We describe a new method for comparing frame appearance in a frame-to-model 3-D mapping and tracking system using an low dynamic range (LDR) RGB-D camera which is robust to brightness changes caused by auto exposure. It is based on a normalised radiance measure which is invariant to exposure changes and not only robustifies the tracking under changing lighting conditions, but also enables the following exposure compensation perform accurately to allow online building of high dynamic range (HDR) maps. The latter facilitates the frame-to-model tracking to minimise drift as well as better capturing light variation within the scene. Results from experiments with synthetic and real data demonstrate that the method provides both improved tracking and maps with far greater dynamic range of luminosity.
Normalized cross correlation (NCC) has been widely applied in visual tracking @cite_4 to deal with challenging lighting condition but its computational cost grows exponentially with the size of patch. Small patches are sensitive to image noise and bring many local minimum (Fig. ). In addition, the 3-D HDR texture capturing is not addressed in the paper. HDR video capture using high-end stereo rig @cite_22 @cite_5 is also relevant to the topic since it involves estimating disparity between binocular views so that LDR frames captured by both frame can be integrated into a single stream of HDR video @cite_5 , but the high quality HDR video is the main focus of the group of approach rather than a full 3-D model.
@cite_5 @cite_4 @cite_22
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High dynamic range (HDR) imaging has been attracting much attention as a technology that can provide immersive experience. Its ultimate goal is to provide better quality of experience (QoE) via enhanced contrast. In this paper, we analyze perceptual experience of tone-mapped HDR videos both explicitly by conducting a subjective questionnaire assessment and implicitly by using EEG and peripheral physiological signals. From the results of the subjective assessment, it is revealed that tone-mapped HDR videos are more interesting and more natural, and give better quality than low dynamic range (LDR) videos. Physiological signals were recorded during watching tone-mapped HDR and LDR videos, and classification systems are constructed to explore perceptual difference captured by the physiological signals. Significant difference in the physiological signals is observed between tone-mapped HDR and LDR videos in the classification under both a subject-dependent and a subject-independent scenarios. Also, significant difference in the signals between high versus low perceived contrast and overall quality is detected via classification under the subject-dependent scenario. Moreover, it is shown that features extracted from the gamma frequency band are effective for classification. To overcome the dynamic range limitations in images taken with regular consumer cameras, several methods exist for creating high dynamic range (HDR) content. Current low-budget solutions apply a temporal exposure bracketing which is not applicable for dynamic scenes or HDR video. In this article, a framework is presented that utilizes two cameras to realize a spatial exposure bracketing, for which the different exposures are distributed among the cameras. Such a setup allows for HDR images of dynamic scenes and HDR video due to its frame by frame operating principle, but faces challenges in the stereo matching and HDR generation steps. Therefore, the modules in this framework are selected to alleviate these challenges and to properly handle under- and oversaturated regions. In comparison to existing work, the camera response calculation is shifted to an offline process and a masking with a saturation map before the actual HDR generation is proposed. The first aspect enables the use of more complex camera setups with different sensors and provides robust camera responses. The second one makes sure that only necessary pixel values are used from the additional camera view, and thus, reduces errors in the final HDR image. The resulting HDR images are compared with the quality metric HDR-VDP-2 and numerical results are given for the first time. For the Middlebury test images, an average gain of 52 points on a 0-100 mean opinion score is achieved in comparison to temporal exposure bracketing with camera motion. Finally, HDR video results are provided. We propose an automatic method to infer high dynamic range illumination from a single, limited field-of-view, low dynamic range photograph of an indoor scene. In contrast to previous work that relies on specialized image capture, user input, and or simple scene models, we train an end-to-end deep neural network that directly regresses a limited field-of-view photo to HDR illumination, without strong assumptions on scene geometry, material properties, or lighting. We show that this can be accomplished in a three step process: 1) we train a robust lighting classifier to automatically annotate the location of light sources in a large dataset of LDR environment maps, 2) we use these annotations to train a deep neural network that predicts the location of lights in a scene from a single limited field-of-view photo, and 3) we fine-tune this network using a small dataset of HDR environment maps to predict light intensities. This allows us to automatically recover high-quality HDR illumination estimates that significantly outperform previous state-of-the-art methods. Consequently, using our illumination estimates for applications like 3D object insertion, produces photo-realistic results that we validate via a perceptual user study. Acquiring High Dynamic Range (HDR) light-fields from several images with different exposures (sensor integration periods) has been widely considered for static camera positions. In this paper a new approach is proposed that enables 3D HDR environment maps to be acquired directly from a dynamic set of images in real-time. In particular a method will be proposed to use an RGB-D camera as a dynamic light-field sensor, based on a dense real-time 3D tracking and mapping approach, that avoids the need for a light-probe or the observation of reflective surfaces. The 6dof pose and dense scene structure will be estimated simultaneously with the observed dynamic range so as to compute the radiance map of the scene and fuse a stream of low dynamic range images (LDR) into an HDR image. This will then be used to create an arbitrary number of virtual omni-directional light-probes that will be placed at the positions where virtual augmented objects will be rendered. In addition, a solution is provided for the problem of automatic shutter variations in visual SLAM. Augmented reality results are provided which demonstrate real-time 3D HDR mapping, virtual light-probe synthesis and light source detection for rendering reflective objects with shadows seamlessly with the real video stream in real-time.