1,037 research outputs found
SEGCloud: Semantic Segmentation of 3D Point Clouds
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
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
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
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
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
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
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
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
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
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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