475 research outputs found

    A framework for digital sunken relief generation based on 3D geometric models

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    Sunken relief is a special art form of sculpture whereby the depicted shapes are sunk into a given surface. This is traditionally created by laboriously carving materials such as stone. Sunken reliefs often utilize the engraved lines or strokes to strengthen the impressions of a 3D presence and to highlight the features which otherwise are unrevealed. In other types of reliefs, smooth surfaces and their shadows convey such information in a coherent manner. Existing methods for relief generation are focused on forming a smooth surface with a shallow depth which provides the presence of 3D figures. Such methods unfortunately do not help the art form of sunken reliefs as they omit the presence of feature lines. We propose a framework to produce sunken reliefs from a known 3D geometry, which transforms the 3D objects into three layers of input to incorporate the contour lines seamlessly with the smooth surfaces. The three input layers take the advantages of the geometric information and the visual cues to assist the relief generation. This framework alters existing techniques in line drawings and relief generation, and then combines them organically for this particular purpose

    Scalable Realtime Rendering and Interaction with Digital Surface Models of Landscapes and Cities

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    Interactive, realistic rendering of landscapes and cities differs substantially from classical terrain rendering. Due to the sheer size and detail of the data which need to be processed, realtime rendering (i.e. more than 25 images per second) is only feasible with level of detail (LOD) models. Even the design and implementation of efficient, automatic LOD generation is ambitious for such out-of-core datasets considering the large number of scales that are covered in a single view and the necessity to maintain screen-space accuracy for realistic representation. Moreover, users want to interact with the model based on semantic information which needs to be linked to the LOD model. In this thesis I present LOD schemes for the efficient rendering of 2.5d digital surface models (DSMs) and 3d point-clouds, a method for the automatic derivation of city models from raw DSMs, and an approach allowing semantic interaction with complex LOD models. The hierarchical LOD model for digital surface models is based on a quadtree of precomputed, simplified triangle mesh approximations. The rendering of the proposed model is proved to allow real-time rendering of very large and complex models with pixel-accurate details. Moreover, the necessary preprocessing is scalable and fast. For 3d point clouds, I introduce an LOD scheme based on an octree of hybrid plane-polygon representations. For each LOD, the algorithm detects planar regions in an adequately subsampled point cloud and models them as textured rectangles. The rendering of the resulting hybrid model is an order of magnitude faster than comparable point-based LOD schemes. To automatically derive a city model from a DSM, I propose a constrained mesh simplification. Apart from the geometric distance between simplified and original model, it evaluates constraints based on detected planar structures and their mutual topological relations. The resulting models are much less complex than the original DSM but still represent the characteristic building structures faithfully. Finally, I present a method to combine semantic information with complex geometric models. My approach links the semantic entities to the geometric entities on-the-fly via coarser proxy geometries which carry the semantic information. Thus, semantic information can be layered on top of complex LOD models without an explicit attribution step. All findings are supported by experimental results which demonstrate the practical applicability and efficiency of the methods

    Virtual reality as an educational tool in interior architecture

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    Ankara : The Department of Interior Architecture and Environmental Design and the Institute of Fine Arts of Bilkent Univ., 1997.Thesis (Master's) -- Bilkent University, 1997.Includes bibliographical references.This thesis discusses the use of virtual reality technology as an educational tool in interior architectural design. As a result of this discussion, it is proposed that virtual reality can be of use in aiding three-dimensional design and visualization, and may speed up the design process. It may also be of help in getting the designers/students more involved in their design projects. Virtual reality can enhance the capacity of designers to design in three dimensions. The virtual reality environment used in designing should be capable of aiding both the design and the presentation process. The tradeoffs of the technology, newly emerging trends and future directions in virtual reality are discussed.AktaĹź, OrkunM.S

    Large-Scale Textured 3D Scene Reconstruction

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    Die Erstellung dreidimensionaler Umgebungsmodelle ist eine fundamentale Aufgabe im Bereich des maschinellen Sehens. Rekonstruktionen sind für eine Reihe von Anwendungen von Nutzen, wie bei der Vermessung, dem Erhalt von Kulturgütern oder der Erstellung virtueller Welten in der Unterhaltungsindustrie. Im Bereich des automatischen Fahrens helfen sie bei der Bewältigung einer Vielzahl an Herausforderungen. Dazu gehören Lokalisierung, das Annotieren großer Datensätze oder die vollautomatische Erstellung von Simulationsszenarien. Die Herausforderung bei der 3D Rekonstruktion ist die gemeinsame Schätzung von Sensorposen und einem Umgebunsmodell. Redundante und potenziell fehlerbehaftete Messungen verschiedener Sensoren müssen in eine gemeinsame Repräsentation der Welt integriert werden, um ein metrisch und photometrisch korrektes Modell zu erhalten. Gleichzeitig muss die Methode effizient Ressourcen nutzen, um Laufzeiten zu erreichen, welche die praktische Nutzung ermöglichen. In dieser Arbeit stellen wir ein Verfahren zur Rekonstruktion vor, das fähig ist, photorealistische 3D Rekonstruktionen großer Areale zu erstellen, die sich über mehrere Kilometer erstrecken. Entfernungsmessungen aus Laserscannern und Stereokamerasystemen werden zusammen mit Hilfe eines volumetrischen Rekonstruktionsverfahrens fusioniert. Ringschlüsse werden erkannt und als zusätzliche Bedingungen eingebracht, um eine global konsistente Karte zu erhalten. Das resultierende Gitternetz wird aus Kamerabildern texturiert, wobei die einzelnen Beobachtungen mit ihrer Güte gewichtet werden. Für eine nahtlose Erscheinung werden die unbekannten Belichtungszeiten und Parameter des optischen Systems mitgeschätzt und die Bilder entsprechend korrigiert. Wir evaluieren unsere Methode auf synthetischen Daten, realen Sensordaten unseres Versuchsfahrzeugs und öffentlich verfügbaren Datensätzen. Wir zeigen qualitative Ergebnisse großer innerstädtischer Bereiche, sowie quantitative Auswertungen der Fahrzeugtrajektorie und der Rekonstruktionsqualität. Zuletzt präsentieren wir mehrere Anwendungen und zeigen somit den Nutzen unserer Methode für Anwendungen im Bereich des automatischen Fahrens

    Mobile graphics: SIGGRAPH Asia 2017 course

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    Peer ReviewedPostprint (published version

    Deformed Reality

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    International audienceWe present Deformed Reality, a new way of interacting with an augmented reality environment by manipulating 3D objects in an intuitive and physically-consistent manner. Using the core principle of augmented reality to estimate rigid pose over time, our method makes it possible for the user to deform the targeted object while it is being rendered with its natural texture, giving the sense of a interactive scene editing. Our framework follows a computationally efficient pipeline that uses a proxy CAD model for both pose computation, physically-based manipulations and scene appearance estimation. The final composition is built upon a continuous image completion and re-texturing process to preserve visual consistency. The presented results show that our method can open new ways of using augmented reality by not only augmenting the environment but also interacting with objects intuitively

    TwinTex: Geometry-aware Texture Generation for Abstracted 3D Architectural Models

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    Coarse architectural models are often generated at scales ranging from individual buildings to scenes for downstream applications such as Digital Twin City, Metaverse, LODs, etc. Such piece-wise planar models can be abstracted as twins from 3D dense reconstructions. However, these models typically lack realistic texture relative to the real building or scene, making them unsuitable for vivid display or direct reference. In this paper, we present TwinTex, the first automatic texture mapping framework to generate a photo-realistic texture for a piece-wise planar proxy. Our method addresses most challenges occurring in such twin texture generation. Specifically, for each primitive plane, we first select a small set of photos with greedy heuristics considering photometric quality, perspective quality and facade texture completeness. Then, different levels of line features (LoLs) are extracted from the set of selected photos to generate guidance for later steps. With LoLs, we employ optimization algorithms to align texture with geometry from local to global. Finally, we fine-tune a diffusion model with a multi-mask initialization component and a new dataset to inpaint the missing region. Experimental results on many buildings, indoor scenes and man-made objects of varying complexity demonstrate the generalization ability of our algorithm. Our approach surpasses state-of-the-art texture mapping methods in terms of high-fidelity quality and reaches a human-expert production level with much less effort. Project page: https://vcc.tech/research/2023/TwinTex.Comment: Accepted to SIGGRAPH ASIA 202

    A heterogeneous data-based proposal for procedural 3D cities visualization and generalization

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    Ce projet de thèse est né d'un projet de collaboration entre l'équipe de recherche VORTEX/ Objets visuels: de la réalité à l'expression (maintenant REVA: Réel Expression Vie Artificielle) à l'IRIT : Institut de Recherche en Informatique de Toulouse d'une part et de professionnels de l'éducation, entreprises et entités publiques d'autre part. Le projet de collaboration SCOLA est essentiellement une plate-forme d'apprentissage en ligne basée sur l'utilisation des jeux sérieux dans les écoles. Il aide les utilisateurs à acquérir et à repérer des compétences prédéfinies. Cette plate-forme offre aux enseignants un nouvel outil flexible qui crée des scénarios liés à la pédagogie et personnalise les dossiers des élèves. Plusieurs contributions ont été attribuées à l'IRIT. L'une d'elles consiste à suggérer une solution pour la création automatique d'environnements 3D, à intégrer au scénario du jeu. Cette solution vise à empêcher les infographistes 3D de modéliser manuellement des environnements 3D détaillés et volumineux, ce qui peut être très coûteux et prendre beaucoup de temps. Diverses applications et prototypes ont été développés pour permettre à l'utilisateur de généraliser et de visualiser son propre monde virtuel principalement à partir d'un ensemble de règles. Par conséquent, il n'existe pas de schéma de représentation unique dans le monde virtuel en raison de l'hétérogénéité et de la diversité de la conception de contenus 3D, en particulier des modèles de ville. Cette contrainte nous a amené à nous appuyer largement dans notre projet sur de vraies données urbaines 3D au lieu de données personnalisées prédéfinies par le concepteur de jeu. Les progrès réalisés en infographie, les capacités de calcul élevées et les technologies Web ont largement révolutionné les techniques de reconstruction et de visualisation des données. Ces techniques sont appliquées dans divers domaines, en commençant par les jeux vidéo, les simulations et en terminant par les films qui utilisent des espaces générés de manière procédurale et des animations de personnages. Bien que les jeux informatiques modernes n'aient pas les mêmes restrictions matérielles et de mémoire que les anciens jeux, la génération procédurale est fréquemment utilisée pour créer des jeux, des cartes, des niveaux, des personnages ou d'autres facettes aléatoires uniques sur chaque jeu. Actuellement, la tendance est déplacée vers les SIG: Systèmes d'Information Géographiques pour créer des mondes urbains, en particulier après leur mise en œuvre réussie dans le monde entier afin de prendre en charge de nombreuses domaines d'applications. Les SIG sont plus particulièrement dédiés à des applications telles que la simulation, la gestion des catastrophes et la planification urbaine, avec une grande utilisation plus ou moins limitée dans les jeux, par exemple le jeu "Minecraft", dont la dernière version propose une cartographie utilisant des villes du monde réel Geodata in Minecraft. L'utilisation des données urbaines existantes devient de plus en plus répandue dans les applications cartographiques pour deux raisons principales: premièrement, elle permet de comprendre le contenu spatial d'objets urbains de manière plus logique et, deuxièmement, elle fournit une plate-forme commune pour intégrer des informations au niveau de la ville provenant de différents environnements ou ressources et les rendre accessibles aux utilisateurs. Un modèle de ville virtuelle en 3D est une représentation numérique de l'espace urbain qui décrit les propriétés géométriques, topologiques, sémantiques et d'apparence de ses composants. En général, un MV3D\footnote{Modèle de Ville en 3D} sert de plate-forme d'intégration pour plusieurs facettes d'un espace d'informations urbain, comme l'a souligné "Batty": "En bref, les nouveaux modèles ne sont pas simplement la géométrie numérique des modèles traditionnels, mais des bases de données à grande échelle pouvant être visualisées en 3D. En tant que tels, ils représentent déjà un moyen de fusionner des données symboliques ou thématiques plus abstraites, même des modèles symboliques, dans ce mode de représentation".This thesis project was born from a collaborative project between the research team VORTEX / Visual objects: from reality to expression (now REVA: Real Expression Artificial Life) at IRIT: Institute of Research in Computer Science Toulouse on the one hand and education professionals, companies and public entities on the other.The SCOLA collaborative project is essentially an online learning platform based on the use of serious games in schools. It helps users to acquire and track predefined skills. This platform provides teachers with a new flexible tool that creates pedagogical scenarios and personalizes student records. Several contributions have been attributed to IRIT. One of these is to suggest a solution for the automatic creation of 3D environments, to integrate into the game scenario. This solution aims to prevent 3D graphic designers from manually modeling detailed and large 3D environments, which can be very expensive and take a lot of time. Various applications and prototypes have been developed to allow the user to generalize and visualize their own virtual world primarily from a set of rules. Therefore, there is no single representation scheme in the virtual world due to the heterogeneity and diversity of 3D content design, especially city models. This constraint has led us to rely heavily on our project on real 3D urban data instead of custom data predefined by the game designer. Advances in computer graphics, high computing capabilities, and Web technologies have revolutionized data reconstruction and visualization techniques. These techniques are applied in a variety of areas, starting with video games, simulations, and ending with movies that use procedurally generated spaces and character animations. Although modern computer games do not have the same hardware and memory restrictions as older games, procedural generation is frequently used to create unique games, cards, levels, characters, or other random facets on each. Currently, the trend is shifting towards GIS : Geographical Information Systems to create urban worlds, especially after their successful implementation around the world to support many areas of applications. GIS are more specifically dedicated to applications such as simulation, disaster management and urban planning, with a great use more or less limited in games, for example the game "Minecraft", the latest version offers a map using real world cities Geodata in Minecraft. The use of existing urban data is becoming more and more widespread in cartographic applications for two main reasons: first, it makes it possible to understand the spatial content of urban objects in a more logical way and, secondly, it provides a common platform to integrate city-level information from different environments or resources and make them available to users. A 3D virtual city model is a digital representation of urban space that describes the geometric, topological, semantic, and appearance properties of its components. In general, an MV3D: 3D City Model serves as an integration platform for many facets of an urban information space, as "Batty" pointed out: "In short, the new models are not just the digital geometry of traditional models, but large-scale databases that can be visualized in 3D. As such, they already represent a way to merge more abstract symbolic or thematic data, even symbolic patterns, into this mode of representation"

    AUTOMATIC FAÇADE SEGMENTATION FOR THERMAL RETROFIT

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    Abstract. In this paper we present an automated method to derive highly detailed 3D vector models of modern building facades from terrestrial laser scanning data. The developed procedure can be divided into two main steps: firstly the main elements constituting the facade are identified by means of a segmentation process, then the 3D vector model is generated including some priors on architectural scenes. The identification of main facade elements is based on random sampling and detection of planar elements including topology information in the process to reduce under- and over-segmentation problems. Finally, the prevalence of straight lines and orthogonal intersections in the vector model generation phase is exploited to set additional constraints to enforce automated modeling. Contemporary a further classification is performed, enriching the data with semantics by means of a classification tree. The main application field for these vector models is the design of external insulation thermal retrofit. In particular, in this paper we present a possible application for energy efficiency evaluation of buildings by mean of Infrared Thermography data overlaid to the facade model

    Real-time cartoon-like stylization of AR video streams on the GPU

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    The ultimate goal of many applications of augmented reality is to immerse the user into the augmented scene, which is enriched with virtual models. In order to achieve this immersion, it is necessary to create the visual impression that the graphical objects are a natural part of the user’s environment. Producing this effect with conventional computer graphics algorithms is a complex task. Various rendering artifacts in the three-dimensional graphics create a noticeable visual discrepancy between the real background image and virtual objects. We have recently proposed a novel approach to generating an augmented video stream. With this new method, the output images are a non-photorealistic reproduction of the augmented environment. Special stylization methods are applied to both the background camera image and the virtual objects. This way the visual realism of both the graphical foreground and the real background image is reduced, so that they are less distinguishable from each other. Here, we present a new method for the cartoon-like stylization of augmented reality images, which uses a novel post-processing filter for cartoon-like color segmentation and high-contrast silhouettes. In order to make a fast postprocessing of rendered images possible, the programmability of modern graphics hardware is exploited. We describe an implementation of the algorithm using the OpenGL Shading Language. The system is capable of generating a stylized augmented video stream of high visual quality at real-time frame rates. As an example application, we demonstrate the visualization of dinosaur bone datasets in stylized augmented reality
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