324 research outputs found
Panoramic Multimedia Walkthrough ofUTP Campus
This report is on the project that aims to apply the concept of Virtual Walkthrough
using Panoramic Images to promote the facilities available in the campus of University
of Technology PETRONAS (UTP). A panorama can be defined as a wide picture or
image that shows 100° to 360° widths. The end result of the project will be a Web
application that provides imaging information about the hotspots in UTP. The system is
meant to promote UTP to potential students who want to enroll themselves into the
university; the majority is students who have just left secondary school. This project is
aimed to contribute towards multidimensional disciplines such as virtual reality
technology and multimedia
Interactive Panoramic Image ofUTP Mosque in Web-Based Environment
With the emerging of panoramic application, it becomes possible for people to 'visit* a
certain place without having to be presence at that place physically. Based on this, an
intelligence and interactive multimedia website, with the combination of several
multimediaelements, has been developed for this project. The subject area used for the
project was Universiti Teknologi Petronas's (UTP's) mosque, Masjid An-Nur. Masjid
An-Nur was chosen due to its significance as one of the most beautiful buildings in
UTP and becomes the admiration of many people. The project is purposely to create a
new way for a user to have a tour or visit and learn about some of the architecture in
UTP area, instead ofuser has to come to UTP or just view it through the photos.
The significance of this project is to develop a multimedia website about Masjid An-
Nur, UTP. The multimedia website was not just providing user with the information and
images of the mosque, but also gave user chance to 'explore' the mosque through the
panoramic application. Several multimedia elements were included in the panoramic
application in order to give more impact on user experience, while them visiting the
website. This was definitely gave user different experience.
The methodology used to complete this project is waterfall development and also
throw-away prototyping methodologies. The tools required in developing the project
consist of multimedia soft wares, HTML scripting and Windows platform workstation.
Findings and discussion of the report focus on the development process of the
panoramic image application until to the final product. The conclusion includes the
achievement of each objective of the project and the recommendations for future work
in the researcharea and the development ofthe panoramic image application
Design of Immersive Online Hotel Walkthrough System Using Image-Based (Concentric Mosaics) Rendering
Conventional hotel booking websites only represents their services in 2D photos to show
their facilities. 2D photos are just static photos that cannot be move and rotate. Imagebased
virtual walkthrough for the hospitality industry is a potential technology to attract
more customers. In this project, a research will be carried out to create an Image-based
rendering (IBR) virtual walkthrough and panoramic-based walkthrough by using only
Macromedia Flash Professional 8, Photovista Panorama 3.0 and Reality Studio for the
interaction of the images. The web-based of the image-based are using the Macromedia
Dreamweaver Professional 8. The images will be displayed in Adobe Flash Player 8 or
higher. In making image-based walkthrough, a concentric mosaic technique is used
while image mosaicing technique is applied in panoramic-based walkthrough. A
comparison of the both walkthrough is compared. The study is also focus on the
comparison between number of pictures and smoothness of the walkthrough. There are
advantages of using different techniques such as image-based walkthrough is a real time
walkthrough since the user can walk around right, left, forward and backward whereas
the panoramic-based cannot experience real time walkthrough because the user can only
view 360 degrees from a fixed spot
Virtual Field Trip via Digital Storytelling
Digital storytelling is a practice of combining digital content such as 3-dimensional
images, text, sound, images, and video to create a short story. It is the intersection
between the old art of storytelling and access to powerful technologies. This project will
be a step to experiment the development and effectiveness of digital storytelling and
hopefully ignite a source of motivation and encourages others to tap into their interests
and skills to develop their own digital storytelling and expand ICT usage in this
country. School children look forward to traditional field trips. However, such trips are
costly. VFT aims to reduce if not eliminate the constraints that traditional field trips
face such as money, time, energy, resources, distance and inaccessible area. To fit the
time frame, the VFT is created only for small selected areas in the KL Bird Park even
though the KL Bird Park is not that big because some of the areas are not suitable to
take panoramic pictures. The development of the VFT is adapted from QTVR Creation
Steps by Kitchens (2006). The procedure consists of defining the problem statements
and goals, literature review and research, creating image content through taking photos
at the site, transforming the photos to QTVR node through stitching, design and
construct prototype, inserting interactivity such as hotspots, delivering the output, and
last but not least, evaluation. The final output of the project is the KL Bird Park Virtual
Field Trip which consists of a photo based 3D panoramic images for each scene from
the site which are linked to one another and also hotspots which are placed on the
panoramic images to reveal the birds' information with one click on the hotspots. The
informal evaluation of the final output that was conducted shows an overwhelming
response and acceptance. All of the respondents would like to see more of this type of
VFT in the future
Photo Based 3D Walkthrough
The objective of 'Photo Based 3D Walkthrough' is to understand how image-based
rendering technology is used to create virtual environment and to develop aprototype
system which is capable ofproviding real-time 3D walkthrough experience by solely
using 2D images. Photo realism has always been an aim of computer graphics in
virtual environment. Traditional graphics needs a great amount of works and time to
construct a detailed 3D model andscene. Despite the tedious works in constructing the
3D models andscenes, a lot ofefforts need to beput in to render the constructed 3D
models and scenes to enhance the level of realism. Traditional geometry-based
rendering systems fall short ofsimulating the visual realism of a complex environment
and are unable to capture and store a sampled representation ofa large environment
with complex lighting and visibility effects. Thus, creating a virtual walkthrough ofa
complex real-world environment remains one of the most challenging problems in
computer graphics. Due to the various disadvantages of the traditional graphics and
geometry-based rendering systems, image-based rendering (IBR) has been introduced
recently to overcome the above problems. In this project, a research will be carried out
to create anIBR virtual walkthrough by using only OpenGL and C++program without
the use of any game engine or QuickTime VR function. Normal photographs (not
panoramic photographs) are used as the source material in creating the virtual scene
and keyboard is used asthe main navigation tool in the virtual environment. The quality
ofthe virtual walkthrough prototype constructed isgood withjust a littlejerkiness
Interactive illumination and navigation control in an image-based environment.
Fu Chi-wing.Thesis (M.Phil.)--Chinese University of Hong Kong, 1999.Includes bibliographical references (leaves 141-149).Abstract --- p.iAcknowledgments --- p.iiiChapter 1 --- Introduction --- p.1Chapter 1.1 --- Introduction to Image-based Rendering --- p.1Chapter 1.2 --- Scene Complexity Independent Property --- p.2Chapter 1.3 --- Application of this Research Work --- p.3Chapter 1.4 --- Organization of this Thesis --- p.4Chapter 2 --- Illumination Control --- p.7Chapter 2.1 --- Introduction --- p.7Chapter 2.2 --- Apparent BRDF of Pixel --- p.8Chapter 2.3 --- Sampling Illumination Information --- p.11Chapter 2.4 --- Re-rendering --- p.13Chapter 2.4.1 --- Light Direction --- p.15Chapter 2.4.2 --- Light Intensity --- p.15Chapter 2.4.3 --- Multiple Light Sources --- p.15Chapter 2.4.4 --- Type of Light Sources --- p.18Chapter 2.5 --- Data Compression --- p.22Chapter 2.5.1 --- Intra-pixel coherence --- p.22Chapter 2.5.2 --- Inter-pixel coherence --- p.22Chapter 2.6 --- Implementation and Result --- p.22Chapter 2.6.1 --- An Interactive Viewer --- p.22Chapter 2.6.2 --- Lazy Re-rendering --- p.24Chapter 2.7 --- Conclusion --- p.24Chapter 3 --- Navigation Control - Triangle-based Warping Rule --- p.29Chapter 3.1 --- Introduction to Navigation Control --- p.29Chapter 3.2 --- Related Works --- p.30Chapter 3.3 --- Epipolar Geometry (Perspective Projection Manifold) --- p.31Chapter 3.4 --- Drawing Order for Pixel-Sized Entities --- p.35Chapter 3.5 --- Triangle-based Image Warping --- p.36Chapter 3.5.1 --- Image-based Triangulation --- p.36Chapter 3.5.2 --- Image-based Visibility Sorting --- p.40Chapter 3.5.3 --- Topological Sorting --- p.44Chapter 3.6 --- Results --- p.46Chapter 3.7 --- Conclusion --- p.48Chapter 4 --- Panoramic Projection Manifold --- p.52Chapter 4.1 --- Epipolar Geometry (Spherical Projection Manifold) --- p.53Chapter 4.2 --- Image Triangulation --- p.56Chapter 4.2.1 --- Optical Flow --- p.56Chapter 4.2.2 --- Image Gradient and Potential Function --- p.57Chapter 4.2.3 --- Triangulation --- p.58Chapter 4.3 --- Image-based Visibility Sorting --- p.58Chapter 4.3.1 --- Mapping Criteria --- p.58Chapter 4.3.2 --- Ordering of Two Triangles --- p.59Chapter 4.3.3 --- Graph Construction and Topological Sort --- p.63Chapter 4.4 --- Results --- p.63Chapter 4.5 --- Conclusion --- p.65Chapter 5 --- Panoramic-based Navigation using Real Photos --- p.69Chapter 5.1 --- Introduction --- p.69Chapter 5.2 --- System Overview --- p.71Chapter 5.3 --- Correspondence Matching --- p.72Chapter 5.3.1 --- Basic Model of Epipolar Geometry --- p.72Chapter 5.3.2 --- Epipolar Geometry between two Neighbor Panoramic Nodes --- p.73Chapter 5.3.3 --- Line and Patch Correspondence Matching --- p.74Chapter 5.4 --- Triangle-based Warping --- p.75Chapter 5.4.1 --- Why Warp Triangle --- p.75Chapter 5.4.2 --- Patch and Layer Construction --- p.76Chapter 5.4.3 --- Triangulation and Mesh Subdivision --- p.76Chapter 5.4.4 --- Layered Triangle-based Warping --- p.77Chapter 5.5 --- Implementation --- p.78Chapter 5.5.1 --- Image Sampler and Panoramic Stitcher --- p.78Chapter 5.5.2 --- Interactive Correspondence Matcher and Triangulation --- p.79Chapter 5.5.3 --- Basic Panoramic Viewer --- p.79Chapter 5.5.4 --- Formulating Drag Vector and vn --- p.80Chapter 5.5.5 --- Controlling Walkthrough Parameter --- p.82Chapter 5.5.6 --- Interactive Web-based Panoramic Viewer --- p.83Chapter 5.6 --- Results --- p.84Chapter 5.7 --- Conclusion and Possible Enhancements --- p.84Chapter 6 --- Compositing Warped Images for Object-based Viewing --- p.89Chapter 6.1 --- Modeling Object-based Viewing --- p.89Chapter 6.2 --- Triangulation and Convex Hull Criteria --- p.92Chapter 6.3 --- Warping Multiple Views --- p.94Chapter 6.3.1 --- Method I --- p.95Chapter 6.3.2 --- Method II --- p.95Chapter 6.3.3 --- Method III --- p.95Chapter 6.4 --- Results --- p.97Chapter 6.5 --- Conclusion --- p.100Chapter 7 --- Complete Rendering Pipeline --- p.107Chapter 7.1 --- Reviews on Illumination and Navigation --- p.107Chapter 7.1.1 --- Illumination Rendering Pipeline --- p.107Chapter 7.1.2 --- Navigation Rendering Pipeline --- p.108Chapter 7.2 --- Analysis of the Two Rendering Pipelines --- p.109Chapter 7.2.1 --- Combination on the Architectural Level --- p.109Chapter 7.2.2 --- Ensuring Physical Correctness --- p.111Chapter 7.3 --- Generalizing Apparent BRDF --- p.112Chapter 7.3.1 --- Difficulties to Encode BRDF with Spherical Harmonics --- p.112Chapter 7.3.2 --- Generalize Apparent BRDF --- p.112Chapter 7.3.3 --- Related works for Encoding the generalized apparent BRDF --- p.113Chapter 7.4 --- Conclusion --- p.116Chapter 8 --- Conclusion --- p.117Chapter A --- Spherical Harmonics --- p.120Chapter B --- It is Rare for Cycles to Exist in the Drawing Order Graph --- p.123Chapter B.1 --- Theorem 3 --- p.123Chapter B.2 --- Inside and Outside-directed Triangles in a Triangular Cycle --- p.125Chapter B.2.1 --- Assumption --- p.126Chapter B.2.2 --- Inside-directed and Outside-directed triangles --- p.126Chapter B.3 --- Four Possible Cases to Form a Cycle --- p.127Chapter B.3.1 --- Case(l) Triangular Fan --- p.128Chapter B.3.2 --- Case(2) Two Outside-directed Triangles --- p.129Chapter B.3.3 --- Case(3) Three Outside-directed Triangles --- p.130Chapter B.3.4 --- Case(4) More than Three Outside-directed Triangles --- p.131Chapter B.4 --- Experiment --- p.132Chapter C --- Deriving the Epipolar Line Formula on Cylindrical Projection Manifold --- p.133Chapter C.1 --- Notations --- p.133Chapter C.2 --- General Formula --- p.134Chapter C.3 --- Simplify the General Formula to a Sine Curve --- p.137Chapter C.4 --- Show that the Epipolar Line is a Sine Curve Segment --- p.139Chapter D --- Publications Related to this Research Work --- p.141Bibliography --- p.14
Design of Immersive Online Hotel Walkthrough System Using Image-Based (Concentric Mosaics) Rendering
Conventional hotel booking websites only represents their services in 2D photos to show
their facilities. 2D photos are just static photos that cannot be move and rotate. Imagebased
virtual walkthrough for the hospitality industry is a potential technology to attract
more customers. In this project, a research will be carried out to create an Image-based
rendering (IBR) virtual walkthrough and panoramic-based walkthrough by using only
Macromedia Flash Professional 8, Photovista Panorama 3.0 and Reality Studio for the
interaction of the images. The web-based of the image-based are using the Macromedia
Dreamweaver Professional 8. The images will be displayed in Adobe Flash Player 8 or
higher. In making image-based walkthrough, a concentric mosaic technique is used
while image mosaicing technique is applied in panoramic-based walkthrough. A
comparison of the both walkthrough is compared. The study is also focus on the
comparison between number of pictures and smoothness of the walkthrough. There are
advantages of using different techniques such as image-based walkthrough is a real time
walkthrough since the user can walk around right, left, forward and backward whereas
the panoramic-based cannot experience real time walkthrough because the user can only
view 360 degrees from a fixed spot
3D Office Walkthrough
3D Office Walkthrough application is developed with the main objective to enhance
existing 2D traditional map, hence provide user with better visualization and realistic
means of information. 3D approaches overcome 2D traditional approaches by providing
objects with significant rendering, lighting and modeling which gives a "true depth" and
"feel" ofthe model. 3D environment simulates the natural surroundings for human beings
in which they are accustomed to orient themselves. A 3D view that represents a
walkthrough in the scene provides the user with much better orientation about the space
than would information in 2D form. 3D walkthrough application overcomes the problem
faced by recipients of 2D map where users usually extract the necessary information and
interpret it based on their previous experience, background and knowledge, thus create
misunderstanding of the content. The scope of 3D Office Walkthrough application will
concentrate on creating 3D primitive objects of typical office arrangements and
developing a walkthrough scene of the office. In this paper, authorhas provided review
on VR desktop implementation, how 3D approach is significant in offering better
graphical representation and what walkthrough application is meant to be. Process
activities include 4 phases of development which are identified problems identification
and requirement analysis, concept design, application development and the last phase
would be testing and evaluation
Creating virtual environment by 3D computer vision techniques.
Lao Tze Kin Jackie.Thesis (M.Phil.)--Chinese University of Hong Kong, 2000.Includes bibliographical references (leaves 83-87).Abstracts in English and Chinese.Chapter 1 --- Introduction --- p.1Chapter 1.1 --- 3D Modeling using Active Contour --- p.3Chapter 1.2 --- Rectangular Virtual Environment Construction --- p.5Chapter 1.3 --- Thesis Contribution --- p.7Chapter 1.4 --- Thesis Outline --- p.7Chapter 2 --- Background --- p.9Chapter 2.1 --- Panoramic Representation --- p.9Chapter 2.1.1 --- Static Mosaic --- p.10Chapter 2.1.2 --- Advanced Mosaic Representation --- p.15Chapter 2.1.3 --- Panoramic Walkthrough --- p.17Chapter 2.2 --- Active Contour Model --- p.24Chapter 2.2.1 --- Parametric Active Contour Model --- p.28Chapter 2.3 --- 3D Shape Estimation --- p.29Chapter 2.3.1 --- Model Formation with both intrinsic and extrinsic parameters --- p.29Chapter 2.3.2 --- Model Formation with only Intrinsic Parameter and Epipo- lar Geometry --- p.32Chapter 3 --- 3D Object Modeling using Active Contour --- p.39Chapter 3.1 --- Point Acquisition Through Active Contour --- p.40Chapter 3.2 --- Object Segmentation and Panorama Generation --- p.43Chapter 3.2.1 --- Object Segmentation --- p.44Chapter 3.2.2 --- Panorama Construction --- p.44Chapter 3.3 --- 3D modeling and Texture Mapping --- p.45Chapter 3.3.1 --- Texture Mapping From Parameterization --- p.46Chapter 3.4 --- Experimental Results --- p.48Chapter 3.4.1 --- Experimental Error --- p.49Chapter 3.4.2 --- Comparison between Virtual 3D Model with Actual Model --- p.54Chapter 3.4.3 --- Comparison with Existing Techniques --- p.55Chapter 3.5 --- Discussion --- p.55Chapter 4 --- Rectangular Virtual Environment Construction --- p.57Chapter 4.1 --- Rectangular Environment Construction using Traditional (Hori- zontal) Panoramic Scenes --- p.58Chapter 4.1.1 --- Image Manipulation --- p.59Chapter 4.1.2 --- Panoramic Mosaic Creation --- p.59Chapter 4.1.3 --- Measurement of Panning Angles --- p.61Chapter 4.1.4 --- Estimate Side Ratio --- p.62Chapter 4.1.5 --- Wireframe Modeling and Cylindrical Projection --- p.63Chapter 4.1.6 --- Experimental Results --- p.66Chapter 4.2 --- Rectangular Environment Construction using Vertical Panoramic Scenes --- p.67Chapter 4.3 --- Building virtual environments for complex scenes --- p.73Chapter 4.4 --- Comparison with Existing Techniques --- p.75Chapter 4.5 --- Discussion and Future Directions --- p.77Chapter 5 --- System Integration --- p.79Chapter 6 --- Conclusion --- p.81Bibliography --- p.8
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