2,156 research outputs found

    Using facial feature extraction to enhance the creation of 3D human models

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    The creation of personalised 3D characters has evolved to provide a high degree of realism in both appearance and animation. Further to the creation of generic characters the capabilities exist to create a personalised character from images of an individual. This provides the possibility of immersing an individual into a virtual world. Feature detection, particularly on the face, can be used to greatly enhance the realism of the model. To address this innovative contour based templates are used to extract an individual from four orthogonal views providing localisation of the face. Then adaptive facial feature extraction from multiple views is used to enhance the realism of the model

    Data visualization within urban models

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    Models of urban environments have many uses for town planning, pre-visualization of new building work and utility service planning. Many of these models are three-dimensional, and increasingly there is a move towards real-time presentation of such large models. In this paper we present an algorithm for generating consistent 3D models from a combination of data sources, including Ordnance Survey ground plans, aerial photography and laser height data. Although there have been several demonstrations of automatic generation of building models from 2D vector map data, in this paper we present a very robust solution that generates models that are suitable for real-time presentation. We then demonstrate a novel pollution visualization that uses these models

    Rigging and Texturing Considerations for the Short Film Spider Fight

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    This paper delves into two separate production areas of the short film, Spider Fight: the approach used to solve the problem of rigging eyelids for 3d characters, and the pipelines that were implemented for texturing 3d assets. Typically, problems exist in the rigging of eyelids for 3d characters. Productions rely on a series of blend shapes, or a combination of joints and blend shapes, to produce satisfactory eyelid movement. Spider Fight, however, used a series of curves and joints to control the movement of the eyelids, which allowed a high degree of control over eyelid movement, and also fast editing if any problems were detected. Another challenging area for computer-animated productions is texturing 3d assets. In order to accommodate the mix of characters and props in Spider Fight, a pipeline was developed for props that included Photoshop and Maya, while a second pipeline was created for characters that involved UVLayout, ZBrush, and Photoshop. The end result was an efficient system, which produced satisfactory results starting from the creation of UV shells and ending with completed textures

    Assessment of Structure from Motion for Reconnaissance Augmentation and Bandwidth Usage Reduction

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    Modern militaries rely upon remote image sensors for real-time intelligence. A typical remote system consists of an unmanned aerial vehicle, or UAV, with an attached camera. A video stream is sent from the UAV, through a bandwidth-constrained satellite connection, to an intelligence processing unit. In this research, an upgrade to this method of collection is proposed. A set of synthetic images of a scene captured by a UAV in a virtual environment is sent to a pipeline of computer vision algorithms, collectively known as Structure from Motion. The output of Structure from Motion, a three-dimensional model, is then assessed in a 3D virtual world as a possible replacement for the images from which it was created. This study shows Structure from Motion results from a modifiable spiral flight path and compares the geoaccuracy of each result. A flattening of height is observed, and an automated compensation for this flattening is performed. Each reconstruction is also compressed, and the size of the compression is compared with the compressed size of the images from which it was created. A reduction of 49-60% of required space is shown

    Digital reconstruction of District Six architecture from archival photographs

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    Word processed copy.Includes bibliographical references (leaves 88-92).In this thesis we present a strategy for reconstructing instances of District Six Architecture from small sets of old. uncalibrated photographs that are located in the District Six Museum photographic archive. Our reconstruction strategy comprises two major parts. First, we implement a geometry reconstruction framework. based on work by Debevec et al. [1996]. This is used to reconstruct the geometry of a building given as little input as a single photograph. The approach used in this framework requires the user to design a basic model representing the building at hand. using a set of geometric primitives, and then define correspondences between the edges of this model and the edges of the building that are visible in the photographs. This approach is effective, as constraints inherent III the geometry of architectural scenes are exploited through the use of these primitives. The second component of the reconstruction strategy involves texturing the reconstructed models. To accomplish this, we use a combination of the original textures extracted from the photographs, and synthesized textures generated from samples of the original textures. For each face of the reconstructed model, the user is able to use either the original texture material. synthesized material, or a combination of both to create desirable results. Finally, to illustrate the effectiveness of our reconstruction strategy, we consider three example cases of District Six architecture and their reconstructions. All three examples were reconstructed successfully, and using findings from these results, critical analyses of both aspects of our strategy are presented

    Active modelling of virtual humans

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    This thesis provides a complete framework that enables the creation of photorealistic 3D human models in real-world environments. The approach allows a non-expert user to use any digital capture device to obtain four images of an individual and create a personalised 3D model, for multimedia applications. To achieve this, it is necessary that the system is automatic and that the reconstruction process is flexible to account for information that is not available or incorrectly captured. In this approach the individual is automatically extracted from the environment using constrained active B-spline templates that are scaled and automatically initialised using only image information. These templates incorporate the energy minimising framework for Active Contour Models, providing a suitable and flexible method to deal with the adjustments in pose an individual can adopt. The final states of the templates describe the individual’s shape. The contours in each view are combined to form a 3D B-spline surface that characterises an individual’s maximal silhouette equivalent. The surface provides a mould that contains sufficient information to allow for the active deformation of an underlying generic human model. This modelling approach is performed using a novel technique that evolves active-meshes to 3D for deforming the underlying human model, while adaptively constraining it to preserve its existing structure. The active-mesh approach incorporates internal constraints that maintain the structural relationship of the vertices of the human model, while external forces deform the model congruous to the 3D surface mould. The strength of the internal constraints can be reduced to allow the model to adopt the exact shape of the bounding volume or strengthened to preserve the internal structure, particularly in areas of high detail. This novel implementation provides a uniform framework that can be simply and automatically applied to the entire human model
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