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Stereo Retinex

机译:立体声Retinex

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摘要

The retinex algorithm for lightness and color constancy is extended to include 3-dimensional spatial information reconstructed from a stereo image. A key aspect of traditional retinex is that, within each color channel, it makes local spatial comparisons of intensity. In particular, intensity ratios are computed between neighboring spatial locations, retinex assumes that a large ratio indicates a change in surface reflectance, not a change in incident illumination; however, this assumption is often violated in 3-dimensional scenes, where an abrupt change in surface orientation can lead to a significant change in illumination. In this paper, retinex is modified to use the 3-dimensional edge information derived from stereo images. The edge map is used so that spatial comparisons are only made between locations lying on approximately the same plane in 3-dimensions. Experiments on real images show this method works well, however, they also reveal that it can lead to isolated regions, which, as a result of being isolated, are incorrectly determined to be grey. To overcome this problem, stereo retinex is extended to allow information that is orthogonal to the space of possible illuminants to propagate across changes in surface orientation. This is accomplished by transforming the original RGB image data into a color space based on coordinates of luminance, illumination and reflectance. This coordinate system allows stereo retinex to propagate reflectance information across changes in surface orientation, while at the same time inhibiting the propagation of potentially invalid illumination information. The stereo retinex algorithm builds upon the multi-resolution implementation of retinex known as McCann99. Experiments on synthetic and real images show that stereo retinex performs significantly better than unmodified McCann99 retinex when evaluated in terms of the accuracy with which correct surface object colors are estimated.
机译:用于亮度和颜色恒定性的retinex算法已扩展为包括从立体图像重建的3维空间信息。传统retinex的一个关键方面是,在每个颜色通道内,它会对强度进行局部空间比较。特别是,强度比是在相邻空间位置之间计算的,retinex假定较大的比值表示表面反射率的变化,而不是入射照明的变化;然而,这种假设在3维场景中经常被违反,在3维场景中,表面方向的突然变化会导致照明发生重大变化。在本文中,对retinex进行了修改,以使用源自立体图像的3维边缘信息。使用边缘贴图,以便仅在3维大致位于同一平面上的位置之间进行空间比较。在真实图像上进行的实验表明,该方法效果很好,但是,它们还表明,该方法可能导致孤立的区域,这些区域由于被孤立而被错误地确定为灰色。为了克服这个问题,扩展了立体记录,以允许与可能的发光体的空间正交的信息在表面方向的变化中传播。这是通过基于亮度,照明和反射率的坐标将原始RGB图像数据转换为色彩空间来实现的。该坐标系允许立体记录在表面方向的变化范围内传播反射信息,同时禁止传播可能无效的照明信息。立体声retinex算法以称为McCann99的retinex的多分辨率实现为基础。在合成图像和真实图像上进行的实验表明,就估计正确的表面物体颜色的准确度而言,立体声retinex的性能明显优于未修改的McCann99 retinex。

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