8,076 research outputs found

    Online surface reconstruction from unorganized point clouds with integrated texture mapping

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    Surface-reconstructing growing neural gas (Sgng) konstruiert iterativ aus Sample-Punkten von einer Objektoberfläche ein Dreiecksnetz, das diese Oberfläche repräsentiert: Zunächst wird eine Approximation erstellt, die nach und nach verfeinert wird. Sgng berücksichtigt dabei jegliche Änderungen an den Eingabedaten während der Ausführung. Wenn geeignete Bilder vorliegen, weist Sgng diese automatisch den Dreiecken als Texturen zu. Dabei wird die Anzahl der wahrnehmbaren Verdeckungsfehler auf ein Minimum reduziert, indem Sgng Sichtbarkeitsinformationen aus den Eingabedaten lernt. Sgng basiert auf einer Familie eng verwandter neuronaler Netze, die mittels Pseudocode und Beispielen detailliert vorgestellt werden. Sgng wird anhand von Erkenntnissen aus einer genauen Analyse früherer Ansätze hergeleitet. Die Ergebnisse ausgiebiger Evaluationen legen nahe, dass Sgng signifikant bessere Ergebnisse liefert als frühere Ansätze und es sich mit State-of-the-Art-Verfahren messen kann.Surface-reconstructing growing neural gas (sgng) takes a set of sample points lying on an object’s surface as an input and iteratively constructs a triangle mesh representing the original object’s surface. It starts with an initial approximation that gets continuously refined. At any time, sgng instantly incorporates any modifications of the input data into the reconstruction. If registered images are available, sgng assigns suitable textures to the constructed triangles. The number of noticeable occlusion artifacts is reduced to a minimum by learning visibility from the input data. Sgng is based on a family of closely related artificial neural networks that are presented in detail and illustrated by pseudocode and examples. Sgng is derived according to a careful analysis of these prior approaches. Results of an extensive evaluation indicate that sgng improves significantly upon its predecessors and that it can compete with other state-of-the-art reconstruction algorithm

    Human perception-oriented segmentation for triangle meshes

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    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

    Vegetation Detection and Classification for Power Line Monitoring

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    Electrical network maintenance inspections must be regularly executed, to provide a continuous distribution of electricity. In forested countries, the electrical network is mostly located within the forest. For this reason, during these inspections, it is also necessary to assure that vegetation growing close to the power line does not potentially endanger it, provoking forest fires or power outages. Several remote sensing techniques have been studied in the last years to replace the labor-intensive and costly traditional approaches, be it field based or airborne surveillance. Besides the previously mentioned disadvantages, these approaches are also prone to error, since they are dependent of a human operator’s interpretation. In recent years, Unmanned Aerial Vehicle (UAV) platform applicability for this purpose has been under debate, due to its flexibility and potential for customisation, as well as the fact it can fly close to the power lines. The present study proposes a vegetation management and power line monitoring method, using a UAV platform. This method starts with the collection of point cloud data in a forest environment composed of power line structures and vegetation growing close to it. Following this process, multiple steps are taken, including: detection of objects in the working environment; classification of said objects into their respective class labels using a feature-based classifier, either vegetation or power line structures; optimisation of the classification results using point cloud filtering or segmentation algorithms. The method is tested using both synthetic and real data of forested areas containing power line structures. The Overall Accuracy of the classification process is about 87% and 97-99% for synthetic and real data, respectively. After the optimisation process, these values were refined to 92% for synthetic data and nearly 100% for real data. A detailed comparison and discussion of results is presented, providing the most important evaluation metrics and a visual representations of the attained results.Manutenções regulares da rede elétrica devem ser realizadas de forma a assegurar uma distribuição contínua de eletricidade. Em países com elevada densidade florestal, a rede elétrica encontra-se localizada maioritariamente no interior das florestas. Por isso, durante estas inspeções, é necessário assegurar também que a vegetação próxima da rede elétrica não a coloca em risco, provocando incêndios ou falhas elétricas. Diversas técnicas de deteção remota foram estudadas nos últimos anos para substituir as tradicionais abordagens dispendiosas com mão-de-obra intensiva, sejam elas através de vigilância terrestre ou aérea. Além das desvantagens mencionadas anteriormente, estas abordagens estão também sujeitas a erros, pois estão dependentes da interpretação de um operador humano. Recentemente, a aplicabilidade de plataformas com Unmanned Aerial Vehicles (UAV) tem sido debatida, devido à sua flexibilidade e potencial personalização, assim como o facto de conseguirem voar mais próximas das linhas elétricas. O presente estudo propõe um método para a gestão da vegetação e monitorização da rede elétrica, utilizando uma plataforma UAV. Este método começa pela recolha de dados point cloud num ambiente florestal composto por estruturas da rede elétrica e vegetação em crescimento próximo da mesma. Em seguida,múltiplos passos são seguidos, incluindo: deteção de objetos no ambiente; classificação destes objetos com as respetivas etiquetas de classe através de um classificador baseado em features, vegetação ou estruturas da rede elétrica; otimização dos resultados da classificação utilizando algoritmos de filtragem ou segmentação de point cloud. Este método é testado usando dados sintéticos e reais de áreas florestais com estruturas elétricas. A exatidão do processo de classificação é cerca de 87% e 97-99% para os dados sintéticos e reais, respetivamente. Após o processo de otimização, estes valores aumentam para 92% para os dados sintéticos e cerca de 100% para os dados reais. Uma comparação e discussão de resultados é apresentada, fornecendo as métricas de avaliação mais importantes e uma representação visual dos resultados obtidos

    A software tool for the semi-automatic segmentation of architectural 3D models with semantic annotation and Web fruition

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    The thorough documentation of Cultural Heritage artifacts is a fundamental concern for management and preservation. In this context, the semantic segmentation and annotation of 3D models of historic buildings is an important modern topic. This work describes a software tool currently under development, for interactive and semi-automatic segmentation, characterization, and annotation of 3D models produced by photogrammetric surveys. The system includes some generic and well-known segmentation approaches, such as region growing and Locally Convex Connected Patches segmentation, but it also contains original code for specific semantic segmentation of parts of buildings, in particular straight stairs and circular-section columns. Furthermore, a method for automatic wall-surface characterization is devoted to rusticated-ashlar detection, in view of masonry-unit segmentation. The software is modular, so allowing easy expandability. It also has tools for data encoding into formats ready for model fruition by Web technologies. These results were partly obtained in collaboration with Corvallis SPA (Padua-Italy, http://www.corvallis.it)

    Real-time hybrid cutting with dynamic fluid visualization for virtual surgery

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    It is widely accepted that a reform in medical teaching must be made to meet today's high volume training requirements. Virtual simulation offers a potential method of providing such trainings and some current medical training simulations integrate haptic and visual feedback to enhance procedure learning. The purpose of this project is to explore the capability of Virtual Reality (VR) technology to develop a training simulator for surgical cutting and bleeding in a general surgery

    Towards deep unsupervised inverse graphics

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    Un objectif de longue date dans le domaine de la vision par ordinateur est de déduire le contenu 3D d’une scène à partir d’une seule photo, une tâche connue sous le nom d’inverse graphics. L’apprentissage automatique a, dans les dernières années, permis à de nombreuses approches de faire de grands progrès vers la résolution de ce problème. Cependant, la plupart de ces approches requièrent des données de supervision 3D qui sont coûteuses et parfois impossible à obtenir, ce qui limite les capacités d’apprentissage de telles œuvres. Dans ce travail, nous explorons l’architecture des méthodes d’inverse graphics non-supervisées et proposons deux méthodes basées sur des représentations 3D et algorithmes de rendus différentiables distincts: les surfels ainsi qu’une nouvelle représentation basée sur Voronoï. Dans la première méthode basée sur les surfels, nous montrons que, bien qu’efficace pour maintenir la cohérence visuelle, la production de surfels à l’aide d’une carte de profondeur apprise entraîne des ambiguïtés car la relation entre la carte de profondeur et le rendu n’est pas bijective. Dans notre deuxième méthode, nous introduisons une nouvelle représentation 3D basée sur les diagrammes de Voronoï qui modélise des objets/scènes à la fois explicitement et implicitement, combinant ainsi les avantages des deux approches. Nous montrons comment cette représentation peut être utilisée à la fois dans un contexte supervisé et non-supervisé et discutons de ses avantages par rapport aux représentations 3D traditionnellesA long standing goal of computer vision is to infer the underlying 3D content in a scene from a single photograph, a task known as inverse graphics. Machine learning has, in recent years, enabled many approaches to make great progress towards solving this problem. However, most approaches rely on 3D supervision data which is expensive and sometimes impossible to obtain and therefore limits the learning capabilities of such work. In this work, we explore the deep unsupervised inverse graphics training pipeline and propose two methods based on distinct 3D representations and associated differentiable rendering algorithms: namely surfels and a novel Voronoi-based representation. In the first method based on surfels, we show that, while effective at maintaining view-consistency, producing view-dependent surfels using a learned depth map results in ambiguities as the mapping between depth map and rendering is non-bijective. In our second method, we introduce a novel 3D representation based on Voronoi diagrams which models objects/scenes both explicitly and implicitly simultaneously, thereby combining the benefits of both. We show how this representation can be used in both a supervised and unsupervised context and discuss its advantages compared to traditional 3D representations

    Numerical modelling of additive manufacturing process for stainless steel tension testing samples

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    Nowadays additive manufacturing (AM) technologies including 3D printing grow rapidly and they are expected to replace conventional subtractive manufacturing technologies to some extents. During a selective laser melting (SLM) process as one of popular AM technologies for metals, large amount of heats is required to melt metal powders, and this leads to distortions and/or shrinkages of additively manufactured parts. It is useful to predict the 3D printed parts to control unwanted distortions and shrinkages before their 3D printing. This study develops a two-phase numerical modelling and simulation process of AM process for 17-4PH stainless steel and it considers the importance of post-processing and the need for calibration to achieve a high-quality printing at the end. By using this proposed AM modelling and simulation process, optimal process parameters, material properties, and topology can be obtained to ensure a part 3D printed successfully

    Sparse Volumetric Deformation

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    Volume rendering is becoming increasingly popular as applications require realistic solid shape representations with seamless texture mapping and accurate filtering. However rendering sparse volumetric data is difficult because of the limited memory and processing capabilities of current hardware. To address these limitations, the volumetric information can be stored at progressive resolutions in the hierarchical branches of a tree structure, and sampled according to the region of interest. This means that only a partial region of the full dataset is processed, and therefore massive volumetric scenes can be rendered efficiently. The problem with this approach is that it currently only supports static scenes. This is because it is difficult to accurately deform massive amounts of volume elements and reconstruct the scene hierarchy in real-time. Another problem is that deformation operations distort the shape where more than one volume element tries to occupy the same location, and similarly gaps occur where deformation stretches the elements further than one discrete location. It is also challenging to efficiently support sophisticated deformations at hierarchical resolutions, such as character skinning or physically based animation. These types of deformation are expensive and require a control structure (for example a cage or skeleton) that maps to a set of features to accelerate the deformation process. The problems with this technique are that the varying volume hierarchy reflects different feature sizes, and manipulating the features at the original resolution is too expensive; therefore the control structure must also hierarchically capture features according to the varying volumetric resolution. This thesis investigates the area of deforming and rendering massive amounts of dynamic volumetric content. The proposed approach efficiently deforms hierarchical volume elements without introducing artifacts and supports both ray casting and rasterization renderers. This enables light transport to be modeled both accurately and efficiently with applications in the fields of real-time rendering and computer animation. Sophisticated volumetric deformation, including character animation, is also supported in real-time. This is achieved by automatically generating a control skeleton which is mapped to the varying feature resolution of the volume hierarchy. The output deformations are demonstrated in massive dynamic volumetric scenes
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