3,076 research outputs found
Robust Temporally Coherent Laplacian Protrusion Segmentation of 3D Articulated Bodies
In motion analysis and understanding it is important to be able to fit a
suitable model or structure to the temporal series of observed data, in order
to describe motion patterns in a compact way, and to discriminate between them.
In an unsupervised context, i.e., no prior model of the moving object(s) is
available, such a structure has to be learned from the data in a bottom-up
fashion. In recent times, volumetric approaches in which the motion is captured
from a number of cameras and a voxel-set representation of the body is built
from the camera views, have gained ground due to attractive features such as
inherent view-invariance and robustness to occlusions. Automatic, unsupervised
segmentation of moving bodies along entire sequences, in a temporally-coherent
and robust way, has the potential to provide a means of constructing a
bottom-up model of the moving body, and track motion cues that may be later
exploited for motion classification. Spectral methods such as locally linear
embedding (LLE) can be useful in this context, as they preserve "protrusions",
i.e., high-curvature regions of the 3D volume, of articulated shapes, while
improving their separation in a lower dimensional space, making them in this
way easier to cluster. In this paper we therefore propose a spectral approach
to unsupervised and temporally-coherent body-protrusion segmentation along time
sequences. Volumetric shapes are clustered in an embedding space, clusters are
propagated in time to ensure coherence, and merged or split to accommodate
changes in the body's topology. Experiments on both synthetic and real
sequences of dense voxel-set data are shown. This supports the ability of the
proposed method to cluster body-parts consistently over time in a totally
unsupervised fashion, its robustness to sampling density and shape quality, and
its potential for bottom-up model constructionComment: 31 pages, 26 figure
Towards a Robust Framework for NeRF Evaluation
Neural Radiance Field (NeRF) research has attracted significant attention
recently, with 3D modelling, virtual/augmented reality, and visual effects
driving its application. While current NeRF implementations can produce high
quality visual results, there is a conspicuous lack of reliable methods for
evaluating them. Conventional image quality assessment methods and analytical
metrics (e.g. PSNR, SSIM, LPIPS etc.) only provide approximate indicators of
performance since they generalise the ability of the entire NeRF pipeline.
Hence, in this paper, we propose a new test framework which isolates the neural
rendering network from the NeRF pipeline and then performs a parametric
evaluation by training and evaluating the NeRF on an explicit radiance field
representation. We also introduce a configurable approach for generating
representations specifically for evaluation purposes. This employs ray-casting
to transform mesh models into explicit NeRF samples, as well as to "shade"
these representations. Combining these two approaches, we demonstrate how
different "tasks" (scenes with different visual effects or learning strategies)
and types of networks (NeRFs and depth-wise implicit neural representations
(INRs)) can be evaluated within this framework. Additionally, we propose a
novel metric to measure task complexity of the framework which accounts for the
visual parameters and the distribution of the spatial data. Our approach offers
the potential to create a comparative objective evaluation framework for NeRF
methods.Comment: 9 pages, 4 experiment
Automated recovery of 3D models of plant shoots from multiple colour images
Increased adoption of the systems approach to biological research has focussed attention on the use of quantitative models of biological objects. This includes a need for realistic 3D representations of plant shoots for quantification and modelling. Previous limitations in single or multi-view stereo algorithms have led to a reliance on volumetric methods or expensive hardware to record plant structure. We present a fully automatic approach to image-based 3D plant reconstruction that can be achieved using a single low-cost camera. The reconstructed plants are represented as a series of small planar sections that together model the more complex architecture of the leaf surfaces. The boundary of each leaf patch is refined using the level set method, optimising the model based on image information, curvature constraints and the position of neighbouring surfaces. The reconstruction process makes few assumptions about the nature of the plant material being reconstructed, and as such is applicable to a wide variety of plant species and topologies, and can be extended to canopy-scale imaging. We demonstrate the effectiveness of our approach on datasets of wheat and rice plants, as well as a novel virtual dataset that allows us to compute quantitative measures of reconstruction accuracy. The output is a 3D mesh structure that is suitable for modelling applications, in a format that can be imported in the majority of 3D graphics and software packages
Developing serious games for cultural heritage: a state-of-the-art review
Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result, the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented
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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