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The HDR-video Pipeline [article]

Jonas Unger, Francesco Banterle, Gabriel Eilertsen, Rafał K. Mantiuk
2016 Eurographics State of the Art Reports  
High dynamic range (HDR) video technology has gone through remarkable developments over the last few years; HDR-video cameras are being commercialized, new algorithms for color grading and tone mapping specifically designed for HDR-video have recently been proposed, and the first open source compression algorithms for HDR- video are becoming available. HDR-video represents a paradigm shift in imaging and computer graphics, which has and will continue to generate a range of both new research
more » ... lenges and applications. This intermediate- level tutorial will give an in-depth overview of the full HDR-video pipeline present several examples of state-of- the-art algorithms and technology in HDR-video capture, tone mapping, compression and specific applications in computer graphics.
doi:10.2312/egt.20161034 fatcat:zounhoakt5gmdltcengkt6fgbu

A fast translucency appearance model

Francesco Banterle
2005 ACM SIGGRAPH 2005 Posters on - SIGGRAPH '05  
doi:10.1145/1186954.1187002 dblp:conf/siggraph/Banterle05 fatcat:pnzy2vdw4bghfgkik622mly3k4

A Survey of Specularity Removal Methods

Alessandro Artusi, Francesco Banterle, Dmitry Chetverikov
2011 Computer graphics forum (Print)  
Francesco Banterle was supported by the EC IST IP project 3D-COFORM grant IST-2008-231809, and Dmitry Chetverikov was supported in part by the NKTH-OTKA grant CK 78409.  ... 
doi:10.1111/j.1467-8659.2011.01971.x fatcat:r2le25wwajgsff5rynsyaccsea

Perceptual rendering of participating media

Veronica Sundstedt, Diego Gutierrez, Oscar Anson, Francesco Banterle, Alan Chalmers
2007 ACM Transactions on Applied Perception  
High-fidelity image synthesis is the process of computing images that are perceptually indistinguishable from the real world they are attempting to portray. Such a level of fidelity requires that the physical processes of materials and the behavior of light are accurately simulated. Most computer graphics algorithms assume that light passes freely between surfaces within an environment. However, in many applications, we also need to take into account how the light interacts with media, such as
more » ... ust, smoke, fog, etc., between the surfaces. The computational requirements for calculating the interaction of light with such participating media are substantial. This process can take many hours and rendering effort is often spent on computing parts of the scene that may not be perceived by the viewer. In this paper, we present a novel perceptual strategy for physically based rendering of participating media. By using a combination of a saliency map with our new extinction map (X map), we can significantly reduce rendering times for inhomogeneous media. The visual quality of the resulting images is validated using two objective difference metrics and a subjective psychophysical experiment. Although the average pixel errors of these metric are all less than 1%, the subjective validation indicates that the degradation in quality still is noticeable for certain scenes. We thus introduce and validate a novel light map (L map) that accounts for salient features caused by multiple light scattering around light sources. Article 15 / 2 • V. Sundstedt et al.
doi:10.1145/1278387.1278389 fatcat:veykiptebrcozpgwimkdf2tcwa

Photorealistic rendering of mixed reality scenes

Joel Kronander, Francesco Banterle, Andrew Gardner, Ehsan Miandji, Jonas Unger
2015 Computer graphics forum (Print)  
(Images courtesy of Banterle et al.  ...  A more general system, EnvyDepth, was introduced by Banterle et al. [BCD * 13].  ... 
doi:10.1111/cgf.12591 fatcat:7jbq4xjkkjhbvd6n4a5af43jdi

Pubblicità comportamentale, GDPR e rischi di discriminazione [chapter]

Francesco Banterle
2018 Società delle tecnologie esponenziali e General Data Protection Regulation  
doi:10.4000/books.ledizioni.3943 fatcat:c7r5fjwnvrggxi73rdqpazbotq

HDR image watermarking based on bracketing decomposition

Vassilios Solachidis, Emanuele Maiorana, Patrizio Campisi, Francesco Banterle
2013 2013 18th International Conference on Digital Signal Processing (DSP)  
The present paper proposes a novel watermarking scheme specifically designed for high dynamic range (HDR) images. The employed embedding strategy is based on a decomposition of the original HDR representation into multiple low dynamic range (LDR) images by means of a bracketing process. After having inserted the selected watermark into each LDR component, the final output is generated by combining the available contributions into a single HDR object. By exploiting some of the well studied
more » ... ties of digital watermarking for standard LDR images, our approach is able to generate a watermarked HDR image visually equivalent to the original one, while allowing to detect the embedded information in both the marked HDR image and in its LDR counterpart, obtained through tone-mapping operators or by extracting a specific luminance range of interest from it. Several results obtained from an extensive set of experimental tests are reported to testify the effectiveness of the proposed scheme. Index Terms-High dynamic range (HDR) imaging; tonemapping operators (TMOs); watermarking; data hiding.
doi:10.1109/icdsp.2013.6622687 dblp:conf/icdsp/SolachidisMCB13 fatcat:mzdrii3rpvejbivmyddzocovt4

Enhancement of Low Dynamic Range Videos using High Dynamic Range Backgrounds [article]

Francesco Banterle, Matteo Dellepiane, Roberto Scopigno
2011 Eurographics State of the Art Reports  
In this paper, we present a practical system for enhancing the quality of Low Dynamic Range (LDR) videos using High Dynamic Range (HDR) background images. Our technique relies on the assumption that the HDR information is static in the video footage. This assumption can be valid in many scenarios where moving subjects are the main focus of the footage and do not have to interact with moving light sources or highly reflective objects. Another valid scenario is teleconferencing via webcams, where
more » ... the background is typically over-exposed, not allowing the users to perceive correctly the environment where the communication is happening.
doi:10.2312/eg2011/areas/057-062 fatcat:qrj3wzrvcrdttpodwsududdmge

Compression and Querying of Arbitrary Geodesic Distances [chapter]

Rosario Aiello, Francesco Banterle, Nico Pietroni, Luigi Malomo, Paolo Cignoni, Roberto Scopigno
2015 Lecture Notes in Computer Science  
In this paper, we propose a novel method for accelerating the computation of geodesic distances over arbitrary manifold triangulated surfaces. The method is based on a preprocessing step where we build a data structure. This allows to store arbitrary complex distance metrics. We show that, by exploiting the precomputed data, the proposed method is significantly faster than the classical Dijkstra algorithm for the computation of point to point distances. Moreover, as we precompute exact geodesic
more » ... distances, the proposed approach can be more accurate than state-of-the-art approximations.
doi:10.1007/978-3-319-23231-7_26 fatcat:5glywluckvdfheohsxmzeld454

BoostHDR: a novel backward-compatible method for HDR images

Francesco Banterle, Roberto Scopigno, Andrew G. Tescher
2012 Applications of Digital Image Processing XXXV  
For a more in depth review on these techniques we refer to Reinhard et al. 21 or Banterle et al. 2 Floating Point Formats An uncompressed HDR image typically requires 96 bpp, which is four times  ... 
doi:10.1117/12.931504 fatcat:cc5dwwfb7zgbfk7jqv7ofxakby

DeepFlash: Turning a Flash Selfie into a Studio Portrait [article]

Nicola Capece, Francesco Banterle, Paolo Cignoni, Fabio Ganovelli, Roberto Scopigno, Ugo Erra
2019 arXiv   pre-print
Email addresses: nicola.capece@unibas.it (Nicola Capece), francesco.banterle@isti.cnr.it (Francesco Banterle), paolo.cignoni@isti.cnr.it (Paolo Cignoni), fabio.ganovelli@isti.cnr.it (Fabio Ganovelli),  ... 
arXiv:1901.04252v1 fatcat:duajo73lujhonmcuqkefnlmrdq

Real-Time High Fidelity Inverse Tone Mapping for Low Dynamic Range Content [article]

Francesco Banterle, Alan Chalmers, Roberto Scopigno
2013 Eurographics State of the Art Reports  
In this work, we propose a novel implementation of the Banterle et al.'s method [BLDC08] (BiTMO).  ...  Conclusions and Future Work We proposed a novel parallel implementation of the Banterle et al.  ... 
doi:10.2312/conf/eg2013/short/041-044 fatcat:ni5zrrbx3nhqfc2ptg47tzbaam

A dual funnel approximation for the appearance of translucent material

Francesco Banterle, Alan Chalmers
2006 ACM SIGGRAPH 2006 Research posters on - SIGGRAPH '06  
In this work we extended the light model presented in [Banterle and Chalmers ], that can handle subsurface scattering in real-time without constraints (deformable meshes and any kind of light are allowed  ...  The Algorithm In this work, we extended the translucency model presented in [Banterle and Chalmers ] .  ...  Finally we also solved in a efficient way the shift problem observed in [Banterle and Chalmers ] .  ... 
doi:10.1145/1179622.1179764 dblp:conf/siggraph/BanterleC06 fatcat:s7viwhta3ncxxlkkxi7zqbsgge

A fast translucency appearance model for real-time applications

Francesco Banterle, Alan Chalmers
2006 Proceedings of the 22nd Spring Conference on Computer Graphics - SCCG '06  
Algorithm comparison: (left) traditional rendering with light behind the Happy Buddha, the light does not pass through the object, and (right) our algorithm, the light can scatter inside the object, and so we achieve sub surface scattering effects. Abstract Realistic rendering of natural materials such as marble, jade, human skin, etc. requires the simulation of subsurface scattering of light. Such high-fidelity rendering, however, takes a significant amount of computation time, precluding its
more » ... se in real-time application. This paper introduces a new technique for rendering the appearance of translucent material in real-time based on spherical harmonics. The technique consists of two passes, first the irradiance of the object is projected on a spherical harmonic basis, then in the second pass the exitant radiance is evaluated. This technique is not physically based, but it ensures high frame rates. It also supports deformable objects and with no precomputation time, so it could be used in interactive applications including videogames.
doi:10.1145/2602161.2602168 dblp:conf/sccg/BanterleC06 fatcat:zdosp6llibelpolqbx6ryptbaq

A Psychophysical Evaluation of Inverse Tone Mapping Techniques

Francesco Banterle, Patrick Ledda, Kurt Debattista, Marina Bloj, Alessandro Artusi, Alan Chalmers
2009 Computer graphics forum (Print)  
Bradford Scholars -how to deposit your paper Overview Copyright check • Check if your publisher allows submission to a repository. • Use the Sherpa RoMEO database if you are not sure about your publisher's position or email openaccess@bradford.ac.uk.
doi:10.1111/j.1467-8659.2008.01176.x fatcat:6whtcc3s65dn3jp4nlocbntjvy
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