Watermark recovery from two-dimensional views of a three-dimensional object using texture or silhouette information

2006 ◽  
Vol 15 (4) ◽  
pp. 041105
Author(s):  
Emmanuel Garcia
1996 ◽  
Vol 8 (6) ◽  
pp. 1321-1340 ◽  
Author(s):  
Joseph J. Atick ◽  
Paul A. Griffin ◽  
A. Norman Redlich

The human visual system is proficient in perceiving three-dimensional shape from the shading patterns in a two-dimensional image. How it does this is not well understood and continues to be a question of fundamental and practical interest. In this paper we present a new quantitative approach to shape-from-shading that may provide some answers. We suggest that the brain, through evolution or prior experience, has discovered that objects can be classified into lower-dimensional object-classes as to their shape. Extraction of shape from shading is then equivalent to the much simpler problem of parameter estimation in a low-dimensional space. We carry out this proposal for an important class of three-dimensional (3D) objects: human heads. From an ensemble of several hundred laser-scanned 3D heads, we use principal component analysis to derive a low-dimensional parameterization of head shape space. An algorithm for solving shape-from-shading using this representation is presented. It works well even on real images where it is able to recover the 3D surface for a given person, maintaining facial detail and identity, from a single 2D image of his face. This algorithm has applications in face recognition and animation.


Author(s):  
James A. Lake ◽  
Henry S. Slayter

Cysts of Entamoeba Invadens contain large ordered arrays of closely packed helices which absorb strongly in the ultraviolet. The helices consist of small, approximately spherical particles about 250Å in diameter. Several lines of evidence have indicated that they may be ribosomes. We shall refer to these particles as ribosomes in this paper.DeRosier and Klug (1) have demonstrated that it is possible to reconstruct a three dimensional object from two dimensional projected images, i.e. micrographs, provided that sufficient views, of individual molecules are available. A single view (micrograph) of one ribosomal helix provides many views of individual ribosomes.


Perception ◽  
1986 ◽  
Vol 15 (5) ◽  
pp. 563-572 ◽  
Author(s):  
Nobuo Kawabata

The Necker cube is a line drawing with two possible solutions in depth perception. The process of interpreting a two-dimensional line drawing as a three-dimensional object was investigated using the Necker cube. Attention was directed to a local feature of a briefly presented cube, ie an angle at a vertex. The attended angle was perceived as a front part of the cube and other parts were interpreted so as to match this interpretation. Results show that the local feature to which attention was directed was interpreted first and then global features and other local features were interpreted so as to agree with the local feature interpreted initially. This suggests that the three-dimensional interpretation of the line drawing was made sequentially from the local feature to global structures.


2014 ◽  
Vol 41 (6) ◽  
pp. 0609002
Author(s):  
曹雪梅 Cao Xuemei ◽  
桑新柱 Sang Xinzhu ◽  
陈志东 Chen Zhidong ◽  
冷俊敏 Leng Junmin ◽  
张明 Zhang Ming ◽  
...  

2014 ◽  
Vol 602-605 ◽  
pp. 3859-3862 ◽  
Author(s):  
Teng Fei Gao ◽  
Zhao Yang Zeng

OpenGL can correctly simulate real photogrammetric imaging by setting reasonable parameters. It’s an important tool to achieve the simulation of real three-dimensional object or scene imaging to two-dimensional CCD (Charge-coupled Device) plane. However, the images are lack of reliability verify. To solve this problem, we propose a method that can verify OpenGL simulated images on the basis of analyzing OpenGL image-forming principle. Firstly, the checkerboard images of different positions are taken by real camera and intrinsic and external parameters are calibrated. Subsequently, we use OpenGL to produce the same intrinsic and external parameters of checkerboard image by setting correct parameters. Finally, the simulated and real images’ matching point pair RMSE value is calculated based on Harris operator. By comparison, the validity and reliability of OpenGL simulated images are verified by some numerical simulation.


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