18 research outputs found

    Analyse en simulation de projection immersive par l'avant

    Get PDF
    National audienceDepuis quelques années des systèmes caméra-projecteur sont utilisés, dans le cadre de la réalité mixte, pour éclairer des environnements non dédiés comme les murs d'une pièce d'habitation. L'objectif de ce travail est de caractériser le potentiel d'un tel système. Pour cela, nous proposons une étude en simulation des échanges énergétiques, depuis le projecteur jusqu'à la caméra. Nous considérons également l'efficacité de la compensation. Enfin, nous analysons, d'après les résultats obtenus, l'influence de différents facteurs

    Doctor of Philosophy

    Get PDF
    dissertationWhile boundary representations, such as nonuniform rational B-spline (NURBS) surfaces, have traditionally well served the needs of the modeling community, they have not seen widespread adoption among the wider engineering discipline. There is a common perception that NURBS are slow to evaluate and complex to implement. Whereas computer-aided design commonly deals with surfaces, the engineering community must deal with materials that have thickness. Traditional visualization techniques have avoided NURBS, and there has been little cross-talk between the rich spline approximation community and the larger engineering field. Recently there has been a strong desire to marry the modeling and analysis phases of the iterative design cycle, be it in car design, turbulent flow simulation around an airfoil, or lighting design. Research has demonstrated that employing a single representation throughout the cycle has key advantages. Furthermore, novel manufacturing techniques employing heterogeneous materials require the introduction of volumetric modeling representations. There is little question that fields such as scientific visualization and mechanical engineering could benefit from the powerful approximation properties of splines. In this dissertation, we remove several hurdles to the application of NURBS to problems in engineering and demonstrate how their unique properties can be leveraged to solve problems of interest

    Interactive global illumination on the CPU

    Get PDF
    Computing realistic physically-based global illumination in real-time remains one of the major goals in the fields of rendering and visualisation; one that has not yet been achieved due to its inherent computational complexity. This thesis focuses on CPU-based interactive global illumination approaches with an aim to develop generalisable hardware-agnostic algorithms. Interactive ray tracing is reliant on spatial and cache coherency to achieve interactive rates which conflicts with needs of global illumination solutions which require a large number of incoherent secondary rays to be computed. Methods that reduce the total number of rays that need to be processed, such as Selective rendering, were investigated to determine how best they can be utilised. The impact that selective rendering has on interactive ray tracing was analysed and quantified and two novel global illumination algorithms were developed, with the structured methodology used presented as a framework. Adaptive Inter- leaved Sampling, is a generalisable approach that combines interleaved sampling with an adaptive approach, which uses efficient component-specific adaptive guidance methods to drive the computation. Results of up to 11 frames per second were demonstrated for multiple components including participating media. Temporal Instant Caching, is a caching scheme for accelerating the computation of diffuse interreflections to interactive rates. This approach achieved frame rates exceeding 9 frames per second for the majority of scenes. Validation of the results for both approaches showed little perceptual difference when comparing against a gold-standard path-traced image. Further research into caching led to the development of a new wait-free data access control mechanism for sharing the irradiance cache among multiple rendering threads on a shared memory parallel system. By not serialising accesses to the shared data structure the irradiance values were shared among all the threads without any overhead or contention, when reading and writing simultaneously. This new approach achieved efficiencies between 77% and 92% for 8 threads when calculating static images and animations. This work demonstrates that, due to the flexibility of the CPU, CPU-based algorithms remain a valid and competitive choice for achieving global illumination interactively, and an alternative to the generally brute-force GPU-centric algorithms

    A variational technique for three-dimensional reconstruction of local structure

    Get PDF
    Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, February 1999.Includes bibliographical references (leaves 66-70).by Eric Raphaël Amram.S.M

    Efficient, image-based appearance acquisition of real-world objects

    Get PDF
    Two ingredients are necessary to synthesize realistic images: an accurate rendering algorithm and, equally important, high-quality models in terms of geometry and reflection properties. In this dissertation we focus on capturing the appearance of real world objects. The acquired model must represent both the geometry and the reflection properties of the object in order to create new views of the object with novel illumination. Starting from scanned 3D geometry, we measure the reflection properties (BRDF) of the object from images taken under known viewing and lighting conditions. The BRDF measurement require only a small number of input images and is made even more efficient by a view planning algorithm. In particular, we propose algorithms for efficient image-to-geometry registration, and an image-based measurement technique to reconstruct spatially varying materials from a sparse set of images using a point light source. Moreover, we present a view planning algorithm that calculates camera and light source positions for optimal quality and efficiency of the measurement process. Relightable models of real-world objects are requested in various fields such as movie production, e-commerce, digital libraries, and virtual heritage.Zur Synthetisierung realistischer Bilder ist zweierlei nötig: ein akkurates Verfahren zur Beleuchtungsberechnung und, ebenso wichtig, qualitativ hochwertige Modelle, die Geometrie und Reflexionseigenschaften der Szene repräsentieren. Die Aufnahme des Erscheinungbildes realer Gegenstände steht im Mittelpunkt dieser Dissertation. Um beliebige Ansichten eines Gegenstandes unter neuer Beleuchtung zu berechnen, müssen die aufgenommenen Modelle sowohl die Geometrie als auch die Reflexionseigenschaften beinhalten. Ausgehend von einem eingescannten 3D-Geometriemodell, werden die Reflexionseigenschaften (BRDF) anhand von Bildern des Objekts gemessen, die unter kontrollierten Lichtverhältnissen aus verschiedenen Perspektiven aufgenommen wurden. Für die Messungen der BRDF sind nur wenige Eingabebilder erforderlich. Im Speziellen werden Methoden vorgestellt für die Registrierung von Bildern und Geometrie sowie für die bildbasierte Messung von variierenden Materialien. Zur zusätzlichen Steigerung der Effizienz der Aufnahme wie der Qualität des Modells, wurde ein Planungsalgorithmus entwickelt, der optimale Kamera- und Lichtquellenpositionen berechnet. Anwendung finden virtuelle 3D-Modelle bespielsweise in der Filmproduktion, im E-Commerce, in digitalen Bibliotheken wie auch bei der Bewahrung von kulturhistorischem Erbe

    Shape recovery from reflection.

    Get PDF
    by Yingli Tian.Thesis (Ph.D.)--Chinese University of Hong Kong, 1996.Includes bibliographical references (leaves 202-222).Chapter 1 --- Introduction --- p.1Chapter 1.1 --- Physics-Based Shape Recovery Techniques --- p.3Chapter 1.2 --- Proposed Approaches to Shape Recovery in this Thesis --- p.9Chapter 1.3 --- Thesis Outline --- p.13Chapter 2 --- Camera Model in Color Vision --- p.15Chapter 2.1 --- Introduction --- p.15Chapter 2.2 --- Spectral Linearization --- p.17Chapter 2.3 --- Image Balancing --- p.21Chapter 2.4 --- Spectral Sensitivity --- p.24Chapter 2.5 --- Color Clipping and Blooming --- p.24Chapter 3 --- Extended Light Source Models --- p.27Chapter 3.1 --- Introduction --- p.27Chapter 3.2 --- A Spherical Light Model in 2D Coordinate System --- p.30Chapter 3.2.1 --- Basic Photometric Function for Hybrid Surfaces under a Point Light Source --- p.32Chapter 3.2.2 --- Photometric Function for Hybrid Surfaces under the Spher- ical Light Source --- p.34Chapter 3.3 --- A Spherical Light Model in 3D Coordinate System --- p.36Chapter 3.3.1 --- Radiance of the Spherical Light Source --- p.36Chapter 3.3.2 --- Surface Brightness Illuminated by One Point of the Spher- ical Light Source --- p.38Chapter 3.3.3 --- Surface Brightness Illuminated by the Spherical Light Source --- p.39Chapter 3.3.4 --- Rotating the Source-Object Coordinate to the Camera- Object Coordinate --- p.41Chapter 3.3.5 --- Surface Reflection Model --- p.44Chapter 3.4 --- Rectangular Light Model in 3D Coordinate System --- p.45Chapter 3.4.1 --- Radiance of a Rectangular Light Source --- p.45Chapter 3.4.2 --- Surface Brightness Illuminated by One Point of the Rect- angular Light Source --- p.47Chapter 3.4.3 --- Surface Brightness Illuminated by a Rectangular Light Source --- p.47Chapter 4 --- Shape Recovery from Specular Reflection --- p.54Chapter 4.1 --- Introduction --- p.54Chapter 4.2 --- Theory of the First Method --- p.57Chapter 4.2.1 --- Torrance-Sparrow Reflectance Model --- p.57Chapter 4.2.2 --- Relationship Between Surface Shapes from Different Images --- p.60Chapter 4.3 --- Theory of the Second Method --- p.65Chapter 4.3.1 --- Getting the Depth of a Reference Point --- p.65Chapter 4.3.2 --- Recovering the Depth and Normal of a Specular Point Near the Reference Point --- p.67Chapter 4.3.3 --- Recovering Local Shape of the Object by Specular Reflection --- p.69Chapter 4.4 --- Experimental Results and Discussions --- p.71Chapter 4.4.1 --- Experimental System and Results of the First Method --- p.71Chapter 4.4.2 --- Experimental System and Results of the Second Method --- p.76Chapter 5 --- Shape Recovery from One Sequence of Color Images --- p.81Chapter 5.1 --- Introduction --- p.81Chapter 5.2 --- Temporal-color Space Analysis of Reflection --- p.84Chapter 5.3 --- Estimation of Illuminant Color Ks --- p.88Chapter 5.4 --- Estimation of the Color Vector of the Body-reflection Component Kl --- p.89Chapter 5.5 --- Separating Specular and Body Reflection Components and Re- covering Surface Shape and Reflectance --- p.91Chapter 5.6 --- Experiment Results and Discussions --- p.92Chapter 5.6.1 --- Results with Interreflection --- p.93Chapter 5.6.2 --- Results Without Interreflection --- p.93Chapter 5.6.3 --- Simulation Results --- p.95Chapter 5.7 --- Analysis of Various Factors on the Accuracy --- p.96Chapter 5.7.1 --- Effects of Number of Samples --- p.96Chapter 5.7.2 --- Effects of Noise --- p.99Chapter 5.7.3 --- Effects of Object Size --- p.99Chapter 5.7.4 --- Camera Optical Axis Not in Light Source Plane --- p.102Chapter 5.7.5 --- Camera Optical Axis Not Passing Through Object Center --- p.105Chapter 6 --- Shape Recovery from Two Sequences of Images --- p.107Chapter 6.1 --- Introduction --- p.107Chapter 6.2 --- Method for 3D Shape Recovery from Two Sequences of Images --- p.109Chapter 6.3 --- Genetics-Based Method --- p.111Chapter 6.4 --- Experimental Results and Discussions --- p.115Chapter 6.4.1 --- Simulation Results --- p.115Chapter 6.4.2 --- Real Experimental Results --- p.118Chapter 7 --- Shape from Shading for Non-Lambertian Surfaces --- p.120Chapter 7.1 --- Introduction --- p.120Chapter 7.2 --- Reflectance Map for Non-Lambertian Color Surfaces --- p.123Chapter 7.3 --- Recovering Non-Lambertian Surface Shape from One Color Image --- p.127Chapter 7.3.1 --- Segmenting Hybrid Areas from Diffuse Areas Using Hue Information --- p.127Chapter 7.3.2 --- Calculating Intensities of Specular and Diffuse Compo- nents on Hybrid Areas --- p.128Chapter 7.3.3 --- Recovering Shape from Shading --- p.129Chapter 7.4 --- Experimental Results and Discussions --- p.131Chapter 7.4.1 --- Simulation Results --- p.131Chapter 7.4.2 --- Real Experimental Results --- p.136Chapter 8 --- Shape from Shading under Multiple Extended Light Sources --- p.142Chapter 8.1 --- Introduction --- p.142Chapter 8.2 --- Reflectance Map for Lambertian Surface Under Multiple Rectan- gular Light Sources --- p.144Chapter 8.3 --- Recovering Surface Shape Under Multiple Rectangular Light Sources --- p.148Chapter 8.4 --- Experimental Results and Discussions --- p.150Chapter 8.4.1 --- Synthetic Image Results --- p.150Chapter 8.4.2 --- Real Image Results --- p.152Chapter 9 --- Shape from Shading in Unknown Environments by Neural Net- works --- p.167Chapter 9.1 --- Introduction --- p.167Chapter 9.2 --- Shape Estimation --- p.169Chapter 9.2.1 --- Shape Recovery Problem under Multiple Rectangular Ex- tended Light Sources --- p.169Chapter 9.2.2 --- Forward Network Representation of Surface Normals --- p.170Chapter 9.2.3 --- Shape Estimation --- p.174Chapter 9.3 --- Application of the Neural Network in Shape Recovery --- p.174Chapter 9.3.1 --- Structure of the Neural Network --- p.174Chapter 9.3.2 --- Normalization of the Input and Output Patterns --- p.175Chapter 9.4 --- Experimental Results and Discussions --- p.178Chapter 9.4.1 --- Results for Lambertian Surface under One Rectangular Light --- p.178Chapter 9.4.2 --- Results for Lambertian Surface under Four Rectangular Light Sources --- p.180Chapter 9.4.3 --- Results for Hybrid Surface under One Rectangular Light Sources --- p.190Chapter 9.4.4 --- Discussions --- p.190Chapter 10 --- Summary and Conclusions --- p.191Chapter 10.1 --- Summary Results and Contributions --- p.192Chapter 10.2 --- Directions of Future Research --- p.199Bibliography --- p.20

    Enhanced dynamic reflectometry for relightable free-viewpoint video

    No full text
    Free-Viewpoint Video of Human Actors allows photo- realistic rendering of real-world people under novel viewing conditions. Dynamic Reflectometry extends the concept of free-view point video and allows rendering in addition under novel lighting conditions. In this work, we present an enhanced method for capturing human shape and motion as well as dynamic surface reflectance properties from a sparse set of input video streams. We augment our initial method for model-based relightable free-viewpoint video in several ways. Firstly, a single-skin mesh is introduced for the continuous appearance of the model. Moreover an algorithm to detect and compensate lateral shifting of textiles in order to improve temporal texture registration is presented. Finally, a structured resampling approach is introduced which enables reliable estimation of spatially varying surface reflectance despite a static recording setup. The new algorithm ingredients along with the Relightable 3D Video framework enables us to realistically reproduce the appearance of animated virtual actors under different lighting conditions, as well as to interchange surface attributes among different people, e.g. for virtual dressing. Our contribution can be used to create 3D renditions of real-world people under arbitrary novel lighting conditions on standard graphics hardware

    Remanufacturing of precision metal components using additive manufacturing technology

    Get PDF
    Critical metallic components such as jet engine turbine blades and casting die/mold may be damaged after servicing for a period at harsh working environments such as elevated temperature and pressure, impact with foreign objects, wear, corrosion, and fatigue. Additive manufacturing has a promising application for the refurbishment of such high-costly parts by depositing materials at the damaged zone to restore the nominal geometry. However, several issues such as pre-processing of worn parts to assure the repairability, reconstructing the repair volume to generate a repair tool path for material deposition, and inspection of repaired parts are challenging. The current research aims to address crucial issues associated with component repair based on three research topics. The first topic is focusing on the development of pre-repair processing strategies which includes pre-repair machining to guarantee the damaged parts are ready for material deposition and pre-repair heat-treatment to restore the nominal mechanical properties. For this purpose, some damaged parts with varied defects were processed based on the proposed strategies. The second topic presents algorithms for obtaining the repair volume on damaged parts by comparing the damaged 3D models with the nominal models. Titanium compressor blades and die/mold were used as case studies to illustrate the damage detection and reconstructing algorithms. The third topic is the evaluation of repaired components through material inspection and mechanical testing to make sure the repair is successful. The current research contributes to metallic component remanufacturing by providing knowledge to solve key issues coupled with repair. Moreover, the research results could benefit a wide range of industries, such as aerospace, automotive, biomedical, and die casting --Abstract, page iv

    Realism in Computer Graphics: A Survey

    Full text link
    corecore