386 research outputs found

    Path Planning for Mobile Robot Navigation using Voronoi Diagram and Fast Marching

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    For navigation in complex environments, a robot need s to reach a compromise between the need for having efficient and optimized trajectories and t he need for reacting to unexpected events. This paper presents a new sensor-based Path Planner w hich results in a fast local or global motion planning able to incorporate the new obstacle information. In the first step the safest areas in the environment are extracted by means of a Vorono i Diagram. In the second step the Fast Marching Method is applied to the Voronoi extracted a reas in order to obtain the path. The method combines map-based and sensor-based planning o perations to provide a reliable motion plan, while it operates at the sensor frequency. The m ain characteristics are speed and reliability, since the map dimensions are reduced to an almost uni dimensional map and this map represents the safest areas in the environment for moving the robot. In addition, the Voronoi Diagram can be calculated in open areas, and with all kind of shaped obstacles, which allows to apply the proposed planning method in complex environments wher e other methods of planning based on Voronoi do not work.This work has been supported by the CAM Project S2009/DPI-1559/ROBOCITY2030 I

    3D + t Morphological Processing: Applications to Embryogenesis Image Analysis

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    We propose to directly process 3D + t image sequences with mathematical morphology operators, using a new classi?cation of the 3D+t structuring elements. Several methods (?ltering, tracking, segmentation) dedicated to the analysis of 3D + t datasets of zebra?sh embryogenesis are introduced and validated through a synthetic dataset. Then, we illustrate the application of these methods to the analysis of datasets of zebra?sh early development acquired with various microscopy techniques. This processing paradigm produces spatio-temporal coherent results as it bene?ts from the intrinsic redundancy of the temporal dimension, and minimizes the needs for human intervention in semi-automatic algorithms

    Automatic skeletonization and skin attachment for realistic character animation.

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    The realism of character animation is associated with a number of tasks ranging from modelling, skin defonnation, motion generation to rendering. In this research we are concerned with two of them: skeletonization and weight assignment for skin deformation. The fonner is to generate a skeleton, which is placed within the character model and links the motion data to the skin shape of the character. The latter assists the modelling of realistic skin shape when a character is in motion. In the current animation production practice, the task of skeletonization is primarily undertaken by hand, i.e. the animator produces an appropriate skeleton and binds it with the skin model of a character. This is inevitably very time-consuming and costs a lot of labour. In order to improve this issue, in this thesis we present an automatic skeletonization framework. It aims at producing high-quality animatible skeletons without heavy human involvement while allowing the animator to maintain the overall control of the process. In the literature, the tenn skeletonization can have different meanings. Most existing research on skeletonization is in the remit of CAD (Computer Aided Design). Although existing research is of significant reference value to animation, their downside is the skeleton generated is either not appropriate for the particular needs of animation, or the methods are computationally expensive. Although some purpose-build animation skeleton generation techniques exist, unfortunately they rely on complicated post-processing procedures, such as thinning and pruning, which again can be undesirable. The proposed skeletonization framework makes use of a new geometric entity known as the 3D silhouette that is an ordinary silhouette with its depth information recorded. We extract a curve skeleton from two 3D silhouettes of a character detected from its two perpendicular projections. The skeletal joints are identified by down sampling the curve skeleton, leading to the generation of the final animation skeleton. The efficiency and quality are major performance indicators in animation skeleton generation. Our framework achieves the former by providing a 2D solution to the 3D skeletonization problem. Reducing in dimensions brings much faster performances. Experiments and comparisons are carried out to demonstrate the computational simplicity. Its accuracy is also verified via these experiments and comparisons. To link a skeleton to the skin, accordingly we present a skin attachment framework aiming at automatic and reasonable weight distribution. It differs from the conventional algorithms in taking topological information into account during weight computation. An effective range is defined for a joint. Skin vertices located outside the effective range will not be affected by this joint. By this means, we provide a solution to remove the influence of a topologically distant, hence highly likely irrelevant joint on a vertex. A user-defined parameter is also provided in this algorithm, which allows different deformation effects to be obtained according to user's needs. Experiments and comparisons prove that the presented framework results in weight distribution of good quality. Thus it frees animators from tedious manual weight editing. Furthermore, it is flexible to be used with various deformation algorithms

    Elastic principal manifolds and their practical applications

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    Principal manifolds serve as useful tool for many practical applications. These manifolds are defined as lines or surfaces passing through "the middle" of data distribution. We propose an algorithm for fast construction of grid approximations of principal manifolds with given topology. It is based on analogy of principal manifold and elastic membrane. The first advantage of this method is a form of the functional to be minimized which becomes quadratic at the step of the vertices position refinement. This makes the algorithm very effective, especially for parallel implementations. Another advantage is that the same algorithmic kernel is applied to construct principal manifolds of different dimensions and topologies. We demonstrate how flexibility of the approach allows numerous adaptive strategies like principal graph constructing, etc. The algorithm is implemented as a C++ package elmap and as a part of stand-alone data visualization tool VidaExpert, available on the web. We describe the approach and provide several examples of its application with speed performance characteristics.Comment: 26 pages, 10 figures, edited final versio

    Descriptor Based Analysis of Digital 3D Shapes

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