1,021 research outputs found
Structured Light-Based 3D Reconstruction System for Plants.
Camera-based 3D reconstruction of physical objects is one of the most popular computer vision trends in recent years. Many systems have been built to model different real-world subjects, but there is lack of a completely robust system for plants. This paper presents a full 3D reconstruction system that incorporates both hardware structures (including the proposed structured light system to enhance textures on object surfaces) and software algorithms (including the proposed 3D point cloud registration and plant feature measurement). This paper demonstrates the ability to produce 3D models of whole plants created from multiple pairs of stereo images taken at different viewing angles, without the need to destructively cut away any parts of a plant. The ability to accurately predict phenotyping features, such as the number of leaves, plant height, leaf size and internode distances, is also demonstrated. Experimental results show that, for plants having a range of leaf sizes and a distance between leaves appropriate for the hardware design, the algorithms successfully predict phenotyping features in the target crops, with a recall of 0.97 and a precision of 0.89 for leaf detection and less than a 13-mm error for plant size, leaf size and internode distance
Symmetry Detection and Analysis of Chinese Paifang Using 3D Point Clouds
The Chinese paifang is an essential constituent element for Chinese or many other oriental architectures. In this paper, a new method for detection and analysis of the reflection symmetry of the paifang based on 3D point clouds is proposed. The method invokes a new model to simultaneously fit two vertical planes of symmetry to the 3D point cloud of a paifang to support further symmetry analysis. Several simulated datasets were used to verify the proposed method. The results indicated that the proposed method was able to quantity the symmetry of a paifang in terms of the RMSE obtained from the ICP algorithm, with resistance to the presence of some random noise added to the simulated measurements. For real datasets, three old Chinese paifangs (with ages from 90 to 500 years) were scanned as point clouds to input into the proposed method. The method quantified the degree of symmetry for the three Chinese paifangs in terms of the RMSE, which ranged from 20 to 61 mm. One of the paifangs with apparent asymmetry had the highest RMSE (61 mm). Other than the quantification of the symmetry of the paifangs, the proposed method could also locate which portion of the paifang was relatively more symmetric. The proposed method can potentially be used for structural health inspection and cultural studies of the Chinese paifangs and some other similar architecture
A study of Symmetric and Repetitive Structures in Image-Based Modeling
Ph.DDOCTOR OF PHILOSOPH
From 3D Point Clouds to Pose-Normalised Depth Maps
We consider the problem of generating either pairwise-aligned or pose-normalised depth maps from noisy 3D point clouds in a relatively unrestricted poses. Our system is deployed in a 3D face alignment application and consists of the following four stages: (i) data filtering, (ii) nose tip identification and sub-vertex localisation, (iii) computation of the (relative) face orientation, (iv) generation of either a pose aligned or a pose normalised depth map. We generate an implicit radial basis function (RBF) model of the facial surface and this is employed within all four stages of the process. For example, in stage (ii), construction of novel invariant features is based on sampling this RBF over a set of concentric spheres to give a spherically-sampled RBF (SSR) shape histogram. In stage (iii), a second novel descriptor, called an isoradius contour curvature signal, is defined, which allows rotational alignment to be determined using a simple process of 1D correlation. We test our system on both the University of York (UoY) 3D face dataset and the Face Recognition Grand Challenge (FRGC) 3D data. For the more challenging UoY data, our SSR descriptors significantly outperform three variants of spin images, successfully identifying nose vertices at a rate of 99.6%. Nose localisation performance on the higher quality FRGC data, which has only small pose variations, is 99.9%. Our best system successfully normalises the pose of 3D faces at rates of 99.1% (UoY data) and 99.6% (FRGC data)
Automatic features characterization from 3d facial images.
This paper presents a novel and computationally fast method for automatic identification of symmetry profile from 3D facial images. The algorithm is based on the concepts of computational geometry which yield fast and accurate results. In order to detect the symmetry profile of a human face, the tip of the nose is identified first. Assuming that the symmetry plane passes through the tip of the nose, the symmetry profile is then extracted. This is undertaken by means of computing the intersection between the symmetry plane and the facial mesh, resulting in a planner curve that accurately represents the symmetry profile. Experimentation using two different 3D face databases was carried out, resulting in fast and accurate results
Virtuaalse proovikabiini 3D kehakujude ja roboti juhtimisalgoritmide uurimine
Väitekirja elektrooniline versioon ei sisalda publikatsiooneVirtuaalne riiete proovimine on üks põhilistest teenustest, mille pakkumine võib suurendada rõivapoodide edukust, sest tänu sellele lahendusele väheneb füüsilise töö vajadus proovimise faasis ning riiete proovimine muutub kasutaja jaoks mugavamaks. Samas pole enamikel varem välja pakutud masinnägemise ja graafika meetoditel õnnestunud inimkeha realistlik modelleerimine, eriti terve keha 3D modelleerimine, mis vajab suurt kogust andmeid ja palju arvutuslikku ressurssi. Varasemad katsed on ebaõnnestunud põhiliselt seetõttu, et ei ole suudetud korralikult arvesse võtta samaaegseid muutusi keha pinnal. Lisaks pole varasemad meetodid enamasti suutnud kujutiste liikumisi realistlikult reaalajas visualiseerida. Käesolev projekt kavatseb kõrvaldada eelmainitud puudused nii, et rahuldada virtuaalse proovikabiini vajadusi. Välja pakutud meetod seisneb nii kasutaja keha kui ka riiete skaneerimises, analüüsimises, modelleerimises, mõõtmete arvutamises, orientiiride paigutamises, mannekeenidelt võetud 3D visuaalsete andmete segmenteerimises ning riiete mudeli paigutamises ja visualiseerimises kasutaja kehal. Selle projekti käigus koguti visuaalseid andmeid kasutades 3D laserskannerit ja Kinecti optilist kaamerat ning koostati nendest andmebaas. Neid andmeid kasutati välja töötatud algoritmide testimiseks, mis peamiselt tegelevad riiete realistliku visuaalse kujutamisega inimkehal ja suuruse pakkumise süsteemi täiendamisega virtuaalse proovikabiini kontekstis.Virtual fitting constitutes a fundamental element of the developments expected to rise the commercial prosperity of online garment retailers to a new level, as it is expected to reduce the load of the manual labor and physical efforts required. Nevertheless, most of the previously proposed computer vision and graphics methods have failed to accurately and realistically model the human body, especially, when it comes to the 3D modeling of the whole human body. The failure is largely related to the huge data and calculations required, which in reality is caused mainly by inability to properly account for the simultaneous variations in the body surface. In addition, most of the foregoing techniques cannot render realistic movement representations in real-time. This project intends to overcome the aforementioned shortcomings so as to satisfy the requirements of a virtual fitting room. The proposed methodology consists in scanning and performing some specific analyses of both the user's body and the prospective garment to be virtually fitted, modeling, extracting measurements and assigning reference points on them, and segmenting the 3D visual data imported from the mannequins. Finally, superimposing, adopting and depicting the resulting garment model on the user's body. The project is intended to gather sufficient amounts of visual data using a 3D laser scanner and the Kinect optical camera, to manage it in form of a usable database, in order to experimentally implement the algorithms devised. The latter will provide a realistic visual representation of the garment on the body, and enhance the size-advisor system in the context of the virtual fitting room under study
07171 Abstracts Collection -- Visual Computing -- Convergence of Computer Graphics and Computer Vision
From 22.04. to 27.04.2007, the Dagstuhl Seminar 07171 ``Visual Computing - Convergence of Computer Graphics and Computer Vision\u27\u27 was held
in the International Conference and Research Center (IBFI),
Schloss Dagstuhl.
During the seminar, several participants presented their current
research, and ongoing work and open problems were discussed. Abstracts of
the presentations given during the seminar as well as abstracts of
seminar results and ideas are put together in this paper. The first section
describes the seminar topics and goals in general.
Links to extended abstracts or full papers are provided, if available
Recommended from our members
LEARNING TO RIG CHARACTERS
With the emergence of 3D virtual worlds, 3D social media, and massive online games, the need for diverse, high-quality, animation-ready characters and avatars is greater than ever. To animate characters, artists hand-craft articulation structures, such as animation skeletons and part deformers, which require significant amount of manual and laborious interaction with 2D/3D modeling interfaces. This thesis presents deep learning methods that are able to significantly automate the process of character rigging.
First, the thesis introduces RigNet, a method capable of predicting an animation skeleton for an input static 3D shape in the form of a polygon mesh. The predicted skeletons match the animator expectations in joint placement and topology. RigNet also estimates surface skin weights which determine how the mesh is animated given the different skeletal poses. In contrast to prior work that fits pre-defined skeletal templates with hand-tuned objectives, RigNet is able to automatically rig diverse characters, such as humanoids, quadrupeds, toys, birds, with varying articulation structure and geometry. RigNet is based on a deep neural architecture that directly operates on the mesh representation. The architecture is trained on a diverse dataset of rigged models that we mined online and curated. The dataset includes 2.7K polygon meshes, along with their associated skeletons and corresponding skin weights.
Second, the thesis introduces Morig, a method that automatically rigs character meshes driven by single-view point cloud streams capturing the motion of performing characters. Compared to RigNet, MoRig\u27s rigging is \emph{motion-aware}: its neural network encodes motion cues from the point clouds into compact feature representations that are informative about the articulated parts of the performing character. These motion-aware features guide the inference of an appropriate skeletal rig for the input mesh. Furthermore, Morig is able to animate the rig according to the captured point cloud motion. Morig can handle diverse characters with different morphologies (e.g., humanoids, quadrupeds, toy characters). It also accounts for occluded regions in the point clouds and mismatches in the part proportions between the input mesh and captured character.
Third, the thesis introduces APES, a method that takes as input 2D raster images depicting a small set of poses of a character shown in a sprite sheet, and identifies articulated parts useful for rigging the character. APES uses a combination of neural network inference and integer linear programming to identify a compact set of articulated body parts, e.g. head, torso and limbs, that best reconstruct the input poses. Compared to Morig and RigNet that require a large collection of training models with associated skeletons and skinning weights, APES\u27 neural architecture relies on less effortful supervision from (i) pixel correspondences readily available in existing large cartoon image datasets (e.g., Creative Flow), (ii) a relatively small dataset of 57 cartoon characters segmented into moving parts.
Finally, the thesis discusses future research directions related to combining neural rigging with 3D and 4D reconstruction of characters from point cloud data and 2D video as well as automating the process of motion synthesis for 3D characters
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