Aljosa Smolic
Trinity College, Dublin
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Publication
Featured researches published by Aljosa Smolic.
quality of multimedia experience | 2017
Ana De Abreu; Cagri Ozcinar; Aljosa Smolic
Understanding visual attention has always been a topic of great interest in the graphics, image/video processing, robotics and human-computer interaction communities. By understanding salient image regions, the compression, transmission and rendering algorithms can be optimized. This is particularly important in omnidirectional images (ODIs) viewed with a head-mounted display (HMD), where only a fraction of the captured scene is displayed at a time, namely viewport. In order to predict salient image regions, saliency maps are estimated either by using an eye tracker to collect eye fixations during subjective tests or by using computational models of visual attention. However, eye tracking developments for ODIs are still in the early stages and although a large list of saliency models are available, no particular attention has been dedicated to ODIs. Therefore, in this paper, we consider the problem of estimating saliency maps for ODIs viewed with HMDs, when the use of an eye tracker device is not possible. We collected viewport center trajectories (VCTs) of 32 participants for 21 ODIs and propose a method to transform the gathered data into saliency maps. The obtained saliency maps are compared in terms of image exposition time used to display each ODI in the subjective tests. Then, motivated by the equator bias tendency in ODIs, we propose a post-processing method, namely fused saliency maps (FSM), to adapt current saliency models to ODIs requirements. We show that the use of FSM on current models improves their performance by up to 20%. The developed database and testbed are publicly available with this paper.
IEEE Transactions on Circuits and Systems for Video Technology | 2012
Pierre Greisen; Michael Schaffner; Simon Heinzle; Marian Runo; Aljosa Smolic; Andreas Burg; Hubert Kaeslin; Markus H. Gross
Nonlinear image warping or image resampling is a necessary step in many current and upcoming video applications, such as video retargeting, stereoscopic 3-D mapping, and multiview synthesis. The challenges for real-time resampling include not only image quality but also available energy and computational power of the employed device. In this paper, we employ an elliptical-weighted average (EWA) rendering approach to 2-D image resampling. We extend the classical EWA framework for increased visual quality and provide a very large scale integration architecture for efficient view rendering. The resulting architecture is able to render high-quality video sequences in real time targeted for low-power applications in end-user display devices.
Signal Processing-image Communication | 2018
Rafael Monroy; Sebastian Lutz; Tejo Chalasani; Aljosa Smolic
The prediction of Visual Attention data from any kind of media is of valuable use to content creators and used to efficiently drive encoding algorithms. With the current trend in the Virtual Reality (VR) field, adapting known techniques to this new kind of media is starting to gain momentum. In this paper, we present an architectural extension to any Convolutional Neural Network (CNN) to fine-tune traditional 2D saliency prediction to Omnidirectional Images (ODIs) in an end-to-end manner. We show that each step in the proposed pipeline works towards making the generated saliency map more accurate with respect to ground truth data.
ACM Transactions on Graphics | 2016
Yagiz Aksoy; Tunc Ozan Aydin; Marc Pollefeys; Aljosa Smolic
Due to the widespread use of compositing in contemporary feature films, green-screen keying has become an essential part of postproduction workflows. To comply with the ever-increasing quality requirements of the industry, specialized compositing artists spend countless hours using multiple commercial software tools, while eventually having to resort to manual painting because of the many shortcomings of these tools. Due to the sheer amount of manual labor involved in the process, new green-screen keying approaches that produce better keying results with less user interaction are welcome additions to the compositing artist’s arsenal. We found that—contrary to the common belief in the research community—production-quality green-screen keying is still an unresolved problem with its unique challenges. In this article, we propose a novel green-screen keying method utilizing a new energy minimization-based color unmixing algorithm. We present comprehensive comparisons with commercial software packages and relevant methods in literature, which show that the quality of our results is superior to any other currently available green-screen keying solution. It is important to note that, using the proposed method, these high-quality results can be generated using only one-tenth of the manual editing time that a professional compositing artist requires to process the same content having all previous state-of-the-art tools at one’s disposal.
IEEE Transactions on Circuits and Systems for Video Technology | 2016
Michael Schaffner; Frank K. Gürkaynak; Pierre Greisen; Hubert Kaeslin; Luca Benini; Aljosa Smolic
Recently, multiview autostereoscopic dis-plays (MADs), which enable a limited glasses-free 3D experience, have become commercially available. The main problem of MADs is that they require several (typically eight or nine) views, while most of the 3D video content is in stereoscopic 3D today. In order to bridge this gap, the research community started to devise automatic multiview synthesis (MVS) methods. These algorithms require real-time processing and should be portable to end-user devices to develop their full potential. To this end, we revisit an algorithmic solution based on image domain warping (IDW) and devise a hardware architecture of a complete synthesis pipeline, provide insights into where the computationally challenging parts are, and present implementation results of a hybrid field programmable gate array/application-specific integrated circuit prototype, which is the first hardware implementation of a complete IDW-based MVS system. Based on these results, we also estimate the complexity and energy efficiency of a fully integrated solution in 65- and 28-nm CMOS technology and show that a full-high-definition real-time solution on a single chip is within reach. The proposed architecture could be used as a coprocessor in a system-on-chip targeting 3D TV sets, thereby enabling efficient content generation with limited user interaction (e.g., depth range adjustment) in real time.
Journal of Visual Communication and Image Representation | 2018
Konstantinos Amplianitis; David S. Monaghan; Jan Ondřej; Aljosa Smolic
Abstract We present a scalable pipeline for Free-Viewpoint Video (FVV) content creation, considering also visualisation in Augmented Reality (AR) and Virtual Reality (VR). We support a range of scenarios where there may be a limited number of handheld consumer cameras, but also demonstrate how our method can be applied in professional multi-camera setups. Our novel pipeline extends many state-of-the-art techniques (such as structure-from-motion, shape-from-silhouette and multi-view stereo) and incorporates bio-mechanical constraints through 3D skeletal information as well as efficient camera pose estimation algorithms. We introduce multi-source shape-from-silhouette (MS-SfS) combined with fusion of different geometry data as crucial components for accurate reconstruction in sparse camera settings. Our approach is highly flexible and our results indicate suitability either for affordable content creation for VR/AR or for interactive FVV visualisation where a user can choose an arbitrary viewpoint or sweep between known views using view synthesis.
international conference on image processing | 2015
Aljosa Smolic; Nikolce Stefanoski; Tunc Ozan Aydin; Jing LlU; Anselm Grundhöfer
High dynamic range (HDR) display prototypes have been built and used for scientific studies for nearly a decade, and they are now on the verge of entering consumer market. However, problems exist regarding the accurate color reproduction capabilities on these displays. In this paper, we first characterize the color reproduction capability of a state-of-art HDR display through a set of measurements, and present a novel calibration method that takes into account the variation of the chrominance error over HDR displays wide luminance range. Our proposed 3D octree forest data structure for representing and querying the calibration function successfully addresses the challenges in calibrating HDR displays: (i) high computational complexity due to nonlinear chromatic distortions, and (ii) huge storage space demand for a look-up table (35GB vs 100kB). We show that our method achieves high color reproduction accuracy through both objective metrics and a controlled subjective study.
international symposium on mixed and augmented reality | 2017
Néill O'Dwyer; Nicholas Johnson; Enda Bates; Jan Ondrej; Konstantinos Amplianitis; David S. Monaghan; Aljosa Smolic
Since the early years of the twenty-first century, the performing arts have been party to an increasing number of digital media projects that bring renewed attention to questions about, on one hand, new working processes involving capture and distribution techniques, and on the other hand, how particular works—with bespoke hard and software—can exert an efficacy over how work is created by the artist/producer or received by the audience. The evolution of author/audience criteria demand that digital arts practice modify aesthetic and storytelling strategies, to types that are more appropriate to communicating ideas over interactive digital networks, wherein AR/VR technologies are rapidly becoming the dominant interface. This project explores these redefined criteria through a reimagining of Samuel Becketts Play (1963) for digital culture. This paper offers an account of the working processes, the aesthetic and technical considerations that guide artistic decisions and how we attempt to place the overall work in the state of the art.
international conference on image processing | 2014
Nicolas Märki; Oliver Wang; Markus H. Gross; Aljosa Smolic
Water painting is an art, where the result and experience strongly depend on the process of creating it. Color is injected by the artist in a controlled way and diffuses into a final state. We present a system to simulate such a process, which builds on existing colorization approaches. The geodesic distance builds the mathematical foundation for our animated diffusion. We add a time-dependent weight function to generate a diffusion-like spreading effect. Tiled approximation is used to achieve interactive rates on modern mobile devices. The result is a colorization framework simulating water painting that allows giving real-time feedback on touch events with the limited hardware resources of a tablet computer.
non photorealistic animation and rendering | 2018
Matis Hudon; Mairéad Grogan; Jan Ondřej; Aljosa Smolic
We present a semi-automatic method for creating shades and self-shadows in cel animation. Besides producing attractive images, shades and shadows provide important visual cues about depth, shapes, movement and lighting of the scene. In conventional cel animation, shades and shadows are drawn by hand. As opposed to previous approaches, this method does not rely on a complex 3D reconstruction of the scene: its key advantages are simplicity and ease of use. The tool was designed to stay as close as possible to the natural 2D creative environment and therefore provides an intuitive and user-friendly interface. Our system creates shading based on hand-drawn objects or characters, given very limited guidance from the user. The method employs simple yet very efficient algorithms to create shading directly out of drawn strokes. We evaluate our system through a subjective user study and provide qualitative comparison of our method versus existing professional tools and state of the art.