guide the attention of users to the region of interest. Visual effects as a type of user guidance is frequently applied to traditional film. Nevertheless, the influence of visual effects in 360° video has been rarely explored. For this reason, the purpose of this paper is to study how four different visual effects, respectively Desaturation, Context-based Darkening, Area Darkening, and Object to Follow, affect visual attention of users in 360° video. Therefore, we performed a subjective test as well as analyzed the saliency maps predicted with a convolutional neural network. In the subjective test, 15 participants were requested to watch four 360° videos, which were implemented with visual effects, while the position of their viewport was recorded. The results of this work are compared to earlier research on the same videos without visual effects. We show that Area Darkening has the best effect on guiding the visual attention, Context-based Darkening makes the best contribution on enhancing the saliency of the region of interest, while Desaturation has nearly no effect for user guidance and does not change the saliency of the videos. A Logo as Object to Follow create a new salient area, while the predicted saliency of areas apart from the Logo remains the same.
由于360°视频的特点,将用户的注意力引导到感兴趣的区域往往是电影人的挑战。视觉效果作为用户指导的一种形式,经常被应用到传统电影中。然而,在360°视频中,视觉效果的影响很少被探索。因此,本文的目的是研究四种不同的视觉效果,分别是去饱和度、基于上下文的暗化、区域暗化和对象跟踪,如何影响用户在360°视频中的视觉注意力。因此,我们进行了主观测试,并分析了卷积神经网络预测的显著性图。在主观测试中,15名参与者被要求观看4个360°视频,这些视频都是用视觉效果实现的,同时记录他们的视口位置。这项工作的结果与早期对相同视频没有视觉效果的研究进行了比较。我们发现,区域变暗在引导视觉注意力方面效果最好,基于上下文的变暗在增强感兴趣区域的显著性方面贡献最大,而去饱和度对用户引导几乎没有影响,也不会改变视频的显著性。作为跟随对象的Logo创建一个新的显著区域,而除了Logo之外的区域的预测显著性保持不变。
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引用次数: 1
3D location estimation of light sources in room-scale scenes 房间尺度场景中光源的三维位置估计
Pub Date : 2021-12-08 DOI: 10.1109/IC3D53758.2021.9687218
Lucas Pometti, Matthieu Fradet, P. Hirtzlin, Pierrick Jouet
In this paper we present our on-going work on light source estimation in room-scale scenes for more photorealistic experiences. Our unique input is an up-to-date textured 3D mesh of a real uncontrolled environment obtained using a consumer mobile device. We base our approach on the detection of real shadows in a single RGB-D image rendered for a top viewpoint. Contrary to prior art, our approach does not consider any object-based segmentation, neither simplifying assumptions on the scene geometry or on poorly textured surfaces. The 3D locations of light sources are automatically estimated, and for now, the lighting model is completed with intensity values obtained interactively through a GUI displaying augmentations on the scanned scene. This lighting model can then be reused to light the MR scene coherently during mobile experiences. Results on various indoor and outdoor scenes show the beginnings of a promising work. To illustrate the complexity of the problem and to make the community aware of the importance of a correct lighting on user perception, we also fairly show how slightly inaccurate light estimation results or incomplete geometry knowledge can go completely unnoticed in some simple cases but can also deeply impact the final rendering photorealism in some other cases.
在本文中,我们介绍了我们正在进行的光源估计在房间尺度的场景,以获得更多的真实感体验的工作。我们独特的输入是使用消费者移动设备获得的真实不受控制环境的最新纹理3D网格。我们的方法基于对顶级视点渲染的单个RGB-D图像中的真实阴影的检测。与现有技术相反,我们的方法不考虑任何基于对象的分割,既不简化场景几何形状的假设,也不简化纹理较差的表面。自动估计光源的三维位置,目前,照明模型是通过GUI在扫描场景上显示增强物,以交互方式获得强度值来完成的。这个照明模型可以在移动体验期间重复使用,以连贯地照亮MR场景。各种室内和室外场景的结果显示了一项有希望的工作的开始。为了说明问题的复杂性,并使社区意识到正确的照明对用户感知的重要性,我们还相当地展示了轻微不准确的光估计结果或不完整的几何知识在一些简单的情况下是如何完全被忽视的,但在其他一些情况下也会深刻影响最终渲染的真实感。
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引用次数: 0
Simulation of Pan-Tilt-Zoom Tracking for Augmented Reality Air Traffic Control 增强现实空中交通管制泛倾斜变焦跟踪仿真
Pub Date : 2021-12-08 DOI: 10.1109/IC3D53758.2021.9687257
Charles Hamesse, B. Pairet, Rihab Lahouli, Timothée Fréville, R. Haelterman
Using Augmented Reality (AR) technology for Air Traffic Control (ATC) holds great promise but comes with a number of technical challenges. In addition to displaying the position of surrounding aircraft, a zoomed-in view of a certain aircraft captured with a Pan-Tilt-Zoom (PTZ) camera is also very useful in practice. This is to allow the ATC officer to perform the visual checks that they typically do with large binoculars, directly with the AR headset. Therefore, the PTZ camera has to be able to track the aircraft in a fast and robust manner to produce images suitable to be projected on the AR headset. Unfortunately, PTZ tracking algorithms are notoriously hard to implement, since the captured images depend on the PTZ controls, which depend on the outputs of the tracking algorithm, which depend on the images. In this paper, we describe our generic framework which leverages 3D simulation to design PTZ tracking algorithms and offer an in-depth explanation of how we use it in the context of AR ATC.
在空中交通管制(ATC)中使用增强现实(AR)技术前景广阔,但也面临着许多技术挑战。除了显示周围飞机的位置外,用Pan-Tilt-Zoom (PTZ)相机拍摄的某架飞机的放大视图在实践中也非常有用。这是为了让空管人员可以直接使用AR头显进行视觉检查,而他们通常使用大型双筒望远镜进行视觉检查。因此,PTZ相机必须能够以快速和稳健的方式跟踪飞机,以产生适合投影在AR头显上的图像。不幸的是,PTZ跟踪算法很难实现,因为捕获的图像依赖于PTZ控制,而PTZ控制又依赖于跟踪算法的输出,而跟踪算法又依赖于图像。在本文中,我们描述了我们的通用框架,该框架利用3D模拟来设计PTZ跟踪算法,并深入解释了我们如何在AR ATC中使用它。
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引用次数: 1
期刊
2021 International Conference on 3D Immersion (IC3D)
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