62 research outputs found

    Continuous Modeling of 3D Building Rooftops From Airborne LIDAR and Imagery

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    In recent years, a number of mega-cities have provided 3D photorealistic virtual models to support the decisions making process for maintaining the cities' infrastructure and environment more effectively. 3D virtual city models are static snap-shots of the environment and represent the status quo at the time of their data acquisition. However, cities are dynamic system that continuously change over time. Accordingly, their virtual representation need to be regularly updated in a timely manner to allow for accurate analysis and simulated results that decisions are based upon. The concept of "continuous city modeling" is to progressively reconstruct city models by accommodating their changes recognized in spatio-temporal domain, while preserving unchanged structures. However, developing a universal intelligent machine enabling continuous modeling still remains a challenging task. Therefore, this thesis proposes a novel research framework for continuously reconstructing 3D building rooftops using multi-sensor data. For achieving this goal, we first proposes a 3D building rooftop modeling method using airborne LiDAR data. The main focus is on the implementation of an implicit regularization method which impose a data-driven building regularity to noisy boundaries of roof planes for reconstructing 3D building rooftop models. The implicit regularization process is implemented in the framework of Minimum Description Length (MDL) combined with Hypothesize and Test (HAT). Secondly, we propose a context-based geometric hashing method to align newly acquired image data with existing building models. The novelty is the use of context features to achieve robust and accurate matching results. Thirdly, the existing building models are refined by newly proposed sequential fusion method. The main advantage of the proposed method is its ability to progressively refine modeling errors frequently observed in LiDAR-driven building models. The refinement process is conducted in the framework of MDL combined with HAT. Markov Chain Monte Carlo (MDMC) coupled with Simulated Annealing (SA) is employed to perform a global optimization. The results demonstrates that the proposed continuous rooftop modeling methods show a promising aspects to support various critical decisions by not only reconstructing 3D rooftop models accurately, but also by updating the models using multi-sensor data

    Point based graphics rendering with unified scalability solutions.

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    Standard real-time 3D graphics rendering algorithms use brute force polygon rendering, with complexity linear in the number of polygons and little regard for limiting processing to data that contributes to the image. Modern hardware can now render smaller scenes to pixel levels of detail, relaxing surface connectivity requirements. Sub-linear scalability optimizations are typically self-contained, requiring specific data structures, without shared functions and data. A new point based rendering algorithm 'Canopy' is investigated that combines multiple typically sub-linear scalability solutions, using a small core of data structures. Specifically, locale management, hierarchical view volume culling, backface culling, occlusion culling, level of detail and depth ordering are addressed. To demonstrate versatility further, shadows and collision detection are examined. Polygon models are voxelized with interpolated attributes to provide points. A scene tree is constructed, based on a BSP tree of points, with compressed attributes. The scene tree is embedded in a compressed, partitioned, procedurally based scene graph architecture that mimics conventional systems with groups, instancing, inlines and basic read on demand rendering from backing store. Hierarchical scene tree refinement constructs an image tree image space equivalent, with object space scene node points projected, forming image node equivalents. An image graph of image nodes is maintained, describing image and object space occlusion relationships, hierarchically refined with front to back ordering to a specified threshold whilst occlusion culling with occluder fusion. Visible nodes at medium levels of detail are refined further to rasterization scales. Occlusion culling defines a set of visible nodes that can support caching for temporal coherence. Occlusion culling is approximate, possibly not suiting critical applications. Qualities and performance are tested against standard rendering. Although the algorithm has a 0(f) upper bound in the scene sizef, it is shown to practically scale sub-linearly. Scenes with several hundred billion polygons conventionally, are rendered at interactive frame rates with minimal graphics hardware support

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion

    Haptic Interaction with 3D oriented point clouds on the GPU

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    Real-time point-based rendering and interaction with virtual objects is gaining popularity and importance as di�erent haptic devices and technologies increasingly provide the basis for realistic interaction. Haptic Interaction is being used for a wide range of applications such as medical training, remote robot operators, tactile displays and video games. Virtual object visualization and interaction using haptic devices is the main focus; this process involves several steps such as: Data Acquisition, Graphic Rendering, Haptic Interaction and Data Modi�cation. This work presents a framework for Haptic Interaction using the GPU as a hardware accelerator, and includes an approach for enabling the modi�cation of data during interaction. The results demonstrate the limits and capabilities of these techniques in the context of volume rendering for haptic applications. Also, the use of dynamic parallelism as a technique to scale the number of threads needed from the accelerator according to the interaction requirements is studied allowing the editing of data sets of up to one million points at interactive haptic frame rates

    Multi-Criterion Dynamic Traffic Assignment Models and Algorithms for Road Pricing Applications with Heterogeneous Users

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    This study develops a simulation-based dynamic traffic assignment, or dynamic user equilibrium (DUE), model for dynamic road pricing applications. This proposed model is considered as the bi-criterion DUE (BDUE) model, because it explicitly considers heterogeneous users with different values of time (VOT) choose paths that minimize the two path attributes: travel time and out-of-pocket cost. This study assumed trip-makers would select their respective least generalized cost paths, the generalized cost being the sum of travel cost and travel time weighted by the trip-maker's VOT. The VOT is modeled as a continuous random variable distributed across all users in a network. The BDUE problem is formulated as an infinite dimensional variational inequality (VI), and solved by a column generation-based algorithmic framework which embeds (i) a parametric analysis (PAM) to obtain the VOT breakpoints which determine multiple user classes, and find the set of extreme non-dominated paths, (ii) a simulator to determine experienced travel times, and (iii) a multi-class path flow equilibrating scheme to update path assignments. The idea of finding and assigning heterogeneous trips to the set of extreme non-dominated paths is based on the assumption that in the disutility minimization path choice model with convex utility functions, all trips would choose only among the set of extreme non-dominated paths. Moreover, to circumvent the difficulty of storing the grand path set and assignment results for large-scale network applications, a vehicle-based implementation technique is proposed. This BDUE model is generalized to the multi-criterion DUE (MDUE) model, in which heterogeneous users with different VOT and values of reliability (VOR) make path choices so as to minimize their path travel cost, travel time, and travel time variability. Another important extension of the BDUE model is the multi-criterion simultaneous route and departure time user equilibrium (MSRDUE) model, which considers heterogeneous trip-makers with different VOT and values of schedule delay (VOSD) making simultaneous route and departure time choices so as to minimize their respective trip costs, defined as the sum of travel cost, travel time weighted by VOT, and schedule delay weighted by VOSD. The MSRDUE problem is also solved by the column generation-based algorithmic framework. The Sequential Parametric Analysis Method (SPAM) is developed to find the VOT and VOSD breakpoints that define multiple user classes, and determine the least trip cost alternative (a combination of departure time and path) for each user class

    Integration of micro- and macroscopic models for pedestrian evacuation simulation

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    Simulation of pedestrian evacuations of smart buildings in emergency is a powerful tool for building analysis, dynamic evacuation planning and real-time response to the evolving state of evacuations. Macroscopic pedestrian models are low-complexity models that are and well suited to algorithmic analysis and planning, but are quite abstract. Microscopic simulation models allow for a high level of simulation detail but can be computationally intensive. By combining micro- and macro- models we can use each to overcome the shortcomings of the other and enable new capability and applications for pedestrian evacuation simulation that would not be possible with either alone. We develop the EvacSim multi-agent pedestrian simulator and procedurally generate macroscopic flow graph models of building space, integrating micro- and macroscopic approaches to simulation of the same emergency space. By “coupling” flow graph parameters to microscopic simulation results, the graph model captures some of the higher detail and fidelity of the complex microscopic simulation model. The coupled flow graph is used for analysis and prediction of the movement of pedestrians in the microscopic simulation, and investigate the performance of dynamic evacuation planning in simulated emergencies using a variety of strategies for allocation of macroscopic evacuation routes to microscopic pedestrian agents. The predictive capability of the coupled flow graph is exploited for the decomposition of microscopic simulation space into multiple future states in a scalable manner. By simulating multiple future states of the emergency in short time frames, this enables sensing strategy based on simulation scenario pattern matching which we show to achieve fast scenario matching, enabling rich, real-time feedback in emergencies in buildings with meagre sensing capabilities
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