11 research outputs found
High-quality Panorama Stitching based on Asymmetric Bidirectional Optical Flow
In this paper, we propose a panorama stitching algorithm based on asymmetric
bidirectional optical flow. This algorithm expects multiple photos captured by
fisheye lens cameras as input, and then, through the proposed algorithm, these
photos can be merged into a high-quality 360-degree spherical panoramic image.
For photos taken from a distant perspective, the parallax among them is
relatively small, and the obtained panoramic image can be nearly seamless and
undistorted. For photos taken from a close perspective or with a relatively
large parallax, a seamless though partially distorted panoramic image can also
be obtained. Besides, with the help of Graphics Processing Unit (GPU), this
algorithm can complete the whole stitching process at a very fast speed:
typically, it only takes less than 30s to obtain a panoramic image of
9000-by-4000 pixels, which means our panorama stitching algorithm is of high
value in many real-time applications. Our code is available at
https://github.com/MungoMeng/Panorama-OpticalFlow.Comment: Published at the 5th International Conference on Computational
Intelligence and Applications (ICCIA 2020
Automatic panoramic medical image stitching improvement based on feature-based approach
Clarification publications in the medical field are very important in making doctors the right decision by finding evidence to support his decision, therefore, the importance of collecting medical images and combining them with multiple overlapping areas of the same scene is important. This (processing, multimedia images and their medical applications) is very difficult. Our system proposed in this paper is applicable to the medical field of scoliosis and other Rib cage. The problem is the narrow vision of the X-ray machine and the lack of a large picture in one frame, the best solution is to combine more than one x-ray image into one panoramic image, our proposed method relies on in light of feature based methodology by Circle (Oriented-FAST and Rotated-BRIEF). The rapid wave approach is used to describe the feature through the use of BRIEF technology, the standard that has been adopted in our technology to describe the performance of the planning is based on the processing time and image quality created. The purpose of using the feature extraction approach in our technology is to obtain a high-resolution panoramic image plus short processing time, the results that we were able to obtain, according to the experimental results applied, resulted in ORB image quality and recording time
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Immersive virtual field trips : reflection on exploration, development, and application
The purpose of this report is to explore the research and the development process of virtual field trip experiences through the creation of a 360 degree virtual field trip. Virtual field trips are emerging learning experiences that are being created to provide students access to locations and areas that might have been inaccessible in the past due to factors such as funding, student location, and safety. With the COVID-19 pandemic impacting education and learning experiences across our world, the importance of digital learning and access to quality virtual leaning has become even more important. Virtual field trips provide students with interactive virtual tours that can be enabled to be viewed as a fully immersive virtual reality experience. The virtual field trip created for this report is a tour of a dry underground cave that will serve as an example of the types of experiences that can be created to support classroom learning. The report introduces virtual field trips, describes the development process, explores the possible impact on creators and viewers, and discusses the limitations of this report and implications of integrating virtual field trips in education.Curriculum and Instructio
Feasibility of multiple camera large-scale particle image velocimetry techniques for rivers in Alaska
Thesis (M.S.) University of Alaska Fairbanks, 2020Alaska is characterized by sparse hydrologic data. Non-intrusive gauging is one method of increasing the data available but is limited in its current application. This study seeks to assess the feasibility of using commercially available software and multiple cameras to diversify the conditions for which large-scale particle image velocimetry may be applied. Using available software and the deployment of multiple cameras, stereoscopically determined discharge is compared with discharge determined using an acoustic Doppler current profiler and accepted single camera practices currently in use with large-scale particle image velocimetry. The results indicate that the use of commercial software and multiple cameras is feasible, with additional work, and that there is a statistically significant relationship between the velocity index (alpha) and aspect ratio (B/H, width divided by average depth). The velocity index-aspect ratio data indicate that the velocity index is a result of the environmental and geometric conditions for a given cross section and that an empirical relationship could be established.Alyeska Pipeline Service Corporation, Alaska Department of Transportation and Public Facilities, National Institutes for Water Resource
Optimization of an Ultrasonic Non-Destructive Evaluation Technique for Laser Brazing
Brazing joins two sheets along a seam using a filler metal. In the brazing process, the filler metal is heated, along with the parts to be joined, to a temperature above the melting temperature of the filler material. This allows the filler metal to wet the surfaces of the parts to be joined through capillary action, resulting in the formation of metallic bonds, ultimately forming the joint.
Brazing, like all joining methods, is also susceptible to process variations. These process variations can include wear of the laser, plate misalignment, and external temperature changes. If left unchecked, such variations can eventually lead to the formation of defects, which bring a joint outside of the performance criteria specified in its engineering design. As such, reliable evaluation of these joints ensuring adequate quality is of great importance. To do this, the development of a non-destructive evaluation technique based on ultrasound phased array measurement has been investigated and determined viable in its application.
In this work, we explore refinements to the imaging process, including the use of multi-angle acquisition, optimizations related to the array geometry, and the selection of an optimal coupling medium. These optimizations allow for improved robustness of the imaging process with the resulting comparison to prior acquisition techniques discussed
Analysis of user behavior with different interfaces in 360-degree videos and virtual reality
[eng] Virtual reality and its related technologies are being used for many kinds of content, like virtual environments or 360-degree videos. Omnidirectional, interactive, multimedia is consumed with a variety of devices, such as computers, mobile devices, or specialized virtual reality gear. Studies on user behavior with computer interfaces are an important part of the research in human-computer interaction, used in, e.g., studies on usability, user experience or the improvement of streaming techniques. User behavior in these environments has drawn the attention of the field but little attention has been paid to compare the behavior between different devices to reproduce virtual environments or 360-degree videos. We introduce an interactive system that we used to create and reproduce virtual reality environments and experiences based on 360-degree videos, which is able to automatically collect the users’ behavior, so we can analyze it. We studied the behavior collected in the reproduction of a virtual reality environment with this system and we found significant differences in the behavior between users of an interface based on the Oculus Rift and another based on a mobile VR headset similar to the Google Cardboard: different time between interactions, likely due to the need to perform a gesture in the first interface; differences in spatial exploration, as users of the first interface chose a particular area of the environment to stay; and differences in the orientation of their heads, as Oculus users tended to look towards physical objects in the experiment setup and mobile users seemed to be influenced by the initial values of orientation of their browsers. A second study was performed with data collected with this system, which was used to play a hypervideo production made of 360-degree videos, where we compared the users’ behavior with four interfaces (two based on immersive devices and the other two based on non-immersive devices) and with two categories of videos: we found significant differences in the spatiotemporal exploration, the dispersion of the orientation of the users, in the movement of these orientations and in the clustering of their trajectories, especially between different video types but also between devices, as we found that in some cases, behavior with immersive devices was similar due to similar constraints in the interface, which are not present in non-immersive devices, such as a computer mouse or the touchscreen of a smartphone. Finally, we report a model based on a recurrent neural network that is able to classify these reproductions with 360-degree videos into their corresponding video type and interface with an accuracy of more than 90% with only four seconds worth of orientation data; another deep learning model was implemented to predict orientations up to two seconds in the future from the last seconds of orientation, whose results were improved by up to 19% by a comparable model that leverages the video type and the device used to play it.[cat] La realitat virtual i les tecnologies que hi estan relacionades es fan servir per a molts tipus de continguts, com entorns virtuals o vÃdeos en 360 graus. Continguts multimèdia omnidireccional i interactiva són consumits amb diversos dispositius, com ordinadors, dispositius mòbils o aparells especialitzats de realitat virtual. Els estudis del comportament dels usuaris amb interfÃcies d’ordinador són una part important de la recerca en la interacció persona-ordinador fets servir en, per exemple, estudis de usabilitat, d’experiència d’usuari o de la millora de tècniques de transmissió de vÃdeo. El comportament dels usuaris en aquests entorns ha atret l’atenció dels investigadors, però s’ha parat poca atenció a comparar el comportament dels usuaris entre diferents dispositius per reproduir entorns virtuals o vÃdeos en 360 graus. Nosaltres introduïm un sistema interactiu que hem fet servir per crear i reproduir entorns de realitat virtual i experiències basades en vÃdeos en 360 graus, que és capaç de recollir automà ticament el comportament dels usuaris, de manera que el puguem analitzar. Hem estudiat el comportament recollit en la reproducció d’un entorn de realitat virtual amb aquest sistema i hem trobat diferències significatives en l’execució entre usuaris d’una interfÃcie basada en Oculus Rift i d’una altra basada en un visor de RV mòbil semblant a la Google Cardboard: diferent temps entre interaccions, probablement causat per la necessitat de fer un gest amb la primera interfÃcie; diferències en l’exploració espacial, perquè els usuaris de la primera interfÃcie van triar romandre en una à rea de l’entorn; i diferències en l’orientació dels seus caps, ja que els usuaris d’Oculus tendiren a mirar cap a objectes fÃsics de la instal·lació de l’experiment i els usuaris dels visors mòbils semblen influïts pels valors d’orientació inicials dels seus navegadors. Un segon estudi va ser executat amb les dades recollides amb aquest sistema, que va ser fet servir per reproduir un hipervÃdeo fet de vÃdeos en 360 graus, en què hem comparat el comportament dels usuaris entre quatre interfÃcies (dues basades en dispositius immersius i dues basades en dispositius no immersius) i dues categories de vÃdeos: hem trobat diferències significatives en l’exploració de l’espaitemps del vÃdeo, en la dispersió de l’orientació dels usuaris, en el moviment d’aquestes orientacions i en l’agrupació de les seves trajectòries, especialment entre diferents tipus de vÃdeo però també entre dispositius, ja que hem trobat que, en alguns casos, el comportament amb dispositius immersius és similar a causa de lÃmits semblants en la interfÃcie, que no són presents en dispositius no immersius, com amb un ratolà d’ordinador o la pantalla tà ctil d’un mòbil. Finalment, hem reportat un model basat en una xarxa neuronal recurrent, que és capaç de classificar aquestes reproduccions de vÃdeos en 360 graus en els seus corresponents tipus de vÃdeo i interfÃcie que s’ha fet servir amb una precisió de més del 90% amb només quatre segons de trajectòria d’orientacions; un altre model d’aprenentatge profund ha estat implementat per predir orientacions fins a dos segons en el futur a partir dels darrers segons d’orientació, amb uns resultats que han estat millorats fins a un 19% per un model comparable que aprofita el tipus de vÃdeo i el dispositiu que s’ha fet servir per reproduir-lo.[spa] La realidad virtual y las tecnologÃas que están relacionadas con ella se usan para muchos tipos de contenidos, como entornos virtuales o vÃdeos en 360 grados. Contenidos multimedia omnidireccionales e interactivos son consumidos con diversos dispositivos, como ordenadores, dispositivos móviles o aparatos especializados de realidad virtual. Los estudios del comportamiento de los usuarios con interfaces de ordenador son una parte importante de la investigación en la interacción persona-ordenador usados en, por ejemplo, estudios de usabilidad, de experiencia de usuario o de la mejora de técnicas de transmisión de vÃdeo. El comportamiento de los usuarios en estos entornos ha atraÃdo la atención de los investigadores, pero se ha dedicado poca atención en comparar el comportamiento de los usuarios entre diferentes dispositivos para reproducir entornos virtuales o vÃdeos en 360 grados. Nosotros introducimos un sistema interactivo que hemos usado para crear y reproducir entornos de realidad virtual y experiencias basadas en vÃdeos de 360 grados, que es capaz de recoger automáticamente el comportamiento de los usuarios, de manera que lo podamos analizar. Hemos estudiado el comportamiento recogido en la reproducción de un entorno de realidad virtual con este sistema y hemos encontrado diferencias significativas en la ejecución entre usuarios de una interficie basada en Oculus Rift y otra basada en un visor de RV móvil parecido a la Google Cardboard: diferente tiempo entre interacciones, probablemente causado por la necesidad de hacer un gesto con la primera interfaz; diferencias en la exploración espacial, porque los usuarios de la primera interfaz permanecieron en un área del entorno; y diferencias en la orientación de sus cabezas, ya que los usuarios de Oculus tendieron a mirar hacia objetos fÃsicos en la instalación del experimento y los usuarios de los visores móviles parecieron influidos por los valores iniciales de orientación de sus navegadores. Un segundo estudio fue ejecutado con los datos recogidos con este sistema, que fue usado para reproducir un hipervÃdeo compuesto de vÃdeos en 360 grados, en el que hemos comparado el comportamiento de los usuarios entre cuatro interfaces (dos basadas en dispositivos inmersivos y dos basadas en dispositivos no inmersivos) y dos categorÃas de vÃdeos: hemos encontrado diferencias significativas en la exploración espaciotemporal del vÃdeo, en la dispersión de la orientación de los usuarios, en el movimiento de estas orientaciones y en la agrupación de sus trayectorias, especialmente entre diferentes tipos de vÃdeo pero también entre dispositivos, ya que hemos encontrado que, en algunos casos, el comportamiento con dispositivos inmersivos es similar a causa de lÃmites parecidos en la interfaz, que no están presentes en dispositivos no inmersivos, como con un ratón de ordenador o la pantalla táctil de un móvil. Finalmente, hemos reportado un modelo basado en una red neuronal recurrente, que es capaz de clasificar estas reproducciones de vÃdeos en 360 grados en sus correspondientes tipos de vÃdeo y la interfaz que se ha usado con una precisión de más del 90% con sólo cuatro segundos de trayectoria de orientación; otro modelo de aprendizaje profundo ha sido implementad para predecir orientaciones hasta dos segundos en el futuro a partir de los últimos segundos de orientación, con unos resultados que han sido mejorados hasta un 19% por un modelo comparable que aprovecha el tipo de vÃdeo y el dispositivo que se ha usado para reproducirlo