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"Algorithms for scene understanding and realistic image synthesis require accurate models of the way real-world materials scatter light. This study describes recent work in the graphics community to measure the spatially- and directionally-varying reflectance and subsurface scattering of complex materials, and to develop efficient representations and analysis tools for these datasets. We describe the design of acquisition devices and capture strategies for reflectance functions such as BRDFs and BSSRDFs, efficient factored representations, and a case study of capturing the appearance of human faces"--Abstract.
FUNDAMENTALS AND APPLICATIONS OF COLOUR ENGINEERING EXPERT OVERVIEW OF THE WORLD OF COLOUR ENGINEERING IN THE 21ST CENTURY, WITH NEW, UPDATED TECHNOLOGIES AND A MATLAB TOOLBOX Fundamentals and Applications of Colour Engineering provides important coverage on topics that hold the power to extend our knowledge of colour reproduction, such as colour measurement and appearance and the methods used, with additional discussion of the technologies responsible for reproducing colour across a wide range of devices, together with the colour management systems that are used to connect devices and exchange information. Composed of 20 chapters, the Editor and his team of expert contributors consider the new ICC.2 architecture, an approach that introduces an evolutionary step in colour engineering, ensuring wider possibilities for technology. The text also considers the emerging applications for advanced colour management, such as processing spectral data, handling HDR images, and the capture and reproduction of material appearance. The text is supported by a MATLAB toolbox of relevant functions and data. Fundamentals and Applications of Colour Engineering is a useful reference for anyone involved in the reproduction of colour and a strong supplementary course potential for master???s degrees with a colour science component. Fundamentals and Applications of Colour Engineering includes information on: Instruments and methods of colour measurement, colorimetry, and colour difference, and colour appearance Colour spaces and colour encodings, and characterizing input devices, displays and printers Colour gamut communication and imaging standards, high dynamic range imaging, and HDR Sensor adjustment in colour management, open source tools for colour engineering, and colour transform evaluation Supporting active learning with the inclusion of a toolbox of relevant functions and data, Fundamentals and Applications of Colour Engineering is an essential resource for students in relevant programs of study, and for professionals within colour engineering and reproduction looking to maximize their skill set and keep their skills updated.
Create Genuine Visual Realism in Computer Graphics Digital Representations of the Real World: How to Capture, Model, and Render Visual Reality explains how to portray visual worlds with a high degree of realism using the latest video acquisition technology, computer graphics methods, and computer vision algorithms. It explores the integration of ne
This volume on virtual and augmented reality (VR/AR) and gamification for cultural heritage offers an insightful introduction to the theories, development, recent applications and trends of the enabling technologies for mixed reality and gamified interaction in cultural heritage and creative industries in general. It has two main goals: serving as an introductory textbook to train beginning and experienced researchers in the field of interactive digital cultural heritage, and offering a novel platform for researchers in and across the culturally-related disciplines. To this end, it is divided into two sections following a pedagogical model developed by the focus group of the first EU Marie S. Curie Fellowship Initial Training Network on Digital Cultural Heritage (ITN-DCH): Section I describes recent advances in mixed reality enabling technologies, while section II presents the latest findings on interaction with 3D tangible and intangible digital cultural heritage. The sections include selected contributions from some of the most respected scholars, researchers and professionals in the fields of VR/AR, gamification, and digital heritage. This book is intended for all heritage professionals, researchers, lecturers and students who wish to explore the latest mixed reality and gamification technologies in the context of cultural heritage and creative industries. It pursues a pedagogic approach based on trainings, conferences, workshops and summer schools that the ITN-DCH fellows have been following in order to learn how to design next-generation virtual heritage applications, systems and services.
The 39-volume set, comprising the LNCS books 13661 until 13699, constitutes the refereed proceedings of the 17th European Conference on Computer Vision, ECCV 2022, held in Tel Aviv, Israel, during October 23–27, 2022. The 1645 papers presented in these proceedings were carefully reviewed and selected from a total of 5804 submissions. The papers deal with topics such as computer vision; machine learning; deep neural networks; reinforcement learning; object recognition; image classification; image processing; object detection; semantic segmentation; human pose estimation; 3d reconstruction; stereo vision; computational photography; neural networks; image coding; image reconstruction; object recognition; motion estimation.
This book surveys the state of the art in multidimensional, physically-correct visual texture modeling. Features: reviews the entire process of texture synthesis, including material appearance representation, measurement, analysis, compression, modeling, editing, visualization, and perceptual evaluation; explains the derivation of the most common representations of visual texture, discussing their properties, advantages, and limitations; describes a range of techniques for the measurement of visual texture, including BRDF, SVBRDF, BTF and BSSRDF; investigates the visualization of textural information, from texture mapping and mip-mapping to illumination- and view-dependent data interpolation; examines techniques for perceptual validation and analysis, covering both standard pixel-wise similarity measures and also methods of visual psychophysics; reviews the applications of visual textures, from visual scene analysis in medical applications, to high-quality visualizations in the automotive industry.
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.
This book is a printed edition of the Special Issue "Remote Sensed Data and Processing Methodologies for 3D Virtual Reconstruction and Visualization of Complex Architectures" that was published in Remote Sensing
In today's financial markets, investors no longer hold securities physically. Instead, securities such as shares or bonds are mostly held through intermediaries and transferred by way of book-entries on securities accounts. However, there are remarkable conceptual differences between the various jurisdictions with regard to the legal treatment of intermediated securities. It is widely agreed that this patchwork creates considerable legal risks, especially in cross-border situations. Two initiatives are in place to reduce these risks. In 2009, the UNIDROIT Convention on Substantive Rules for Intermediated Securities (the 'Geneva Securities Convention') was adopted, aimed at harmonisation on the international level. The EU Commission is also running a legislative project, to achieve harmonisation at the regional level. This book compares both initiatives and analyses their impact on the securities laws of selected European jurisdictions.