386 research outputs found

    Graph morphology in image analysis

    Get PDF

    Preprocessing for digital video using mathematical morphology

    Get PDF

    Point-Based Medialness for Movement Computing

    Get PDF
    We introduce the idea of using a perception-based medial point description of a biological form (such as a 2D profile of a moving animal) as a basis for movement computing which delivers computational schemes to automatically annotate movement and be capable of producing meaningful qualitative descriptions. We distinguish interior from exterior shape representation. Interior medialness is used to characterise deformations from straightness, corners and necks, while exterior medialness identifies the main concavities and inlands which are useful to verify parts extent and reason about articulation and movement. We define an interior dominant point as a well localised peak value in medialness representation, while an exterior dominant point is evaluated by identifying a region of concavity sub-tended by a minimum angular support. Furthermore, significant convex points are extracted from the object's form to further characterise the elongation of parts. We propose that our evaluated feature points are sufficiently representative, as a basis for shape characterisation, to address many of the goals of movement computing

    Human perception-oriented segmentation for triangle meshes

    Get PDF
    A segmentação de malhas é um tópico importante de investigação em computação gráfica, em particular em modelação geométrica. Isto deve-se ao facto de as técnicas de segmentaçãodemalhasteremváriasaplicações,nomeadamentenaproduçãodefilmes, animaçãoporcomputador, realidadevirtual, compressãodemalhas, assimcomoemjogosdigitais. Emconcreto, asmalhastriangularessãoamplamenteusadasemaplicações interativas, visto que sua segmentação em partes significativas (também designada por segmentação significativa, segmentação perceptiva ou segmentação perceptualmente significativa ) é muitas vezes vista como uma forma de acelerar a interação com o utilizador ou a deteção de colisões entre esses objetos 3D definidos por uma malha, bem como animar uma ou mais partes significativas (por exemplo, a cabeça de uma personagem) de um dado objeto, independentemente das restantes partes. Acontece que não se conhece nenhuma técnica capaz de segmentar correctamente malhas arbitrárias −ainda que restritas aos domínios de formas livres e não-livres− em partes significativas. Algumas técnicas são mais adequadas para objetos de forma não-livre (por exemplo, peças mecânicas definidas geometricamente por quádricas), enquanto outras são mais talhadas para o domínio dos objectos de forma livre. Só na literatura recente surgem umas poucas técnicas que se aplicam a todo o universo de objetos de forma livre e não-livre. Pior ainda é o facto de que a maioria das técnicas de segmentação não serem totalmente automáticas, no sentido de que quase todas elas exigem algum tipo de pré-requisitos e assistência do utilizador. Resumindo, estes três desafios relacionados com a proximidade perceptual, generalidade e automação estão no cerne do trabalho descrito nesta tese. Para enfrentar estes desafios, esta tese introduz o primeiro algoritmo de segmentação baseada nos contornos ou fronteiras dos segmentos, cuja técnica se inspira nas técnicas de segmentação baseada em arestas, tão comuns em análise e processamento de imagem,porcontraposiçãoàstécnicasesegmentaçãobaseadaemregiões. Aideiaprincipal é a de encontrar em primeiro lugar a fronteira de cada região para, em seguida, identificar e agrupar todos os seus triângulos internos. As regiões da malha encontradas correspondem a saliências e reentrâncias, que não precisam de ser estritamente convexas, nem estritamente côncavas, respectivamente. Estas regiões, designadas regiões relaxadamenteconvexas(ousaliências)eregiõesrelaxadamentecôncavas(oureentrâncias), produzem segmentações que são menos sensíveis ao ruído e, ao mesmo tempo, são mais intuitivas do ponto de vista da perceção humana; por isso, é designada por segmentação orientada à perceção humana (ou, human perception- oriented (HPO), do inglês). Além disso, e ao contrário do atual estado-da-arte da segmentação de malhas, a existência destas regiões relaxadas torna o algoritmo capaz de segmentar de maneira bastante plausível tanto objectos de forma não-livre como objectos de forma livre. Nesta tese, enfrentou-se também um quarto desafio, que está relacionado com a fusão de segmentação e multi-resolução de malhas. Em boa verdade, já existe na literatura uma variedade grande de técnicas de segmentação, bem como um número significativo de técnicas de multi-resolução, para malhas triangulares. No entanto, não é assim tão comum encontrar estruturas de dados e algoritmos que façam a fusão ou a simbiose destes dois conceitos, multi-resolução e segmentação, num único esquema multi-resolução que sirva os propósitos das aplicações que lidam com malhas simples e segmentadas, sendo que neste contexto se entende que uma malha simples é uma malha com um único segmento. Sendo assim, nesta tese descreve-se um novo esquema (entenda-seestruturasdedadosealgoritmos)demulti-resoluçãoesegmentação,designado por extended Ghost Cell (xGC). Este esquema preserva a forma das malhas, tanto em termos globais como locais, ou seja, os segmentos da malha e as suas fronteiras, bem como os seus vincos e ápices são preservados, não importa o nível de resolução que usamos durante a/o simplificação/refinamento da malha. Além disso, ao contrário de outros esquemas de segmentação, tornou-se possível ter segmentos adjacentes com dois ou mais níveis de resolução de diferença. Isto é particularmente útil em animação por computador, compressão e transmissão de malhas, operações de modelação geométrica, visualização científica e computação gráfica. Em suma, esta tese apresenta um esquema genérico, automático, e orientado à percepção humana, que torna possível a simbiose dos conceitos de segmentação e multiresolução de malhas trianguladas que sejam representativas de objectos 3D.The mesh segmentation is an important topic in computer graphics, in particular in geometric computing. This is so because mesh segmentation techniques find many applications in movies, computer animation, virtual reality, mesh compression, and games. Infact, trianglemeshesarewidelyusedininteractiveapplications, sothattheir segmentation in meaningful parts (i.e., human-perceptually segmentation, perceptive segmentationormeaningfulsegmentation)isoftenseenasawayofspeedinguptheuser interaction, detecting collisions between these mesh-covered objects in a 3D scene, as well as animating one or more meaningful parts (e.g., the head of a humanoid) independently of the other parts of a given object. It happens that there is no known technique capable of correctly segmenting any mesh into meaningful parts. Some techniques are more adequate for non-freeform objects (e.g., quadricmechanicalparts), whileothersperformbetterinthedomainoffreeform objects. Only recently, some techniques have been developed for the entire universe of objects and shapes. Even worse it is the fact that most segmentation techniques are not entirely automated in the sense that almost all techniques require some sort of pre-requisites and user assistance. Summing up, these three challenges related to perceptual proximity, generality and automation are at the core of the work described in this thesis. In order to face these challenges, we have developed the first contour-based mesh segmentation algorithm that we may find in the literature, which is inspired in the edgebased segmentation techniques used in image analysis, as opposite to region-based segmentation techniques. Its leading idea is to firstly find the contour of each region, and then to identify and collect all of its inner triangles. The encountered mesh regions correspond to ups and downs, which do not need to be strictly convex nor strictly concave, respectively. These regions, called relaxedly convex regions (or saliences) and relaxedly concave regions (or recesses), produce segmentations that are less-sensitive to noise and, at the same time, are more intuitive from the human point of view; hence it is called human perception- oriented (HPO) segmentation. Besides, and unlike the current state-of-the-art in mesh segmentation, the existence of these relaxed regions makes the algorithm suited to both non-freeform and freeform objects. In this thesis, we have also tackled a fourth challenge, which is related with the fusion of mesh segmentation and multi-resolution. Truly speaking, a plethora of segmentation techniques, as well as a number of multiresolution techniques, for triangle meshes already exist in the literature. However, it is not so common to find algorithms and data structures that fuse these two concepts, multiresolution and segmentation, into a symbiotic multi-resolution scheme for both plain and segmented meshes, in which a plainmeshisunderstoodasameshwithasinglesegment. So, weintroducesuchanovel multiresolution segmentation scheme, called extended Ghost Cell (xGC) scheme. This scheme preserves the shape of the meshes in both global and local terms, i.e., mesh segments and their boundaries, as well as creases and apices are preserved, no matter the level of resolution we use for simplification/refinement of the mesh. Moreover, unlike other segmentation schemes, it was made possible to have adjacent segments with two or more resolution levels of difference. This is particularly useful in computer animation, mesh compression and transmission, geometric computing, scientific visualization, and computer graphics. In short, this thesis presents a fully automatic, general, and human perception-oriented scheme that symbiotically integrates the concepts of mesh segmentation and multiresolution

    Doctor of Philosophy

    Get PDF
    dissertationMany algorithms have been developed for synthesizing shaded images of three dimensional objects modeled by computer. In spite of widely differing approaches the current state of the art algorithms are surprisingly similar with respect to the richness of the scenes they can process. One attribute these algorithms have in common is the use of a conventional passive data base to represent the objects being modeled. This paper postulates and explores the use of an alternative modeling technique which uses procedures to represent the objects being modeled. The properties and structure of such "procedure models" are investigated and an algorithm based on them is presented

    Part decomposition of 3D surfaces

    Get PDF
    This dissertation describes a general algorithm that automatically decomposes realworld scenes and objects into visual parts. The input to the algorithm is a 3 D triangle mesh that approximates the surfaces of a scene or object. This geometric mesh completely specifies the shape of interest. The output of the algorithm is a set of boundary contours that dissect the mesh into parts where these parts agree with human perception. In this algorithm, shape alone defines the location of a bom1dary contour for a part. The algorithm leverages a human vision theory known as the minima rule that states that human visual perception tends to decompose shapes into parts along lines of negative curvature minima. Specifically, the minima rule governs the location of part boundaries, and as a result the algorithm is known as the Minima Rule Algorithm. Previous computer vision methods have attempted to implement this rule but have used pseudo measures of surface curvature. Thus, these prior methods are not true implementations of the rule. The Minima Rule Algorithm is a three step process that consists of curvature estimation, mesh segmentation, and quality evaluation. These steps have led to three novel algorithms known as Normal Vector Voting, Fast Marching Watersheds, and Part Saliency Metric, respectively. For each algorithm, this dissertation presents both the supporting theory and experimental results. The results demonstrate the effectiveness of the algorithm using both synthetic and real data and include comparisons with previous methods from the research literature. Finally, the dissertation concludes with a summary of the contributions to the state of the art

    Shape Retrieval Methods for Architectural 3D Models

    Get PDF
    This thesis introduces new methods for content-based retrieval of architecture-related 3D models. We thereby consider two different overall types of architectural 3D models. The first type consists of context objects that are used for detailed design and decoration of 3D building model drafts. This includes e.g. furnishing for interior design or barriers and fences for forming the exterior environment. The second type consists of actual building models. To enable efficient content-based retrieval for both model types that is tailored to the user requirements of the architectural domain, type-specific algorithms must be developed. On the one hand, context objects like furnishing that provide similar functions (e.g. seating furniture) often share a similar shape. Nevertheless they might be considered to belong to different object classes from an architectural point of view (e.g. armchair, elbow chair, swivel chair). The differentiation is due to small geometric details and is sometimes only obvious to an expert from the domain. Building models on the other hand are often distinguished according to the underlying floor- and room plans. Topological floor plan properties for example serve as a starting point for telling apart residential and commercial buildings. The first contribution of this thesis is a new meta descriptor for 3D retrieval that combines different types of local shape descriptors using a supervised learning approach. The approach enables the differentiation of object classes according to small geometric details and at the same time integrates expert knowledge from the field of architecture. We evaluate our approach using a database containing arbitrary 3D models as well as on one that only consists of models from the architectural domain. We then further extend our approach by adding a sophisticated shape descriptor localization strategy. Additionally, we exploit knowledge about the spatial relationship of object components to further enhance the retrieval performance. In the second part of the thesis we introduce attributed room connectivity graphs (RCGs) as a means to characterize a 3D building model according to the structure of its underlying floor plans. We first describe how RCGs are inferred from a given building model and discuss how substructures of this graph can be queried efficiently. We then introduce a new descriptor denoted as Bag-of-Attributed-Subgraphs that transforms attributed graphs into a vector-based representation using subgraph embeddings. We finally evaluate the retrieval performance of this new method on a database consisting of building models with different floor plan types. All methods presented in this thesis are aimed at an as automated as possible workflow for indexing and retrieval such that only minimum human interaction is required. Accordingly, only polygon soups are required as inputs which do not need to be manually repaired or structured. Human effort is only needed for offline groundtruth generation to enable supervised learning and for providing information about the orientation of building models and the unit of measurement used for modeling
    • …
    corecore