Real-time Non-photorealistic ViewfinderReal-time Non-photorealistic Viewfinder.

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Real-time Non-photorealistic ViewfinderReal-time Non-photorealistic Viewfinder

Tony Hyun Kim and Irving Lin CS478 Computational Photography Dev. blog: cs478.blogspot.com *Raskar, et. al. (2004) *

 Non-photorealistic rendering (NPR), or “stylization,” allows artistic interpretation of an image at the expense of photorealism.  Promotes simplicity and reduction of detail, better emphasizing the semantic content of the image.  Applications: visual communication, augmented virtual reality, image compression. Also, just looks interesting. INTRODUCTION: NPR *Raskar, et. al. (2004) *

1.Demonstration of NPR viewfinder 2.How it works: 1.Details of the NPR algorithm 2.GPU-based “backend” for image processing 3.Integration with tablet hardware (flash) OUR WORK: TOPICS TO BE DISCUSSED

Our typical view of the world. Boring…

Let’s stylize our worldview!

Another perspective…

Let’s take it outside…

Going towards the university

Cool car

Going to the Quad…

Cartoon pillars

More cartoon pillars!

View of the Hoover tower

Now, in the Hoover tower

The tower’s shadow

Blah Blah Blah HOW IT WORKS NPR algorithm  The world looks “cartoony” with: 1.Color simplification 2.Edge enhancement 3.Color quantization (optional)

Blah Blah Blah HOW IT WORKS NPR algorithm  The world looks “cartoony” with: 1.Color simplification 2.Edge enhancement 3.Color quantization (optional) Use a bilateral filter: “Clustering” of nearby pixel colors Number of approximations available Separable approx. (Pham, et. al. 2005) No spatial weight. (Fischer 2006)

Blah Blah Blah HOW IT WORKS NPR algorithm  The world looks “cartoony” with: 1.Color simplification 2.Edge enhancement 3.Color quantization (optional) Use neighbor gradients : Just like the sharpness calculation in autofocus routine (“Hello Camera”) Up-down-left-right gradients

Blah Blah Blah HOW IT WORKS NPR algorithm  The world looks “cartoony” with: 1.Color simplification 2.Edge enhancement 3.Color quantization (optional) Bucket the pixel value : Quantization of Y  cell-shaded look Quantization of U,V  funny colors

Blah Blah Blah HOW IT WORKS GPU-based backend  NPR algorithm is a sequence of image filters  For example: 1.Bilateral filtering (multiple rounds) 2.Edge detection  For performance reasons, we perform all image processing on the GPU  GPU-backend implemented in FCamAppThread

Blah Blah Blah HOW IT WORKS GPU-based backend Inside of FCamAppThread…

Blah Blah Blah HOW IT WORKS GPU-based backend Inside of FCamAppThread… Get a single 640 x 480 viewfinder frame

Blah Blah Blah HOW IT WORKS GPU-based backend Inside of FCamAppThread… Copy frame data to “ SharedBuffer ” Data is visible to both CPU and GPU

Blah Blah Blah HOW IT WORKS GPU-based backend Inside of FCamAppThread… Apply sequence of shaders in GPU

Blah Blah Blah HOW IT WORKS GPU-based backend Inside of FCamAppThread… Copy result back to FCam renderer

Blah Blah Blah HOW IT WORKS GPU-based backend Typical perf: ~100 ms per frame (10 fps)

Switching gears…Switching gears…

 Request a stream of alternating flash/no-flash video. Steer it to the right destination.  Use flash/no-flash pair to segment foreground and background (very naïve!) FLASH-BASED SELECTIVE NPR Flash No-flash

FLASH-BASED SELECTIVE NPR

CONCLUSIONS 1.Demonstration of NPR viewfinder  Stylizes 640 x 480 video at 10 fps  Bilateral filtering, edge detection, quantization  See: cs478.blogspot.com for more results 2.Backend for GPU-based image processing:  Generic, can be used with other filters 3.Proof-of-principle integration with hardware  Flash-based, background-selective NPR