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© 2011 Frank Nielsen INF555 Fundamentals of 3D Lecture 7: Colors Randomized algorithms RANSAC/MINIBALL Frank Nielsen [email protected] 2nd November 2011

(slides 7) Visual Computing: Geometry, Graphics, and Vision

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Those are the slides for the book: Visual Computing: Geometry, Graphics, and Vision. by Frank Nielsen (2005) http://www.sonycsl.co.jp/person/nielsen/visualcomputing/ http://www.amazon.com/Visual-Computing-Geometry-Graphics-Charles/dp/1584504277

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Page 1: (slides 7) Visual Computing: Geometry, Graphics, and Vision

© 2011 Frank Nielsen

INF555

Fundamentals of 3D

Lecture 7: ColorsRandomized algorithms

RANSAC/MINIBALL

Frank [email protected]

2nd November 2011

Page 2: (slides 7) Visual Computing: Geometry, Graphics, and Vision

© 2011 Frank Nielsen

Supersampling: Averaging

Uniform versus non-uniform sampling(raytracing software: Povray, Blender)

The essence of pixels: Integration !

Page 3: (slides 7) Visual Computing: Geometry, Graphics, and Vision

© 2011 Frank Nielsen

Color and perceptionCommission Internationale del’ ´ Eclairage in French, CIE, http:// www.cie.co.at/

Page 4: (slides 7) Visual Computing: Geometry, Graphics, and Vision

© 2011 Frank Nielsen

A candela unit is defined as the luminous intensity ofa light source emitting a monochromatic light of frequency 540 × 10^12 Hz that has a radiant intensity of 1 683 watt per steradian.

A luminous flux is measured in lumen units (lm).A lumen unit is defined as the amount of light that falls on a unit area at unit distance from a light source of one candela.

The lux (lx) represents the luminance and defined as one lumen per square meter.

Color and measurements

Page 5: (slides 7) Visual Computing: Geometry, Graphics, and Vision

© 2011 Frank Nielsen

Cone responses in human eyes

Cones (color) and rods (B&W) in human eyes

Page 6: (slides 7) Visual Computing: Geometry, Graphics, and Vision

© 2011 Frank Nielsen

Additive and subtractive color modes

Display/printing industries

Color checking in printing industry

Page 7: (slides 7) Visual Computing: Geometry, Graphics, and Vision

© 2011 Frank Nielsen

Choosing colors: Colors pick-up

Page 8: (slides 7) Visual Computing: Geometry, Graphics, and Vision

© 2011 Frank Nielsen

Pseudo-coloring

Volume rendering and transfer function

Page 9: (slides 7) Visual Computing: Geometry, Graphics, and Vision

© 2011 Frank Nielsen

Color spaces

Normalizing coefficient

converts the spectrum absorption of light L to XYZ colors

Page 10: (slides 7) Visual Computing: Geometry, Graphics, and Vision

© 2011 Frank Nielsen

The basic response functions for CIE XYZ hypothetical colors.Observe the artificial response curve x(·) of color X.

The basic response functions for CIE XYZ hypothetical colors.Observe the artificial response curve x(·) of color X.

Page 11: (slides 7) Visual Computing: Geometry, Graphics, and Vision

© 2011 Frank Nielsen

Color cube

Page 12: (slides 7) Visual Computing: Geometry, Graphics, and Vision

© 2011 Frank Nielsen

HLS/HSV color spaces

(hue, lightness, saturation (hue, saturation, value)

Page 13: (slides 7) Visual Computing: Geometry, Graphics, and Vision

© 2011 Frank Nielsen

Page 14: (slides 7) Visual Computing: Geometry, Graphics, and Vision

© 2011 Frank Nielsen

CMYK color space (for printing)

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© 2011 Frank Nielsen

CIE L*a*b

Perceptual difference between two colors:

CIE L*a*b (where Euclidean distance make sense)

Page 16: (slides 7) Visual Computing: Geometry, Graphics, and Vision

© 2011 Frank Nielsen

Many standards....

Page 17: (slides 7) Visual Computing: Geometry, Graphics, and Vision

© 2011 Frank Nielsen

Gamma color correction:

Bayer tile

Page 18: (slides 7) Visual Computing: Geometry, Graphics, and Vision

© 2011 Frank Nielsen

Half-toning and dithering

t=127 Random t

Page 19: (slides 7) Visual Computing: Geometry, Graphics, and Vision

© 2011 Frank Nielsen

Dithering: Trade space for grey level perception

Page 20: (slides 7) Visual Computing: Geometry, Graphics, and Vision

© 2011 Frank Nielsen

Error-diffusion process: Floyd-Steinberg

Page 21: (slides 7) Visual Computing: Geometry, Graphics, and Vision

© 2011 Frank Nielsen

Low dynamic range images (LDRs) versusHigh dynamic range images (HDRs)

Page 22: (slides 7) Visual Computing: Geometry, Graphics, and Vision

© 2011 Frank Nielsen

Low dynamic range imageHigh dynamic range imageTone mapping

Page 23: (slides 7) Visual Computing: Geometry, Graphics, and Vision

© 2011 Frank Nielsen

Tone mapping

Page 24: (slides 7) Visual Computing: Geometry, Graphics, and Vision

© 2011 Frank Nielsen

Quicksort:

O(n log n) expectedO(n^2) worst-caseO(n) best case

Page 25: (slides 7) Visual Computing: Geometry, Graphics, and Vision

© 2011 Frank Nielsen

Randomization: A Powerful principle

Analysis:

Page 26: (slides 7) Visual Computing: Geometry, Graphics, and Vision

© 2011 Frank Nielsen

RANSAC on Harris-Stephens points.Epipolar points intersect on their epipoles

RANSAC: Random Sample Consensus

Page 27: (slides 7) Visual Computing: Geometry, Graphics, and Vision

© 2011 Frank Nielsen

Page 28: (slides 7) Visual Computing: Geometry, Graphics, and Vision

© 2011 Frank Nielsen

Probability of failure of picking two inliers

Macthing points: Inliers/outliers

Page 29: (slides 7) Visual Computing: Geometry, Graphics, and Vision

© 2011 Frank Nielsen

RANSAC: Bounding failure probability

Probability of failure after one round

Probability of failure after k independent rounds

Page 30: (slides 7) Visual Computing: Geometry, Graphics, and Vision

© 2011 Frank Nielsen

Page 31: (slides 7) Visual Computing: Geometry, Graphics, and Vision

© 2011 Frank Nielsen

Estimating homographies with RANSAC

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© 2011 Frank Nielsen

Adaptive RANSAC: Guessing the ratio of inliers

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© 2011 Frank Nielsen

Demo of autostich:

Page 34: (slides 7) Visual Computing: Geometry, Graphics, and Vision

© 2011 Frank Nielsen

Bounding sphere hierarchy

Page 35: (slides 7) Visual Computing: Geometry, Graphics, and Vision

© 2011 Frank Nielsen

MINIBALL: Smallest enclosing ballUNIQUE

http://www.inf.ethz.ch/personal/gaertner/miniball.html

Page 36: (slides 7) Visual Computing: Geometry, Graphics, and Vision

© 2011 Frank Nielsen

LP-type problem in optimization

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© 2011 Frank Nielsen

MINIBALL: Solving for basis of 2 and 3 points

Intersection of bisectors(use cross-product on homogeneous coordinates)

Intersection of bisector/segmentlinking the two points:Circumcenter=half-point