Visual computing and its research areas

Vision is our strongest sense. It enables us to quickly perceive and analyze our surroundings such that we can find our way around, recognize people and places, and avoid potential dangers. However, this rather fu...
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Vision is our strongest sense. It enables us to quickly perceive and analyze our surroundings such that we can find our way around, recognize people and places, and avoid potential dangers. However, this rather functional way of looking at the human visual sense only grasps a fraction of the rich variety of sensual experiences that are channeled through optical stimuli. Visual perception is not only a tool for us but it can also induce great emotions, for instance if we are looking at a painting we like, or when we are intrigued by the visual effects of a feature film. The field of computer science that aims at algorithmically modeling these aspects of the human visual system is called visual computing.

The field of visual computing subdivides in several more specific research areas. Researchers in computer vision and artificial intelligence are trying to equip computers and autonomous systems with visual analysis capabilities that match the ones of real humans. In recent years, this area of research has seen tremendous progress. Computers can nowadays perform optical recognition tasks, objects or people in image sequences can be tracked, and optical scene analysis can provide control inputs to steer autonomous vehicles. However, if we compare the performance, robustness and application range of even the best computer vision system today to the abilities of the human visual system, we have to humbly conclude that the field of computer vision is still in its infancy. While computer vision focuses on the functional or reconstruction side of visual computing, computer graphics focuses on the synthesis or display aspect. In recent years algorithms for creating photo-realistic virtual imagery have greatly improved. Nowadays we can simulate entire virtual cities or imaginary foreign planets at a high visual fidelity, albeit at very high computational cost. Unfortunately, the same claim cannot be made for the rendering of virtual humans or virtual actors.

Over millions of years the human visual system has developed the ability to quickly assess other humans, and it thus unmasks in a glimpse of an eye even the slightest flaw in the appearance of a virtual actor. It is therefore of utmost importance that all aspects of a virtual human, including appearance and lighting effects at the surface, geometry and motion are modeled at the highest possible level of detail.

It is no wonder that achieving such a high level of quality comes at a high prices which can be measured in several man months of work for animators. Animation professionals can resort to a set of acquisition tools which help them to measure certain aspects of a virtual human, e.g. his motion or his shape from real world subjects. Laser triangulation scanners can acquire full-body geometry in a static pose. Marker-based motion capture systems can be employed to measure skeletal motion parameters, but are often cumbersome to use since they require the captured subject to wear optical markings on the body. Recently, in the field of computer vision we have also seen marker-less capturing systems which do not require such optical beacons and only expect multi-view video of an actor as input. However, most of these systems do not capture more than skeletal motion, require controlled recording conditions, and fail to reconstruct actors in normal everyday clothing (e.g. a skirt). It is thus fair to conclude that even state-of-the-art measurement technology only captures a small subset of the complexity of a moving human's appearance. Ideally, one would want to unify the process and measure much richer performance models, i.e representations of detailed time-varying geometry and appearance using just one set of multi-view video recordings.

 

 

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