58 research outputs found
Analysis of the Weight Function for Implicit Moving Least Squares Techniques
In this thesis, I analyze the weight functions used in moving least squares (MLS) methods to construct implicit surfaces that interpolate or approximate polygon soup. I found that one previous method that presented an analytic solution to the integrated moving least squares method has issues with degeneracies because they changed the weight functions to decrease too slowly. Inspired by their method, I derived a bound for the choice of weight function for implicit moving least squares (IMLS) methods to avoid these degeneracies in two-dimensions and in three-dimensions. Based on this bound, I give a theoretical proof of the correctness of the moving least squares interpolation and approximation scheme with weight function used in Shen et al. when used on closed polyhedrons. Further, previous IMLS implicit surface reconstruction algorithms that ll holes and gaps create surfaces with obvious bulges due to an intrinsic property of MLS. I propose a generalized IMLS method using a Gaussian distribution function to re-weight each polygon, making nearer polygons dominate and reducing the bulges on holes and gaps
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Style-driven Shape Analysis and Synthesis
In this dissertation I will investigate algorithms that analyze stylistic properties of 3D shapes and automatically synthesize shapes given style specifications. I will start by introducing a structure-transcending method for style similarity evaluation between 3D shapes. Inspired by observations about style similarity in art history literature, we propose an algorithmically computed style similarity measure which identifies style related elements on the analyzed models and collates element-level geometric similarity measurements into an object-level style measure consistent with human perception. To achieve this consistency we employ crowdsourcing to learn the relative perceptual importance of a range of elementary shape distances and other parameters used in our measurement from participant answers to cross-structure style similarity queries. I will then describe an algorithm that utilizes this learned style similarity measure to synthesize 3D models of man-made shapes. The algorithm combines user-specified style, described via an exemplar shape, and functionality, encoded by a functionally different target shape. We transfer the exemplar style to the target via a sequence of compatible element-level operations where the compatibility is a learned metric that estimates the impact of each operation on the edited shape. We use this metric to cast style transfer as a tabu search, which incrementally updates the target shape using compatible operations, progressively increasing its style similarity to the exemplar while strictly maintaining its functionality at each step. Finally I will propose a method for reconstructing 3D shapes following style aspects of given 2D drawings. Our method takes line drawings as input and converts them into surface depth and normal maps from several output viewpoints via a deep convolutional neural network with multi-view encoder-decoder architecture. The multi-view maps are then consolidated into a dense coherent 3D point cloud by solving an optimization problem that fuses depth and normal information across all output viewpoints. The output point cloud is then converted into a polygon mesh representation, which is further fine-tuned to match the input sketch more precisely
Contact and HiL interaction in multibody based machinery simulators
[Abstract] Multibody simulators allow to predict and evaluate the motion of machines and mechanisms under the action of the user and the interaction with the simulated environment. Interactive simulators guided by a human or a piece of hardware must be efficient enough to compute the state of the system in real time. ?erefore, employing fast and sufficiently accurate techniques is a must. In this work, generic tools for the implementation of this kind of simulators are provided. Efficient multibody formulations are reviewed for implementing real-time simulators. ?e index-3 Augmented Lagrange formulation with projections of velocities and accelerations is selected, due to its efficiency and stability. ?e integration of the equations of motion follows the Generalized-a method, which provides high-frequency dissipation, and can be unconditionally stable and secondorder accurate if suitable integrator parameters are chosen. Contact modeling and detection is essential for computing the interaction among the mechanisms and the simulated environment. Normal and tangential contact force models are presented. For the normal contact, a Hertz-type Hunt- Crossley model is chosen. ?e tangential force model is based on Coulomb’s law, and includes stiction and viscous friction effects. Both models were compared with the output of the Bowden-Leben stick-slip experiment. A real-time, simplified terrain model featuring digging forces for excavator simulators is also discussed. Several techniques are shown for detecting colliding bodies at run-time. ?e collision detection process is divided into two stages. ?e first one is a broad range and coarse grained process, where potentially colliding pairs of objects are discovered. Spatial and hierarchical division techniques as Octrees, BSP-trees and Directed Acyclic Graphs are presented for this purpose. In the second stage, fine-detailed contact properties are computed from each pair of bodies. Several models are presented for testing object enclosing volumes or more complex surfaces discretized as triangular meshes. State-of-the-art, Commercial Off ?e Shelf hardware devices are presented as the physical foundation of a simulator. Industrial-quality controllers, projection screens and audio devices are reviewed for this purpose. ?e implementation details for the use of those devices are also considered. Network communication procedures between the simulator and monitoring nodes are discussed, too. Finally, a particular implementation of all the techniques described in previous chapters is presented in the form of an interactive excavator simulator, which features all the degrees of freedom of the machine, and is able to perform earthmoving operations in a realistic environment. Monitoring capabilities are also available, and any training session can be defined by user scripts. ?e techniques described in this document constitute a generic and efficient compendium of algorithms that are well-fi?ed for medium or low-end computational systems, as desktop or even laptop computers
The roles of random boundary conditions in spin systems
Random boundary conditions are one of the simplest realizations of quenched disorder. They have been used as an illustration of various conceptual issues in the theory of disordered spin systems. Here we review some of these result
Virtual Reality Games for Motor Rehabilitation
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
Drones and Geographical Information Technologies in Agroecology and Organic Farming
Although organic farming and agroecology are normally not associated with the use of new technologies, it’s rapid growth, new technologies are being adopted to mitigate environmental impacts of intensive production implemented with external material and energy inputs. GPS, satellite images, GIS, drones, help conventional farming in precision supply of water, pesticides, fertilizers. Prescription maps define the right place and moment for interventions of machinery fleets. Yield goal remains the key objective, integrating a more efficient use or resources toward an economic-environmental sustainability. Technological smart farming allows extractive agriculture entering the sustainability era. Societies that practice agroecology through the development of human-environmental co-evolutionary systems represent a solid model of sustainability. These systems are characterized by high-quality agroecosystems and landscapes, social inclusion, and viable economies.
This book explores the challenges posed by the new geographic information technologies in agroecology and organic farming. It discusses the differences among technology-laden conventional farming systems and the role of technologies in strengthening the potential of agroecology. The first part reviews the new tools offered by geographic information technologies to farmers and people. The second part provides case studies of most promising application of technologies in organic farming and agroecology: the diffusion of hyperspectral imagery, the role of positioning systems, the integration of drones with satellite imagery. The third part of the book, explores the role of agroecology using a multiscale approach from the farm to the landscape level. This section explores the potential of Geodesign in promoting alliances between farmers and people, and strengthening food networks, whether through proximity urban farming or asserting land rights in remote areas in the spirit of agroecological transition.
The Open Access version of this book, available at www.taylorfrancis.com, has been made available under a Creative Commons 4.0 license
Towards Predictive Rendering in Virtual Reality
The strive for generating predictive images, i.e., images representing radiometrically correct renditions of reality, has been a longstanding problem in computer graphics. The exactness of such images is extremely important for Virtual Reality applications like Virtual Prototyping, where users need to make decisions impacting large investments based on the simulated images. Unfortunately, generation of predictive imagery is still an unsolved problem due to manifold reasons, especially if real-time restrictions apply. First, existing scenes used for rendering are not modeled accurately enough to create predictive images. Second, even with huge computational efforts existing rendering algorithms are not able to produce radiometrically correct images. Third, current display devices need to convert rendered images into some low-dimensional color space, which prohibits display of radiometrically correct images. Overcoming these limitations is the focus of current state-of-the-art research. This thesis also contributes to this task. First, it briefly introduces the necessary background and identifies the steps required for real-time predictive image generation. Then, existing techniques targeting these steps are presented and their limitations are pointed out. To solve some of the remaining problems, novel techniques are proposed. They cover various steps in the predictive image generation process, ranging from accurate scene modeling over efficient data representation to high-quality, real-time rendering. A special focus of this thesis lays on real-time generation of predictive images using bidirectional texture functions (BTFs), i.e., very accurate representations for spatially varying surface materials. The techniques proposed by this thesis enable efficient handling of BTFs by compressing the huge amount of data contained in this material representation, applying them to geometric surfaces using texture and BTF synthesis techniques, and rendering BTF covered objects in real-time. Further approaches proposed in this thesis target inclusion of real-time global illumination effects or more efficient rendering using novel level-of-detail representations for geometric objects. Finally, this thesis assesses the rendering quality achievable with BTF materials, indicating a significant increase in realism but also confirming the remainder of problems to be solved to achieve truly predictive image generation
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