A study was performed on multiscale model of adaptation, spatial vision and color appearance. The aim of the model is to predict various visual phenomena which simple tristimulus colorimetry can not adequately describ...
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A study was performed on multiscale model of adaptation, spatial vision and color appearance. The aim of the model is to predict various visual phenomena which simple tristimulus colorimetry can not adequately describe. The model simulates luminance, pattern and color processing of the human visual system to accurately predict the color appearance attributes of spectral stimuli in complex surroundings under a wide range of illumination and viewing conditions.
In this paper, we discuss the use of computergraphics techniques to model and explain the structures commonly observed in color histograms of images. This includes an accurate simulation of the physical reflection an...
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In this paper, we discuss the use of computergraphics techniques to model and explain the structures commonly observed in color histograms of images. This includes an accurate simulation of the physical reflection and transport behavior of light energy within 3D environments, the precise modeling of an image capturing system, and an interactive visualization module to display color histograms. Based on the fundamental rendering equation that describes light reflection and transport in the 3D world, we classify the color histogram structures of color images, and relate them to various physical components in image formation, including scene illumination, material reflectance properties, and the surface geometry of objects. We further show how these histogram structures can be effected by the artifacts caused by the limitation of image capturing systems. Our results demonstrate that the use of accurate simulation procedures under a precisely controlled computer graphic environment can clearly illustrate the causes of the structures observed, and can provide unique insights and explanations of image formation.
This paper presents a novel framework for efficiently propagating the stroke-based user edits to the regions with similar colors and locations in high resolution images and videos. Our framework is based on the key ob...
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GPGS is a subroutine package offering powerful and versatile support for passive and interactive vector graphics? for time-sharing, batch, and stand-alone minicomputer systems. The package is computer, language? and o...
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GPGS is a subroutine package offering powerful and versatile support for passive and interactive vector graphics? for time-sharing, batch, and stand-alone minicomputer systems. The package is computer, language? and operating system, as well as display device independent. Its key purpose is to allow for transportabiliit of programs and programmers by providing easy to learn, high level features. The applications programmer writes his program once and then executes it on any supported graphics equipment without recompiling} or relinking it. Device-independence oas implemented by dividing GPGSinto a device-"independent part invoked by the applications programmer, and internal, "device drivers"?. one per display device. Like the GSPC "Core System" whose design it influenced, GPGS is a general purpose package. It has a subset of graphics facilities to handle output of line and character primitives with attributes such as line style and character size, aid input from interaction tools such as lightpens, keyboards, valuators, and function keys. It also supports 2D and 3D view point transformations for clipping and window to viewport mapping, and coordinate transforations. Unlike the GSPC Core System, GPGS also includes a set of basic features for modelling objects which alloas definition of device independent masters called seudo picture sSSBSBt These are distinguishedfrca normal, device (DPU) dependent pictur segments into which primitives and their attribute-value settings are ordinarily compiled. These masters may be instanced subject to affine transformations (translate, rotate, and scale) to create a typical oaster-instance hierarchy. The hierarchy may be stored in a disk based library or compiled into a normal picture segment for output to a display device. The images of objects stored in device dependent picture segments may be transformed on the display surface by 2 SKiaaqe transformations. These typically allow use of hardware transformation capabilities for drag
The numerical sensitivity of a constant-feedback-gains controller to random structural imperfections is examined using the results of a series of finite element analyses. The basic finite element model, which uses lin...
In this paper, we present a structured literature mapping of the state-of-the-art of vehicular perception methods and approaches using inertial sensors. An in-depth investigation and classification were performed empl...
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Texture mapping has become indispensable in image synthesis as an inexpensive source of rich visual detail. Less obvious, but just as useful, is its ability to mask image errors due to inaccuracies in geometry or ligh...
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Texture mapping has become indispensable in image synthesis as an inexpensive source of rich visual detail. Less obvious, but just as useful, is its ability to mask image errors due to inaccuracies in geometry or lighting. This ability can be used to substantially accelerate rendering by eliminating computations when the resulting errors will be perceptually insignificant. Our new method precomputes the masking ability of textures using aspects of the JPEG image compression standard. This extra information is stored as threshold elevation factors in the texture's mip-map and interpolated at image generation time as part of the normal texture lookup process. Any algorithm which uses error tolerances or visibility thresholds can then take advantage of texture masking. Applications to adaptive shadow testing, irradiance caching, and path tracing are demonstrated. Unlike prior methods, our approach does not require that initial images be computed before masking can be exploited and incurs only negligible runtime computational overhead. Thus, it is much easier to integrate with existing rendering systems for both static and dynamic scenes and yields computational savings even when only small amounts of texture masking are present.
This paper presents an alternative radiosity formulation using piecewise smooth radiance functions that incorporates curved surfaces directly. Using the Galerkin integral equation technique as a mathematical foundatio...
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