News
Sanguine Pond 1.0 will be available for iPad 2 and iPhone 4/4S soon.
Support
For questions or problem reports please leave a comment below.
Demo
Check out a demo of the Sanguine Pond on your PC or Mac using Unity’s web player:
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News
Sanguine Pond 1.0 will be available for iPad 2 and iPhone 4/4S soon.
Support
For questions or problem reports please leave a comment below.
Demo
Check out a demo of the Sanguine Pond on your PC or Mac using Unity’s web player:
No Comments »
The main purpose of the Color Reduction tool is to maximize the contrast in the color channels of an image. This can improve the input for color segmentation tools as well as the results of color to grayscale conversions. We implemented two different algorithms in order to determine color space transformations that optimize the contrast: Principle Component Analysis (PCA) and Locality Preserving Projections (LPP).
Both methods can be applied to transform or reduce 2-4 input channels to 1-4 output channels, for a single image or a range of images. A secondary image input can be used to supply a weighting mask that determines the influence of each pixel during the color reduction algorithm. Afterwards, the output channels can be normalized and optionally, the color transformation can be encoded in a Fusion 3D LUT.
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There has been quite some discussion on WebGL recently. Here is a demo that will show you why we think it is a great technology. It contains an interactive volume renderer that makes use of the new canvas element in HTML 5. A ray marching algorithm applies your transfer function to a texture and renders the volume dataset interactively. Before trying this out, please read the following notes on the limitations concerning different web browsers and graphics cards.
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Smoothing an image without losing all the edges, that’s what the Bilateral Filter is made for. It basically performs a Gaussian blur not only in the image dimensions, but also on the color intensities. Therefore it will smooth homogeneous areas while at the same time respecting the image’s edges. The following example shows the effect very well.

The current version is for Fusion 6.1 in 64 bit only. It provides the standard bilateral filter as well as the cross bilateral filter for grayscale and color images. DoD and RoI can be used to limit processing to a desired section of the image. Since the exact filter is very slow when applying large filter kernels, calculation in OpenCL with an optional approximation method is implemented as well. First tests on supported graphic cards show a speed up by a factor of 3-5 for OpenCL with default parameters. On gray scale images with large filter sizes, the approximation method can be more than a hundred times faster.

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