5,695 research outputs found
3D photogrammetric data modeling and optimization for multipurpose analysis and representation of Cultural Heritage assets
This research deals with the issues concerning the processing, managing, representation
for further dissemination of the big amount of 3D data today achievable and storable with
the modern geomatic techniques of 3D metric survey. In particular, this thesis is focused
on the optimization process applied to 3D photogrammetric data of Cultural Heritage
assets.
Modern Geomatic techniques enable the acquisition and storage of a big amount of data,
with high metric and radiometric accuracy and precision, also in the very close range
field, and to process very detailed 3D textured models. Nowadays, the photogrammetric
pipeline has well-established potentialities and it is considered one of the principal
technique to produce, at low cost, detailed 3D textured models.
The potentialities offered by high resolution and textured 3D models is today well-known
and such representations are a powerful tool for many multidisciplinary purposes, at
different scales and resolutions, from documentation, conservation and restoration to
visualization and education. For example, their sub-millimetric precision makes them
suitable for scientific studies applied to the geometry and materials (i.e. for structural and
static tests, for planning restoration activities or for historical sources); their high fidelity
to the real object and their navigability makes them optimal for web-based visualization
and dissemination applications. Thanks to the improvement made in new visualization
standard, they can be easily used as visualization interface linking different kinds of
information in a highly intuitive way. Furthermore, many museums look today for more
interactive exhibitions that may increase the visitors’ emotions and many recent
applications make use of 3D contents (i.e. in virtual or augmented reality applications and
through virtual museums).
What all of these applications have to deal with concerns the issue deriving from the
difficult of managing the big amount of data that have to be represented and navigated.
Indeed, reality based models have very heavy file sizes (also tens of GB) that makes them
difficult to be handled by common and portable devices, published on the internet or
managed in real time applications. Even though recent advances produce more and more
sophisticated and capable hardware and internet standards, empowering the ability to
easily handle, visualize and share such contents, other researches aim at define a common
pipeline for the generation and optimization of 3D models with a reduced number of
polygons, however able to satisfy detailed radiometric and geometric requests.
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This thesis is inserted in this scenario and focuses on the 3D modeling process of
photogrammetric data aimed at their easy sharing and visualization. In particular, this
research tested a 3D models optimization, a process which aims at the generation of Low
Polygons models, with very low byte file size, processed starting from the data of High
Poly ones, that nevertheless offer a level of detail comparable to the original models. To
do this, several tools borrowed from the game industry and game engine have been used.
For this test, three case studies have been chosen, a modern sculpture of a contemporary
Italian artist, a roman marble statue, preserved in the Civic Archaeological Museum of
Torino, and the frieze of the Augustus arch preserved in the city of Susa (Piedmont-
Italy). All the test cases have been surveyed by means of a close range photogrammetric
acquisition and three high detailed 3D models have been generated by means of a
Structure from Motion and image matching pipeline. On the final High Poly models
generated, different optimization and decimation tools have been tested with the final aim
to evaluate the quality of the information that can be extracted by the final optimized
models, in comparison to those of the original High Polygon one. This study showed how
tools borrowed from the Computer Graphic offer great potentialities also in the Cultural
Heritage field. This application, in fact, may meet the needs of multipurpose and
multiscale studies, using different levels of optimization, and this procedure could be
applied to different kind of objects, with a variety of different sizes and shapes, also on
multiscale and multisensor data, such as buildings, architectural complexes, data from
UAV surveys and so on
A fast and robust patient specific Finite Element mesh registration technique: application to 60 clinical cases
Finite Element mesh generation remains an important issue for patient
specific biomechanical modeling. While some techniques make automatic mesh
generation possible, in most cases, manual mesh generation is preferred for
better control over the sub-domain representation, element type, layout and
refinement that it provides. Yet, this option is time consuming and not suited
for intraoperative situations where model generation and computation time is
critical. To overcome this problem we propose a fast and automatic mesh
generation technique based on the elastic registration of a generic mesh to the
specific target organ in conjunction with element regularity and quality
correction. This Mesh-Match-and-Repair (MMRep) approach combines control over
the mesh structure along with fast and robust meshing capabilities, even in
situations where only partial organ geometry is available. The technique was
successfully tested on a database of 5 pre-operatively acquired complete femora
CT scans, 5 femoral heads partially digitized at intraoperative stage, and 50
CT volumes of patients' heads. The MMRep algorithm succeeded in all 60 cases,
yielding for each patient a hex-dominant, Atlas based, Finite Element mesh with
submillimetric surface representation accuracy, directly exploitable within a
commercial FE software
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An investigation on the framework of dressing virtual humans
This thesis was submitted for the degree of Doctor of Philosophy and awarded by Brunel University.Realistic human models are widely used in variety of applications. Much research has been carried out on improving realism of virtual humans from various aspects, such as body shapes, hair, and facial expressions and so on. In most occasions, these virtual humans need to wear garments. However, it is time-consuming and tedious to dress a human model using current software packages [Maya2004]. Several methods for dressing virtual humans have been proposed recently [Bourguignon2001, Turquin2004, Turquin2007 and Wang2003B]. The method proposed by Bourguignon et al [Bourguignon2001] can only generate 3D garment contour instead of 3D surface. The method presented by Turquin et al. [Turquin2004, Turquin2007] could generate various kinds of garments from sketches but their garments followed the shape of the body and the side of a garment looked not convincing because of using simple linear interpolation. The method proposed by Wang et al. [Wang2003B] lacked interactivity from users, so users had very limited control on the garment shape.This thesis proposes a framework for dressing virtual humans to obtain convincing dressing results, which overcomes problems existing in previous papers mentioned above by using nonlinear interpolation, level set-based shape modification, feature constraints and so on. Human models used in this thesis are reconstructed from real human body data obtained using a body scanning system. Semantic information is then extracted from human models to assist in generation of 3 dimensional (3D) garments. The proposed framework allows users to dress virtual humans using garment patterns and sketches. The proposed dressing method is based on semantic virtual humans. A semantic human model is a human body with semantic information represented by certain of structure and body features. The semantic human body is reconstructed from body scanned data from a real human body. After segmenting the human model into six parts some key features are extracted. These key features are used as constraints for garment construction.Simple 3D garment patterns are generated using the techniques of sweep and offset. To dress a virtual human, users just choose a garment pattern, which is put on the human body at the default position with a default size automatically. Users are allowed to change simple parameters to specify some sizes of a garment by sketching the desired position on the human body.To enable users to dress virtual humans by their own design styles in an intuitive way, this thesis proposes an approach for garment generation from user-drawn sketches. Users can directly draw sketches around reconstructed human bodies and then generates 3D garments based on user-drawn strokes. Some techniques for generating 3D garments and dressing virtual humans are proposed. The specific focus of the research lies in generation of 3D geometric garments, garment shape modification, local shape modification, garment surface processing and decoration creation. A sketch-based interface has been developed allowing users to draw garment contour representing the front-view shape of a garment, and the system can generate a 3D geometric garment surface accordingly. To improve realism of a garment surface, this thesis presents three methods as follows. Firstly, the procedure of garment vertices generation takes key body features as constraints. Secondly, an optimisation algorithm is carried out after generation of garment vertices to optimise positions of garment vertices. Finally, some mesh processing schemes are applied to further process the garment surface. Then, an elaborate 3D geometric garment surface can be obtained through this series of processing. Finally, this thesis proposes some modification and editing methods. The user-drawn sketches are processed into spline curves, which allow users to modify the existing garment shape by dragging the control points into desired positions. This makes it easy for users to obtain a more satisfactory garment shape compared with the existing one. Three decoration tools including a 3D pen, a brush and an embroidery tool, are provided letting users decorate the garment surface by adding some small 3D details such as brand names, symbols and so on. The prototype of the framework is developed using Microsoft Visual Studio C++,OpenGL and GPU programming
USER DEFINED GEOMETRIC FEATURE FOR THE CREATION OF THE FEMORAL NECK ENVELOPING SURFACE
There is a growing demand for application of personalized bone implants (endoprostheses or macro-scaffolds, and fixators) which conform the anatomy of patient. Hence the need for a CAD procedure that enables fast and sufficiently accurate digital reconstruction of the traumatized bone geometry. Research presented in this paper addresses digital reconstruction of the femoral neck fracture. The results point out that User-Defined (geometric) Feature (UDF) concept is the most convenient to use in digital reconstruction of numerous variants of the same topology, such as in this kind of bone region. UDF, named FemoNeck, is developed to demonstrate capability of the chosen concept. Its geometry, controlled by a dozen of parameters, can be easily shaped according to anatomy of femoral neck region of the specific patient. That kind of CAD procedure should use minimally required set of geometric (anatomical) parameters, which can be easily captured from X-ray or Computed Tomography (CT) images. For the statistical analysis of geometry and UDF development we used CT scans of proximal femur of 24 Caucasian female and male adults. The validation of the proposed method was done by applying it for remodeling four femoral necks of four different proximal femurs and by comparing the geometrical congruency between the raw polygonal models gained directly from CT scan and reconstructed models
A framework for automatic and perceptually valid facial expression generation
Facial expressions are facial movements reflecting the internal emotional states of a character or in response to social communications. Realistic facial animation should consider at least two factors: believable visual effect and valid facial movements. However, most research tends to separate these two issues. In this paper, we present a framework for generating 3D facial expressions considering both the visual the dynamics effect. A facial expression mapping approach based on local geometry encoding is proposed, which encodes deformation in the 1-ring vector. This method is capable of mapping subtle facial movements without considering those shape and topological constraints. Facial expression mapping is achieved through three steps: correspondence establishment, deviation transfer and movement mapping. Deviation is transferred to the conformal face space through minimizing the error function. This function is formed by the source neutral and the deformed face model related by those transformation matrices in 1-ring neighborhood. The transformation matrix in 1-ring neighborhood is independent of the face shape and the mesh topology. After the facial expression mapping, dynamic parameters are then integrated with facial expressions for generating valid facial expressions. The dynamic parameters were generated based on psychophysical methods. The efficiency and effectiveness of the proposed methods have been tested using various face models with different shapes and topological representations
Framework for a low-cost intra-operative image-guided neuronavigator including brain shift compensation
In this paper we present a methodology to address the problem of brain tissue
deformation referred to as 'brain-shift'. This deformation occurs throughout a
neurosurgery intervention and strongly alters the accuracy of the
neuronavigation systems used to date in clinical routine which rely solely on
pre-operative patient imaging to locate the surgical target, such as a tumour
or a functional area. After a general description of the framework of our
intra-operative image-guided system, we describe a procedure to generate
patient specific finite element meshes of the brain and propose a biomechanical
model which can take into account tissue deformations and surgical procedures
that modify the brain structure, like tumour or tissue resection
Innovative method for automatic shape generation and 3D printing of reduced-scale models of ultra-thin concrete shells
A research and development project has been conducted aiming to design and produce ultra-thin concrete shells. In this paper, the first part of the project is described, consisting of an innovative method for shape generation and the consequent production of reduced-scale models of the selected geometries. First, the shape generation is explained, consisting of a geometrically nonlinear analysis based on the Finite Element Method (FEM) to define the antifunicular of the shell’s deadweight. Next, the scale model production is described, consisting of 3D printing, specifically developed to evaluate the aesthetics and visual impact, as well as to study the aerodynamic behaviour of the concrete shells in a wind tunnel. The goals and constraints of the method are identified and a step-by-step guidelines presented, aiming to be used as a reference in future studies. The printed geometry is validated by high-resolution assessment achieved by photogrammetry. The results are compared with the geometry computed through geometric nonlinear finite-element-based analysis, and no significant differences are recorded. The method is revealed to be an important tool for automatic shape generation and building scale models of shells. The latter enables the performing of wind tunnel tests to obtain pressure coefficients, essential for structural analysis of this type of structures3
Parametric Surfaces for Augmented Architecture representation
Augmented Reality (AR) represents a growing communication channel, responding to the need to expand reality with additional information, offering easy and engaging access to digital data. AR for architectural representation allows a simple interaction with 3D models, facilitating spatial understanding of complex volumes and topological relationships between parts, overcoming some limitations related to Virtual Reality. In the last decade different developments in the pipeline process have seen a significant advancement in technological and algorithmic aspects, paying less attention to 3D modeling generation. For this, the article explores the construction of basic geometries for 3D model’s generation, highlighting the relationship between geometry and topology, basic for a consistent normal distribution. Moreover, a critical evaluation about corrective paths of existing 3D models is presented, analysing a complex architectural case study, the virtual model of Villa del Verginese, an emblematic example for topological emerged problems. The final aim of the paper is to refocus attention on 3D model construction, suggesting some "good practices" useful for preventing, minimizing or correcting topological problems, extending the accessibility of AR to people engaged in architectural representation
Point cloud representation
Reconstructing a surface out of a three-dimensional set
of points, which is obtained by sampling an object\u27s boundary,
is done by generating an arbitrary triangular mesh. Our approach
is to obviate the computation of such a mesh connectivity and to
represent the object\u27s surface only by the point cloud.
We discuss how such a point cloud representation can be
visualized and present processing steps like coarsifying
and smoothing, which are important for dealing with the
objects. Further we apply a multiresolution method to point
cloud representations and use this technique as well as others
for modelling purposes
From 3D Models to 3D Prints: an Overview of the Processing Pipeline
Due to the wide diffusion of 3D printing technologies, geometric algorithms
for Additive Manufacturing are being invented at an impressive speed. Each
single step, in particular along the Process Planning pipeline, can now count
on dozens of methods that prepare the 3D model for fabrication, while analysing
and optimizing geometry and machine instructions for various objectives. This
report provides a classification of this huge state of the art, and elicits the
relation between each single algorithm and a list of desirable objectives
during Process Planning. The objectives themselves are listed and discussed,
along with possible needs for tradeoffs. Additive Manufacturing technologies
are broadly categorized to explicitly relate classes of devices and supported
features. Finally, this report offers an analysis of the state of the art while
discussing open and challenging problems from both an academic and an
industrial perspective.Comment: European Union (EU); Horizon 2020; H2020-FoF-2015; RIA - Research and
Innovation action; Grant agreement N. 68044
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