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Diminished Reality (DR) is a video editing technique that alters reality by removing certain objects. It can be used as a preliminary step in Augmented Reality to replace real objects by virtual ones with different sizes and shapes. It can also be used solely, for example, in the case of virtually emptying a furnished apartment. The general approach of DR consists in three main steps. First, an inpainting technique is applied to a target region in the image to coherently remove an object. The image corresponds to a keyframe of the video stream. Second, the resulting inpainted region is transmitted to the next frames of the video stream by copying pixel intensities with respect to the camera pose and scene geometry. This consists in estimating the camera orientation and position in 3D which can be obtained by a Simultaneous Localization and Mapping (SLAM) technique. Third, the target region is updated with respect to the lighting change in the scene.In this thesis, we focused on the third step of the DR pipeline. Although many DR applications have been proposed in the literature, few are the ones who dealt with light change in the scene. Most of past work assumes that the surface is Lambertian and therefore perfectly diffuse. However, this is often not true, especially in indoor environments. By identifying specular highlights as the main cause for lighting change in the target region, we proposed two main approaches to address this problem.First, we proposed a specularity propagation method applied to real-time DR. Using the DR pipeline mentioned earlier, we integrated an interpolation function based on Thin-Plate Splines (TPS) in order to estimate the change ratios of the pixel intensities in the target region. This function is constrained by a number of specularity properties to achieve a plausible reconstruction of the specular highlights in the video stream. Our approach was tested on several real-time videos and achieved coherent reproduction of specularities in the context of DR.Second, we addressed the lighting problem in DR and AR as an inverse rendering problem. To do so, we analyzed the image components as described in light reflection models. In Computer Graphics, local illumination models such as Phong's are used to render synthetic images in real-time. In this case, the parameters of the model are set by the user as inputs along with the scene's geometry, the light source configuration and the camera pose. However, in a Mixed Reality (MR) application, the parameters of the model are unknown and have to be set in concordance with the real image from the camera. So, in this case we want to solve an inverse local illumination problem where the input is the real image. The output is the model's parameters along with the light source configuration, the scene's geometry and the camera pose. In this thesis, we proposed an exhaustive evaluation of the well-posedness of this problem with a focus on the specular highlights. The camera pose and the scene's geometry are estimated using the SLAM approach and the rest of the unknown parameters are estimated by minimizing a photometric cost. We showed that we can invert a local illumination model from the observation of a single specular highlight. Therefore, in the context of AR and DR applications, we do not need to know the number of light sources in the scene a priori since each specularity is processed separately. This also opens many perspectives for similar inversion problems like camera localization.
Like virtual reality, augmented reality is becoming an emerging platform in new application areas for museums, edutainment, home entertainment, research, industry, and the art communities using novel approaches which have taken augmented reality beyond traditional eye-worn or hand-held displays. In this book, the authors discuss spatial augmented r
Today’s Comprehensive and Authoritative Guide to Augmented Reality By overlaying computer-generated information on the real world, augmented reality (AR) amplifies human perception and cognition in remarkable ways. Working in this fast-growing field requires knowledge of multiple disciplines, including computer vision, computer graphics, and human-computer interaction. Augmented Reality: Principles and Practice integrates all this knowledge into a single-source reference, presenting today’s most significant work with scrupulous accuracy. Pioneering researchers Dieter Schmalstieg and Tobias Höllerer carefully balance principles and practice, illuminating AR from technical, methodological, and user perspectives. Coverage includes Displays: head-mounted, handheld, projective, auditory, and haptic Tracking/sensing, including physical principles, sensor fusion, and real-time computer vision Calibration/registration, ensuring repeatable, accurate, coherent behavior Seamless blending of real and virtual objects Visualization to enhance intuitive understanding Interaction–from situated browsing to full 3D interaction Modeling new geometric content Authoring AR presentations and databases Architecting AR systems with real-time, multimedia, and distributed elements This guide is indispensable for anyone interested in AR, including developers, engineers, students, instructors, researchers, and serious hobbyists.
This book provides a fundamental understanding of global illumination algorithms. It discusses a broad class of algorithms for realistic image synthesis and introduces a theoretical basis for the algorithms presented. Topics include: physics of light transport, Monte Carlo methods, general strategies for solving the rendering equation, stochastic path-tracing algorithms such as ray tracing and light tracing, stochastic radiosity including photon density estimation and hierarchical Monte Carlo radiosity, hybrid algorithms, metropolis light transport, irradiance caching, photon mapping and instant radiosity, beyond the rendering equation, image display and human perception. If you want to design and implement a global illumination rendering system or need to use and modify an existing system for your specific purpose, this book will give you the tools and the understanding to do so.
Varieties of Realism argues that it is not possible to represent the layout of objects and surfaces in space outside the dictates of formal visual geometry, the geometry of natural perspective. The book examines most of the world's coherent representational art styles, both in terms of the geometry of their creation and in terms of their perceptual effects on the viewer. A lucid exposition of modern geometrical principles and relations, accessible to the nonmathematical reader, is followed by an analysis of all known styles as variants of natural perspective, as true varieties of realism. Delineating the physical and mechanical constraints that determine the act of visual representation in painting and drawing, the author traces the intimate relations among seemingly distant styles and considers the kind of perceptual information about the world each can carry. Margaret Hagen is a perceptual psychologist with an ecological point of view. Her rigorous but readable presentation of visual theory and research offers provocative new insights into the connections among vision, geometry, and art.
The 2-volume set LNCS 11613 and 11614 constitutes the refereed proceedings of the 6th International Conference on Augmented Reality, Virtual Reality, and Computer Graphics, AVR 2019, held in Santa Maria al Bagno, Italy, in June 2019. The 32 full papers and 35 short papers presented were carefully reviewed and selected from numerous submissions. The papers discuss key issues, approaches, ideas, open problems, innovative applications and trends in virtual and augmented reality, 3D visualization and computer graphics in the areas of medicine, cultural heritage, arts, education, entertainment, military and industrial applications. They are organized in the following topical sections: virtual reality; medicine; augmented reality; cultural heritage; education; and industry.
This book is renowned for being the book to own to understand lighting! This is better than all the other how to books on the market which just provide set examples for photographers to follow. Light Science and Magic provides photographers with a comprehensive theory of the nature and principles of light to allow individual photographers to use lighting to express their own creativity. It will show you in-depth how to light the most difficult subjects such as surfaces, metal, glass, liquids, extremes (black-on-black and white-on-white), and people. With more information specific for degital photographers, a brand new chapter on equipment, much more information on location lighting, and more on photographing people, you'll see why this is one of the only recommended books by www.strobist.com.
One of the most amazing capacities of the human mind is its ability to go beyond its boundaries. The well-known example of the "blind man" by Gregory Bateson helps us understand how our mind is able to expand its potentiality thanks to the use of a tool. This famous example demonstrates two specific features that characterize the relationship between the human mind and the use of tool. From a neuropsychological point of view, the tool is integrated in near space, extending it to the end point of the instrument. From a phenomenological point of view, we are present in the tool because we can use it in an intuitive way to realize our intentions. As Riva and Mantovani suggested, there is also another type of relationship between mind and technology, namely the second-order mediated action. In this case, the subject uses the body to control a distal tool that controls a different one to exert an action upon an external object. An example of a second-order mediated action is what happens with Virtual Reality (VR): I use my body to move an avatar (a distal tool) to exert an action upon an external object (a virtual environment). On one side, the outcome of this process further extends the space of action. From an experiential viewpoint, when interacting in a virtual space, we are also present in the distal virtual environment. On these theoretical bases, it is clear what makes VR development distinctively important is that it represents more than a simple technology in different domains of human society. In recent years, the field of VR has grown immensely. Practical applications for the use of this advanced technology encompasses many fields, from personnel training supported by interactive 3D images in industrial centers, to the use of interactive virtual environments for marketing purposes. One of the newest fields to benefit from the advances in VR technology is medicine and healthcare. Impressive advances in technology, coupled with a reduction in the economic costs have supported the development of more usable, useful, and accessible VR systems that can uniquely target a range of physical, psychological, and cognitive clinical targets and research questions. The aim of the book Virtual Reality-Technologies, Medical Applications, and Challenges is twofold: (1) to provide a critical overview of the most interesting medical applications of VR technologies and (2) to reflect on the future challenges in this growing field.
Virtual reality techniques are increasingly becoming indispensable in many areas. This book looks at how to generate advanced virtual reality worlds. It covers principles, techniques, devices and mathematical foundations, beginning with basic definitions, and then moving on to the latest results from current research and exploring the social implications of these. Very practical in its approach, the book is fully illustrated in colour and contains numerous examples, exercises and case studies. This textbook will allow students and practitioners alike to gain a practical understanding of virtual reality concepts, devices and possible applications.
This thesis presents methods for photorealistic rendering of virtual objects so that they can be seamlessly composited into images of the real world. To generate predictable and consistent results, we study physically based methods, which simulate how light propagates in a mathematical model of the augmented scene. This computationally challenging problem demands both efficient and accurate simulation of the light transport in the scene, as well as detailed modeling of the geometries, illumination conditions, and material properties. In this thesis, we discuss and formulate the challenges inherent in these steps and present several methods to make the process more efficient. In particular, the material contained in this thesis addresses four closely related areas: HDR imaging, IBL, reflectance modeling, and efficient rendering. The thesis presents a new, statistically motivated algorithm for HDR reconstruction from raw camera data combining demosaicing, denoising, and HDR fusion in a single processing operation. The thesis also presents practical and robust methods for rendering with spatially and temporally varying illumination conditions captured using omnidirectional HDR video. Furthermore, two new parametric BRDF models are proposed for surfaces exhibiting wide angle gloss. Finally, the thesis also presents a physically based light transport algorithm based on Markov Chain Monte Carlo methods that allows approximations to be used in place of exact quantities, while still converging to the exact result. As illustrated in the thesis, the proposed algorithm enables efficient rendering of scenes with glossy transfer and heterogenous participating media.