Alert icon
We're changing our privacy policy. This stuff matters.  Learn more  Dismiss

3D Unsharp Masking for Scene Coherent Enhancement - SIGGRAPH 2008

Loading...

Sign in or sign up now!
3,227
Loading...
Alert icon
Sign in or sign up now!
Alert icon

Uploaded by on Dec 15, 2008

We present a new approach for enhancing local scene contrast by unsharp masking over arbitrary surfaces under any form of illumination. Our adaptation of a well-known 2D technique to 3D interactive scenarios is designed to aid viewers in tasks like understanding complex or detailed geometric models, medical visualization and navigation in virtual environments. Our holistic approach enhances the depiction of various visual cues, including gradients from surface shading, surface reflectance, shadows, and highlights, to ease estimation of viewpoint, lighting conditions, shapes of objects and their world-space organization. Motivated by recent perceptual findings on 3D aspects of the Cornsweet illusion, we create scene coherent enhancements by treating cues in terms of their 3D context; doing so has a stronger effect than approaches that operate in a 2D image context and also achieves temporal coherence. We validate our unsharp masking in 3D with psychophysical experiments showing that the enhanced images are perceived to have better contrast and are preferred over unenhanced originals. Our operator runs at real-time rates on a GPU and the effect is easily controlled interactively within the rendering pipeline.

Category:

Science & Technology

Tags:

License:

Standard YouTube License

  • likes, 2 dislikes

Link to this comment:

Share to:
see all

All Comments (7)

Sign In or Sign Up now to post a comment!
  • ah, we're going lost in words here. we do mean te same though.

    djExprice asked if it could be done in a shader, like a vertex or fragment (or pixel) or geometry shader.

    Shading as well as post processing nowadays is mostly done on the GPU, in a fragment shader. Doing this on the CPU is way too slow.

  • @Vincentgriezelig Shading is one of the first steps in rendering, usually applied on meshes. Post processing typically comes last (hence the term) and works onto the raw image resulted from all the previous steps. They aren't be synonyms.

  • @AdeonC ...which is almost a synonym for shader.

  • @Vincentgriezelig It's a post process effect.

  • this IS a shader, you gamerlamer

  • This looks like it would function as an amazing enhancement to current 3D games. Can this function as a shader?

Loading...

0 / 00Unsaved Playlist Return to active list
    1. Your queue is empty. Add videos to your queue using this button:
      or sign in to load a different list.
    Loading...Loading...Saving...
    • Clear all videos from this list
    • Learn more