14 research outputs found

    Vermessung, Modellierung und Verifizierung von Licht-Masse-Interaktions-Phänomenen

    Get PDF
    The photo-realistic rendering of scenes showing natural phenomena requires skilled graphic designers not only to produce a convincingly good-looking image but also to convey physical plausibility. This is especially important in industrial context, where a modelled scene showcasing a product has to approximate the actual environment of a product as closely as possible, e.g. in automotive industries. In this thesis, new techniques to measure natural phenomena are presented in order to provide new or verify existing models for rendering the physically plausible image. In contrast to other approaches, the measurement is performed using nonconventional methods: an ellipsometer is employed to capture the specular reflectance with respect to the polarisation behaviour, a transmissive screen attached to a glass tank is imaged to capture underwater reflectances, and the Microsoft Kinect, a motion capturing device, is used to detect the gas flows around objects. The results are the verification of existing, physically plausible models for commodity metals, an enhanced reflectance model for materials immersed in transparent media with known refractive index, and the reconstruction of two-phase gas flows around occluding objects.Das Erzeugen von Szenen mit natürlichen Phänomenen in fotorealistischer Qualität ist aufwändig, weil nicht nur ein realistisches Bild erstellt werden soll, sondern auch physikalische Plausibilität in Bezug auf das modellierte Phänomen verlangt wird. Besonders in der Industrie, z.B. in der Automobilindustrie, sollte die modellierte Szene, in der ein Produkt eingesetzt wird, der tatsächlichen Einsatzumgebung so naturgetreu wie möglich ähneln. In dieser Dissertation werden neue Ansätze zum Messen von natürlichen Phänomenen präsentiert, die es ermöglichen, für bestimmte Phänomene neue Modelle zu erstellen oder bestehende Modelle erschöpfender zu verifizieren, um damit physikalische Plausibilität für Szenen, die am Computer ereugt werden, zu gewährleisten. Im Unterschied zu anderen Verfahren, werden unkonventionelle Methoden zur Messung umgesetzt: Mit Hilfe eines Ellipsometers wird die Oberflächenreflektanz von Metallen so vermessen, dass auch Änderungen im Polarisationszustand des Lichtes erfasst werden. Unterwasserreflektanzen von Materialien werden mit Hilfe eines lichtdurchlässigen Diffusers abgebildet, der an einen Glasbecher angebracht wird, und der Bewegungssensor Kinect von Microsoft wird verwendet, um Gasströmungen um Objekte zu detektieren. Die Ergebnisse sind die Verifikation von bestehenden Modellen für handelsübliche Metallflächen, ein erweitertes Reflektanzmodell für Oberflächen, die in refraktive Medien eingetaucht werden und die Rekonstruktion von Gasströmungen um Objekte

    Die Virtuelle Videokamera: ein System zur Blickpunktsynthese in beliebigen, dynamischen Szenen

    Get PDF
    The Virtual Video Camera project strives to create free viewpoint video from casually captured multi-view data. Multiple video streams of a dynamic scene are captured with off-the-shelf camcorders, and the user can re-render the scene from novel perspectives. In this thesis the algorithmic core of the Virtual Video Camera is presented. This includes the algorithm for image correspondence estimation as well as the image-based renderer. Furthermore, its application in the context of an actual video production is showcased, and the rendering and image processing pipeline is extended to incorporate depth information.Das Virtual Video Camera Projekt dient der Erzeugung von Free Viewpoint Video Ansichten von Multi-View Aufnahmen: Material mehrerer Videoströme wird hierzu mit handelsüblichen Camcordern aufgezeichnet. Im Anschluss kann die Szene aus beliebigen, von den ursprünglichen Kameras nicht abgedeckten Blickwinkeln betrachtet werden. In dieser Dissertation wird der algorithmische Kern der Virtual Video Camera vorgestellt. Dies beinhaltet das Verfahren zur Bildkorrespondenzschätzung sowie den bildbasierten Renderer. Darüber hinaus wird die Anwendung im Kontext einer Videoproduktion beleuchtet. Dazu wird die bildbasierte Erzeugung neuer Blickpunkte um die Erzeugung und Einbindung von Tiefeninformationen erweitert

    Fortgeschrittene Entrauschungs-Verfahren und speicherlose Beschleunigungstechniken für realistische Bildsynthese

    Get PDF
    Stochastic ray tracing methods have become the industry's standard for today's realistic image synthesis thanks to their ability to achieve a supreme degree of realism by physically simulating various natural phenomena of light and cameras (e.g. global illumination, depth-of-field, or motion blur). Unfortunately, high computational cost for more complex scenes and image noise from insufficient simulations are major issues of these methods and, hence, acceleration and denoising are key components in stochastic ray tracing systems. In this thesis, we introduce two new filtering methods for advanced lighting and camera effects, as well as a novel approach for memoryless acceleration. In particular, we present an interactive filter for global illumination in the presence of depth-of-field, and a general and robust adaptive reconstruction framework for high-quality images with a wide range of rendering effects. To address complex scene geometry, we propose a novel concept which models the acceleration structure completely implicit, i.e. without any additional memory cost at all, while still allowing for interactive performance. Our contributions advance the state-of-the-art of denoising techniques for realistic image synthesis as well as the field of memoryless acceleration for ray tracing systems.Stochastische Ray-Tracing Methoden sind heutzutage der Industriestandard für realistische Bildsynthese, da sie einen hohen Grad an Realismus erzeugen können, indem sie verschiedene natürliche Phänomene (z.B. globale Beleuchtung, Tiefenunschärfe oder Bewegungsunschärfe) physikalisch korrekt simulieren. Offene Probleme dieser Verfahren sind hohe Rechenzeit für komplexere Szenen sowie Bildrauschen durch unzulängliche Simulationen. Demzufolge sind Beschleunigungstechniken und Entrauschungsverfahren essentielle Komponenten in stochastischen Ray-Tracing-Systemen. In dieser Arbeit stellen wir zwei neue Filter-Methoden für erweiterte Beleuchungs- und Kamera-Effekte sowie ein neuartiges Verfahren für eine speicherlose Beschleunigungsstruktur vor. Im Detail präsentieren wir einen interaktiven Filter für globale Beleuchtung in Kombination mit Tiefenunschärfe und einen generischen, robusten Ansatz für die adaptive Rekonstruktion von hoch-qualitativen Bildern mit einer großen Auswahl an Rendering-Effekten. Für das Problem hoher geometrischer Szenen-Komplexität demonstrieren wir ein neuartiges Konzept für die implizierte Modellierung der Beschleunigungsstruktur, welches keinen zusätzlichen Speicher verbraucht, aber weiterhin interaktive Laufzeiten ermöglicht. Unsere Beiträge verbessern sowohl den aktuellen Stand von Entrauschungs-Verfahren in der realistischen Bildsynthese als auch das Feld der speicherlosen Beschleunigungsstrukturen für Ray-Tracing-Systeme

    Eight Biennial Report : April 2005 – March 2007

    No full text

    Interactive global illumination on the CPU

    Get PDF
    Computing realistic physically-based global illumination in real-time remains one of the major goals in the fields of rendering and visualisation; one that has not yet been achieved due to its inherent computational complexity. This thesis focuses on CPU-based interactive global illumination approaches with an aim to develop generalisable hardware-agnostic algorithms. Interactive ray tracing is reliant on spatial and cache coherency to achieve interactive rates which conflicts with needs of global illumination solutions which require a large number of incoherent secondary rays to be computed. Methods that reduce the total number of rays that need to be processed, such as Selective rendering, were investigated to determine how best they can be utilised. The impact that selective rendering has on interactive ray tracing was analysed and quantified and two novel global illumination algorithms were developed, with the structured methodology used presented as a framework. Adaptive Inter- leaved Sampling, is a generalisable approach that combines interleaved sampling with an adaptive approach, which uses efficient component-specific adaptive guidance methods to drive the computation. Results of up to 11 frames per second were demonstrated for multiple components including participating media. Temporal Instant Caching, is a caching scheme for accelerating the computation of diffuse interreflections to interactive rates. This approach achieved frame rates exceeding 9 frames per second for the majority of scenes. Validation of the results for both approaches showed little perceptual difference when comparing against a gold-standard path-traced image. Further research into caching led to the development of a new wait-free data access control mechanism for sharing the irradiance cache among multiple rendering threads on a shared memory parallel system. By not serialising accesses to the shared data structure the irradiance values were shared among all the threads without any overhead or contention, when reading and writing simultaneously. This new approach achieved efficiencies between 77% and 92% for 8 threads when calculating static images and animations. This work demonstrates that, due to the flexibility of the CPU, CPU-based algorithms remain a valid and competitive choice for achieving global illumination interactively, and an alternative to the generally brute-force GPU-centric algorithms

    Algorithms for the reconstruction, analysis, repairing and enhancement of 3D urban models from multiple data sources

    Get PDF
    Over the last few years, there has been a notorious growth in the field of digitization of 3D buildings and urban environments. The substantial improvement of both scanning hardware and reconstruction algorithms has led to the development of representations of buildings and cities that can be remotely transmitted and inspected in real-time. Among the applications that implement these technologies are several GPS navigators and virtual globes such as Google Earth or the tools provided by the Institut Cartogràfic i Geològic de Catalunya. In particular, in this thesis, we conceptualize cities as a collection of individual buildings. Hence, we focus on the individual processing of one structure at a time, rather than on the larger-scale processing of urban environments. Nowadays, there is a wide diversity of digitization technologies, and the choice of the appropriate one is key for each particular application. Roughly, these techniques can be grouped around three main families: - Time-of-flight (terrestrial and aerial LiDAR). - Photogrammetry (street-level, satellite, and aerial imagery). - Human-edited vector data (cadastre and other map sources). Each of these has its advantages in terms of covered area, data quality, economic cost, and processing effort. Plane and car-mounted LiDAR devices are optimal for sweeping huge areas, but acquiring and calibrating such devices is not a trivial task. Moreover, the capturing process is done by scan lines, which need to be registered using GPS and inertial data. As an alternative, terrestrial LiDAR devices are more accessible but cover smaller areas, and their sampling strategy usually produces massive point clouds with over-represented plain regions. A more inexpensive option is street-level imagery. A dense set of images captured with a commodity camera can be fed to state-of-the-art multi-view stereo algorithms to produce realistic-enough reconstructions. One other advantage of this approach is capturing high-quality color data, whereas the geometric information is usually lacking. In this thesis, we analyze in-depth some of the shortcomings of these data-acquisition methods and propose new ways to overcome them. Mainly, we focus on the technologies that allow high-quality digitization of individual buildings. These are terrestrial LiDAR for geometric information and street-level imagery for color information. Our main goal is the processing and completion of detailed 3D urban representations. For this, we will work with multiple data sources and combine them when possible to produce models that can be inspected in real-time. Our research has focused on the following contributions: - Effective and feature-preserving simplification of massive point clouds. - Developing normal estimation algorithms explicitly designed for LiDAR data. - Low-stretch panoramic representation for point clouds. - Semantic analysis of street-level imagery for improved multi-view stereo reconstruction. - Color improvement through heuristic techniques and the registration of LiDAR and imagery data. - Efficient and faithful visualization of massive point clouds using image-based techniques.Durant els darrers anys, hi ha hagut un creixement notori en el camp de la digitalització d'edificis en 3D i entorns urbans. La millora substancial tant del maquinari d'escaneig com dels algorismes de reconstrucció ha portat al desenvolupament de representacions d'edificis i ciutats que es poden transmetre i inspeccionar remotament en temps real. Entre les aplicacions que implementen aquestes tecnologies hi ha diversos navegadors GPS i globus virtuals com Google Earth o les eines proporcionades per l'Institut Cartogràfic i Geològic de Catalunya. En particular, en aquesta tesi, conceptualitzem les ciutats com una col·lecció d'edificis individuals. Per tant, ens centrem en el processament individual d'una estructura a la vegada, en lloc del processament a gran escala d'entorns urbans. Avui en dia, hi ha una àmplia diversitat de tecnologies de digitalització i la selecció de l'adequada és clau per a cada aplicació particular. Aproximadament, aquestes tècniques es poden agrupar en tres famílies principals: - Temps de vol (LiDAR terrestre i aeri). - Fotogrametria (imatges a escala de carrer, de satèl·lit i aèries). - Dades vectorials editades per humans (cadastre i altres fonts de mapes). Cadascun d'ells presenta els seus avantatges en termes d'àrea coberta, qualitat de les dades, cost econòmic i esforç de processament. Els dispositius LiDAR muntats en avió i en cotxe són òptims per escombrar àrees enormes, però adquirir i calibrar aquests dispositius no és una tasca trivial. A més, el procés de captura es realitza mitjançant línies d'escaneig, que cal registrar mitjançant GPS i dades inercials. Com a alternativa, els dispositius terrestres de LiDAR són més accessibles, però cobreixen àrees més petites, i la seva estratègia de mostreig sol produir núvols de punts massius amb regions planes sobrerepresentades. Una opció més barata són les imatges a escala de carrer. Es pot fer servir un conjunt dens d'imatges capturades amb una càmera de qualitat mitjana per obtenir reconstruccions prou realistes mitjançant algorismes estèreo d'última generació per produir. Un altre avantatge d'aquest mètode és la captura de dades de color d'alta qualitat. Tanmateix, la informació geomètrica resultant sol ser de baixa qualitat. En aquesta tesi, analitzem en profunditat algunes de les mancances d'aquests mètodes d'adquisició de dades i proposem noves maneres de superar-les. Principalment, ens centrem en les tecnologies que permeten una digitalització d'alta qualitat d'edificis individuals. Es tracta de LiDAR terrestre per obtenir informació geomètrica i imatges a escala de carrer per obtenir informació sobre colors. El nostre objectiu principal és el processament i la millora de representacions urbanes 3D amb molt detall. Per a això, treballarem amb diverses fonts de dades i les combinarem quan sigui possible per produir models que es puguin inspeccionar en temps real. La nostra investigació s'ha centrat en les següents contribucions: - Simplificació eficaç de núvols de punts massius, preservant detalls d'alta resolució. - Desenvolupament d'algoritmes d'estimació normal dissenyats explícitament per a dades LiDAR. - Representació panoràmica de baixa distorsió per a núvols de punts. - Anàlisi semàntica d'imatges a escala de carrer per millorar la reconstrucció estèreo de façanes. - Millora del color mitjançant tècniques heurístiques i el registre de dades LiDAR i imatge. - Visualització eficient i fidel de núvols de punts massius mitjançant tècniques basades en imatges

    European Handbook of Crowdsourced Geographic Information

    Get PDF
    This book focuses on the study of the remarkable new source of geographic information that has become available in the form of user-generated content accessible over the Internet through mobile and Web applications. The exploitation, integration and application of these sources, termed volunteered geographic information (VGI) or crowdsourced geographic information (CGI), offer scientists an unprecedented opportunity to conduct research on a variety of topics at multiple scales and for diversified objectives. The Handbook is organized in five parts, addressing the fundamental questions: What motivates citizens to provide such information in the public domain, and what factors govern/predict its validity?What methods might be used to validate such information? Can VGI be framed within the larger domain of sensor networks, in which inert and static sensors are replaced or combined by intelligent and mobile humans equipped with sensing devices? What limitations are imposed on VGI by differential access to broadband Internet, mobile phones, and other communication technologies, and by concerns over privacy? How do VGI and crowdsourcing enable innovation applications to benefit human society? Chapters examine how crowdsourcing techniques and methods, and the VGI phenomenon, have motivated a multidisciplinary research community to identify both fields of applications and quality criteria depending on the use of VGI. Besides harvesting tools and storage of these data, research has paid remarkable attention to these information resources, in an age when information and participation is one of the most important drivers of development. The collection opens questions and points to new research directions in addition to the findings that each of the authors demonstrates. Despite rapid progress in VGI research, this Handbook also shows that there are technical, social, political and methodological challenges that require further studies and research

    Spatial and Temporal Sentiment Analysis of Twitter data

    Get PDF
    The public have used Twitter world wide for expressing opinions. This study focuses on spatio-temporal variation of georeferenced Tweets’ sentiment polarity, with a view to understanding how opinions evolve on Twitter over space and time and across communities of users. More specifically, the question this study tested is whether sentiment polarity on Twitter exhibits specific time-location patterns. The aim of the study is to investigate the spatial and temporal distribution of georeferenced Twitter sentiment polarity within the area of 1 km buffer around the Curtin Bentley campus boundary in Perth, Western Australia. Tweets posted in campus were assigned into six spatial zones and four time zones. A sentiment analysis was then conducted for each zone using the sentiment analyser tool in the Starlight Visual Information System software. The Feature Manipulation Engine was employed to convert non-spatial files into spatial and temporal feature class. The spatial and temporal distribution of Twitter sentiment polarity patterns over space and time was mapped using Geographic Information Systems (GIS). Some interesting results were identified. For example, the highest percentage of positive Tweets occurred in the social science area, while science and engineering and dormitory areas had the highest percentage of negative postings. The number of negative Tweets increases in the library and science and engineering areas as the end of the semester approaches, reaching a peak around an exam period, while the percentage of negative Tweets drops at the end of the semester in the entertainment and sport and dormitory area. This study will provide some insights into understanding students and staff ’s sentiment variation on Twitter, which could be useful for university teaching and learning management

    European Handbook of Crowdsourced Geographic Information

    Get PDF
    "This book focuses on the study of the remarkable new source of geographic information that has become available in the form of user-generated content accessible over the Internet through mobile and Web applications. The exploitation, integration and application of these sources, termed volunteered geographic information (VGI) or crowdsourced geographic information (CGI), offer scientists an unprecedented opportunity to conduct research on a variety of topics at multiple scales and for diversified objectives. The Handbook is organized in five parts, addressing the fundamental questions: What motivates citizens to provide such information in the public domain, and what factors govern/predict its validity?What methods might be used to validate such information? Can VGI be framed within the larger domain of sensor networks, in which inert and static sensors are replaced or combined by intelligent and mobile humans equipped with sensing devices? What limitations are imposed on VGI by differential access to broadband Internet, mobile phones, and other communication technologies, and by concerns over privacy? How do VGI and crowdsourcing enable innovation applications to benefit human society? Chapters examine how crowdsourcing techniques and methods, and the VGI phenomenon, have motivated a multidisciplinary research community to identify both fields of applications and quality criteria depending on the use of VGI. Besides harvesting tools and storage of these data, research has paid remarkable attention to these information resources, in an age when information and participation is one of the most important drivers of development. The collection opens questions and points to new research directions in addition to the findings that each of the authors demonstrates. Despite rapid progress in VGI research, this Handbook also shows that there are technical, social, political and methodological challenges that require further studies and research.

    Coordinate Metrology by Traceable Computed Tomography

    Get PDF
    corecore