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Benjamin Meyer performs several psycho-physical experiments to measure the re-adaptation process of glared drivers in traffic scenarios. The author then develops a novel tone mapping algorithm to simulate the recurring contrast perception of the human eye by adjusting the displayed contrast. Depending on background illumination, bright light sources cause considerable perception restrictions for a glared viewer and can deter the driver from perceiving critical objects for several seconds and severely increase the risk of accidents. Based on the results of the conducted user studies, this vision impairment is integrated into a night driving simulator. The modified driving simulation provides a more realistic visualization and enables the analysis of critical traffic scenarios including short-time headlight glares. This leads to better transferability of driving simulator results and enables investigating driving behavior in the presence of glare.
This book constitutes the refereed proceedings of the 28th Symposium of the German Association for Pattern Recognition, DAGM 2006. The book presents 32 revised full papers and 44 revised poster papers together with 5 invited papers. Topical sections include image filtering, restoration and segmentation, shape analysis and representation, recognition, categorization and detection, computer vision and image retrieval, machine learning and statistical data analysis, biomedical data analysis, and more.
My work uses EEG data to determine the perceptual quality of videos and images which is of paramount importance for most graphics algorithms. This is especially important given the gap between perceived quality of an image and physical accuracy. This thesis begins by introducing the fundamentals of EEG measurements and its neurophysiological basis. Following this introduction, I present a novel method for determining perceived image and video quality from a single trial of EEG data in response to typical rendering artifacts. I also explore the use of EEG for direct neural feedback and present a neural-feedback loop for the optimization of rendering parameters for images and videos. I conclude with an outlook on what the future of EEG in graphics may hold.
This book constitutes the revised selected papers of the 33rd International Conference on Computer Animation and Social Agents, CASA 2020, held in Bournemouth, UK*, in October 2020. The 1 full paper and 13 short papers presented were carefully reviewed and selected from a total of 86 submissions. The papers are organized in topical sections of modelling, animation and simulation; virtual reality; image processing and computer vision. *The conference was held virtually due to the COVID-19 pandemic.
In 2003 the German Research Foundation established a new priority programme on the subject of “Imaging Measurement Methods for Flow Analysis” (SPP 1147). This research programme was based on the fact that experimental ?ow analysis, in addition to theory and numerics, has always played a predominant part both in ?ow research and in other areas of industrial practice. At the time, however, c- parisons with numerical tools (such as Computational Fluid Dynamics), which were increasingly used in research and practical applications, soon made it clear that there are relatively few experimental procedures which can keep up with state-of-the-art numerical methods in respect of their informative ...
Traditionally, say 15 years ago, three-dimensional image analysis (aka computer vi sion) and three-dimensional image synthesis (aka computer graphics) were separate fields. Rarely were expert