3,173 research outputs found

    Image-Based Rendering Of Real Environments For Virtual Reality

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    Artist material BRDF database for computer graphics rendering

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    The primary goal of this thesis was to create a physical library of artist material samples. This collection provides necessary data for the development of a gonio-imaging system for use in museums to more accurately document their collections. A sample set was produced consisting of 25 panels and containing nearly 600 unique samples. Selected materials are representative of those commonly used by artists both past and present. These take into account the variability in visual appearance resulting from the materials and application techniques used. Five attributes of variability were identified including medium, color, substrate, application technique and overcoat. Combinations of these attributes were selected based on those commonly observed in museum collections and suggested by surveying experts in the field. For each sample material, image data is collected and used to measure an average bi-directional reflectance distribution function (BRDF). The results are available as a public-domain image and optical database of artist materials at art-si.org. Additionally, the database includes specifications for each sample along with other information useful for computer graphics rendering such as the rectified sample images and normal maps

    Multiperspective mosaics and layered representation for scene visualization

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    This thesis documents the efforts made to implement multiperspective mosaicking for the purpose of mosaicking undervehicle and roadside sequences. For the undervehicle sequences, it is desired to create a large, high-resolution mosaic that may used to quickly inspect the entire scene shot by a camera making a single pass underneath the vehicle. Several constraints are placed on the video data, in order to facilitate the assumption that the entire scene in the sequence exists on a single plane. Therefore, a single mosaic is used to represent a single video sequence. Phase correlation is used to perform motion analysis in this case. For roadside video sequences, it is assumed that the scene is composed of several planar layers, as opposed to a single plane. Layer extraction techniques are implemented in order to perform this decomposition. Instead of using phase correlation to perform motion analysis, the Lucas-Kanade motion tracking algorithm is used in order to create dense motion maps. Using these motion maps, spatial support for each layer is determined based on a pre-initialized layer model. By separating the pixels in the scene into motion-specific layers, it is possible to sample each element in the scene correctly while performing multiperspective mosaicking. It is also possible to fill in many gaps in the mosaics caused by occlusions, hence creating more complete representations of the objects of interest. The results are several mosaics with each mosaic representing a single planar layer of the scene

    Serious Games in Cultural Heritage

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    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

    Augmented reality device for first response scenarios

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    A prototype of a wearable computer system is proposed and implemented using commercial off-shelf components. The system is designed to allow the user to access location-specific information about an environment, and to provide capability for user tracking. Areas of applicability include primarily first response scenarios, with possible applications in maintenance or construction of buildings and other structures. Necessary preparation of the target environment prior to system\u27s deployment is limited to noninvasive labeling using optical fiducial markers. The system relies on computational vision methods for registration of labels and user position. With the system the user has access to on-demand information relevant to a particular real-world location. Team collaboration is assisted by user tracking and real-time visualizations of team member positions within the environment. The user interface and display methods are inspired by Augmented Reality1 (AR) techniques, incorporating a video-see-through Head Mounted Display (HMD) and fingerbending sensor glove.*. 1Augmented reality (AR) is a field of computer research which deals with the combination of real world and computer generated data. At present, most AR research is concerned with the use of live video imagery which is digitally processed and augmented by the addition of computer generated graphics. Advanced research includes the use of motion tracking data, fiducial marker recognition using machine vision, and the construction of controlled environments containing any number of sensors and actuators. (Source: Wikipedia) *This dissertation is a compound document (contains both a paper copy and a CD as part of the dissertation). The CD requires the following system requirements: Adobe Acrobat; Microsoft Office; Windows MediaPlayer or RealPlayer

    Large-Scale Textured 3D Scene Reconstruction

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    Die Erstellung dreidimensionaler Umgebungsmodelle ist eine fundamentale Aufgabe im Bereich des maschinellen Sehens. Rekonstruktionen sind für eine Reihe von Anwendungen von Nutzen, wie bei der Vermessung, dem Erhalt von Kulturgütern oder der Erstellung virtueller Welten in der Unterhaltungsindustrie. Im Bereich des automatischen Fahrens helfen sie bei der Bewältigung einer Vielzahl an Herausforderungen. Dazu gehören Lokalisierung, das Annotieren großer Datensätze oder die vollautomatische Erstellung von Simulationsszenarien. Die Herausforderung bei der 3D Rekonstruktion ist die gemeinsame Schätzung von Sensorposen und einem Umgebunsmodell. Redundante und potenziell fehlerbehaftete Messungen verschiedener Sensoren müssen in eine gemeinsame Repräsentation der Welt integriert werden, um ein metrisch und photometrisch korrektes Modell zu erhalten. Gleichzeitig muss die Methode effizient Ressourcen nutzen, um Laufzeiten zu erreichen, welche die praktische Nutzung ermöglichen. In dieser Arbeit stellen wir ein Verfahren zur Rekonstruktion vor, das fähig ist, photorealistische 3D Rekonstruktionen großer Areale zu erstellen, die sich über mehrere Kilometer erstrecken. Entfernungsmessungen aus Laserscannern und Stereokamerasystemen werden zusammen mit Hilfe eines volumetrischen Rekonstruktionsverfahrens fusioniert. Ringschlüsse werden erkannt und als zusätzliche Bedingungen eingebracht, um eine global konsistente Karte zu erhalten. Das resultierende Gitternetz wird aus Kamerabildern texturiert, wobei die einzelnen Beobachtungen mit ihrer Güte gewichtet werden. Für eine nahtlose Erscheinung werden die unbekannten Belichtungszeiten und Parameter des optischen Systems mitgeschätzt und die Bilder entsprechend korrigiert. Wir evaluieren unsere Methode auf synthetischen Daten, realen Sensordaten unseres Versuchsfahrzeugs und öffentlich verfügbaren Datensätzen. Wir zeigen qualitative Ergebnisse großer innerstädtischer Bereiche, sowie quantitative Auswertungen der Fahrzeugtrajektorie und der Rekonstruktionsqualität. Zuletzt präsentieren wir mehrere Anwendungen und zeigen somit den Nutzen unserer Methode für Anwendungen im Bereich des automatischen Fahrens

    Neural Radiance Fields: Past, Present, and Future

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    The various aspects like modeling and interpreting 3D environments and surroundings have enticed humans to progress their research in 3D Computer Vision, Computer Graphics, and Machine Learning. An attempt made by Mildenhall et al in their paper about NeRFs (Neural Radiance Fields) led to a boom in Computer Graphics, Robotics, Computer Vision, and the possible scope of High-Resolution Low Storage Augmented Reality and Virtual Reality-based 3D models have gained traction from res with more than 1000 preprints related to NeRFs published. This paper serves as a bridge for people starting to study these fields by building on the basics of Mathematics, Geometry, Computer Vision, and Computer Graphics to the difficulties encountered in Implicit Representations at the intersection of all these disciplines. This survey provides the history of rendering, Implicit Learning, and NeRFs, the progression of research on NeRFs, and the potential applications and implications of NeRFs in today's world. In doing so, this survey categorizes all the NeRF-related research in terms of the datasets used, objective functions, applications solved, and evaluation criteria for these applications.Comment: 413 pages, 9 figures, 277 citation
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