21,991 research outputs found

    Interactive Vegetation Rendering with Slicing and Blending

    Get PDF
    Detailed and interactive 3D rendering of vegetation is one of the challenges of traditional polygon-oriented computer graphics, due to large geometric complexity even of simple plants. In this paper we introduce a simplified image-based rendering approach based solely on alpha-blended textured polygons. The simplification is based on the limitations of human perception of complex geometry. Our approach renders dozens of detailed trees in real-time with off-the-shelf hardware, while providing significantly improved image quality over existing real-time techniques. The method is based on using ordinary mesh-based rendering for the solid parts of a tree, its trunk and limbs. The sparse parts of a tree, its twigs and leaves, are instead represented with a set of slices, an image-based representation. A slice is a planar layer, represented with an ordinary alpha or color-keyed texture; a set of parallel slices is a slicing. Rendering from an arbitrary viewpoint in a 360 degree circle around the center of a tree is achieved by blending between the nearest two slicings. In our implementation, only 6 slicings with 5 slices each are sufficient to visualize a tree for a moving or stationary observer with the perceptually similar quality as the original model

    Digital Image Access & Retrieval

    Get PDF
    The 33th Annual Clinic on Library Applications of Data Processing, held at the University of Illinois at Urbana-Champaign in March of 1996, addressed the theme of "Digital Image Access & Retrieval." The papers from this conference cover a wide range of topics concerning digital imaging technology for visual resource collections. Papers covered three general areas: (1) systems, planning, and implementation; (2) automatic and semi-automatic indexing; and (3) preservation with the bulk of the conference focusing on indexing and retrieval.published or submitted for publicatio

    HIRIS (High-Resolution Imaging Spectrometer: Science opportunities for the 1990s. Earth observing system. Volume 2C: Instrument panel report

    Get PDF
    The high-resolution imaging spectrometer (HIRIS) is an Earth Observing System (EOS) sensor developed for high spatial and spectral resolution. It can acquire more information in the 0.4 to 2.5 micrometer spectral region than any other sensor yet envisioned. Its capability for critical sampling at high spatial resolution makes it an ideal complement to the MODIS (moderate-resolution imaging spectrometer) and HMMR (high-resolution multifrequency microwave radiometer), lower resolution sensors designed for repetitive coverage. With HIRIS it is possible to observe transient processes in a multistage remote sensing strategy for Earth observations on a global scale. The objectives, science requirements, and current sensor design of the HIRIS are discussed along with the synergism of the sensor with other EOS instruments and data handling and processing requirements

    Evaluation of Skylab (EREP) data for forest and rangeland surveys

    Get PDF
    The author has identified the following significant results. Four widely separated sites (near Augusta, Georgia; Lead, South Dakota; Manitou, Colorado; and Redding, California) were selected as typical sites for forest inventory, forest stress, rangeland inventory, and atmospheric and solar measurements, respectively. Results indicated that Skylab S190B color photography is good for classification of Level 1 forest and nonforest land (90 to 95 percent correct) and could be used as a data base for sampling by small and medium scale photography using regression techniques. The accuracy of Level 2 forest and nonforest classes, however, varied from fair to poor. Results of plant community classification tests indicate that both visual and microdensitometric techniques can separate deciduous, conifirous, and grassland classes to the region level in the Ecoclass hierarchical classification system. There was no consistency in classifying tree categories at the series level by visual photointerpretation. The relationship between ground measurements and large scale photo measurements of foliar cover had a correlation coefficient of greater than 0.75. Some of the relationships, however, were site dependent

    Stereoscopic Sketchpad: 3D Digital Ink

    Get PDF
    --Context-- This project looked at the development of a stereoscopic 3D environment in which a user is able to draw freely in all three dimensions. The main focus was on the storage and manipulation of the ‘digital ink’ with which the user draws. For a drawing and sketching package to be effective it must not only have an easy to use user interface, it must be able to handle all input data quickly and efficiently so that the user is able to focus fully on their drawing. --Background-- When it comes to sketching in three dimensions the majority of applications currently available rely on vector based drawing methods. This is primarily because the applications are designed to take a users two dimensional input and transform this into a three dimensional model. Having the sketch represented as vectors makes it simpler for the program to act upon its geometry and thus convert it to a model. There are a number of methods to achieve this aim including Gesture Based Modelling, Reconstruction and Blobby Inflation. Other vector based applications focus on the creation of curves allowing the user to draw within or on existing 3D models. They also allow the user to create wire frame type models. These stroke based applications bring the user closer to traditional sketching rather than the more structured modelling methods detailed. While at present the field is inundated with vector based applications mainly focused upon sketch-based modelling there are significantly less voxel based applications. The majority of these applications focus on the deformation and sculpting of voxmaps, almost the opposite of drawing and sketching, and the creation of three dimensional voxmaps from standard two dimensional pixmaps. How to actually sketch freely within a scene represented by a voxmap has rarely been explored. This comes as a surprise when so many of the standard 2D drawing programs in use today are pixel based. --Method-- As part of this project a simple three dimensional drawing program was designed and implemented using C and C++. This tool is known as Sketch3D and was created using a Model View Controller (MVC) architecture. Due to the modular nature of Sketch3Ds system architecture it is possible to plug a range of different data structures into the program to represent the ink in a variety of ways. A series of data structures have been implemented and were tested for efficiency. These structures were a simple list, a 3D array, and an octree. They have been tested for: the time it takes to insert or remove points from the structure; how easy it is to manipulate points once they are stored; and also how the number of points stored effects the draw and rendering times. One of the key issues brought up by this project was devising a means by which a user is able to draw in three dimensions while using only two dimensional input devices. The method settled upon and implemented involves using the mouse or a digital pen to sketch as one would in a standard 2D drawing package but also linking the up and down keyboard keys to the current depth. This allows the user to move in and out of the scene as they draw. A couple of user interface tools were also developed to assist the user. A 3D cursor was implemented and also a toggle, which when on, highlights all of the points intersecting the depth plane on which the cursor currently resides. These tools allow the user to see exactly where they are drawing in relation to previously drawn lines. --Results-- The tests conducted on the data structures clearly revealed that the octree was the most effective data structure. While not the most efficient in every area, it manages to avoid the major pitfalls of the other structures. The list was extremely quick to render and draw to the screen but suffered severely when it comes to finding and manipulating points already stored. In contrast the three dimensional array was able to erase or manipulate points effectively while the draw time rendered the structure effectively useless, taking huge amounts of time to draw each frame. The focus of this research was on how a 3D sketching package would go about storing and accessing the digital ink. This is just a basis for further research in this area and many issues touched upon in this paper will require a more in depth analysis. The primary area of this future research would be the creation of an effective user interface and the introduction of regular sketching package features such as the saving and loading of images

    The Millennium Run Observatory: First Light

    Full text link
    Simulations of galaxy evolution aim to capture our current understanding as well as to make predictions for testing by future experiments. Simulations and observations are often compared in an indirect fashion: physical quantities are estimated from the data and compared to models. However, many applications can benefit from a more direct approach, where the observing process is also simulated and the models are seen fully from the observer's perspective. To facilitate this, we have developed the Millennium Run Observatory (MRObs), a theoretical virtual observatory which uses virtual telescopes to `observe' semi-analytic galaxy formation models based on the suite of Millennium Run dark matter simulations. The MRObs produces data that can be processed and analyzed using the standard software packages developed for real observations. At present, we produce images in forty filters from the rest-frame UV to IR for two stellar population synthesis models, three different models of IGM absorption, and two cosmologies (WMAP1/7). Galaxy distributions for a large number of mock lightcones can be `observed' using models of major ground- and space-based telescopes. The data include lightcone catalogues linked to structural properties of galaxies, pre-observation model images, mock telescope images, and Source Extractor products that can all be traced back to the higher level dark matter, semi-analytic galaxy, and lightcone catalogues available in the Millennium database. Here, we describe our methods and announce a first public release of simulated surveys (e.g., SDSS, CFHT-LS, GOODS, GOODS/ERS, CANDELS, and HUDF). The MRObs browser, an online tool, further facilitates exploration of the simulated data. We demonstrate the benefits of a direct approach through a number of example applications (galaxy number counts in CANDELS, clusters, morphologies, and dropout selections).Comment: MNRAS, in press. Millennium Run Observatory data products, online tools, and more available through http://galformod.mpa-garching.mpg.de/mrobs

    Applications of Remote Sensing to Alien Invasive Plant Studies

    Get PDF
    Biological invasions can affect ecosystems across a wide spectrum of bioclimatic conditions. Therefore, it is often important to systematically monitor the spread of species over a broad region. Remote sensing has been an important tool for large-scale ecological studies in the past three decades, but it was not commonly used to study alien invasive plants until the mid 1990s. We synthesize previous research efforts on remote sensing of invasive plants from spatial, temporal and spectral perspectives. We also highlight a recently developed state-of-the-art image fusion technique that integrates passive and active energies concurrently collected by an imaging spectrometer and a scanning-waveform light detection and ranging (LiDAR) system, respectively. This approach provides a means to detect the structure and functional properties of invasive plants of different canopy levels. Finally, we summarize regional studies of biological invasions using remote sensing, discuss the limitations of remote sensing approaches, and highlight current research needs and future directions

    Designing a training tool for imaging mental models

    Get PDF
    The training process can be conceptualized as the student acquiring an evolutionary sequence of classification-problem solving mental models. For example a physician learns (1) classification systems for patient symptoms, diagnostic procedures, diseases, and therapeutic interventions and (2) interrelationships among these classifications (e.g., how to use diagnostic procedures to collect data about a patient's symptoms in order to identify the disease so that therapeutic measures can be taken. This project developed functional specifications for a computer-based tool, Mental Link, that allows the evaluative imaging of such mental models. The fundamental design approach underlying this representational medium is traversal of virtual cognition space. Typically intangible cognitive entities and links among them are visible as a three-dimensional web that represents a knowledge structure. The tool has a high degree of flexibility and customizability to allow extension to other types of uses, such a front-end to an intelligent tutoring system, knowledge base, hypermedia system, or semantic network
    corecore