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dc.contributor.authorSedlazeck, Anneen_US
dc.contributor.authorKoch, Reinharden_US
dc.contributor.editorPeter Eisert and Joachim Hornegger and Konrad Polthieren_US
dc.date.accessioned2013-10-31T11:48:37Z
dc.date.available2013-10-31T11:48:37Z
dc.date.issued2011en_US
dc.identifier.isbn978-3-905673-85-2en_US
dc.identifier.urihttp://dx.doi.org/10.2312/PE/VMV/VMV11/049-056en_US
dc.description.abstractWhen adapting computer vision algorithms to underwater imaging, two major differences in image formation occur. While still traveling through the water, light rays are scattered and absorbed depending on their wavelength, creating the typical blue hue and low contrast in underwater images. When entering the underwater housing of the camera, light rays are refracted twice upon passing from water into glass and into air. We propose a simulator for both effects based on physical models for deep sea underwater images captured by cameras in underwater housings with glass port thicknesses in the order of centimeters. Hence, modeling refraction by explicitly computing the correct path of the rays allows to accurately simulate distortions induced by underwater housings. The Jaffe- McGlamery model for effects on color is often used in computer vision algorithms as a base for simplification. We extend this model to incorporate color images, shadows, and several light sources.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectCategories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism-Color, shading, shadowing, and texture I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism-Virtual reality I.6.8 [Simulation and Modeling]: Types of Simulation-Visualen_US
dc.titleSimulating Deep Sea Underwater Images Using Physical Models for Light Attenuation, Scattering, and Refractionen_US
dc.description.seriesinformationVision, Modeling, and Visualization (2011)en_US


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  • VMV11
    ISBN 978-3-905673-85-2

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