155 research outputs found

    Methods for Real-time Visualization and Interaction with Landforms

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    This thesis presents methods to enrich data modeling and analysis in the geoscience domain with a particular focus on geomorphological applications. First, a short overview of the relevant characteristics of the used remote sensing data and basics of its processing and visualization are provided. Then, two new methods for the visualization of vector-based maps on digital elevation models (DEMs) are presented. The first method uses a texture-based approach that generates a texture from the input maps at runtime taking into account the current viewpoint. In contrast to that, the second method utilizes the stencil buffer to create a mask in image space that is then used to render the map on top of the DEM. A particular challenge in this context is posed by the view-dependent level-of-detail representation of the terrain geometry. After suitable visualization methods for vector-based maps have been investigated, two landform mapping tools for the interactive generation of such maps are presented. The user can carry out the mapping directly on the textured digital elevation model and thus benefit from the 3D visualization of the relief. Additionally, semi-automatic image segmentation techniques are applied in order to reduce the amount of user interaction required and thus make the mapping process more efficient and convenient. The challenge in the adaption of the methods lies in the transfer of the algorithms to the quadtree representation of the data and in the application of out-of-core and hierarchical methods to ensure interactive performance. Although high-resolution remote sensing data are often available today, their effective resolution at steep slopes is rather low due to the oblique acquisition angle. For this reason, remote sensing data are suitable to only a limited extent for visualization as well as landform mapping purposes. To provide an easy way to supply additional imagery, an algorithm for registering uncalibrated photos to a textured digital elevation model is presented. A particular challenge in registering the images is posed by large variations in the photos concerning resolution, lighting conditions, seasonal changes, etc. The registered photos can be used to increase the visual quality of the textured DEM, in particular at steep slopes. To this end, a method is presented that combines several georegistered photos to textures for the DEM. The difficulty in this compositing process is to create a consistent appearance and avoid visible seams between the photos. In addition to that, the photos also provide valuable means to improve landform mapping. To this end, an extension of the landform mapping methods is presented that allows the utilization of the registered photos during mapping. This way, a detailed and exact mapping becomes feasible even at steep slopes

    View generated database

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    This document represents the final report for the View Generated Database (VGD) project, NAS7-1066. It documents the work done on the project up to the point at which all project work was terminated due to lack of project funds. The VGD was to provide the capability to accurately represent any real-world object or scene as a computer model. Such models include both an accurate spatial/geometric representation of surfaces of the object or scene, as well as any surface detail present on the object. Applications of such models are numerous, including acquisition and maintenance of work models for tele-autonomous systems, generation of accurate 3-D geometric/photometric models for various 3-D vision systems, and graphical models for realistic rendering of 3-D scenes via computer graphics

    Efficient collision detection for real-time simulated environments

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    Thesis (M.S.)--Massachusetts Institute of Technology, Program in Media Arts & Sciences, 1994.Includes bibliographical references (leaves 64-68).by Paul Jay Dworkin.M.S

    Advances in Robot Navigation

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    Robot navigation includes different interrelated activities such as perception - obtaining and interpreting sensory information; exploration - the strategy that guides the robot to select the next direction to go; mapping - the construction of a spatial representation by using the sensory information perceived; localization - the strategy to estimate the robot position within the spatial map; path planning - the strategy to find a path towards a goal location being optimal or not; and path execution, where motor actions are determined and adapted to environmental changes. This book integrates results from the research work of authors all over the world, addressing the abovementioned activities and analyzing the critical implications of dealing with dynamic environments. Different solutions providing adaptive navigation are taken from nature inspiration, and diverse applications are described in the context of an important field of study: social robotics

    Part decomposition of 3D surfaces

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    This dissertation describes a general algorithm that automatically decomposes realworld scenes and objects into visual parts. The input to the algorithm is a 3 D triangle mesh that approximates the surfaces of a scene or object. This geometric mesh completely specifies the shape of interest. The output of the algorithm is a set of boundary contours that dissect the mesh into parts where these parts agree with human perception. In this algorithm, shape alone defines the location of a bom1dary contour for a part. The algorithm leverages a human vision theory known as the minima rule that states that human visual perception tends to decompose shapes into parts along lines of negative curvature minima. Specifically, the minima rule governs the location of part boundaries, and as a result the algorithm is known as the Minima Rule Algorithm. Previous computer vision methods have attempted to implement this rule but have used pseudo measures of surface curvature. Thus, these prior methods are not true implementations of the rule. The Minima Rule Algorithm is a three step process that consists of curvature estimation, mesh segmentation, and quality evaluation. These steps have led to three novel algorithms known as Normal Vector Voting, Fast Marching Watersheds, and Part Saliency Metric, respectively. For each algorithm, this dissertation presents both the supporting theory and experimental results. The results demonstrate the effectiveness of the algorithm using both synthetic and real data and include comparisons with previous methods from the research literature. Finally, the dissertation concludes with a summary of the contributions to the state of the art

    Sixth Biennial Report : August 2001 - May 2003

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    Eight Biennial Report : April 2005 – March 2007

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