10 research outputs found

    Data-driven methods for interactive visual content creation and manipulation

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    Software tools for creating and manipulating visual content --- be they for images, video or 3D models --- are often difficult to use and involve a lot of manual interaction at several stages of the process. Coupled with long processing and acquisition times, content production is rather costly and poses a potential barrier to many applications. Although cameras now allow anyone to easily capture photos and video, tools for manipulating such media demand both artistic talent and technical expertise. However, at the same time, vast corpuses with existing visual content such as Flickr, YouTube or Google 3D Warehouse are now available and easily accessible. This thesis proposes a data-driven approach to tackle the above mentioned problems encountered in content generation. To this end, statistical models trained on semantic knowledge harvested from existing visual content corpuses are created. Using these models, we then develop tools which are easy to learn and use, even by novice users, but still produce high-quality content. These tools have intuitive interfaces, and enable the user to have precise and flexible control. Specifically, we apply our models to create tools to simplify the tasks of video manipulation, 3D modeling and material assignment to 3D objects.Softwarewerkzeuge zum Erstellen und Bearbeiten von visuellen Inhalten --- seien es Bilder, Videos oder 3D-Modelle --- sind häufig schwierig zu bedienen und erfordern viel manuelle Interaktion an verschiedenen Stellen des Verfahrens. In Verbindung mit langen Bearbeitungs- und Erfassungszeiten ist die Erzeugung von Inhalten eher aufwendig und stellt ein potentielles Hindernis für viele Anwendungen dar. Obwohl heute Kameras jedem Anwender auf einfache Art und Weise erlauben Bilder und Videos aufzunehmen, erfordern Werkzeuge zur Bearbeitung dieser sowohl künstlerisches Talent, als auch technische Kompetenz. Gleichzeitig sind riesige Korpora mit bereits vorhandenen visuellen Inhalten, wie zum Beispiel Flickr, Youtube oder Google 3D Warehouse, verfügbar und leicht zugänglich. Diese Arbeit stellt einen datengetriebenen Ansatz vor, der die erwähnten Probleme der Inhaltserzeugung behandelt. Zu diesem Zweck werden statistische Modelle erzeugt, die auf semantischem Wissen trainiert worden sind, welches aus bestehenden Korpora von visuellen Inhalten gesammelt worden ist. Durch die Verwendung dieser Modelle ist es möglich Werkzeuge zu entwickeln, die sogar von unerfahrenen Anwendern einfach zu erlernen und zu benutzen sind, aber dennoch qualitativ hochwertige Inhalte produzieren. Diese Werkzeuge haben intuitive Benutzeroberflächen und geben dem Benutzer eine präzise und flexible Kontrolle. Insbesondere werden die Modelle eingesetzt, um Werkzeuge zu erzeugen, die Aufgaben Videobearbeitung, 3D-Modellerstellung und Materialzuweisung zu 3D-Modellen vereinfachen

    Data-driven methods for interactive visual content creation and manipulation

    Get PDF
    Software tools for creating and manipulating visual content --- be they for images, video or 3D models --- are often difficult to use and involve a lot of manual interaction at several stages of the process. Coupled with long processing and acquisition times, content production is rather costly and poses a potential barrier to many applications. Although cameras now allow anyone to easily capture photos and video, tools for manipulating such media demand both artistic talent and technical expertise. However, at the same time, vast corpuses with existing visual content such as Flickr, YouTube or Google 3D Warehouse are now available and easily accessible. This thesis proposes a data-driven approach to tackle the above mentioned problems encountered in content generation. To this end, statistical models trained on semantic knowledge harvested from existing visual content corpuses are created. Using these models, we then develop tools which are easy to learn and use, even by novice users, but still produce high-quality content. These tools have intuitive interfaces, and enable the user to have precise and flexible control. Specifically, we apply our models to create tools to simplify the tasks of video manipulation, 3D modeling and material assignment to 3D objects.Softwarewerkzeuge zum Erstellen und Bearbeiten von visuellen Inhalten --- seien es Bilder, Videos oder 3D-Modelle --- sind häufig schwierig zu bedienen und erfordern viel manuelle Interaktion an verschiedenen Stellen des Verfahrens. In Verbindung mit langen Bearbeitungs- und Erfassungszeiten ist die Erzeugung von Inhalten eher aufwendig und stellt ein potentielles Hindernis für viele Anwendungen dar. Obwohl heute Kameras jedem Anwender auf einfache Art und Weise erlauben Bilder und Videos aufzunehmen, erfordern Werkzeuge zur Bearbeitung dieser sowohl künstlerisches Talent, als auch technische Kompetenz. Gleichzeitig sind riesige Korpora mit bereits vorhandenen visuellen Inhalten, wie zum Beispiel Flickr, Youtube oder Google 3D Warehouse, verfügbar und leicht zugänglich. Diese Arbeit stellt einen datengetriebenen Ansatz vor, der die erwähnten Probleme der Inhaltserzeugung behandelt. Zu diesem Zweck werden statistische Modelle erzeugt, die auf semantischem Wissen trainiert worden sind, welches aus bestehenden Korpora von visuellen Inhalten gesammelt worden ist. Durch die Verwendung dieser Modelle ist es möglich Werkzeuge zu entwickeln, die sogar von unerfahrenen Anwendern einfach zu erlernen und zu benutzen sind, aber dennoch qualitativ hochwertige Inhalte produzieren. Diese Werkzeuge haben intuitive Benutzeroberflächen und geben dem Benutzer eine präzise und flexible Kontrolle. Insbesondere werden die Modelle eingesetzt, um Werkzeuge zu erzeugen, die Aufgaben Videobearbeitung, 3D-Modellerstellung und Materialzuweisung zu 3D-Modellen vereinfachen

    SLAM-based Dense Surface Reconstruction in Monocular Minimally Invasive Surgery and its Application to Augmented Reality.

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    While Minimally Invasive Surgery (MIS) offers considerable benefits to patients, it also imposes big challenges on a surgeon's performance due to well-known issues and restrictions associated with the field of view (FOV), hand-eye misalignment and disorientation, as well as the lack of stereoscopic depth perception in monocular endoscopy. Augmented Reality (AR) technology can help to overcome these limitations by augmenting the real scene with annotations, labels, tumour measurements or even a 3D reconstruction of anatomy structures at the target surgical locations. However, previous research attempts of using AR technology in monocular MIS surgical scenes have been mainly focused on the information overlay without addressing correct spatial calibrations, which could lead to incorrect localization of annotations and labels, and inaccurate depth cues and tumour measurements. In this paper, we present a novel intra-operative dense surface reconstruction framework that is capable of providing geometry information from only monocular MIS videos for geometry-aware AR applications such as site measurements and depth cues. We address a number of compelling issues in augmenting a scene for a monocular MIS environment, such as drifting and inaccurate planar mapping. Methods A state-of-the-art Simultaneous Localization And Mapping (SLAM) algorithm used in robotics has been extended to deal with monocular MIS surgical scenes for reliable endoscopic camera tracking and salient point mapping. A robust global 3D surface reconstruction framework has been developed for building a dense surface using only unorganized sparse point clouds extracted from the SLAM. The 3D surface reconstruction framework employs the Moving Least Squares (MLS) smoothing algorithm and the Poisson surface reconstruction framework for real time processing of the point clouds data set. Finally, the 3D geometric information of the surgical scene allows better understanding and accurate placement AR augmentations based on a robust 3D calibration. Results We demonstrate the clinical relevance of our proposed system through two examples: a) measurement of the surface; b) depth cues in monocular endoscopy. The performance and accuracy evaluations of the proposed framework consist of two steps. First, we have created a computer-generated endoscopy simulation video to quantify the accuracy of the camera tracking by comparing the results of the video camera tracking with the recorded ground-truth camera trajectories. The accuracy of the surface reconstruction is assessed by evaluating the Root Mean Square Distance (RMSD) of surface vertices of the reconstructed mesh with that of the ground truth 3D models. An error of 1.24mm for the camera trajectories has been obtained and the RMSD for surface reconstruction is 2.54mm, which compare favourably with previous approaches. Second, \textit{in vivo} laparoscopic videos are used to examine the quality of accurate AR based annotation and measurement, and the creation of depth cues. These results show the potential promise of our geometry-aware AR technology to be used in MIS surgical scenes. Conclusions The results show that the new framework is robust and accurate in dealing with challenging situations such as the rapid endoscopy camera movements in monocular MIS scenes. Both camera tracking and surface reconstruction based on a sparse point cloud are effective and operated in real-time. This demonstrates the potential of our algorithm for accurate AR localization and depth augmentation with geometric cues and correct surface measurements in MIS with monocular endoscopes

    Gaze-Based Human-Robot Interaction by the Brunswick Model

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    We present a new paradigm for human-robot interaction based on social signal processing, and in particular on the Brunswick model. Originally, the Brunswick model copes with face-to-face dyadic interaction, assuming that the interactants are communicating through a continuous exchange of non verbal social signals, in addition to the spoken messages. Social signals have to be interpreted, thanks to a proper recognition phase that considers visual and audio information. The Brunswick model allows to quantitatively evaluate the quality of the interaction using statistical tools which measure how effective is the recognition phase. In this paper we cast this theory when one of the interactants is a robot; in this case, the recognition phase performed by the robot and the human have to be revised w.r.t. the original model. The model is applied to Berrick, a recent open-source low-cost robotic head platform, where the gazing is the social signal to be considered

    Exploring Sparse, Unstructured Video Collections of Places

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    The abundance of mobile devices and digital cameras with video capture makes it easy to obtain large collections of video clips that contain the same location, environment, or event. However, such an unstructured collection is difficult to comprehend and explore. We propose a system that analyses collections of unstructured but related video data to create a Videoscape: a data structure that enables interactive exploration of video collections by visually navigating — spatially and/or temporally — between different clips. We automatically identify transition opportunities, or portals. From these portals, we construct the Videoscape, a graph whose edges are video clips and whose nodes are portals between clips. Now structured, the videos can be interactively explored by walking the graph or by geographic map. Given this system, we gauge preference for different video transition styles in a user study, and generate heuristics that automatically choose an appropriate transition style. We evaluate our system using three further user studies, which allows us to conclude that Videoscapes provides significant benefits over related methods. Our system leads to previously unseen ways of interactive spatio-temporal exploration of casually captured videos, and we demonstrate this on several video collections

    NASA Tech Briefs, July/August 1988

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

    Large space structures and systems in the space station era: A bibliography with indexes

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    Bibliographies and abstracts are listed for 1219 reports, articles, and other documents introduced into the NASA scientific and technical information system between July 1, 1990 and December 31, 1990. The purpose is to provide helpful information to the researcher, manager, and designer in technology development and mission design according to system, interactive analysis and design, structural and thermal analysis and design, structural concepts and control systems, electronics, advanced materials, assembly concepts, propulsion, and solar power satellite systems

    Apollo Program Summary Report: Synopsis of the Apollo Program Activities and Technology for Lunar Exploration

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    Overall program activities and the technology developed to accomplish lunar exploration are discussed. A summary of the flights conducted over an 11-year period is presented along with specific aspects of the overall program, including lunar science, vehicle development and performance, lunar module development program, spacecraft development testing, flight crew summary, mission operations, biomedical data, spacecraft manufacturing and testing, launch site facilities, equipment, and prelaunch operations, and the lunar receiving laboratory. Appendixes provide data on each of the Apollo missions, mission type designations, spacecraft weights, records achieved by Apollo crewmen, vehicle histories, and a listing of anomalous hardware conditions noted during each flight beginning with Apollo 4
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