42 research outputs found

    Computer Vision for Timber Harvesting

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    Scalable Realtime Rendering and Interaction with Digital Surface Models of Landscapes and Cities

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    Interactive, realistic rendering of landscapes and cities differs substantially from classical terrain rendering. Due to the sheer size and detail of the data which need to be processed, realtime rendering (i.e. more than 25 images per second) is only feasible with level of detail (LOD) models. Even the design and implementation of efficient, automatic LOD generation is ambitious for such out-of-core datasets considering the large number of scales that are covered in a single view and the necessity to maintain screen-space accuracy for realistic representation. Moreover, users want to interact with the model based on semantic information which needs to be linked to the LOD model. In this thesis I present LOD schemes for the efficient rendering of 2.5d digital surface models (DSMs) and 3d point-clouds, a method for the automatic derivation of city models from raw DSMs, and an approach allowing semantic interaction with complex LOD models. The hierarchical LOD model for digital surface models is based on a quadtree of precomputed, simplified triangle mesh approximations. The rendering of the proposed model is proved to allow real-time rendering of very large and complex models with pixel-accurate details. Moreover, the necessary preprocessing is scalable and fast. For 3d point clouds, I introduce an LOD scheme based on an octree of hybrid plane-polygon representations. For each LOD, the algorithm detects planar regions in an adequately subsampled point cloud and models them as textured rectangles. The rendering of the resulting hybrid model is an order of magnitude faster than comparable point-based LOD schemes. To automatically derive a city model from a DSM, I propose a constrained mesh simplification. Apart from the geometric distance between simplified and original model, it evaluates constraints based on detected planar structures and their mutual topological relations. The resulting models are much less complex than the original DSM but still represent the characteristic building structures faithfully. Finally, I present a method to combine semantic information with complex geometric models. My approach links the semantic entities to the geometric entities on-the-fly via coarser proxy geometries which carry the semantic information. Thus, semantic information can be layered on top of complex LOD models without an explicit attribution step. All findings are supported by experimental results which demonstrate the practical applicability and efficiency of the methods

    Segmentation and Deformable Modelling Techniques for a Virtual Reality Surgical Simulator in Hepatic Oncology

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    Liver surgical resection is one of the most frequently used curative therapies. However, resectability is problematic. There is a need for a computer-assisted surgical planning and simulation system which can accurately and efficiently simulate the liver, vessels and tumours in actual patients. The present project describes the development of these core segmentation and deformable modelling techniques. For precise detection of irregularly shaped areas with indistinct boundaries, the segmentation incorporated active contours - gradient vector flow (GVF) snakes and level sets. To improve efficiency, a chessboard distance transform was used to replace part of the GVF effort. To automatically initialize the liver volume detection process, a rotating template was introduced to locate the starting slice. For shape maintenance during the segmentation process, a simplified object shape learning step was introduced to avoid occasional significant errors. Skeletonization with fuzzy connectedness was used for vessel segmentation. To achieve real-time interactivity, the deformation regime of this system was based on a single-organ mass-spring system (MSS), which introduced an on-the-fly local mesh refinement to raise the deformation accuracy and the mesh control quality. This method was now extended to a multiple soft-tissue constraint system, by supplementing it with an adaptive constraint mesh generation. A mesh quality measure was tailored based on a wide comparison of classic measures. Adjustable feature and parameter settings were thus provided, to make tissues of interest distinct from adjacent structures, keeping the mesh suitable for on-line topological transformation and deformation. More than 20 actual patient CT and 2 magnetic resonance imaging (MRI) liver datasets were tested to evaluate the performance of the segmentation method. Instrument manipulations of probing, grasping, and simple cutting were successfully simulated on deformable constraint liver tissue models. This project was implemented in conjunction with the Division of Surgery, Hammersmith Hospital, London; the preliminary reality effect was judged satisfactory by the consultant hepatic surgeon

    Level set and PDE methods for visualization

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    Notes from IEEE Visualization 2005 Course #6, Minneapolis, MN, October 25, 2005. Retrieved 3/16/2006 from http://www.cs.drexel.edu/~david/Papers/Viz05_Course6_Notes.pdf.Level set methods, an important class of partial differential equation (PDE) methods, define dynamic surfaces implicitly as the level set (isosurface) of a sampled, evolving nD function. This course is targeted for researchers interested in learning about level set and other PDE-based methods, and their application to visualization. The course material will be presented by several of the recognized experts in the field, and will include introductory concepts, practical considerations and extensive details on a variety of level set/PDE applications. The course will begin with preparatory material that introduces the concept of using partial differential equations to solve problems in visualization. This will include the structure and behavior of several different types of differential equations, e.g. the level set, heat and reaction-diffusion equations, as well as a general approach to developing PDE-based applications. The second stage of the course will describe the numerical methods and algorithms needed to implement the mathematics and methods presented in the first stage, including information on implementing the algorithms on GPUs. Throughout the course the technical material will be tied to applications, e.g. image processing, geometric modeling, dataset segmentation, model processing, surface reconstruction, anisotropic geometric diffusion, flow field post-processing and vector visualization. Prerequisites: Knowledge of calculus, linear algebra, computer graphics, visualization, geometric modeling and computer vision. Some familiarity with differential geometry, differential equations, numerical computing and image processing is strongly recommended, but not required

    Visual Data Compression for Multimedia Applications

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    The compression of visual information in the framework of multimedia applications is discussed. To this end, major approaches to compress still as well as moving pictures are reviewed. The most important objective in any compression algorithm is that of compression efficiency. High-compression coding of still pictures can be split into three categories: waveform, second-generation, and fractal coding techniques. Each coding approach introduces a different artifact at the target bit rates. The primary objective of most ongoing research in this field is to mask these artifacts as much as possible to the human visual system. Video-compression techniques have to deal with data enriched by one more component, namely, the temporal coordinate. Either compression techniques developed for still images can be generalized for three-dimensional signals (space and time) or a hybrid approach can be defined based on motion compensation. The video compression techniques can then be classified into the following four classes: waveform, object-based, model-based, and fractal coding techniques. This paper provides the reader with a tutorial on major visual data-compression techniques and a list of references for further information as the details of each metho

    Fehlerkaschierte Bildbasierte Darstellungsverfahren

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    Creating photo-realistic images has been one of the major goals in computer graphics since its early days. Instead of modeling the complexity of nature with standard modeling tools, image-based approaches aim at exploiting real-world footage directly,as they are photo-realistic by definition. A drawback of these approaches has always been that the composition or combination of different sources is a non-trivial task, often resulting in annoying visible artifacts. In this thesis we focus on different techniques to diminish visible artifacts when combining multiple images in a common image domain. The results are either novel images, when dealing with the composition task of multiple images, or novel video sequences rendered in real-time, when dealing with video footage from multiple cameras.Fotorealismus ist seit jeher eines der großen Ziele in der Computergrafik. Anstatt die Komplexität der Natur mit standardisierten Modellierungswerkzeugen nachzubauen, gehen bildbasierte Ansätze den umgekehrten Weg und verwenden reale Bildaufnahmen zur Modellierung, da diese bereits per Definition fotorealistisch sind. Ein Nachteil dieser Variante ist jedoch, dass die Komposition oder Kombination mehrerer Quellbilder eine nichttriviale Aufgabe darstellt und häufig unangenehm auffallende Artefakte im erzeugten Bild nach sich zieht. In dieser Dissertation werden verschiedene Ansätze verfolgt, um Artefakte zu verhindern oder abzuschwächen, welche durch die Komposition oder Kombination mehrerer Bilder in einer gemeinsamen Bilddomäne entstehen. Im Ergebnis liefern die vorgestellten Verfahren neue Bilder oder neue Ansichten einer Bildsammlung oder Videosequenz, je nachdem, ob die jeweilige Aufgabe die Komposition mehrerer Bilder ist oder die Kombination mehrerer Videos verschiedener Kameras darstellt

    Automatic texture classification in manufactured paper

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    Analyse d'images : Filtrage et segmentation

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    Ouvrage publié avec l'aide du Ministère des affaires étrangères, direction de la coopération scientifique et technique. AVERTISSEMENT Le livre publié en 1995 chez MASSON (EAN13 : 9782225849237) est épuisé. Cette version pdf est une version élaborée à partie de la version préliminaire transmise à l'éditeur. La mise en page est légèrement différente de celle du livre. Malheureusement quelques figures de l'annexe C ont été perdues.International audienceL'analyse d'image touche à l'heure actuelle de nombreux domaines, avec des objectifs aussi variés que l'aide au diagnostic pour les images médicales, la vision artificielle en robotique ou l'analyse des ressources terrestres à partir des images prises par satellite. Le but du traitement de ces images est à la fois simple dans son concept et difficile dans sa réalisation. Simple en effet, puisqu'il s'agit de reconnaître des objets que notre système visuel perçoit rapidement, du moins pour la majorité d'entre eux. Difficile cependant, car dans la grande quantité d'informations contenues dans l'image, il faut extraire des éléments pertinents pour l'application visée et ceci indépendamment de la qualité de l'image. L'analyse d'image s'est donc dotée d'outils et de méthodes puissants issus de domaines aussi variés que les mathématiques, le traitement du signal, ou l'informatique. Cet ouvrage présente un des aspects les plus importants du traitement des images : la " segmentation ". Il récapitule d'abord les grandeurs observables et calculables sur une image et les algorithmes de manipulation des structures de données associées. Il détaille ensuite les traitements préliminaires, tels le filtrage du bruit et les deux types d'approche de la segmentation, l'extraction des contours et celle des régions. Chacune fait l'objet d'une étude théorique et de nombreux résultats illustrent les performances. Une des originalités de l'ouvrage est l'étude comparative des différentes techniques appliquées sur un même corpus d'images réelles

    Distributed texture-based terrain synthesis

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    Terrain synthesis is an important field of Computer Graphics that deals with the generation of 3D landscape models for use in virtual environments. The field has evolved to a stage where large and even infinite landscapes can be generated in realtime. However, user control of the generation process is still minimal, as well as the creation of virtual landscapes that mimic real terrain. This thesis investigates the use of texture synthesis techniques on real landscapes to improve realism and the use of sketch-based interfaces to enable intuitive user control
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