David R Bull

CV
h-index23
5papers
39citations
Novelty30%
AI Score30

5 Papers

CVJul 3, 2024
BVI-RLV: A Fully Registered Dataset and Benchmarks for Low-Light Video Enhancement

Ruirui Lin, Nantheera Anantrasirichai, Guoxi Huang et al.

Low-light videos often exhibit spatiotemporal incoherent noise, compromising visibility and performance in computer vision applications. One significant challenge in enhancing such content using deep learning is the scarcity of training data. This paper introduces a novel low-light video dataset, consisting of 40 scenes with various motion scenarios under two distinct low-lighting conditions, incorporating genuine noise and temporal artifacts. We provide fully registered ground truth data captured in normal light using a programmable motorized dolly and refine it via an image-based approach for pixel-wise frame alignment across different light levels. We provide benchmarks based on four different technologies: convolutional neural networks, transformers, diffusion models, and state space models (mamba). Our experimental results demonstrate the significance of fully registered video pairs for low-light video enhancement (LLVE) and the comprehensive evaluation shows that the models trained with our dataset outperform those trained with the existing datasets. Our dataset and links to benchmarks are publicly available at https://doi.org/10.21227/mzny-8c77.

CVNov 7, 2025
Splatography: Sparse multi-view dynamic Gaussian Splatting for filmmaking challenges

Adrian Azzarelli, Nantheera Anantrasirichai, David R Bull

Deformable Gaussian Splatting (GS) accomplishes photorealistic dynamic 3-D reconstruction from dense multi-view video (MVV) by learning to deform a canonical GS representation. However, in filmmaking, tight budgets can result in sparse camera configurations, which limits state-of-the-art (SotA) methods when capturing complex dynamic features. To address this issue, we introduce an approach that splits the canonical Gaussians and deformation field into foreground and background components using a sparse set of masks for frames at t=0. Each representation is separately trained on different loss functions during canonical pre-training. Then, during dynamic training, different parameters are modeled for each deformation field following common filmmaking practices. The foreground stage contains diverse dynamic features so changes in color, position and rotation are learned. While, the background containing film-crew and equipment, is typically dimmer and less dynamic so only changes in point position are learned. Experiments on 3-D and 2.5-D entertainment datasets show that our method produces SotA qualitative and quantitative results; up to 3 PSNR higher with half the model size on 3-D scenes. Unlike the SotA and without the need for dense mask supervision, our method also produces segmented dynamic reconstructions including transparent and dynamic textures. Code and video comparisons are available online: https://interims-git.github.io/

CVMay 8, 2024
Reviewing Intelligent Cinematography: AI research for camera-based video production

Adrian Azzarelli, Nantheera Anantrasirichai, David R Bull

This paper offers the first comprehensive review of artificial intelligence (AI) research in the context of real camera content acquisition for entertainment purposes and is aimed at both researchers and cinematographers. Addressing the lack of review papers in the field of intelligent cinematography} (IC) and the breadth of related computer vision research, we present a holistic view of the IC landscape while providing technical insight, important for experts across disciplines. We provide technical background on generative AI, object detection, automated camera calibration and 3-D content acquisition, with references to assist non-technical readers. The application sections categorize work in terms of four production types: General Production, Virtual Production, Live Production and Aerial Production. Within each application section, we (1) sub-classify work according to research topic and (2) describe the trends and challenges relevant to each type of production. In the final chapter, we address the greater scope of IC research and summarize the significant potential of this area to influence the creative industries sector. We suggest that work relating to virtual production has the greatest potential to impact other mediums of production, driven by the growing interest in LED volumes/stages for in-camera virtual effects (ICVFX) and automated 3-D capture for virtual modeling of real world scenes and actors. We also address ethical and legal concerns regarding the use of creative AI that impact on artists, actors, technologists and the general public.

CVDec 23, 2024
Exploring Dynamic Novel View Synthesis Technologies for Cinematography

Adrian Azzarelli, Nantheera Anantrasirichai, David R Bull

Novel view synthesis (NVS) has shown significant promise for applications in cinematographic production, particularly through the exploitation of Neural Radiance Fields (NeRF) and Gaussian Splatting (GS). These methods model real 3D scenes, enabling the creation of new shots that are challenging to capture in the real world due to set topology or expensive equipment requirement. This innovation also offers cinematographic advantages such as smooth camera movements, virtual re-shoots, slow-motion effects, etc. This paper explores dynamic NVS with the aim of facilitating the model selection process. We showcase its potential through a short montage filmed using various NVS models.

CVMay 29, 2023
Towards a Robust Framework for NeRF Evaluation

Adrian Azzarelli, Nantheera Anantrasirichai, David R Bull

Neural Radiance Field (NeRF) research has attracted significant attention recently, with 3D modelling, virtual/augmented reality, and visual effects driving its application. While current NeRF implementations can produce high quality visual results, there is a conspicuous lack of reliable methods for evaluating them. Conventional image quality assessment methods and analytical metrics (e.g. PSNR, SSIM, LPIPS etc.) only provide approximate indicators of performance since they generalise the ability of the entire NeRF pipeline. Hence, in this paper, we propose a new test framework which isolates the neural rendering network from the NeRF pipeline and then performs a parametric evaluation by training and evaluating the NeRF on an explicit radiance field representation. We also introduce a configurable approach for generating representations specifically for evaluation purposes. This employs ray-casting to transform mesh models into explicit NeRF samples, as well as to "shade" these representations. Combining these two approaches, we demonstrate how different "tasks" (scenes with different visual effects or learning strategies) and types of networks (NeRFs and depth-wise implicit neural representations (INRs)) can be evaluated within this framework. Additionally, we propose a novel metric to measure task complexity of the framework which accounts for the visual parameters and the distribution of the spatial data. Our approach offers the potential to create a comparative objective evaluation framework for NeRF methods.