16 research outputs found

    Texture and Colour in Image Analysis

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    Research in colour and texture has experienced major changes in the last few years. This book presents some recent advances in the field, specifically in the theory and applications of colour texture analysis. This volume also features benchmarks, comparative evaluations and reviews

    Appearance Modelling and Reconstruction for Navigation in Minimally Invasive Surgery

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    Minimally invasive surgery is playing an increasingly important role for patient care. Whilst its direct patient benefit in terms of reduced trauma, improved recovery and shortened hospitalisation has been well established, there is a sustained need for improved training of the existing procedures and the development of new smart instruments to tackle the issue of visualisation, ergonomic control, haptic and tactile feedback. For endoscopic intervention, the small field of view in the presence of a complex anatomy can easily introduce disorientation to the operator as the tortuous access pathway is not always easy to predict and control with standard endoscopes. Effective training through simulation devices, based on either virtual reality or mixed-reality simulators, can help to improve the spatial awareness, consistency and safety of these procedures. This thesis examines the use of endoscopic videos for both simulation and navigation purposes. More specifically, it addresses the challenging problem of how to build high-fidelity subject-specific simulation environments for improved training and skills assessment. Issues related to mesh parameterisation and texture blending are investigated. With the maturity of computer vision in terms of both 3D shape reconstruction and localisation and mapping, vision-based techniques have enjoyed significant interest in recent years for surgical navigation. The thesis also tackles the problem of how to use vision-based techniques for providing a detailed 3D map and dynamically expanded field of view to improve spatial awareness and avoid operator disorientation. The key advantage of this approach is that it does not require additional hardware, and thus introduces minimal interference to the existing surgical workflow. The derived 3D map can be effectively integrated with pre-operative data, allowing both global and local 3D navigation by taking into account tissue structural and appearance changes. Both simulation and laboratory-based experiments are conducted throughout this research to assess the practical value of the method proposed

    Novel Methods and Algorithms for Presenting 3D Scenes

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    In recent years, improvements in the acquisition and creation of 3D models gave rise to an increasing availability of 3D content and to a widening of the audience such content is created for, which brought into focus the need for effective ways to visualize and interact with it. Until recently, the task of virtual inspection of a 3D object or navigation inside a 3D scene was carried out by using human machine interaction (HMI) metaphors controlled through mouse and keyboard events. However, this interaction approach may be cumbersome for the general audience. Furthermore, the inception and spread of touch-based mobile devices, such as smartphones and tablets, redefined the interaction problem entirely, since neither mouse nor keyboards are available anymore. The problem is made even worse by the fact that these devices are typically lower power if compared to desktop machines, while high-quality rendering is a computationally intensive task. In this thesis, we present a series of novel methods for the easy presentation of 3D content both when it is already available in a digitized form and when it must be acquired from the real world by image-based techniques. In the first case, we propose a method which takes as input the 3D scene of interest and an example video, and it automatically produces a video of the input scene that resembles the given video example. In other words, our algorithm allows the user to replicate an existing video, for example, a video created by a professional animator, on a different 3D scene. In the context of image-based techniques, exploiting the inherent spatial organization of photographs taken for the 3D reconstruction of a scene, we propose an intuitive interface for the smooth stereoscopic navigation of the acquired scene providing an immersive experience without the need of a complete 3D reconstruction. Finally, we propose an interactive framework for improving low-quality 3D reconstructions obtained through image-based reconstruction algorithms. Using few strokes on the input images, the user can specify high-level geometric hints to improve incomplete or noisy reconstructions which are caused by various quite common conditions often arising for objects such as buildings, streets and numerous other human-made functional elements

    From Image-based Motion Analysis to Free-Viewpoint Video

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    The problems of capturing real-world scenes with cameras and automatically analyzing the visible motion have traditionally been in the focus of computer vision research. The photo-realistic rendition of dynamic real-world scenes, on the other hand, is a problem that has been investigated in the field of computer graphics. In this thesis, we demonstrate that the joint solution to all three of these problems enables the creation of powerful new tools that are benecial for both research disciplines. Analysis and rendition of real-world scenes with human actors are amongst the most challenging problems. In this thesis we present new algorithmic recipes to attack them. The dissertation consists of three parts: In part I, we present novel solutions to two fundamental problems of human motion analysis. Firstly, we demonstrate a novel hybrid approach for markerfree human motion capture from multiple video streams. Thereafter, a new algorithm for automatic non-intrusive estimation of kinematic body models of arbitrary moving subjects from video is detailed. In part II of the thesis, we demonstrate that a marker-free motion capture approach makes possible the model-based reconstruction of free-viewpoint videos of human actors from only a handful of video streams. The estimated 3D videos enable the photo-realistic real-time rendition of a dynamic scene from arbitrary novel viewpoints. Texture information from video is not only applied to generate a realistic surface appearance, but also to improve the precision of the motion estimation scheme. The commitment to a generic body model also allows us to reconstruct a time-varying reflectance description of an actor`s body surface which allows us to realistically render the free-viewpoint videos under arbitrary lighting conditions. A novel method to capture high-speed large scale motion using regular still cameras and the principle of multi-exposure photography is described in part III. The fundamental principles underlying the methods in this thesis are not only applicable to humans but to a much larger class of subjects. It is demonstrated that, in conjunction, our proposed algorithmic recipes serve as building blocks for the next generation of immersive 3D visual media.Die Entwicklung neuer Algorithmen zur optischen Erfassung und Analyse der Bewegung in dynamischen Szenen ist einer der Forschungsschwerpunkte in der computergestützten Bildverarbeitung. Während im maschinellen Bildverstehen das Augenmerk auf der Extraktion von Informationen liegt, konzentriert sich die Computergrafik auf das inverse Problem, die fotorealistische Darstellung bewegter Szenen. In jüngster Vergangenheit haben sich die beiden Disziplinen kontinuierlich angenähert, da es eine Vielzahl an herausfordernden wissenschaftlichen Fragestellungen gibt, die eine gemeinsame Lösung des Bilderfassungs-, des Bildanalyse- und des Bildsyntheseproblems verlangen. Zwei der schwierigsten Probleme, welche für Forscher aus beiden Disziplinen eine große Relevanz besitzen, sind die Analyse und die Synthese von dynamischen Szenen, in denen Menschen im Mittelpunkt stehen. Im Rahmen dieser Dissertation werden Verfahren vorgestellt, welche die optische Erfassung dieser Art von Szenen, die automatische Analyse der Bewegungen und die realistische neue Darstellung im Computer erlauben. Es wid deutlich werden, dass eine Integration von Algorithmen zur Lösung dieser drei Probleme in ein Gesamtsystem die Erzeugung völlig neuartiger dreidimensionaler Darstellungen von Menschen in Bewegung ermöglicht. Die Dissertation ist in drei Teile gegliedert: Teil I beginnt mit der Beschreibung des Entwurfs und des Baus eines Studios zur zeitsynchronen Erfassung mehrerer Videobildströme. Die im Studio aufgezeichneten Multivideosequenzen dienen als Eingabedaten für die im Rahmen dieser Dissertation entwickelten videogestützten Bewegunsanalyseverfahren und die Algorithmen zur Erzeugung dreidimensionaler Videos. Im Anschluß daran werden zwei neu entwickelte Verfahren vorgestellt, die Antworten auf zwei fundamentale Fragen in der optischen Erfassung menschlicher Bewegung geben, die Messung von Bewegungsparametern und die Erzeugung von kinematischen Skelettmodellen. Das erste Verfahren ist ein hybrider Algorithmus zur markierungslosen optischen Messung von Bewegunsgparametern aus Multivideodaten. Der Verzicht auf optische Markierungen wird dadurch ermöglicht, dass zur Bewegungsanalyse sowohl aus den Bilddaten rekonstruierte Volumenmodelle als auch leicht zu erfassende Körpermerkmale verwendet werden. Das zweite Verfahren dient der automatischen Rekonstruktion eines kinematischen Skelettmodells anhand von Multivideodaten. Der Algorithmus benötigt weder optischen Markierungen in der Szene noch a priori Informationen über die Körperstruktur, und ist in gleicher Form auf Menschen, Tiere und Objekte anwendbar. Das Thema das zweiten Teils dieser Arbeit ist ein modellbasiertes Verfahrenzur Rekonstruktion dreidimensionaler Videos von Menschen in Bewegung aus nur wenigen zeitsynchronen Videoströmen. Der Betrachter kann die errechneten 3D Videos auf einem Computer in Echtzeit abspielen und dabei interaktiv einen beliebigen virtuellen Blickpunkt auf die Geschehnisse einnehmen. Im Zentrum unseres Ansatzes steht ein silhouettenbasierter Analyse-durch-Synthese Algorithmus, der es ermöglicht, ohne optische Markierungen sowohl die Form als auch die Bewegung eines Menschen zu erfassen. Durch die Berechnung zeitveränderlicher Oberächentexturen aus den Videodaten ist gewährleistet, dass eine Person aus jedem beliebigen Blickwinkel ein fotorealistisches Erscheinungsbild besitzt. In einer ersten algorithmischen Erweiterung wird gezeigt, dass die Texturinformation auch zur Verbesserung der Genauigkeit der Bewegunsgssch ätzung eingesetzt werden kann. Zudem ist es durch die Verwendung eines generischen Körpermodells möglich, nicht nur dynamische Texturen sondern sogar dynamische Reektionseigenschaften der Körperoberäche zu messen. Unser Reektionsmodell besteht aus einer parametrischen BRDF für jeden Texel und einer dynamischen Normalenkarte für die gesamte Körperoberäche. Auf diese Weise können 3D Videos auch unter völlig neuen simulierten Beleuchtungsbedingungen realistisch wiedergegeben werden. Teil III dieser Arbeit beschreibt ein neuartiges Verfahren zur optischen Messung sehr schneller Bewegungen. Bisher erforderten optische Aufnahmen von Hochgeschwindigkeitsbewegungen sehr teure Spezialkameras mit hohen Bildraten. Im Gegensatz dazu verwendet die hier beschriebene Methode einfache Digitalfotokameras und das Prinzip der Multiblitzfotograe. Es wird gezeigt, dass mit Hilfe dieses Verfahrens sowohl die sehr schnelle artikulierte Handbewegung des Werfers als auch die Flugparameter des Balls während eines Baseballpitches gemessen werden können. Die hochgenau erfaßten Parameter ermöglichen es, die gemessene Bewegung in völlig neuer Weise im Computer zu visualisieren. Obgleich die in dieser Dissertation vorgestellten Verfahren vornehmlich der Analyse und Darstellung menschlicher Bewegungen dienen, sind die grundlegenden Prinzipien auch auf viele anderen Szenen anwendbar. Jeder der beschriebenen Algorithmen löst zwar in erster Linie ein bestimmtes Teilproblem, aber in Ihrer Gesamtheit können die Verfahren als Bausteine verstanden werden, welche die nächste Generation interaktiver dreidimensionaler Medien ermöglichen werden

    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

    The 1994 Silver Anniversary of APOLLO 11: From the Moon to the Stars

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    This report summarizes the technology transfer, advanced studies, and research and technology efforts in progress at Marshall Space Flight Center (MSFC) in 1994

    NASA Tech Briefs, January/February 1986

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    Topics include: NASA TU Services; New Product Ideas; Electronic Components and Circuits; Electronic Systems; Physical Sciences; Materials; Life Sciences; Mechanics; Machinery; Fabrication Technology; Mathematics and Information Sciences

    Towards 3D Scanning from Digital Images by Novice Users

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    The uptake of hobbyist 3D printers is being held back, in part, due to the barriers associated with creating a computer model to be printed. One way of creating such a computer model is to take a 3D scan of a pre-existing object using multiple digital images of the object showing the object from different points of view. This document details one way of doing this, with particular emphasis on camera calibration: the process of estimating camera parameters for the camera that took an image. In common calibration scenarios, multiple images are used where it is assumed that the internal parameters, such as zoom and focus settings, are fixed between images and the relative placement of the camera between images needs to be estimated. This is not ideal for a novice doing 3D scanning with a “point and shoot” camera where these internal parameters may not have been held fixed between images. A common coordinate system between images with a known relationship to real-world measurements is also desirable. Additionally, in some 3D scanning scenarios that use digital images, where it is expected that a trained individual will be doing the photography and internal settings can be held constant throughout the process, the images used for doing the calibration are different from those that are used to do the object capture. A technique has been developed to overcome these shortcomings. It uses a known printed sheet of paper, called the calibration sheet, that the object to be scanned sits on so that object acquisition and camera calibration can be done from the same image. Each image is processed independently with reference to the known size of the calibration sheet so the output is automatically to scale and minor camera calibration errors with one image do not propagate and affect estimates of camera calibration parameters for other images. The calibration process developed is also one that will work where large parts of the calibration sheet are obscured

    Annual Report of the Board of Regents of the Smithsonian Institution, showing the operations, expenditures, and condition of the Institution to July, 1897.

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    Annual Report of the Smithsonian Institution. 14 Apr. HD 575 (pts. 1-3), 55-2, v78-79 (pts. 1 and 2), 1228p. [3706-3708] Research related to the American Indian
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