3 research outputs found
Reconstrução tridimensional de ambientes reais usando dados laser e de intensidade
O objectivo do trabalho apresentado nesta tese é a criação de modelos
tridimensionais completos e de alta resolução de ambientes reais (informação
geométrica e de textura) a partir de imagens passivas de intensidade e de
sensores de distância activos. A maior parte dos sistemas de reconstrução 3D
são baseados em sensores laser de distância ou em câmaras fotográficas,
mas muito pouco trabalho tem tentado combinar estes dois tipos de sensores.
A extracção de profundidade a partir de imagens de intensidade é complicada.
Por outro lado, as fotografias fornecem informação adicional sobre os
ambientes que pode ser usada durante o processo de modelação, em
particular para definir, de uma forma precisa, as fronteiras das superfícies. Isto
torna os sensores activos e passivos complementares em varios modos e é a
ideia de base que motivou o trabalho apresentado nesta tese.
Na primeira parte da tese, concentramo-nos no registro entre dados oriundos
de sensores activos de distância e de câmaras digitais passivas e no
desenvolvimento de ferramentas para tornar este passo mais fácil,
independente do utilizador e mais preciso. No fim, com esta técnica, obtém-se
um mapa de textura para os modelos baseado em várias fotografias digitais. O
modelo 3D assim obtido é realizado baseado nos dados de distância para a
geometria e nas fotografias digitais para a textura. Com estes modelos, obtémse
uma qualidade fotográfica: uma espécie de fotografia de alta resolução em
3D dum ambiente real.
Na segunda parte da tese, vai-se mais longe na combinação dos dados. As
fotografias digitais são usadas como uma fonte adicional de informação
tridimensional que pode ser valiosa para definir com precisão as fronteiras das
superfícies (onde a informação de distância é menos fiável) ou então
preencher falhas nos dados ou aumentar a densidade de pontos 3D em áreas
de interesse.The objective of the work presented in this thesis is to generate complete, highresolution
three-dimensional models of real world scenes (3D geometric and
texture information) from passive intensity images and active range sensors.
Most 3D reconstruction systems are based either in range finders or in digital
cameras but little work tries to combine these two sensors.
Depth extraction from intensity images is complex. On the other hand digital
photographs provide additional information about the scenes that can be used
to help the modelling process, in particular to define accurate surface boundary
conditions. This makes active and passive sensors complementary in many
ways and is the base idea that motivates the work in this thesis.
In the first part of the thesis, we concentrate in the registration between data
coming from active range sensors and passive digital cameras and the
development of tools to make this step easier, more user-independent and
more precise. In the end, with this technique, a texture map for the models is
computed based on several digital photographs. This will lead to 3D models
where 3D geometry is extracted from range data, whereas texture information
comes from digital photographs. With these models, photo realistic quality is
achieved: a kind of high-resolution 3D photograph of a real scene.
In the second part of the thesis, we go further in the combination between the
datasets. The digital photographs are used as an additional source of threedimensional
information that can be valuable to define accurate surface
boundary conditions (where range data is less reliable) or even to fill holes in
the data or increase 3D point density in areas of interest
Interactive storytelling engines
Writing a good story requires immense patience, creativity and work from the author,
and the practice of writing a story requires a good grasp of the readers' psychology to create
suspense and thrills and to merge the readers' world with that of the story. In the digital
writing space, authors can still adhere to these rules of thumb while being aware of the
disappearance of certain constraints due to the added possibility of narrating in a nonlinear
fashion.
There are many overlapping approaches to interactive storytelling or authoring, but
each of the approaches has its own strengths and weaknesses. The motivation for this
research arises from the perceived need for a new hybrid approach that coalesces and
extends existing approaches. Since each of the approaches empowers certain aspects of
the storytelling and narration process, the result forces a new research direction which
eliminates certain weaknesses exhibited by a single approach, due to the synergistic
nature of the various approaches. We have developed: 1) a Hybrid Evolutionary-Fuzzy
Time-based Interactive (HEFTI) storytellling engine that generates dynamic stories from
a set of authored story constructs given by human authors; 2) a set of authoring tools that
allow authors to generate the needed story constructs; and, 3) a storytelling environment
for them to orchestrate a digital stage play with computer agents and scripts.
We have conducted a usability study and system evaluation to evaluate the performance
of the engine. Our experiments and usability study have shown that the authoring
environment abstracted the complexity of authoring an interactive, dynamic story from
the authors with the use of windows-based interfaces to help them visualize various aspects of a story. This reduces the amount of learning and knowledge required to start
having the pleasure of authoring dynamic stories. The studies also revealed certain features
and tools that may be reflected by authoring tools in the future to automate various
aspects of the authoring process so that the authors may spend more time thinking rather
than writing (or programming) their stories