2,001 research outputs found

    New editing techniques for video post-processing

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    This thesis contributes to capturing 3D cloth shape, editing cloth texture and altering object shape and motion in multi-camera and monocular video recordings. We propose a technique to capture cloth shape from a 3D scene flow by determining optical flow in several camera views. Together with a silhouette matching constraint we can track and reconstruct cloth surfaces in long video sequences. In the area of garment motion capture, we present a system to reconstruct time-coherent triangle meshes from multi-view video recordings. Texture mapping of the acquired triangle meshes is used to replace the recorded texture with new cloth patterns. We extend this work to the more challenging single camera view case. Extracting texture deformation and shading effects simultaneously enables us to achieve texture replacement effects for garments in monocular video recordings. Finally, we propose a system for the keyframe editing of video objects. A color-based segmentation algorithm together with automatic video inpainting for filling in missing background texture allows us to edit the shape and motion of 2D video objects. We present examples for altering object trajectories, applying non-rigid deformation and simulating camera motion.In dieser Dissertation stellen wir Beiträge zur 3D-Rekonstruktion von Stoffoberfächen, zum Editieren von Stofftexturen und zum Editieren von Form und Bewegung von Videoobjekten in Multikamera- und Einkamera-Aufnahmen vor. Wir beschreiben eine Methode für die 3D-Rekonstruktion von Stoffoberflächen, die auf der Bestimmung des optischen Fluß in mehreren Kameraansichten basiert. In Kombination mit einem Abgleich der Objektsilhouetten im Video und in der Rekonstruktion erhalten wir Rekonstruktionsergebnisse für längere Videosequenzen. Für die Rekonstruktion von Kleidungsstücken beschreiben wir ein System, das zeitlich kohärente Dreiecksnetze aus Multikamera-Aufnahmen rekonstruiert. Mittels Texturemapping der erhaltenen Dreiecksnetze wird die Stofftextur in der Aufnahme mit neuen Texturen ersetzt. Wir setzen diese Arbeit fort, indem wir den anspruchsvolleren Fall mit nur einer einzelnen Videokamera betrachten. Um realistische Resultate beim Ersetzen der Textur zu erzielen, werden sowohl Texturdeformationen durch zugrundeliegende Deformation der Oberfläche als auch Beleuchtungseffekte berücksichtigt. Im letzten Teil der Dissertation stellen wir ein System zum Editieren von Videoobjekten mittels Keyframes vor. Dies wird durch eine Kombination eines farbbasierten Segmentierungsalgorithmus mit automatischem Auffüllen des Hintergrunds erreicht, wodurch Form und Bewegung von 2D-Videoobjekten editiert werden können. Wir zeigen Beispiele für editierte Objekttrajektorien, beliebige Deformationen und simulierte Kamerabewegung

    Automated 3D model generation for urban environments [online]

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    Abstract In this thesis, we present a fast approach to automated generation of textured 3D city models with both high details at ground level and complete coverage for birds-eye view. A ground-based facade model is acquired by driving a vehicle equipped with two 2D laser scanners and a digital camera under normal traffic conditions on public roads. One scanner is mounted horizontally and is used to determine the approximate component of relative motion along the movement of the acquisition vehicle via scan matching; the obtained relative motion estimates are concatenated to form an initial path. Assuming that features such as buildings are visible from both ground-based and airborne view, this initial path is globally corrected by Monte-Carlo Localization techniques using an aerial photograph or a Digital Surface Model as a global map. The second scanner is mounted vertically and is used to capture the 3D shape of the building facades. Applying a series of automated processing steps, a texture-mapped 3D facade model is reconstructed from the vertical laser scans and the camera images. In order to obtain an airborne model containing the roof and terrain shape complementary to the facade model, a Digital Surface Model is created from airborne laser scans, then triangulated, and finally texturemapped with aerial imagery. Finally, the facade model and the airborne model are fused to one single model usable for both walk- and fly-thrus. The developed algorithms are evaluated on a large data set acquired in downtown Berkeley, and the results are shown and discussed

    The Video Mesh: A Data Structure for Image-based Three-dimensional Video Editing

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    This paper introduces the video mesh, a data structure for representing video as 2.5D “paper cutouts.” The video mesh allows interactive editing of moving objects and modeling of depth, which enables 3D effects and post-exposure camera control. The video mesh sparsely encodes optical flow as well as depth, and handles occlusion using local layering and alpha mattes. Motion is described by a sparse set of points tracked over time. Each point also stores a depth value. The video mesh is a triangulation over this point set and per-pixel information is obtained by interpolation. The user rotoscopes occluding contours and we introduce an algorithm to cut the video mesh along them. Object boundaries are refined with per-pixel alpha values. The video mesh is at its core a set of texture mapped triangles, we leverage graphics hardware to enable interactive editing and rendering of a variety of effects. We demonstrate the effectiveness of our representation with special effects such as 3D viewpoint changes, object insertion, depth-of-field manipulation, and 2D to 3D video conversion

    Appearance Modelling and Reconstruction for Navigation in Minimally Invasive Surgery

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    Minimally invasive surgery is playing an increasingly important role for patient care. Whilst its direct patient benefit in terms of reduced trauma, improved recovery and shortened hospitalisation has been well established, there is a sustained need for improved training of the existing procedures and the development of new smart instruments to tackle the issue of visualisation, ergonomic control, haptic and tactile feedback. For endoscopic intervention, the small field of view in the presence of a complex anatomy can easily introduce disorientation to the operator as the tortuous access pathway is not always easy to predict and control with standard endoscopes. Effective training through simulation devices, based on either virtual reality or mixed-reality simulators, can help to improve the spatial awareness, consistency and safety of these procedures. This thesis examines the use of endoscopic videos for both simulation and navigation purposes. More specifically, it addresses the challenging problem of how to build high-fidelity subject-specific simulation environments for improved training and skills assessment. Issues related to mesh parameterisation and texture blending are investigated. With the maturity of computer vision in terms of both 3D shape reconstruction and localisation and mapping, vision-based techniques have enjoyed significant interest in recent years for surgical navigation. The thesis also tackles the problem of how to use vision-based techniques for providing a detailed 3D map and dynamically expanded field of view to improve spatial awareness and avoid operator disorientation. The key advantage of this approach is that it does not require additional hardware, and thus introduces minimal interference to the existing surgical workflow. The derived 3D map can be effectively integrated with pre-operative data, allowing both global and local 3D navigation by taking into account tissue structural and appearance changes. Both simulation and laboratory-based experiments are conducted throughout this research to assess the practical value of the method proposed

    Spatio-temporal reprojection for virtual and augmented reality applications

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    Late-stage reprojection is a vital tool for reducing power and compute requirements and improving perceptual latency in extended reality (XR) systems. While rotational reprojection is a well-studied topic for which several implementations have been published, the more advanced type of reprojection, spatial reprojection, is largely uncharacterized and unpublished. Depth-aware spatio-temporal reprojection can reproject a depth volume to account for the full six-degrees-of- freedom of user motion. By reprojecting application frames with the full range of user motion with a sufficiently high level of accuracy, dropped frames and display latency can potentially be almost completely resolved. In addition, with the advent of remote-rendering and edge-compute-based architectures, the reprojection of rendered application frames can mitigate latencies introduced by the transmission of frames across great distances. This thesis aggregates and reviews prior related work in the domain of 3D image-based reprojection and warping algorithms, examining the applicability of previous reprojection algorithms to XR applications. We evaluate three different methods for solving the warp equation, weighing their characteristics, advantages, and disadvantages across several representative XR scenarios. Finally, the thesis presents two novel implementations of full depth-aware spatio-temporal reprojection, as well as deep performance characterizations on multiple representative platforms. In particular, the algorithms’ resilience to occlusion artifacts, high-frequency depth features, and large perspective displacements are examined and characterized. This paper also presents a detailed analysis of the structural similarity index measure (SSIM) of reprojected frames to characterize the quality of the algorithms’ output and the contribution to the overall user experience.Ope

    Surface-guided computing to analyze subcellular morphology and membrane-associated signals in 3D

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    Signal transduction and cell function are governed by the spatiotemporal organization of membrane-associated molecules. Despite significant advances in visualizing molecular distributions by 3D light microscopy, cell biologists still have limited quantitative understanding of the processes implicated in the regulation of molecular signals at the whole cell scale. In particular, complex and transient cell surface morphologies challenge the complete sampling of cell geometry, membrane-associated molecular concentration and activity and the computing of meaningful parameters such as the cofluctuation between morphology and signals. Here, we introduce u-Unwrap3D, a framework to remap arbitrarily complex 3D cell surfaces and membrane-associated signals into equivalent lower dimensional representations. The mappings are bidirectional, allowing the application of image processing operations in the data representation best suited for the task and to subsequently present the results in any of the other representations, including the original 3D cell surface. Leveraging this surface-guided computing paradigm, we track segmented surface motifs in 2D to quantify the recruitment of Septin polymers by blebbing events; we quantify actin enrichment in peripheral ruffles; and we measure the speed of ruffle movement along topographically complex cell surfaces. Thus, u-Unwrap3D provides access to spatiotemporal analyses of cell biological parameters on unconstrained 3D surface geometries and signals.Comment: 49 pages, 10 figure

    Discontinuity-Aware Base-Mesh Modeling of Depth for Scalable Multiview Image Synthesis and Compression

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    This thesis is concerned with the challenge of deriving disparity from sparsely communicated depth for performing disparity-compensated view synthesis for compression and rendering of multiview images. The modeling of depth is essential for deducing disparity at view locations where depth is not available and is also critical for visibility reasoning and occlusion handling. This thesis first explores disparity derivation methods and disparity-compensated view synthesis approaches. Investigations reveal the merits of adopting a piece-wise continuous mesh description of depth for deriving disparity at target view locations to enable disparity-compensated backward warping of texture. Visibility information can be reasoned due to the correspondence relationship between views that a mesh model provides, while the connectivity of a mesh model assists in resolving depth occlusion. The recent JPEG 2000 Part-17 extension defines tools for scalable coding of discontinuous media using breakpoint-dependent DWT, where breakpoints describe discontinuity boundary geometry. This thesis proposes a method to efficiently reconstruct depth coded using JPEG 2000 Part-17 as a piece-wise continuous mesh, where discontinuities are driven by the encoded breakpoints. Results show that the proposed mesh can accurately represent decoded depth while its complexity scales along with decoded depth quality. The piece-wise continuous mesh model anchored at a single viewpoint or base-view can be augmented to form a multi-layered structure where the underlying layers carry depth information of regions that are occluded at the base-view. Such a consolidated mesh representation is termed a base-mesh model and can be projected to many viewpoints, to deduce complete disparity fields between any pair of views that are inherently consistent. Experimental results demonstrate the superior performance of the base-mesh model in multiview synthesis and compression compared to other state-of-the-art methods, including the JPEG Pleno light field codec. The proposed base-mesh model departs greatly from conventional pixel-wise or block-wise depth models and their forward depth mapping for deriving disparity ingrained in existing multiview processing systems. When performing disparity-compensated view synthesis, there can be regions for which reference texture is unavailable, and inpainting is required. A new depth-guided texture inpainting algorithm is proposed to restore occluded texture in regions where depth information is either available or can be inferred using the base-mesh model

    Efficient and High-Quality Rendering of Higher-Order Geometric Data Representations

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    Computer-Aided Design (CAD) bezeichnet den Entwurf industrieller Produkte mit Hilfe von virtuellen 3D Modellen. Ein CAD-Modell besteht aus parametrischen Kurven und Flächen, in den meisten Fällen non-uniform rational B-Splines (NURBS). Diese mathematische Beschreibung wird ebenfalls zur Analyse, Optimierung und Präsentation des Modells verwendet. In jeder dieser Entwicklungsphasen wird eine unterschiedliche visuelle Darstellung benötigt, um den entsprechenden Nutzern ein geeignetes Feedback zu geben. Designer bevorzugen beispielsweise illustrative oder realistische Darstellungen, Ingenieure benötigen eine verständliche Visualisierung der Simulationsergebnisse, während eine immersive 3D Darstellung bei einer Benutzbarkeitsanalyse oder der Designauswahl hilfreich sein kann. Die interaktive Darstellung von NURBS-Modellen und -Simulationsdaten ist jedoch aufgrund des hohen Rechenaufwandes und der eingeschränkten Hardwareunterstützung eine große Herausforderung. Diese Arbeit stellt vier neuartige Verfahren vor, welche sich mit der interaktiven Darstellung von NURBS-Modellen und Simulationensdaten befassen. Die vorgestellten Algorithmen nutzen neue Fähigkeiten aktueller Grafikkarten aus, um den Stand der Technik bezüglich Qualität, Effizienz und Darstellungsgeschwindigkeit zu verbessern. Zwei dieser Verfahren befassen sich mit der direkten Darstellung der parametrischen Beschreibung ohne Approximationen oder zeitaufwändige Vorberechnungen. Die dabei vorgestellten Datenstrukturen und Algorithmen ermöglichen die effiziente Unterteilung, Klassifizierung, Tessellierung und Darstellung getrimmter NURBS-Flächen und einen interaktiven Ray-Casting-Algorithmus für die Isoflächenvisualisierung von NURBSbasierten isogeometrischen Analysen. Die weiteren zwei Verfahren beschreiben zum einen das vielseitige Konzept der programmierbaren Transparenz für illustrative und verständliche Visualisierungen tiefenkomplexer CAD-Modelle und zum anderen eine neue hybride Methode zur Reprojektion halbtransparenter und undurchsichtiger Bildinformation für die Beschleunigung der Erzeugung von stereoskopischen Bildpaaren. Die beiden letztgenannten Ansätze basieren auf rasterisierter Geometrie und sind somit ebenfalls für normale Dreiecksmodelle anwendbar, wodurch die Arbeiten auch einen wichtigen Beitrag in den Bereichen der Computergrafik und der virtuellen Realität darstellen. Die Auswertung der Arbeit wurde mit großen, realen NURBS-Datensätzen durchgeführt. Die Resultate zeigen, dass die direkte Darstellung auf Grundlage der parametrischen Beschreibung mit interaktiven Bildwiederholraten und in subpixelgenauer Qualität möglich ist. Die Einführung programmierbarer Transparenz ermöglicht zudem die Umsetzung kollaborativer 3D Interaktionstechniken für die Exploration der Modelle in virtuellenUmgebungen sowie illustrative und verständliche Visualisierungen tiefenkomplexer CAD-Modelle. Die Erzeugung stereoskopischer Bildpaare für die interaktive Visualisierung auf 3D Displays konnte beschleunigt werden. Diese messbare Verbesserung wurde zudem im Rahmen einer Nutzerstudie als wahrnehmbar und vorteilhaft befunden.In computer-aided design (CAD), industrial products are designed using a virtual 3D model. A CAD model typically consists of curves and surfaces in a parametric representation, in most cases, non-uniform rational B-splines (NURBS). The same representation is also used for the analysis, optimization and presentation of the model. In each phase of this process, different visualizations are required to provide an appropriate user feedback. Designers work with illustrative and realistic renderings, engineers need a comprehensible visualization of the simulation results, and usability studies or product presentations benefit from using a 3D display. However, the interactive visualization of NURBS models and corresponding physical simulations is a challenging task because of the computational complexity and the limited graphics hardware support. This thesis proposes four novel rendering approaches that improve the interactive visualization of CAD models and their analysis. The presented algorithms exploit latest graphics hardware capabilities to advance the state-of-the-art in terms of quality, efficiency and performance. In particular, two approaches describe the direct rendering of the parametric representation without precomputed approximations and timeconsuming pre-processing steps. New data structures and algorithms are presented for the efficient partition, classification, tessellation, and rendering of trimmed NURBS surfaces as well as the first direct isosurface ray-casting approach for NURBS-based isogeometric analysis. The other two approaches introduce the versatile concept of programmable order-independent semi-transparency for the illustrative and comprehensible visualization of depth-complex CAD models, and a novel method for the hybrid reprojection of opaque and semi-transparent image information to accelerate stereoscopic rendering. Both approaches are also applicable to standard polygonal geometry which contributes to the computer graphics and virtual reality research communities. The evaluation is based on real-world NURBS-based models and simulation data. The results show that rendering can be performed directly on the underlying parametric representation with interactive frame rates and subpixel-precise image results. The computational costs of additional visualization effects, such as semi-transparency and stereoscopic rendering, are reduced to maintain interactive frame rates. The benefit of this performance gain was confirmed by quantitative measurements and a pilot user study
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