773 research outputs found

    Human Shape and Clothing Estimation

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    Human shape and clothing estimation has gained significant prominence in various domains, including online shopping, fashion retail, augmented reality (AR), virtual reality (VR), and gaming. The visual representation of human shape and clothing has become a focal point for computer vision researchers in recent years. This paper presents a comprehensive survey of the major works in the field, focusing on four key aspects: human shape estimation, fashion generation, landmark detection, and attribute recognition. For each of these tasks, the survey paper examines recent advancements, discusses their strengths and limitations, and qualitative differences in approaches and outcomes. By exploring the latest developments in human shape and clothing estimation, this survey aims to provide a comprehensive understanding of the field and inspire future research in this rapidly evolving domain

    Videoscapes: Exploring Unstructured Video Collections

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    Neural Radiance Fields: Past, Present, and Future

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    The various aspects like modeling and interpreting 3D environments and surroundings have enticed humans to progress their research in 3D Computer Vision, Computer Graphics, and Machine Learning. An attempt made by Mildenhall et al in their paper about NeRFs (Neural Radiance Fields) led to a boom in Computer Graphics, Robotics, Computer Vision, and the possible scope of High-Resolution Low Storage Augmented Reality and Virtual Reality-based 3D models have gained traction from res with more than 1000 preprints related to NeRFs published. This paper serves as a bridge for people starting to study these fields by building on the basics of Mathematics, Geometry, Computer Vision, and Computer Graphics to the difficulties encountered in Implicit Representations at the intersection of all these disciplines. This survey provides the history of rendering, Implicit Learning, and NeRFs, the progression of research on NeRFs, and the potential applications and implications of NeRFs in today's world. In doing so, this survey categorizes all the NeRF-related research in terms of the datasets used, objective functions, applications solved, and evaluation criteria for these applications.Comment: 413 pages, 9 figures, 277 citation

    Scalable and Extensible Augmented Reality with Applications in Civil Infrastructure Systems.

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    In Civil Infrastructure System (CIS) applications, the requirement of blending synthetic and physical objects distinguishes Augmented Reality (AR) from other visualization technologies in three aspects: 1) it reinforces the connections between people and objects, and promotes engineers’ appreciation about their working context; 2) It allows engineers to perform field tasks with the awareness of both the physical and synthetic environment; 3) It offsets the significant cost of 3D Model Engineering by including the real world background. The research has successfully overcome several long-standing technical obstacles in AR and investigated technical approaches to address fundamental challenges that prevent the technology from being usefully deployed in CIS applications, such as the alignment of virtual objects with the real environment continuously across time and space; blending of virtual entities with their real background faithfully to create a sustained illusion of co- existence; integrating these methods to a scalable and extensible computing AR framework that is openly accessible to the teaching and research community, and can be readily reused and extended by other researchers and engineers. The research findings have been evaluated in several challenging CIS applications where the potential of having a significant economic and social impact is high. Examples of validation test beds implemented include an AR visual excavator-utility collision avoidance system that enables spotters to ”see” buried utilities hidden under the ground surface, thus helping prevent accidental utility strikes; an AR post-disaster reconnaissance framework that enables building inspectors to rapidly evaluate and quantify structural damage sustained by buildings in seismic events such as earthquakes or blasts; and a tabletop collaborative AR visualization framework that allows multiple users to observe and interact with visual simulations of engineering processes.PHDCivil EngineeringUniversity of Michigan, Horace H. Rackham School of Graduate Studieshttp://deepblue.lib.umich.edu/bitstream/2027.42/96145/1/dsuyang_1.pd

    Data-driven depth and 3D architectural layout estimation of an interior environment from monocular panoramic input

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    Recent years have seen significant interest in the automatic 3D reconstruction of indoor scenes, leading to a distinct and very-active sub-field within 3D reconstruction. The main objective is to convert rapidly measured data representing real-world indoor environments into models encompassing geometric, structural, and visual abstractions. This thesis focuses on the particular subject of extracting geometric information from single panoramic images, using either visual data alone or sparse registered depth information. The appeal of this setup lies in the efficiency and cost-effectiveness of data acquisition using 360o images. The challenge, however, is that creating a comprehensive model from mostly visual input is extremely difficult, due to noise, missing data, and clutter. My research has concentrated on leveraging prior information, in the form of architectural and data-driven priors derived from large annotated datasets, to develop end-to-end deep learning solutions for specific tasks in the structured reconstruction pipeline. My first contribution consists in a deep neural network architecture for estimating a depth map from a single monocular indoor panorama, operating directly on the equirectangular projection. Leveraging the characteristics of indoor 360-degree images and recognizing the impact of gravity on indoor scene design, the network efficiently encodes the scene into vertical spherical slices. By exploiting long- and short- term relationships among these slices, it recovers an equirectangular depth map directly from the corresponding RGB image. My second contribution generalizes the approach to handle multimodal input, also covering the situation in which the equirectangular input image is paired with a sparse depth map, as provided from common capture setups. Depth is inferred using an efficient single-branch network with a dynamic gating system, processing both dense visual data and sparse geometric data. Additionally, a new augmentation strategy enhances the model's robustness to various types of sparsity, including those from structured light sensors and LiDAR setups. While the first two contributions focus on per-pixel geometric information, my third contribution addresses the recovery of the 3D shape of permanent room surfaces from a single panoramic image. Unlike previous methods, this approach tackles the problem in 3D, expanding the reconstruction space. It employs a graph convolutional network to directly infer the room structure as a 3D mesh, deforming a graph- encoded tessellated sphere mapped to the spherical panorama. Gravity- aligned features are actively incorporated using a projection layer with multi-head self-attention, and specialized losses guide plausible solutions in the presence of clutter and occlusions. The benchmarks on publicly available data show that all three methods provided significant improvements over the state-of-the-art

    Development and Validation of a Three-Dimensional Optical Imaging System for Chest Wall Deformity Measurement

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    Congenital chest wall deformities (CWD) are malformations of the thoracic cage that become more pronounced during early adolescence. Pectus excavatum (PE) is the most common CWD, characterized by an inward depression of the sternum and adjacent costal cartilage. A cross-sectional computed tomography (CT) image is mainly used to calculate the chest thoracic indices. Physicians use the indices to quantify PE deformity, prescribe surgical or non-surgical therapies, and evaluate treatment outcomes. However, the use of CT is increasingly causing physicians to be concerned about the radiation doses administered to young patients. Furthermore, radiographic indices are an unsafe and expensive method of evaluating non-surgical treatments involving gradual chest wall changes. Flexible tape or a dowel-shaped ruler can be used to measure changes on the anterior side of the thorax; however, these methods are subjective, prone to human error, and cannot accurately measure small changes. This study aims to fill this gap by exploring three-dimensional optical imaging techniques to capture patients’ chest surfaces. The dissertation describes the development and validation of a cost-effective and safe method for objectively evaluating treatment progress in children with chest deformities. First, a study was conducted to evaluate the performance of low-cost 3D scanning technologies in measuring the severity of CWD. Second, a multitemporal surface mesh registration pipeline was developed for aligning 3D torso scans taken at different clinical appointments. Surface deviations were assessed between closely aligned scans. Optical indices were calculated without exposing patients to ionizing radiation, and changes in chest shape were visualized on a color-coded heat map. Additionally, a statistical model of chest shape built from healthy subjects was proposed to assess progress toward normal chest and aesthetic outcomes. The system was validated with 3D and CT datasets from a multi-institutional cohort. The findings indicate that optical scans can detect differences on a millimeter scale, and optical indices can be applied to approximate radiographic indices. In addition to improving patient awareness, visual representations of changes during nonsurgical treatment can enhance patient compliance

    Proceedings, MSVSCC 2015

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    The Virginia Modeling, Analysis and Simulation Center (VMASC) of Old Dominion University hosted the 2015 Modeling, Simulation, & Visualization Student capstone Conference on April 16th. The Capstone Conference features students in Modeling and Simulation, undergraduates and graduate degree programs, and fields from many colleges and/or universities. Students present their research to an audience of fellow students, faculty, judges, and other distinguished guests. For the students, these presentations afford them the opportunity to impart their innovative research to members of the M&S community from academic, industry, and government backgrounds. Also participating in the conference are faculty and judges who have volunteered their time to impart direct support to their students’ research, facilitate the various conference tracks, serve as judges for each of the tracks, and provide overall assistance to this conference. 2015 marks the ninth year of the VMASC Capstone Conference for Modeling, Simulation and Visualization. This year our conference attracted a number of fine student written papers and presentations, resulting in a total of 51 research works that were presented. This year’s conference had record attendance thanks to the support from the various different departments at Old Dominion University, other local Universities, and the United States Military Academy, at West Point. We greatly appreciated all of the work and energy that has gone into this year’s conference, it truly was a highly collaborative effort that has resulted in a very successful symposium for the M&S community and all of those involved. Below you will find a brief summary of the best papers and best presentations with some simple statistics of the overall conference contribution. Followed by that is a table of contents that breaks down by conference track category with a copy of each included body of work. Thank you again for your time and your contribution as this conference is designed to continuously evolve and adapt to better suit the authors and M&S supporters. Dr.Yuzhong Shen Graduate Program Director, MSVE Capstone Conference Chair John ShullGraduate Student, MSVE Capstone Conference Student Chai

    Interactive Video Game Content Authoring using Procedural Methods

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    This thesis explores avenues for improving the quality and detail of game graphics, in the context of constraints that are common to most game development studios. The research begins by identifying two dominant constraints; limitations in the capacity of target gaming hardware/platforms, and processes that hinder the productivity of game art/content creation. From these constraints, themes were derived which directed the research‟s focus. These include the use of algorithmic or „procedural‟ methods in the creation of graphics content for games, and the use of an „interactive‟ content creation strategy, to better facilitate artist production workflow. Interactive workflow represents an emerging paradigm shift in content creation processes used by the industry, which directly integrates game rendering technology into the content authoring process. The primary motivation for this is to provide „high frequency‟ visual feedback that enables artists to see games content in context, during the authoring process. By merging these themes, this research develops a production strategy that takes advantage of „high frequency feedback‟ in an interactive workflow, to directly expose procedural methods to artists‟, for use in the content creation process. Procedural methods have a characteristically small „memory footprint‟ and are capable of generating massive volumes of data. Their small „size to data volume‟ ratio makes them particularly well suited for use in game rendering situations, where capacity constraints are an issue. In addition, an interactive authoring environment is well suited to the task of setting parameters for procedural methods, reducing a major barrier to their acceptance by artists. An interactive content authoring environment was developed during this research. Two algorithms were designed and implemented. These algorithms provide artists‟ with abstract mechanisms which accelerate common game content development processes; namely object placement in game environments, and the delivery of variation between similar game objects. In keeping with the theme of this research, the core functionality of these algorithms is delivered via procedural methods. Through this, production overhead that is associated with these content development processes is essentially offloaded from artists onto the processing capability of modern gaming hardware. This research shows how procedurally based content authoring algorithms not only harmonize with the issues of hardware capacity constraints, but also make the authoring of larger and more detailed volumes of games content more feasible in the game production process. Algorithms and ideas developed during this research demonstrate the use of procedurally based, interactive content creation, towards improving detail and complexity in the graphics of games

    Marshall Space Flight Center Research and Technology Report 2019

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    Today, our calling to explore is greater than ever before, and here at Marshall Space Flight Centerwe make human deep space exploration possible. A key goal for Artemis is demonstrating and perfecting capabilities on the Moon for technologies needed for humans to get to Mars. This years report features 10 of the Agencys 16 Technology Areas, and I am proud of Marshalls role in creating solutions for so many of these daunting technical challenges. Many of these projects will lead to sustainable in-space architecture for human space exploration that will allow us to travel to the Moon, on to Mars, and beyond. Others are developing new scientific instruments capable of providing an unprecedented glimpse into our universe. NASA has led the charge in space exploration for more than six decades, and through the Artemis program we will help build on our work in low Earth orbit and pave the way to the Moon and Mars. At Marshall, we leverage the skills and interest of the international community to conduct scientific research, develop and demonstrate technology, and train international crews to operate further from Earth for longer periods of time than ever before first at the lunar surface, then on to our next giant leap, human exploration of Mars. While each project in this report seeks to advance new technology and challenge conventions, it is important to recognize the diversity of activities and people supporting our mission. This report not only showcases the Centers capabilities and our partnerships, it also highlights the progress our people have achieved in the past year. These scientists, researchers and innovators are why Marshall and NASA will continue to be a leader in innovation, exploration, and discovery for years to come
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