54,515 research outputs found
Creating Simplified 3D Models with High Quality Textures
This paper presents an extension to the KinectFusion algorithm which allows
creating simplified 3D models with high quality RGB textures. This is achieved
through (i) creating model textures using images from an HD RGB camera that is
calibrated with Kinect depth camera, (ii) using a modified scheme to update
model textures in an asymmetrical colour volume that contains a higher number
of voxels than that of the geometry volume, (iii) simplifying dense polygon
mesh model using quadric-based mesh decimation algorithm, and (iv) creating and
mapping 2D textures to every polygon in the output 3D model. The proposed
method is implemented in real-time by means of GPU parallel processing.
Visualization via ray casting of both geometry and colour volumes provides
users with a real-time feedback of the currently scanned 3D model. Experimental
results show that the proposed method is capable of keeping the model texture
quality even for a heavily decimated model and that, when reconstructing small
objects, photorealistic RGB textures can still be reconstructed.Comment: 2015 International Conference on Digital Image Computing: Techniques
and Applications (DICTA), Page 1 -
Designing Electron Spin Textures and Spin Interferometers by Shape Deformations
We demonstrate that the spin orientation of an electron propagating in a
one-dimensional nanostructure with Rashba spin-orbit (SO) coupling can be
manipulated on demand by changing the geometry of the nanosystem. Shape
deformations that result in a non-uniform curvature give rise to complex
three-dimensional spin textures in space. We employ the paradigmatic example of
an elliptically deformed quantum ring to unveil the way to get an
all-geometrical and all-electrical control of the spin orientation. The
resulting spin textures exhibit a tunable topological character with windings
around the radial and the out-of-plane directions. We show that these
topologically non trivial spin patterns affect the spin interference effect in
the deformed ring, thereby resulting in different geometry-driven ballistic
electronic transport behaviors. Our results establish a deep connection between
electronic spin textures, spin transport and the nanoscale shape of the system.Comment: 8 pages, 4 figure
The Power of Poincar\'e: Elucidating the Hidden Symmetries in Focal Conic Domains
Focal conic domains are typically the "smoking gun" by which smectic liquid
crystalline phases are identified. The geometry of the equally-spaced smectic
layers is highly generic but, at the same time, difficult to work with. In this
Letter we develop an approach to the study of focal sets in smectics which
exploits a hidden Poincar\'e symmetry revealed only by viewing the smectic
layers as projections from one-higher dimension. We use this perspective to
shed light upon several classic focal conic textures, including the concentric
cyclides of Dupin, polygonal textures and tilt-grain boundaries.Comment: 4 pages, 3 included figure
A Synergistic Approach for Recovering Occlusion-Free Textured 3D Maps of Urban Facades from Heterogeneous Cartographic Data
In this paper we present a practical approach for generating an
occlusion-free textured 3D map of urban facades by the synergistic use of
terrestrial images, 3D point clouds and area-based information. Particularly in
dense urban environments, the high presence of urban objects in front of the
facades causes significant difficulties for several stages in computational
building modeling. Major challenges lie on the one hand in extracting complete
3D facade quadrilateral delimitations and on the other hand in generating
occlusion-free facade textures. For these reasons, we describe a
straightforward approach for completing and recovering facade geometry and
textures by exploiting the data complementarity of terrestrial multi-source
imagery and area-based information
3D modeling of indoor environments by a mobile platform with a laser scanner and panoramic camera
One major challenge of 3DTV is content acquisition. Here, we present a method to acquire a realistic, visually convincing D model of indoor environments based on a mobile platform that is equipped with a laser range scanner and a panoramic camera. The data of the 2D laser scans are used to solve the simultaneous lo- calization and mapping problem and to extract walls. Textures for walls and floor are built from the images of a calibrated panoramic camera. Multiresolution blending is used to hide seams in the gen- erated textures. The scene is further enriched by 3D-geometry cal- culated from a graph cut stereo technique. We present experimental results from a moderately large real environment.
Geometry Textures
International audienceIn highly tessellated models, triangles are very small compared to the entire object, representing at the same time its macro- and mesostructures. The main idea in this work is to use a visualization algorithm that is adequate to mesostructure but applied to the whole object. Tessellated models are converted into geometry textures, a geometric representation for surfaces based on height maps. In rendering time, the fine-scale details are reconstructed with LOD speed-up while preserving original quality
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