Presentation of research paper "Interactive Photo Editing on Smartphones via Intrinsic Decomposition" presented at 42nd Annual Conference of the European Association for Computer Graphics (Eurographics’2021).
For this year's keynote at High Performance Graphics 2018, Colin Barré-Brisebois from SEED discussed the state of the art in real-time game ray tracing. He explored some of the connections between offline and real-time game ray tracing, and presented some of the open problems. Colin exposed a few potential solutions to those problems, and also proposed a call-to-arms on topics where the ray tracing research community and the games industry should unite in order to solve such open problems.
For this year's keynote at High Performance Graphics 2018, Colin Barré-Brisebois from SEED discussed the state of the art in real-time game ray tracing. He explored some of the connections between offline and real-time game ray tracing, and presented some of the open problems. Colin exposed a few potential solutions to those problems, and also proposed a call-to-arms on topics where the ray tracing research community and the games industry should unite in order to solve such open problems.
Substance user group in Shanghai Open day 2017 PPT share.
Original PPT here.
https://www.dropbox.com/s/3vs76eh1d32iwmb/substanceshanghaippt_repacked.ppsm?dl=0
Slides: Accelerating Vector Graphics Rendering using the Graphics Hardware Pi...Mark Kilgard
Slides for SIGGRAPH paper presentation of "Accelerating Vector Graphics Rendering using the Graphics Hardware Pipeline".
Presented by Vineet Batra (Adobe) on Thursday, August 13, 2015 at 2:00 pm - 3:30 pm, Los Angeles Convention Center, Room 150/151.
Parallel Processing for Digital Image EnhancementNora Youssef
Masters defense for Parallel Processing for Digital Image Enhancement
By Nora Youssef
Defense: 1 Oct 2015
Judges:
Prof. Dr. El-Sayed M. El-Horbaty - ASU
Prof. Dr. Hani Mohamed Kamal Mahdi - ASU
Prof. Dr. Mohamed Waheed Meselhey - Suez Channel University
In the latest years, we have witnessed a growing number of media transmitted and stored on computers and mobile devices. For this reason, there is an actual need to employ smart compression algorithms to reduce the size of our media files. However, such techniques are often responsible for severe reduction of user perceived quality. In this talk we present several approaches we have developed to restore degraded images and videos to match their original quality, making use of Generative Adversarial Networks. The aim of the talk is to highlight the main features of our research work, including the advantages of our solution, the current challenges and the possible directions for future improvements.
AI+ Remote Sensing: Applying Deep Learning to Image Enhancement, Analytics, a...Jui-Hsin (Larry) Lai
A Keynote Speech in DigitalWorld Congress 2021.
Youtube Video https://www.youtube.com/watch?v=FdUyaUJTYLY
In this talk, we introduce our proposed AI+ Remote Sensing techniques from the Research Lab of Ping An Technology. One of the techniques is our deep learning haze removal model which can effectively remove the interference of haze in the satellite images and observe the true ground reflectance. Next, we introduce our super-resolution model which can enhance 4x image details. The SR model has been deployed to the Sentinel-2 satellite imagery and greatly improve its image quality. Last, we introduce our crop recognition system. The system includes a user interface for a user to label a few of training samples, and the proposed crop recognition model can be trained on the fly to be deployed on a broad geo-area immediately. In addition to the techniques, our AI+ Remote Sensing technologies have been supporting the carbon(CO2) emission analysis for Environment, Society, and Government(ESG) Department, flooding and disaster analysis for Smart City Department, and crop field forecast for Investment Department in Ping An Group.
ALIVE-Adaptive Chromaticity for Interactive Low-light Image and Video Enhance...Matthias Trapp
Presentation of the research contribution "ALIVE: Adaptive Chromaticity for Interactive Low-light Image and Video Enhancement" at the 31. International Conference on Computer Graphics, Visualization and Computer Vision (WSCG 2023).
펀디멘탈팀 고형권 님의 STYLE GAN2 논문 리뷰 입니다
지난번 리뷰 했던 Style gan에 이어, Style gan 2 의 논문 리뷰 입니다! Style Gan은 계속해서 Sota 자리를 유지했지만 Style Gan 내부적으로 가끔씩 물방울 모양의 artifact가 inference과정에서 큰 방해가 됨을 확인했습니다. 이와 더불어 StyleGAN에서는 AdaIN이 feature map의 평균과 분산을 normalize했지만, StyleGAN2에서는 convolution weight를 normalize한다. AdaIN에서 평균을 제거하고 표준편차만 사용하였고, 표준편차만으로도 충분하다는 것을 알게 되었다. 또한. bias와 noise를 block 외부로 빼서 style과 noise의 영향력을 독립시켰습니다.
기존에는 noise의 영향력이 style의 크기에 반비례하였으나, noise의 변화에 따른 효과가 분명해졌습니다. 이는 Instance Normalization과 수학적으로 동일한 방법은 아니지만, output feature map을 standard unit standard deviation을 갖도록 해주어 학습을 더욱 안정적으로 만들며 물방울 artifact를 없애는데도 큰 성과를 이루어 냈습니다!
오늘도 많은 관심 미리 감사드립니다!
At SIGGRAPH 2018, Colin Barré-Brisebois presented PICA PICA running on NVIDIA's new Turing architecture, with performance comparisons with Volta. Developed by Henrik Halén of SEED a technique for real-time raytraced transparent shadows was also presented, as well as an experiment with rough glass.
A Certain Slant of Light - Past, Present and Future Challenges of Global Illu...Electronic Arts / DICE
Global illumination (GI) has been an ongoing quest in games. The perpetual tug-of-war between visual quality and performance often forces developers to take the latest and greatest from academia and tailor it to push the boundaries of what has been realized in a game product. Many elements need to align for success, including image quality, performance, scalability, interactivity, ease of use, as well as game-specific and production challenges.
First we will paint a picture of the current state of global illumination in games, addressing how the state of the union compares to the latest and greatest research. We will then explore various GI challenges that game teams face from the art, engineering, pipelines and production perspective. The games industry lacks an ideal solution, so the goal here is to raise awareness by being transparent about the real problems in the field. Finally, we will talk about the future. This will be a call to arms, with the objective of uniting game developers and researchers on the same quest to evolve global illumination in games from being mostly static, or sometimes perceptually real-time, to fully real-time.
This presentation was given at SIGGRAPH 2017 by Colin Barré-Brisebois (EA SEED) as part of the Open Problems in Real-Time Rendering course.
Past, Present and Future Challenges of Global Illumination in GamesColin Barré-Brisebois
Global illumination (GI) has been an ongoing quest in games. The perpetual tug-of-war between visual quality and performance often forces developers to take the latest and greatest from academia and tailor it to push the boundaries of what has been realized in a game product. Many elements need to align for success, including image quality, performance, scalability, interactivity, ease of use, as well as game-specific and production challenges.
First we will paint a picture of the current state of global illumination in games, addressing how the state of the union compares to the latest and greatest research. We will then explore various GI challenges that game teams face from the art, engineering, pipelines and production perspective. The games industry lacks an ideal solution, so the goal here is to raise awareness by being transparent about the real problems in the field. Finally, we will talk about the future. This will be a call to arms, with the objective of uniting game developers and researchers on the same quest to evolve global illumination in games from being mostly static, or sometimes perceptually real-time, to fully real-time.
Interactive Control over Temporal Consistency while Stylizing Video StreamsMatthias Trapp
Presentation of the research paper "Interactive Control over Temporal Consistency while Stylizing Video Streams" at the 34th Eurographics Symposium on Rendering (EGSR 2023) in Delft, Netherlands.
A Framework for Art-directed Augmentation of Human Motion in Videos on Mobile...Matthias Trapp
Presentation of the research contribution "A Framework for Art directed Augmentation of Human Motion in Videos on Mobile Devices" at the 31. International Conference on Computer Graphics, Visualization and Computer Vision (WSCG 2023).
A Framework for Interactive 3D Photo Stylization Techniques on Mobile DevicesMatthias Trapp
Presentation of paper "Trios - A Framework for Interactive 3D Photo Stylization on Mobile Devices" presented at the International Conference on Graphics and Interaction (IGCI 2022) in Aveiro, Portugal.
A Service-based Preset Recommendation System for Image Stylization ApplicationsMatthias Trapp
Presentation of research paper "A Service-based Preset Recommendation System for Image Stylization Applications" at the "7th International Conference on Human-Computer Interaction Theory and Applications (HUCAPP 2023)".
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Substance user group in Shanghai Open day 2017 PPT share.
Original PPT here.
https://www.dropbox.com/s/3vs76eh1d32iwmb/substanceshanghaippt_repacked.ppsm?dl=0
Slides: Accelerating Vector Graphics Rendering using the Graphics Hardware Pi...Mark Kilgard
Slides for SIGGRAPH paper presentation of "Accelerating Vector Graphics Rendering using the Graphics Hardware Pipeline".
Presented by Vineet Batra (Adobe) on Thursday, August 13, 2015 at 2:00 pm - 3:30 pm, Los Angeles Convention Center, Room 150/151.
Parallel Processing for Digital Image EnhancementNora Youssef
Masters defense for Parallel Processing for Digital Image Enhancement
By Nora Youssef
Defense: 1 Oct 2015
Judges:
Prof. Dr. El-Sayed M. El-Horbaty - ASU
Prof. Dr. Hani Mohamed Kamal Mahdi - ASU
Prof. Dr. Mohamed Waheed Meselhey - Suez Channel University
In the latest years, we have witnessed a growing number of media transmitted and stored on computers and mobile devices. For this reason, there is an actual need to employ smart compression algorithms to reduce the size of our media files. However, such techniques are often responsible for severe reduction of user perceived quality. In this talk we present several approaches we have developed to restore degraded images and videos to match their original quality, making use of Generative Adversarial Networks. The aim of the talk is to highlight the main features of our research work, including the advantages of our solution, the current challenges and the possible directions for future improvements.
AI+ Remote Sensing: Applying Deep Learning to Image Enhancement, Analytics, a...Jui-Hsin (Larry) Lai
A Keynote Speech in DigitalWorld Congress 2021.
Youtube Video https://www.youtube.com/watch?v=FdUyaUJTYLY
In this talk, we introduce our proposed AI+ Remote Sensing techniques from the Research Lab of Ping An Technology. One of the techniques is our deep learning haze removal model which can effectively remove the interference of haze in the satellite images and observe the true ground reflectance. Next, we introduce our super-resolution model which can enhance 4x image details. The SR model has been deployed to the Sentinel-2 satellite imagery and greatly improve its image quality. Last, we introduce our crop recognition system. The system includes a user interface for a user to label a few of training samples, and the proposed crop recognition model can be trained on the fly to be deployed on a broad geo-area immediately. In addition to the techniques, our AI+ Remote Sensing technologies have been supporting the carbon(CO2) emission analysis for Environment, Society, and Government(ESG) Department, flooding and disaster analysis for Smart City Department, and crop field forecast for Investment Department in Ping An Group.
ALIVE-Adaptive Chromaticity for Interactive Low-light Image and Video Enhance...Matthias Trapp
Presentation of the research contribution "ALIVE: Adaptive Chromaticity for Interactive Low-light Image and Video Enhancement" at the 31. International Conference on Computer Graphics, Visualization and Computer Vision (WSCG 2023).
펀디멘탈팀 고형권 님의 STYLE GAN2 논문 리뷰 입니다
지난번 리뷰 했던 Style gan에 이어, Style gan 2 의 논문 리뷰 입니다! Style Gan은 계속해서 Sota 자리를 유지했지만 Style Gan 내부적으로 가끔씩 물방울 모양의 artifact가 inference과정에서 큰 방해가 됨을 확인했습니다. 이와 더불어 StyleGAN에서는 AdaIN이 feature map의 평균과 분산을 normalize했지만, StyleGAN2에서는 convolution weight를 normalize한다. AdaIN에서 평균을 제거하고 표준편차만 사용하였고, 표준편차만으로도 충분하다는 것을 알게 되었다. 또한. bias와 noise를 block 외부로 빼서 style과 noise의 영향력을 독립시켰습니다.
기존에는 noise의 영향력이 style의 크기에 반비례하였으나, noise의 변화에 따른 효과가 분명해졌습니다. 이는 Instance Normalization과 수학적으로 동일한 방법은 아니지만, output feature map을 standard unit standard deviation을 갖도록 해주어 학습을 더욱 안정적으로 만들며 물방울 artifact를 없애는데도 큰 성과를 이루어 냈습니다!
오늘도 많은 관심 미리 감사드립니다!
At SIGGRAPH 2018, Colin Barré-Brisebois presented PICA PICA running on NVIDIA's new Turing architecture, with performance comparisons with Volta. Developed by Henrik Halén of SEED a technique for real-time raytraced transparent shadows was also presented, as well as an experiment with rough glass.
A Certain Slant of Light - Past, Present and Future Challenges of Global Illu...Electronic Arts / DICE
Global illumination (GI) has been an ongoing quest in games. The perpetual tug-of-war between visual quality and performance often forces developers to take the latest and greatest from academia and tailor it to push the boundaries of what has been realized in a game product. Many elements need to align for success, including image quality, performance, scalability, interactivity, ease of use, as well as game-specific and production challenges.
First we will paint a picture of the current state of global illumination in games, addressing how the state of the union compares to the latest and greatest research. We will then explore various GI challenges that game teams face from the art, engineering, pipelines and production perspective. The games industry lacks an ideal solution, so the goal here is to raise awareness by being transparent about the real problems in the field. Finally, we will talk about the future. This will be a call to arms, with the objective of uniting game developers and researchers on the same quest to evolve global illumination in games from being mostly static, or sometimes perceptually real-time, to fully real-time.
This presentation was given at SIGGRAPH 2017 by Colin Barré-Brisebois (EA SEED) as part of the Open Problems in Real-Time Rendering course.
Past, Present and Future Challenges of Global Illumination in GamesColin Barré-Brisebois
Global illumination (GI) has been an ongoing quest in games. The perpetual tug-of-war between visual quality and performance often forces developers to take the latest and greatest from academia and tailor it to push the boundaries of what has been realized in a game product. Many elements need to align for success, including image quality, performance, scalability, interactivity, ease of use, as well as game-specific and production challenges.
First we will paint a picture of the current state of global illumination in games, addressing how the state of the union compares to the latest and greatest research. We will then explore various GI challenges that game teams face from the art, engineering, pipelines and production perspective. The games industry lacks an ideal solution, so the goal here is to raise awareness by being transparent about the real problems in the field. Finally, we will talk about the future. This will be a call to arms, with the objective of uniting game developers and researchers on the same quest to evolve global illumination in games from being mostly static, or sometimes perceptually real-time, to fully real-time.
Interactive Control over Temporal Consistency while Stylizing Video StreamsMatthias Trapp
Presentation of the research paper "Interactive Control over Temporal Consistency while Stylizing Video Streams" at the 34th Eurographics Symposium on Rendering (EGSR 2023) in Delft, Netherlands.
A Framework for Art-directed Augmentation of Human Motion in Videos on Mobile...Matthias Trapp
Presentation of the research contribution "A Framework for Art directed Augmentation of Human Motion in Videos on Mobile Devices" at the 31. International Conference on Computer Graphics, Visualization and Computer Vision (WSCG 2023).
A Framework for Interactive 3D Photo Stylization Techniques on Mobile DevicesMatthias Trapp
Presentation of paper "Trios - A Framework for Interactive 3D Photo Stylization on Mobile Devices" presented at the International Conference on Graphics and Interaction (IGCI 2022) in Aveiro, Portugal.
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My slides at Nordic Testing Days 6.6.2024
Climate impact / sustainability of software testing discussed on the talk. ICT and testing must carry their part of global responsibility to help with the climat warming. We can minimize the carbon footprint but we can also have a carbon handprint, a positive impact on the climate. Quality characteristics can be added with sustainability, and then measured continuously. Test environments can be used less, and in smaller scale and on demand. Test techniques can be used in optimizing or minimizing number of tests. Test automation can be used to speed up testing.
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- These are slides of the talk given at IEEE International Conference on Software Testing Verification and Validation Workshop, ICSTW 2022.
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Paper: https://eprint.iacr.org/2023/1886
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1. Insights into SAP testing best practices
2. Heatmap utilization for testing
3. Optimization of testing processes
4. Demo
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Execution from the test manager
Orchestrator execution result
Defect reporting
SAP heatmap example with demo
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State of global ICS asset and network exposure
Sectoral targets and attacks as well as the cost of ransom
Global APT activity, AI usage, actor and tactic profiles, and implications
Rise in volumes of AI-powered cyberattacks
Major cyber events in 2024
Malware and malicious payload trends
Cyberattack types and targets
Vulnerability exploit attempts on CVEs
Attacks on counties – USA
Expansion of bot farms – how, where, and why
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Why are attacks on smart factories rising?
Cyber risk predictions
Axis of attacks – Europe
Systemic attacks in the Middle East
Download the full report from here:
https://sectrio.com/resources/ot-threat-landscape-reports/sectrio-releases-ot-ics-and-iot-security-threat-landscape-report-2024/
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Paper presented at SYNERGY workshop at AVI 2024, Genoa, Italy. 3rd June 2024
https://alandix.com/academic/papers/synergy2024-epistemic/
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Link to video recording: https://bnctechforum.ca/sessions/selling-digital-books-in-2024-insights-from-industry-leaders/
Presented by BookNet Canada on May 28, 2024, with support from the Department of Canadian Heritage.
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After immersing yourself in the blue book and its red counterpart, attending DDD-focused conferences, and applying tactical patterns, you're left with a crucial question: How do I ensure my design is effective? Tactical patterns within Domain-Driven Design (DDD) serve as guiding principles for creating clear and manageable domain models. However, achieving success with these patterns requires additional guidance. Interestingly, we've observed that a set of constraints initially designed for training purposes remarkably aligns with effective pattern implementation, offering a more ‘mechanical’ approach. Let's explore together how Object Calisthenics can elevate the design of your tactical DDD patterns, offering concrete help for those venturing into DDD for the first time!
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4. 4
Design Objectives Feasibility
• Accessibility – Possible on readily available
smartphones.
• Speed – All post-capture processing takes at most
few seconds.
• Interaction – Editing is possible at interactive rates.
• Quality – Rendered output looks plausible.
• Built-In Depth Sensors
• High-End GPU
• Graphics API
5. 5
Optimization-based Methods Learning-based Methods
-- Mostly are not real-time or interactive
-- Resource intensive
-- Limited to low image resolutions
-- Both class of methods assume only diffuse reflection
Bell
et
al.,
SIGGRAPH
2014
Input Albedo
Lettry
et
al.,
Pacific
Graphics
2018
Albedo
Input
8. 8
Works quite well for images in a controlled setting.
Input Fu et al., 2019 Akashi et al., 2016 Shen et al., 2009
Ground Truth
9. 9
However, does not generalize well for real-world images.
Input Fu et al., 2019 Akashi et al., 2016 Shen et al., 2009
10. Intensity (In) Intensity (Out)
Chroma (In) Chroma (Out)
Input
Diffuse
Reducing positive coefficients of
subbands in the masked region
Specular
Mask
Inpainting missing information
by iterative bilateral hole-filling
High
Freq.
Low
Freq.
Sub-bands
10
15. 15
Input Ours Fu et al., 2019 Akashi et al., 2016 Shen et al., 2009
16. 16
Input Only Low Freq. Reduced Only High Freq. Reduced Both Freq. Reduced Both Freq. Red. + Chroma Inpaint.
17. 17
Input Only Low Freq. Spec. Removal Only High Freq. Spec. Removal Specularity Enhanced
18. Input
18
Ours (RGB-D) Bell et al., 2014 (RGB) Jeon et al., 2014 (RGB-D) Lettry et al., 2018 (RGB)
Our results are comparable to existing techniques.
19. 19
Input Ours (RGB-D) Bell et al., 2014 (RGB) Jeon et al., 2014 (RGB-D) Lettry et al., 2018 (RGB)
Existing methods do not perform comparatively well for outside scenes
20. 20
𝐸 𝑎, 𝑠 =
1
2
𝜆𝑟𝑎𝐸𝑟𝑎 + 𝜆𝑑𝐸𝑑 + 𝜆𝑟𝑠𝐸𝑟𝑠 + 𝜆𝑠𝑝| 𝑎 |1
𝑎𝑟𝑔𝑚𝑖𝑛
𝑎, 𝑠 Data term
Retinex-Albedo
term
Retinex-Shading
term
𝐿1- Regularization
of Albedo
𝐸1 𝐸2 𝐸3
Input Albedo – Only 𝐸1 Albedo – 𝐸1+ 𝐸2 Albedo – 𝐸1+ 𝐸2 + 𝐸3
27. 27
Input
Ground Truth Ours
Albedo
Edited
Albedo initialization with chromaticity leads to
color shifts in the edited results.
Input Diffuse
Our specular pixel identification step is not robust, thus can
potentially make the diffuse output darker.
28. 28
• Relax some of the existing assumptions such as -- single-color illuminant and only direct illumination.
• Perform super-resolution of depth map thereby enhancing the result quality.
• Make the specular mask generation more robust.
• A novel specularity removal method, that works for real-world images.
• A system for intrinsic decomposition of images on smartphones.
• Our GPU-based implementation allows for interactive image editing.
• We showcase a variety of applications.
Future Work