Introduction (00) RNDr. Martin Madaras, PhD. - - PowerPoint PPT Presentation

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Introduction (00) RNDr. Martin Madaras, PhD. - - PowerPoint PPT Presentation

Principles of Computer Graphics and Image Processing Introduction (00) RNDr. Martin Madaras, PhD. martin.madaras@stuba.sk Overview PCGIP introduction Personal introduction Projects that might be interesting Computer Graphics


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Principles of Computer Graphics and Image Processing

Introduction (00)

  • RNDr. Martin Madaras, PhD.

martin.madaras@stuba.sk

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2

Overview

 PCGIP introduction  Personal introduction  Projects that might be interesting  Computer Graphics intro  CG opportunities & possibilities  PCGIP overview & evaluation  Practical lessons fast forward  Lectures…

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PCGIP Introduction

 Only one seminar/subject oriented on CG&IP in bachelor  Main motivation is to explain what is CG&IP about  To show “cool stuff” + avoiding the miss understanding  Two options how to go trough this:

 T

  • p-down

 Bottom-up

 Hybrid?

 2-3 lessons with high level topics  10 lessons with low level basics

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PCGIP until 2020

 Intro  Colors  Image processing  Modeling  Transformations  Rasterization  Shading  Visibility  Textures  Shadows  Animations  Raycasting

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PCGIP until 2020

 Intro  Colors  Image processing  Modeling  Transformations  Rasterization  Shading  Visibility  Textures  Shadows  Animations  Raycasting

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PCGIP until 2020

 Intro  Colors  Image processing  Modeling  Transformations  Rasterization  Midterm  Shading  Visibility  Textures  Shadows  Animations  Raycasting

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Lectures will be reordered

PCGIP change

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PCGIP after 2020

 Intro  Modeling  Transformations  Rasterization  Shading  Visibility  Textures  Shadows  Animations  Colors  Image processing  Raycasting

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PCGIP after 2020

 Intro  Modeling  Transformations  Rasterization  Shading  Visibility  Midterm  Textures  Shadows  Animations  Colors  Image processing  Raycasting

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PCGIP after 2020

 Intro [24.9.2020]  Modeling [01.10.2020]  Transformations [08.10.2020]  Rasterization [15.10.2020]  Shading [22.10.2020]  Visibility [29.10.2020]  Midterm [05.11.2020]  Textures  Shadows  Animations  Colors  Image processing  Raycasting

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PCGIP after 2020

 Intro [24.9.2020]  Modeling [01.10.2020]  Transformations [08.10.2020]  Rasterization [15.10.2020]  Shading [22.10.2020]  Visibility [29.10.2020]  Midterm [05.11.2020]  Textures [12.11.2020]  Shadows [19.11.2020]  Animations [26.11.2020]  Colors [3.12.2020]  Image processing [10.12.2020]  Raycasting [17.12.2020]

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PCGIP after 2020

 Intro [24.9.2020]  Modeling [01.10.2020]  Transformations [08.10.2020]  Rasterization [15.10.2020]  Shading [22.10.2020]  Visibility [29.10.2020]  Midterm [05.11.2020]  Textures [12.11.2020]  Invited talk? – 3D Fabrication – Michal Piovarči [19.11.2020]  Shadows [26.11.2020]  Animations [3.12.2020]  Colors + Image processing [10.12.2020]  Raycasting [17.12.2020]

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  • Ask questions, please!!!
  • Be communicative
  • www.slido.com #PPGSO00
  • More active you are, the better for you!
  • We will go into depth as far, as there are no questions

How the lectures should look like

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Introduction Who am I? What do I do here?

Personal Introduction

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Short research bio:

  • 2014 - finished PhD at FMFI UK
  • 2014 – 2016 - researcher & freelancer
  • 2016 – 2017 - PostDoc Researcher at TU Wien
  • 2017 – now – R&D projects using 3D cameras

Collaboration with universities:

  • 2015 – 2018 - research assistant FMFI UK
  • 2018 – now - assistant professor at FIIT STU
  • 2018 – now - assistant professor at FMFI UK

About me

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  • Explain basic principles of computer graphics and computer vision
  • Tell a story about me, computer graphics and interesting projects
  • Motivate you, students, into CG and CV
  • And finally, to evaluate you from this lecture

What do I do here

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  • What we used to do:
  • motion capture, skeleton tracking, human body fusion, 3D cameras
  • Currently we are working on:
  • 3D scanners, scan registration, mesh reconstruction, point cloud segmentation
  • Cooperation with universities:
  • lectures, theses supervision, internships, research, publications
  • Cooperation with tech companies:
  • research and development

Previous R&D projects

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  • Openworm
  • Skeleton-based compression of particle simulation
  • Kinexact
  • Automatic extraction of skeleton
  • Hand scans
  • Optical-Inertial hybrid tracking of skeleton
  • Webcam based
  • Skeleton tracking and body fusion
  • Texture-space surface fusion

Previous projects

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3D reconstructions and skeletons

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Openworm

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Kinexact Hand

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Kinexact Body

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Optinertial

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Optinertial

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Human skeleton tracking and fusion

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  • Capture human motion
  • Reconstruct in

VR

Our main goal

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  • 3D scan segmentation
  • Real-time (for 60fps camera)
  • CUDA implementation for GPU and TegraTX1, TX2 build in camera
  • Use hierarchical structure and flood fill approximation
  • 3D scan registration
  • Iterative Closes Point with fast camera space projections
  • Global optimization (use of scan graph)
  • Tracking (if real-time)
  • 3D model fusion and reconstruction
  • Multi-view filtering + Outlier removal
  • Dynamic and progressive triangulation
  • Rigid / Non-rigid? Real-time?

Current projects

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  • Real-time CUDA point cloud segmentation
  • a) calculate metrics based on curvature and distance
  • b) threshold the metrics
  • c) fill regions in parallel (accelerated by hierarchical structure)

Point cloud segmentation

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Point cloud Rigid Alignment and Fusion of Scans

PRAFOS

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Synthetic Data for ML

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 BinSim

 physically-based simulation and virtual scanning

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3D camera data

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Development of CG

Computer Graphics

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Siggraph 2020

  • ANIMATION / SIMULATION
  • 48 papers
  • IMAGING /

VIDEO

  • 22 papers
  • INTERACTION /VR
  • 11 papers
  • METHODS & APPLICATIONS
  • 9 papers
  • MODELING / GEOMETRY
  • 48 papers
  • RENDERING / VISUALIZATION
  • 27 papers
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  • Star Wars (1977)
  • first 3D animation
  • Tron (1982)
  • 15 minutes of CGI
  • Wrath of Khan (1982)
  • Particles, fractals
  • Luxo Jr. (1986)
  • Shadows
  • Emotions

In movies

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  • Tin Toy (1988)
  • animated Oscar
  • Abyss (1989)
  • water rendering
  • Total Recall (1990)
  • motion capture
  • Toy Story (1995)
  • fully CG movie

In movies

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  • Lord of The Rings (2001)
  • mass scenes
  • facial motion capture
  • Beowulf (2007)
  • digital copies of actors
  • Avatar (2009)

In movies

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  • Tennis For Two (1958)
  • Oscilloscope
  • Spacewar! (1961)
  • Space Invaders (1978)
  • raster graphics
  • Lunar Lander, Asteroids (1979)
  • vector graphics
  • vector displays

In games

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  • Battlezone (1980)
  • First 3D vector game
  • 3D Monster Maze (1981)
  • First 3D raster game
  • Hovertank3D (1981)
  • Raycasting
  • Ultima Underworld (1982)
  • Texture mapping

In games

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  • Quake (1996)
  • real 3D (vertical axis look), Gouraud shading
  • Lightmaps

In games

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  • Dynamic lights, soft shadows, shader effects, normal maps,

tessellation, parallax mapping, environment mapping,...

In games

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Heavy Rain (2010), PS3 Final Fantasy (2001)

50 frames per second 90 minutes per frame

Games now vs. Movies then

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Battlefield V (2019) RTX

Games now vs. Movies then

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Metro Exodus (2019) RTX

Games now vs. Movies then

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Minecraft RTX

Games now vs. Movies then

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Horizon: Zero Dawn (PS4) – custom engine, procedural clouds

Games now vs. Movies then

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The Order: 1886 (PS4) – custom engine, interior 3D scans

Games now vs. Movies then

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Avangers: Endgame (2019)

Games now vs. Movies then

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  • Computer Games Development
  • Common motivation
  • Ain’t no fun, very hard :/
  • Hard business
  • Financial problems / hard with capital investment
  • CG skills can be used in other fields as well:
  • Film industry
  • Medical applications
  • 3D printing
  • 3D scanning
  • Optical systems
  • Other software

Why CG? Common view…

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Slovakia, Bratislava T ech companies, Startups Jobs, University research

Situation

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  • CG and years 2010 vs 2014 vs 2019/2020
  • CG Companies in Bratislava
  • Photoneo
  • Capturing Reality
  • Vectary
  • etc.
  • CG Companies in Wien
  • VRVIS
  • Procedural Design
  • CG Companies in Czech
  • Corona

Companies

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“The Danube Valley”

Companies

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  • CESCG EXPO

https://cescg.org/expo/

Companies

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  • STU FIIT
  • Principles of Computer Graphics and Image Processing
  • Advanced Computer Graphics Methods
  • more computer vision courses
  • FMFI UK
  • Fundamentals of Computer Graphics and Image Processing
  • Advanced Computer Graphics
  • Virtual and Augmented Reality
  • Real-time Rendering
  • more computer vision courses
  • You can focus on CG along projects during the study
  • The most important – your B&M theses!

Universities

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Principles of Computer Graphics and Image Processing

Lecture

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  • Introduction (0)

PCGIP

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  • Introduction (0)
  • 3D Modeling (1)

PCGIP

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  • Introduction (0)
  • 3D Modeling (1)
  • Transformations and Projections (2)

PCGIP

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  • Introduction (0)
  • 3D Modeling (1)
  • Transformations and Projections (2)
  • Rasterization, Rendering Pipeline (3)

PCGIP

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  • Introduction (0)
  • 3D Modeling (1)
  • Transformations and Projections (2)
  • Rasterization, Rendering Pipeline (3)
  • Shading, Lighting (4)

PCGIP

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  • Introduction (0)
  • 3D Modeling (1)
  • Transformations and Projections (2)
  • Rasterization, Rendering Pipeline (3)
  • Shading, Lighting (4)
  • Visibility, Culling (5)

PCGIP

https://www.cs.virginia.edu/~luebke/publications/portals.html

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  • Introduction (0)
  • 3D Modeling (1)
  • Transformations and Projections (2)
  • Rasterization, Rendering Pipeline (3)
  • Shading, Lighting (4)
  • Visibility, Culling (5)
  • [MIDTERM] (5.11.2019)

PCGIP

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  • Introduction (0)
  • 3D Modeling (1)
  • Transformations and Projections (2)
  • Rasterization, Rendering Pipeline (3)
  • Shading, Lighting (4)
  • Visibility, Culling (5)
  • [MIDTERM] (5.11.2019)
  • Textures (6)

PCGIP

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  • Introduction (0)
  • 3D Modeling (1)
  • Transformations and Projections (2)
  • Rasterization, Rendering Pipeline (3)
  • Shading, Lighting (4)
  • Visibility, Culling (5)
  • [MIDTERM] (5.11.2019)
  • Textures (6)
  • Invited talk 31.10 – 3D printing (7)

PCGIP

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  • Introduction (0)
  • 3D Modeling (1)
  • Transformations and Projections (2)
  • Rasterization, Rendering Pipeline (3)
  • Shading, Lighting (4)
  • Visibility, Culling (5)
  • [MIDTERM] (5.11.2019)
  • Textures (6)
  • Invited talk 31.10 – 3D printing (7)
  • Shadows (8)

PCGIP

http://graphics.cs.lth.se/research/shadows/

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  • Introduction (0)
  • 3D Modeling (1)
  • Transformations and Projections (2)
  • Rasterization, Rendering Pipeline (3)
  • Shading, Lighting (4)
  • Visibility, Culling (5)
  • [MIDTERM] (5.11.2019)
  • Textures (6)
  • Invited talk 31.10 – 3D printing (7)
  • Shadows (8)
  • Dynamics, Animations (9)

PCGIP

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  • Introduction (0)
  • 3D Modeling (1)
  • Transformations and Projections (2)
  • Rasterization, Rendering Pipeline (3)
  • Shading, Lighting (4)
  • Visibility, Culling (5)
  • [MIDTERM] (5.11.2019)
  • Textures (6)
  • Invited talk 31.10 – 3D printing (7)
  • Shadows (8)
  • Dynamics, Animations (9)
  • Colors, Human

Vision System (10)

PCGIP

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  • Introduction (0)
  • 3D Modeling (1)
  • Transformations and Projections (2)
  • Rasterization, Rendering Pipeline (3)
  • Shading, Lighting (4)
  • Visibility, Culling (5)
  • [MIDTERM] (5.11.2019)
  • Textures (6)
  • Invited talk 31.10 – 3D printing (7)
  • Shadows (8)
  • Dynamics, Animations (9)
  • Colors, Human

Vision System (10)

  • Image Processing (11)

PCGIP

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  • Introduction (0)
  • 3D Modeling (1)
  • Transformations and Projections (2)
  • Rasterization, Rendering Pipeline (3)
  • Shading, Lighting (4)
  • Visibility, Culling (5)
  • [MIDTERM] (5.11.2019)
  • T

extures (6)

  • Invited talk 31.10 – 3D printing (7)
  • Shadows (8)
  • Dynamics, Animations (9)
  • Colors, Human Vision System (10)
  • Image Processing (11)
  • Ray-casting, Advanced rendering + intro to ACGM (12)

PCGIP

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PCGIP Evaluation

Courses: 60p

Semestral tasks in courses: 10p OpenGL Project: 50p Credit: obtain at least (70% from project ) 35p and (50% from courses and midterm) 10p

Mid-term exam: 10p

Week 7 written mid-term examination during lecture: 10p

Final exam: 30p

Only students with credit

Completion

Obtain at least 56p in total

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PCGIP Prerequisites

Practical lessons attendance

  • Max. 2x absence

Showcase of projects

Projects showed after practical lessons wont be evaluated!

Project assignment

Deadline is 3rd week of semester (11.10) Beta version (at least 70%) has to be presented before the end of semester Submission and short review has to be done in AIS / G-Suite

Completion

Obtain at least (70% from project ) 35p and (50% from courses and midterm) 10p Obtain at least 56p in total

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PCGIP Prerequisites

  • C++ programming language
  • C++ series in content of game development
  • https://www.youtube.com/user/TheChernoProject
  • https://www.youtube.com/playlist?list=PLlrATfBNZ98dudnM48yfGUldqGD0S4FFb
  • OpenGL basics
  • PPGSO template + google
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Lectures vs. exam

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 Foley, J et. al. -- Computer Graphics: Principles and Practice, Addison-

Wesley 2013, Professional, ISBN 978-0321399526

 HILL, F. Computer graphics using OpenGL. Upper Saddle River: Prentice

Hall, 2001. 922 s. ISBN 0-02-354856-8.

 ŽÁRA, J. -- BENEŠ, B. -- SOCHOR, J. Moderní počítačová grafika. Praha:

Computer Press, 2005. 606 s. ISBN 80-251-0454-0.

 RUŽICKÝ, E. -- FERKO, A. Počítačová grafika a spracovanie obrazu.

Bratislava: SAPIENTIA, 1995. 324 s. ISBN 80-967180-2-9.

 OpenGL Sources SHREINER, D. -- OpenGL ARB, The OpenGL

Programming Guide. Addison-Wesley, 2009. s. ISBN 978-0321552624

 http://www.glprogramming.com/red/  http://nehe.gamedev.net/  www.google.com

Sources and literature

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  • Ask questions, please!!!
  • Be communicative
  • www.slido.com #PPGSO00
  • More active you are, the better for you!

How the lectures should look like #2

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  • Introduction, Global / Local Illumination vs. Rasterization (0)
  • Photorealistic R. – Raytracing, Radiosity, Monte-Carlo (1)
  • BRDF models, Physically B.R., Image B.L. (2)
  • Procedural Modeling and Texturing +

Volumetric representation (3)

  • Computational Geometry (4)
  • Geometry Objects Interaction (5)
  • Motion Capture, Skeletal Animation, Skinning (6)
  • 3D Scanning, 3D Model Reconstruction (7)
  • Point cloud Registration, Alignment, Meshing (8)
  • Virtual and Augmented Reality (9)
  • 3D Printing, Light field / Stereoscopic, HDR (10)
  • GPGU, Compute / Geometry / Tessellation Shaders (11)

ACGM

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Computer Vision / Computer Graphics

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Computer Vision/ Computer Graphics

Computer Graphics Computer Vision

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What is Image Processing?

Image Processing

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  • “Any use of computers to process or manipulate images “
  • “The image can be a 2D (intensity, RGB) or 3D (depth map, structured

point cloud)“

  • “Computer

Vision uses image processing algorithms to solve tasks”

What is IP?

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What is Computer Graphics?

Introduction

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  • “Any use of computers to create or manipulate images “
  • “The pictorial representation and manipulation of data by a computer “

What is CG?

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  • Recreating reality – convincingly
  • Creating alternative reality
  • Convert information into an optical form

Goals of CG

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Recreating reality

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Recreating reality

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Recreating reality

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Alternative reality

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  • Ask questions, please!!!
  • Be communicative
  • www.slido.com #PPGSO00
  • More active you are, the better for you!

How the lectures should look like #3

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  • Pdf versions available at:
  • http://www.sccg.sk/~madaras
  • Sections students
  • YouTube videos with presentations
  • I will try to update web every Friday during the semester

These slides

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OpenGL Project (simple demo / scene / game )

PPGSO Project

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  • No engines allowed (NO Unity, Unreal engine etc.)
  • You can cooperate, help each other
  • Libraries for resource loading are allowed
  • Evaluated is graphical output, interaction and animation
  • Gameplay is secondary (is not scope of this lecture)

OpenGL Project

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 Specification [6p]

 Data structures (1p)  Class diagrams (1p)  Pseudocodes (1p)  User interaction diagrams (1p)  Structure rendering algorithms (1p)  Modul connection diagrams (1p)

 Use of texture mapping on 3D geometry [4p]

 Unique 3D meshes (2p)  Unique texturing using uv coordinates (2p)

 Camera transformations [6p]

 Camera with perspective projection (1p)  Animated camera (2p)  Interactive camera (2p)  Use of multiple camera view positions (1p)

OpenGL Project

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 Scene logic [5p]

 Implementation of a scene with logically relative objects (1p)  Changing scenes and multiple areas/scenes (2p)

 At least 2 different scenes

 Scene has a logical ground and background (sky, ceiling, walls…) (1p)  Presented demo must have a beginning and a logical ending (1p)

 Objects and interactions [6b]

 Dynamic scene with objects being created and destroyed during demo

simulation (1p)

 At least 2 different types of objects

 Procedurally generated scene (2b)

Constraints and deterministic definitions for object localization

 Effective object to object collisions and interactions (3p)

 Dynamic response to collisions

OpenGL Project

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 Transformations and animation [9b]

 Procedurally driven animation (2p)

 Encapsulated method with parameters  Logical branching

 Basic simulated animation with at least 2 forces using matrix algebra (2p)

  • Eg. gravity + wind

 Hierarchical object transformation (2p)

 At least 2 levels with 3 objects  Using the aggregation and transformation matrices

 Data driven animations, recommended using key-frames (3p)

 Key-frame sequence represented by code structure of transformation matrix

and time information

 Interpolation using curves or quaternions and spherical linear interpolation

OpenGL Project

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 Lighting with multiple light sources [7b]

 Diffuse scene lighting with materials (2p)  Changeable color of light (1b)  Correct Phong lighting with multiple light sources (2p)

 Correct depth-based attenuation  At least 3 material and light components  Correctly combine material and light components

 Correct shadows or reflections using any approach you can think of (2p)

 Project report (pdf) [7b]

 1xA4 description of the project manual + runnable package (1b)  2xA4 screens from the projects + game video (2b)  Critical evaluation and update of the specification (4b)

OpenGL Project

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 Get a project!

 https://tinyurl.com/y3jdfms4

 Subject information:

 https://tinyurl.com/y6244wyn

 Practical lessons:

 https://tinyurl.com/yyxv2gj3

OpenGL Project

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Fast Forward to Practical Assignment

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Image Filter

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Image Processing

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 Raster Graphics

 Display devices  Image representation  Vision and Color

 Image Filtering

 Filtering  Warping  Composition  Morphing

 Image Manipulation

 Sampling and Reconstruction  Quantization and Aliasing

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Image Processing

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 Pixel operations

 Add noise  Modify brightness  Modify contrast  Change saturation

 Filtering  Composition  Quantization

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Computer Graphics

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 Image processing

 Representing and manipulation of 2D images

 Modeling

 Representing and manipulation of 2D and 3D objects

 Rendering

 Constructing images from virtual models

 Animation

 Simulating changes over time

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  • Image Filtering / Image Manipulation
  • Pixel operations
  • Filtering
  • Composition
  • Quantization
  • Warping and Morphing
  • Sampling, Reconstruction and Aliasing

Image Processing

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  • Change the color values of every pixel
  • P’ = F(P)

Pixel operations

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  • Add random value to each color channel
  • Clamp to <0,1> range

Adding noise

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 Simply scale pixel values and clamp to <0,1> range

Change brightness

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 Compute mean luminance L = 0.3r+0.59g+0.11b  Scale deviation from L and clamp to <0,1>

Change contrast

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 r’, g’, b’ = 0.3r+0.59g+0.11b

Grayscale

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 Discretized convolution of functions  Each pixel is a linear combination of pixels in its neighborhood

Linear filtering

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 Convolve with a filter that sums to 1

Blur

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 Convolve with a filter that finds differences

between pixels

Edge detection

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Modeling

http://y2u.be/wZ08VhzvifI

Next Week

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Acknowledgements

 Thanks to all the people, whose work is shown here and whose

slides were used as a material for creation of these slides:

Matej Novotný, GSVM lectures at FMFI UK Peter Drahoš, PPGSO lectures at FIIT STU

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www.slido.com #PPGSO00 martin.madaras@stuba.sk

Questions ?!