1,082 research outputs found

    Real-time shadows for animated crowds in virtual cities

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    Computing quasiconformal folds

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    We propose a novel way of computing surface folding maps via solving a linear PDE. This framework is a generalization to the existing quasiconformal methods and allows manipulation of the geometry of folding. Moreover, the crucial quantity that characterizes the geometry occurs as the coefficient of the equation, namely the Beltrami coefficient. This allows us to solve an inverse problem of parametrizing the folded surface given only partial data but with known folding topology. Various interesting applications such as fold sculpting on 3D models and self-occlusion reasoning are demonstrated to show the effectiveness of our method

    Acceleration Techniques for Photo Realistic Computer Generated Integral Images

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    The research work presented in this thesis has approached the task of accelerating the generation of photo-realistic integral images produced by integral ray tracing. Ray tracing algorithm is a computationally exhaustive algorithm, which spawns one ray or more through each pixel of the pixels forming the image, into the space containing the scene. Ray tracing integral images consumes more processing time than normal images. The unique characteristics of the 3D integral camera model has been analysed and it has been shown that different coherency aspects than normal ray tracing can be investigated in order to accelerate the generation of photo-realistic integral images. The image-space coherence has been analysed describing the relation between rays and projected shadows in the scene rendered. Shadow cache algorithm has been adapted in order to minimise shadow intersection tests in integral ray tracing. Shadow intersection tests make the majority of the intersection tests in ray tracing. Novel pixel-tracing styles are developed uniquely for integral ray tracing to improve the image-space coherence and the performance of the shadow cache algorithm. Acceleration of the photo-realistic integral images generation using the image-space coherence information between shadows and rays in integral ray tracing has been achieved with up to 41 % of time saving. Also, it has been proven that applying the new styles of pixel-tracing does not affect of the scalability of integral ray tracing running over parallel computers. The novel integral reprojection algorithm has been developed uniquely through geometrical analysis of the generation of integral image in order to use the tempo-spatial coherence information within the integral frames. A new derivation of integral projection matrix for projecting points through an axial model of a lenticular lens has been established. Rapid generation of 3D photo-realistic integral frames has been achieved with a speed four times faster than the normal generation

    Digital reconstruction of District Six architecture from archival photographs

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    Word processed copy.Includes bibliographical references (leaves 88-92).In this thesis we present a strategy for reconstructing instances of District Six Architecture from small sets of old. uncalibrated photographs that are located in the District Six Museum photographic archive. Our reconstruction strategy comprises two major parts. First, we implement a geometry reconstruction framework. based on work by Debevec et al. [1996]. This is used to reconstruct the geometry of a building given as little input as a single photograph. The approach used in this framework requires the user to design a basic model representing the building at hand. using a set of geometric primitives, and then define correspondences between the edges of this model and the edges of the building that are visible in the photographs. This approach is effective, as constraints inherent III the geometry of architectural scenes are exploited through the use of these primitives. The second component of the reconstruction strategy involves texturing the reconstructed models. To accomplish this, we use a combination of the original textures extracted from the photographs, and synthesized textures generated from samples of the original textures. For each face of the reconstructed model, the user is able to use either the original texture material. synthesized material, or a combination of both to create desirable results. Finally, to illustrate the effectiveness of our reconstruction strategy, we consider three example cases of District Six architecture and their reconstructions. All three examples were reconstructed successfully, and using findings from these results, critical analyses of both aspects of our strategy are presented

    A Framework for Dynamic Terrain with Application in Off-road Ground Vehicle Simulations

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    The dissertation develops a framework for the visualization of dynamic terrains for use in interactive real-time 3D systems. Terrain visualization techniques may be classified as either static or dynamic. Static terrain solutions simulate rigid surface types exclusively; whereas dynamic solutions can also represent non-rigid surfaces. Systems that employ a static terrain approach lack realism due to their rigid nature. Disregarding the accurate representation of terrain surface interaction is rationalized because of the inherent difficulties associated with providing runtime dynamism. Nonetheless, dynamic terrain systems are a more correct solution because they allow the terrain database to be modified at run-time for the purpose of deforming the surface. Many established techniques in terrain visualization rely on invalid assumptions and weak computational models that hinder the use of dynamic terrain. Moreover, many existing techniques do not exploit the capabilities offered by current computer hardware. In this research, we present a component framework for terrain visualization that is useful in research, entertainment, and simulation systems. In addition, we present a novel method for deforming the terrain that can be used in real-time, interactive systems. The development of a component framework unifies disparate works under a single architecture. The high-level nature of the framework makes it flexible and adaptable for developing a variety of systems, independent of the static or dynamic nature of the solution. Currently, there are only a handful of documented deformation techniques and, in particular, none make explicit use of graphics hardware. The approach developed by this research offloads extra work to the graphics processing unit; in an effort to alleviate the overhead associated with deforming the terrain. Off-road ground vehicle simulation is used as an application domain to demonstrate the practical nature of the framework and the deformation technique. In order to realistically simulate terrain surface interactivity with the vehicle, the solution balances visual fidelity and speed. Accurately depicting terrain surface interactivity in off-road ground vehicle simulations improves visual realism; thereby, increasing the significance and worth of the application. Systems in academia, government, and commercial institutes can make use of the research findings to achieve the real-time display of interactive terrain surfaces

    Surveying, modeling and communication techniques for the documentation of medieval wooden painted ceilings in the Mediterranean area

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    Wooden painted ceilings of the Mediterranean area in the middle age have their origin in the islamic culture and were then spread in the countries under the dominion of the Arabs; some of the surviving ceilings are now located in Sicily and Spain. In the historic centre of Palermo two well preserved medieval ceilings are still surviving; the first, built in the XII century, is located in the Palatine chapel; the second one, built in the XIV century covers the “Sala Magna” in the Steri of Palermo. The research, focused on the ceiling in the Steri, deals with the definition of a process for the integration of surveying techniques (photogrammetry, laser scanning), modelling processes and communication technologies for the documentation of such artefacts. The documentation of painted ceilings requires the strict integration of photographic and 3D metric data; the existing documentation is usually made of documents (drawings, photographs) that keep geometric and metric data separated from the photographic documentation of the paintings. The first stage in this work is therefore addressed to produce a digital document that combines metric and photographic data in a 3D textured model; in the second stage a vocal guide interacting with the 3D model has been developed; such guide, thought as a support to people visiting the Steri, uses a database with historic contents and symbolic interpretation of the painted scenes to answer specific questions and “take” the visitor close to the related paintings

    Variable Resolution & Dimensional Mapping For 3d Model Optimization

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    Three-dimensional computer models, especially geospatial architectural data sets, can be visualized in the same way humans experience the world, providing a realistic, interactive experience. Scene familiarization, architectural analysis, scientific visualization, and many other applications would benefit from finely detailed, high resolution, 3D models. Automated methods to construct these 3D models traditionally has produced data sets that are often low fidelity or inaccurate; otherwise, they are initially highly detailed, but are very labor and time intensive to construct. Such data sets are often not practical for common real-time usage and are not easily updated. This thesis proposes Variable Resolution & Dimensional Mapping (VRDM), a methodology that has been developed to address some of the limitations of existing approaches to model construction from images. Key components of VRDM are texture palettes, which enable variable and ultra-high resolution images to be easily composited; texture features, which allow image features to integrated as image or geometry, and have the ability to modify the geometric model structure to add detail. These components support a primary VRDM objective of facilitating model refinement with additional data. This can be done until the desired fidelity is achieved as practical limits of infinite detail are approached. Texture Levels, the third component, enable real-time interaction with a very detailed model, along with the flexibility of having alternate pixel data for a given area of the model and this is achieved through extra dimensions. Together these techniques have been used to construct models that can contain GBs of imagery data
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