Plenty of complex image editing techniques require certain per-pixel property or magnitude to be known, e.g., simulating depth of field e↵ects requires a depth map. This work presents an e cient interaction paradigm that approximates any per-pixel magnitude from a few user strokes by propagating the sparse user input to each pixel of the image. The propagation scheme is based on a linear least squares system of equations which represents local and neighbouring restrictions over superpixels. After each user input, the system responds immediately, propagating the values and applying the corresponding filter. Our interaction paradigm is generic, enabling image editing applications to run at interactive rates by changing just the image processing algorithm, but keeping our proposed propagation scheme. We illustrate this through three interactive applications: depth of field simulation, dehazing and tone mapping.
Introduction. The main contribution of this work is a novel pipeline for interactive dense labeling, which provides a framework that can be applied in any application that involves dense labeling and user interaction. Our approach is focused on efficient dense labeling estimation and is particularly well suited for the use of continuous magnitudes. The dense labeling is formulated as a linear system of equations over superpixels and then solved as a linear least squares problem. Our experiments show that our approach is the fastest to obtain a solution compared to related approaches while keeping comparable quality in the results. Besides, we demonstrate how our pipeline is suitable for interactive applications developing an interactive application for depth-of-field simulated effects from a single image which requires a fast dense depth estimation.
This paper presents the results of a project to integrate an autonomous mobile robot into a modern dance performance at a dance and new technologies festival. The main goal is to integrate a simple low cost mobile robot into the dance performance, in order to study the possibilities that this kind of platforms can offer to the artists. First, this work explains the process and design to embed the robotic platform into the choreography theme. Another contribution described in this work is the system architecture proposed and built to make the robot behaviours match the artists requirements: precise, synchronized and robust robot movements. Finally, we discuss the main issues and lessons learned for this kind of robotics and arts applications and summarize the results obtained, including the successful final live performance results.
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