1,037 research outputs found

    SEGCloud: Semantic Segmentation of 3D Point Clouds

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    3D semantic scene labeling is fundamental to agents operating in the real world. In particular, labeling raw 3D point sets from sensors provides fine-grained semantics. Recent works leverage the capabilities of Neural Networks (NNs), but are limited to coarse voxel predictions and do not explicitly enforce global consistency. We present SEGCloud, an end-to-end framework to obtain 3D point-level segmentation that combines the advantages of NNs, trilinear interpolation(TI) and fully connected Conditional Random Fields (FC-CRF). Coarse voxel predictions from a 3D Fully Convolutional NN are transferred back to the raw 3D points via trilinear interpolation. Then the FC-CRF enforces global consistency and provides fine-grained semantics on the points. We implement the latter as a differentiable Recurrent NN to allow joint optimization. We evaluate the framework on two indoor and two outdoor 3D datasets (NYU V2, S3DIS, KITTI, Semantic3D.net), and show performance comparable or superior to the state-of-the-art on all datasets.Comment: Accepted as a spotlight at the International Conference of 3D Vision (3DV 2017

    Patch-based 3D Natural Scene Generation from a Single Example

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    We target a 3D generative model for general natural scenes that are typically unique and intricate. Lacking the necessary volumes of training data, along with the difficulties of having ad hoc designs in presence of varying scene characteristics, renders existing setups intractable. Inspired by classical patch-based image models, we advocate for synthesizing 3D scenes at the patch level, given a single example. At the core of this work lies important algorithmic designs w.r.t the scene representation and generative patch nearest-neighbor module, that address unique challenges arising from lifting classical 2D patch-based framework to 3D generation. These design choices, on a collective level, contribute to a robust, effective, and efficient model that can generate high-quality general natural scenes with both realistic geometric structure and visual appearance, in large quantities and varieties, as demonstrated upon a variety of exemplar scenes.Comment: 23 pages, 26 figures, accepted by CVPR 2023. Project page: http://weiyuli.xyz/Sin3DGen

    Interactive Procedural Modelling of Coherent Waterfall Scenes

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    International audienceCombining procedural generation and user control is a fundamental challenge for the interactive design of natural scenery. This is particularly true for modelling complex waterfall scenes where, in addition to taking charge of geometric details, an ideal tool should also provide a user with the freedom to shape the running streams and falls, while automatically maintaining physical plausibility in terms of flow network, embedding into the terrain, and visual aspects of the waterfalls. We present the first solution for the interactive procedural design of coherent waterfall scenes. Our system combines vectorial editing, where the user assembles elements to create a waterfall network over an existing terrain, with a procedural model that parametrizes these elements from hydraulic exchanges; enforces consistency between the terrain and the flow; and generates detailed geometry, animated textures and shaders for the waterfalls and their surroundings. The tool is interactive, yielding visual feedback after each edit

    Developing serious games for cultural heritage: a state-of-the-art review

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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

    Procedural environment generation

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    This thesis consists of the development of a plugin for a 3D engine that allows the user to generate a 3D environment procedurally. How it will work is by taking a reference to 3D models previously created and displaying them in a finite area inside the world. This area, as well as the elements displayed on screen will be able to be editable by the user without entering or touching any script. The tool will contain an user interface where there will be the assets chosen, the area where the environment will be and the quantity of assets to display. The decision of using a commercial engine instead of creating it from scratch has been taken in base of the accessibility for the user, due to installing an external plugin is more simple. Another feature to take into account is the distribution and commercialization of the project, due to an engine from a big company containing its own marketplace where the users can upload projects and plugins. The main purpose of this project is also the possibility of implementation of this plugin in a videogame, due to it can save a lot of time while designing big scenarios taking advantage of procedural generation technology, which has been growing up during the last years

    Developing an interoperable cloud-based visualization workflow for 3D archaeological heritage data. The Palenque 3D Archaeological Atlas

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    In archaeology, 3D data has become ubiquitous, as researchers routinely capture high resolution photogrammetry and LiDAR models and engage in laborious 3D analysis and reconstruction projects at every scale: artifacts, buildings, and entire sites. The raw data and processed 3D models are rarely shared as their computational dependencies leave them unusable by other scholars. In this paper we outline a novel approach for cloud-based collaboration, visualization, analysis, contextualization, and archiving of multi-modal giga-resolution archaeological heritage 3D data. The Palenque 3D Archaeological Atlas builds on an open source WebGL systems that efficiently interlink, merge, present, and contextualize the Big Data collected at the ancient Maya city of Palenque, Mexico, allowing researchers and stakeholders to visualize, access, share, measure, compare, annotate, and repurpose massive complex archaeological datasets from their web-browsers

    Promenade architecturale

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    A San Paolo del Brasile, lo studio fotografico SC è disegnato da Marcio Kogan come una performance in cui si passa dalla geometria alla scultura

    Multilevel Solvers for Unstructured Surface Meshes

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    Parameterization of unstructured surface meshes is of fundamental importance in many applications of digital geometry processing. Such parameterization approaches give rise to large and exceedingly ill-conditioned systems which are difficult or impossible to solve without the use of sophisticated multilevel preconditioning strategies. Since the underlying meshes are very fine to begin with, such multilevel preconditioners require mesh coarsening to build an appropriate hierarchy. In this paper we consider several strategies for the construction of hierarchies using ideas from mesh simplification algorithms used in the computer graphics literature. We introduce two novel hierarchy construction schemes and demonstrate their superior performance when used in conjunction with a multigrid preconditioner

    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

    Data-driven quasi-interpolant spline surfaces for point cloud approximation

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    In this paper we investigate a local surface approximation, the Weighted Quasi Interpolant Spline Approximation (wQISA), specifically designed for large and noisy point clouds. We briefly describe the properties of the wQISA representation and introduce a novel data-driven implementation, which combines prediction capability and complexity efficiency. We provide an extended comparative analysis with other continuous approximations on real data, including different types of surfaces and levels of noise, such as 3D models, terrain data and digital environmental data
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