DiCE Dichoptic Contrast Enhancement for VR and Stereo Displays - - PowerPoint PPT Presentation

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DiCE Dichoptic Contrast Enhancement for VR and Stereo Displays - - PowerPoint PPT Presentation

DiCE Dichoptic Contrast Enhancement for VR and Stereo Displays Fangcheng Zhong University of Cambridge George Alex Koulieris Durham University & Universit Cte dAzur Inria George Drettakis Universit Cte dAzur Inria Martin


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Dichoptic Contrast Enhancement for VR and Stereo Displays

DiCE

Fangcheng Zhong George Alex Koulieris George Drettakis Martin S. Banks Mathieu Chambe Fredo Durand Rafał K. Mantiuk University of Cambridge Durham University & Université Côte d’Azur Inria Université Côte d’Azur Inria UC Berkeley ENS Rennes MIT University of Cambridge

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SLIDE 2

High contrast Low contrast

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Why is contrast important?

  • Colour richness
  • Realism
  • 3D appearance
  • Details
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SLIDE 3

How to show high contrast in VR

Local tone-mapping operators

  • Cost
  • Power
  • Flicker
  • Computational cost

HDR display

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SLIDE 4

Exploiting binocular vision

  • Use different views between the eyes to

enhance image appearance

  • Binocular tone-mapping operators (BTMO):

[Yang et al. 2012] [Zhang et al. 2018, 2019]

  • Inconsistent enhancement

Idea

  • Maximize image difference, yet maintaining

viewing comfort

  • *Need to take care of Binocular Rivalry

Related work Problems

  • Heuristic viewing comfort predictor
  • Heavy optimization

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Left-eye image Right-eye image

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Left-eye Image Right-eye Image DiCE: Dichoptic* Contrast Enhancement

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*Dichoptic presentation: two different images are presented to the two eyes

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Tone-curve and logarithmic contrast

Slope > 1 Contrast boosted Slope < 1 Contrast reduced

𝑈ℎ𝑓 𝑡𝑚𝑝𝑞𝑓 𝑏𝑒𝑘𝑣𝑡𝑢𝑡 𝑑𝑝𝑜𝑢𝑠𝑏𝑡𝑢 log(𝑀max) log(𝑀min) 𝑚𝑝𝑕𝑏𝑠𝑗𝑢ℎ𝑛𝑗𝑑 𝑑𝑝𝑜𝑢𝑠𝑏𝑡𝑢 = log(𝑀max) − log(𝑀min) 6

Slope = 1 Contrast preserved

Tone-curve a mapping from the luminance of the input image to the luminance of display device Cannot increase the contrast globally without a larger output dynamic range

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Fusion of contrast

⟹ 𝐷𝑛≥ 𝐷𝑀 + 𝐷𝑆 2 𝐷𝑛 = 𝐷𝑀

𝛾 + 𝐷𝑆 𝛾

2

1 𝛾

𝛾 ≈ 3

Perceived contrast Contrast to the left eye

𝐷𝑀 𝐷𝑆

Contrast to the right eye

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[Legge & Rubin 1981]

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SLIDE 8

Dichoptic tone-curves

S𝑚 S𝑠

Left-eye tone-curve Right-eye tone-curve Perceived tone-curve

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Predictor of rivalry d d h l

Predictor hypothesis 1

  • Luminance difference

Predictor hypothesis 2

  • Ratio of contrast

2𝑒 𝑚 ℎ

9 Left-eye tone-curve Right-eye tone-curve

Need a predictor of rivalry!

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SLIDE 10

Experiment 1 - Predictor of rivalry Interleaved tone-curve

Stimuli

  • 16 binocular images processed by

interleaved tone-curves Procedure

  • Adjust the difference d to find the strongest

enhancement without rivalry (8 participants)

  • Run the experiment for different number of

linear segment N N=2 N=14 Which predictor is closer to a constant for different N? Hypothesis 1 Luminance difference

2𝑒

Hypothesis 2 Ratio of contrast 𝑚 ℎ

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Left-eye tone-curve Right-eye tone-curve

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SLIDE 11

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Experiment 1 - Predictor of rivalry

Hypothesis 1 Luminance difference

2𝑒

Hypothesis 2 Ratio of contrast 𝑚 ℎ

Better!

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SLIDE 12

N=2 l/h=0.33 h-l=0.36 N=2 l/h=0.33 h-l=0.36 N=20 l/h=0.33 h-l=0.136 N=20 l/h=0.33 h-l=0.136

Selected examples

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These images can be cross-fused with the assistance of the dots above

The two image pairs have the same ratio of contrast but different luminance difference

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Final DiCE tone-curve

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  • 2.5
  • 2
  • 1.5
  • 1
  • 0.5

Intput log luminance

  • 2.5
  • 2
  • 1.5
  • 1
  • 0.5

Output log luminance

l/h =0.3 3289, 1th pctl l/h =0.5287, 25th pctl l/h =0.6308, 50th pctl l/h =0.7422, 75th pctl l/h =1.0000, 99th pctl

  • The shape of the DiCE dichoptic

tone-curves for different ratios

  • f contrast l/h
  • Select the ratio that represents

the 50th percentile of the data to shape the final tone-curve

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Integration of DiCE to the VR rendering pipeline

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  • Seamless integration to any VR rendering pipeline
  • Can take both HDR and SDR images as input

Standard VR rendering pipeline

  • Negligible computational cost
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SLIDE 15

Experiment 2 – Validation Pairwise Comparison

DiCE BTMO

binocular tone-mapping

Standard Images

without enhancement

Contrast Preference

Run comparisons for 19 scenes (16 participants)

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Experiment 2 – Validation (Contrast Perception) Fix the quality of standard images to zero

Plot the quality scores of DiCE / BTMO relatively 16

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SLIDE 17

Experiment 2 – Validation (Overall Preference) Fix the quality of standard images to zero

Plot the quality scores of DiCE / BTMO relatively 17

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Summary

Contributions: Limitations:

  • Inherent trade-off between contrast

enhancement and binocular rivalry.

  • Explicit contrast enhancement based on

established psychophysical models.

  • A simple yet effective rivalry predictor based
  • n new experimental findings.
  • Easy integration to any VR rendering pipeline

with any choice of tone-mapping operators.

  • Negligible computational cost, processing an

image pair in milliseconds without GPU acceleration.

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THANK YOU!

DiCE demo available in the session break

Project URL (Unity Asset available) https://www.cl.cam.ac.uk/research/rainbow/projects/dice/ QR code