277 research outputs found

    A comparison of hole-filling methods in 3D

    Get PDF
    This paper presents a review of the most relevant current techniques that deal with hole-filling in 3D models. Contrary to earlier reports, which approach mesh repairing in a sparse and global manner, the objective of this review is twofold. First, a specific and comprehensive review of hole-filling techniques (as a relevant part in the field of mesh repairing) is carried out. We present a brief summary of each technique with attention paid to its algorithmic essence, main contributions and limitations. Second, a solid comparison between 34 methods is established. To do this, we define 19 possible meaningful features and properties that can be found in a generic hole-filling process. Then, we use these features to assess the virtues and deficiencies of the method and to build comparative tables. The purpose of this review is to make a comparative hole-filling state-of-the-art available to researchers, showing pros and cons in a common framework.• Ministerio de Economía y Competitividad: Proyecto DPI2013-43344-R (I+D+i) • Gobierno de Castilla-La Mancha: Proyecto PEII-2014-017-PpeerReviewe

    Interactive toon shading using mesh smoothing

    Get PDF
    Toon shading mimics the style of few colour bands and hence offers an effective way to convey the cartoon-style rendering. Despite an increasing amount of research on toon shading, little research has been reported on generation of toon shading style with more simplicity. In this paper, we present a method to create a simplified form of toon shading using mesh smoothing from 3D objects. The proposed method exploits the Laplacian smoothing to emphasise the simplicity of 3D objects. Motivated by simplified form of Phong lighting model, we create non-photorealistic style capable of enhancing the cartoonish appearance. An enhanced toon shading algorithm is applied on the simple 3D objects in order to convey more simple visual cues of tone. The experimental result reveals the ability of proposed method to produce more cartoonish simplistic effects

    XOR-Based Compact Triangulations

    Get PDF
    Media, image processing, and geometric-based systems and applications need data structures to model and represent different geometric entities and objects. These data structures have to be time efficient and compact in term of space. Many structures in use are proposed to satisfy those constraints. This paper introduces a novel compact data structure inspired by the XOR-linked lists. The subject of this paper concerns the triangular data structures. Nevertheless, the underlying idea could be used for any other geometrical subdivision. The ability of the bitwise XOR operator to reduce the number of references is used to model triangle and vertex references. The use of the XOR combined references needs to define a context from which the triangle is accessed. The direct access to any triangle is not possible using only the XOR-linked scheme. To allow the direct access, additional information are added to the structure. This additional information permits a constant time access to any element of the triangulation using a local resolution scheme. This information represents an additional cost to the triangulation, but the gain is still maintained. This cost is reduced by including this additional information to a local sub-triangulation and not to each triangle. Sub-triangulations are calculated implicitly according to the catalog-based structure. This approach could be easily extended to other representation models, such as vertex-based structures or edge-based structures. The obtained results are very interesting since the theoretical gain is estimated to 38 % and the practical gain obtained from sample benches is about 34 %

    Acoustic Characterization and Quality Assessment of Cremona’s Ponchielli Theater

    Get PDF
    The Ponchielli theater of Cremona was built in 1808 after a fire destroyed the old wooden structure. The interior, the architecture and the shape of the plan layout are reminiscent of the Teatro alla Scala, Milan, a masterpiece by the architect Piermarini, albeit on a smaller scale. The four orders of balconies crowned by the top gallery are typical features of a 19th Century Italian Opera theater. Acoustic measurements have been undertaken across the stalls and in some selected boxes according to ISO 3382. The main acoustic parameters resulting from the measurements have been used for the acoustic calibration of a 3D model representing the Ponchielli theater. The calibration has been used to compare different scenarios involving the acoustic response of the main hall at 50% and 100% occupancy. The outcomes indicate that no significant change can be detected when the seats are provided with robust upholstery, which can be considered a positive result, especially for the actors who are not forced to change their effort between rehearsal and live performance. In order to contextualize the measured values in relation to the optimal ones, a comparison with other Italian Opera theaters provided with similar architectural characteristics has been carried out. Overall, the findings indicate that the acoustics of the Ponchielli theater are suitable for both music and speech in line with the other selected theaters, as these places were mainly created for multifunctional purposes in the 19th Century

    Video interaction using pen-based technology

    Get PDF
    Dissertação para obtenção do Grau de Doutor em InformáticaVideo can be considered one of the most complete and complex media and its manipulating is still a difficult and tedious task. This research applies pen-based technology to video manipulation, with the goal to improve this interaction. Even though the human familiarity with pen-based devices, how they can be used on video interaction, in order to improve it, making it more natural and at the same time fostering the user’s creativity is an open question. Two types of interaction with video were considered in this work: video annotation and video editing. Each interaction type allows the study of one of the interaction modes of using pen-based technology: indirectly, through digital ink, or directly, trough pen gestures or pressure. This research contributes with two approaches for pen-based video interaction: pen-based video annotations and video as ink. The first uses pen-based annotations combined with motion tracking algorithms, in order to augment video content with sketches or handwritten notes. It aims to study how pen-based technology can be used to annotate a moving objects and how to maintain the association between a pen-based annotations and the annotated moving object The second concept replaces digital ink by video content, studding how pen gestures and pressure can be used on video editing and what kind of changes are needed in the interface, in order to provide a more familiar and creative interaction in this usage context.This work was partially funded by the UTAustin-Portugal, Digital Media, Program (Ph.D. grant: SFRH/BD/42662/2007 - FCT/MCTES); by the HP Technology for Teaching Grant Initiative 2006; by the project "TKB - A Transmedia Knowledge Base for contemporary dance" (PTDC/EAT/AVP/098220/2008 funded by FCT/MCTES); and by CITI/DI/FCT/UNL (PEst-OE/EEI/UI0527/2011

    Réalité Augmentée et Environnement Collaboratif : Un Tour d'Horizon

    Get PDF
    National audienceLa Réalité Augmentée (RA) est généralement définie comme une branche dérivée de la Réalité Virtuelle. D'une façon plus générale, le concept de réalité augmentée regroupe une approche multidisciplinaire visant un mélange entre réel et virtuel. La forte potentialité induite par cette connexion promet un cadre adéquat pour l'interaction 3D ou les applications collaboratives. On présente dans cet article un tour d'horizon des principaux travaux menés à ce jour dans le cadre de l'image et de la RA et plus particulièrement le cadre collaboratif

    Lexicographic Optimal Homologous Chains and Applications to Point Cloud Triangulations

    Get PDF
    This paper considers a particular case of the Optimal Homologous Chain Problem (OHCP) for integer modulo 2 coefficients, where optimality is meant as a minimal lexicographic order on chains induced by a total order on simplices. The matrix reduction algorithm used for persistent homology is used to derive polynomial algorithms solving this problem instance, whereas OHCP is NP-hard in the general case. The complexity is further improved to a quasilinear algorithm by leveraging a dual graph minimum cut formulation when the simplicial complex is a pseudomanifold. We then show how this particular instance of the problem is relevant, by providing an application in the context of point cloud triangulation
    • …
    corecore