9,877 research outputs found
A practical and robust method to compute the boundary of three-dimensional axis-aligned boxes
The union of axis-aligned boxes results in a constrained structure that is advantageous for solving certain geometrical problems. A widely used scheme for solid modelling systems is the boundary representation (Brep). We present a method to obtain the B-rep of a union of axis-aligned boxes. Our method computes all boundary vertices, and additional information for each vertex that allows us to apply already existing methods to extract the B-rep. It is based on dividing the three-dimensional problem into two-dimensional boundary computations and combining their results. The method can deal with all geometrical degeneracies that may arise. Experimental results prove that our approach outperforms existing general methods, both in efficiency and robustness.)Peer ReviewedPostprint (author’s final draft
Online Object Tracking with Proposal Selection
Tracking-by-detection approaches are some of the most successful object
trackers in recent years. Their success is largely determined by the detector
model they learn initially and then update over time. However, under
challenging conditions where an object can undergo transformations, e.g.,
severe rotation, these methods are found to be lacking. In this paper, we
address this problem by formulating it as a proposal selection task and making
two contributions. The first one is introducing novel proposals estimated from
the geometric transformations undergone by the object, and building a rich
candidate set for predicting the object location. The second one is devising a
novel selection strategy using multiple cues, i.e., detection score and
edgeness score computed from state-of-the-art object edges and motion
boundaries. We extensively evaluate our approach on the visual object tracking
2014 challenge and online tracking benchmark datasets, and show the best
performance.Comment: ICCV 201
QuickCSG: Fast Arbitrary Boolean Combinations of N Solids
QuickCSG computes the result for general N-polyhedron boolean expressions
without an intermediate tree of solids. We propose a vertex-centric view of the
problem, which simplifies the identification of final geometric contributions,
and facilitates its spatial decomposition. The problem is then cast in a single
KD-tree exploration, geared toward the result by early pruning of any region of
space not contributing to the final surface. We assume strong regularity
properties on the input meshes and that they are in general position. This
simplifying assumption, in combination with our vertex-centric approach,
improves the speed of the approach. Complemented with a task-stealing
parallelization, the algorithm achieves breakthrough performance, one to two
orders of magnitude speedups with respect to state-of-the-art CPU algorithms,
on boolean operations over two to dozens of polyhedra. The algorithm also
outperforms GPU implementations with approximate discretizations, while
producing an output without redundant facets. Despite the restrictive
assumptions on the input, we show the usefulness of QuickCSG for applications
with large CSG problems and strong temporal constraints, e.g. modeling for 3D
printers, reconstruction from visual hulls and collision detection
QuickCSG: Fast Arbitrary Boolean Combinations of N Solids
QuickCSG computes the result for general N-polyhedron boolean expressions
without an intermediate tree of solids. We propose a vertex-centric view of the
problem, which simplifies the identification of final geometric contributions,
and facilitates its spatial decomposition. The problem is then cast in a single
KD-tree exploration, geared toward the result by early pruning of any region of
space not contributing to the final surface. We assume strong regularity
properties on the input meshes and that they are in general position. This
simplifying assumption, in combination with our vertex-centric approach,
improves the speed of the approach. Complemented with a task-stealing
parallelization, the algorithm achieves breakthrough performance, one to two
orders of magnitude speedups with respect to state-of-the-art CPU algorithms,
on boolean operations over two to dozens of polyhedra. The algorithm also
outperforms GPU implementations with approximate discretizations, while
producing an output without redundant facets. Despite the restrictive
assumptions on the input, we show the usefulness of QuickCSG for applications
with large CSG problems and strong temporal constraints, e.g. modeling for 3D
printers, reconstruction from visual hulls and collision detection
Finite Element Based Tracking of Deforming Surfaces
We present an approach to robustly track the geometry of an object that
deforms over time from a set of input point clouds captured from a single
viewpoint. The deformations we consider are caused by applying forces to known
locations on the object's surface. Our method combines the use of prior
information on the geometry of the object modeled by a smooth template and the
use of a linear finite element method to predict the deformation. This allows
the accurate reconstruction of both the observed and the unobserved sides of
the object. We present tracking results for noisy low-quality point clouds
acquired by either a stereo camera or a depth camera, and simulations with
point clouds corrupted by different error terms. We show that our method is
also applicable to large non-linear deformations.Comment: additional experiment
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