3,827 research outputs found

    Interactive inspection of complex multi-object industrial assemblies

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    The final publication is available at Springer via http://dx.doi.org/10.1016/j.cad.2016.06.005The use of virtual prototypes and digital models containing thousands of individual objects is commonplace in complex industrial applications like the cooperative design of huge ships. Designers are interested in selecting and editing specific sets of objects during the interactive inspection sessions. This is however not supported by standard visualization systems for huge models. In this paper we discuss in detail the concept of rendering front in multiresolution trees, their properties and the algorithms that construct the hierarchy and efficiently render it, applied to very complex CAD models, so that the model structure and the identities of objects are preserved. We also propose an algorithm for the interactive inspection of huge models which uses a rendering budget and supports selection of individual objects and sets of objects, displacement of the selected objects and real-time collision detection during these displacements. Our solution–based on the analysis of several existing view-dependent visualization schemes–uses a Hybrid Multiresolution Tree that mixes layers of exact geometry, simplified models and impostors, together with a time-critical, view-dependent algorithm and a Constrained Front. The algorithm has been successfully tested in real industrial environments; the models involved are presented and discussed in the paper.Peer ReviewedPostprint (author's final draft

    Robust and Scalable Transmission of Arbitrary 3D Models over Wireless Networks

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    We describe transmission of 3D objects represented by texture and mesh over unreliable networks, extending our earlier work for regular mesh structure to arbitrary meshes and considering linear versus cubic interpolation. Our approach to arbitrary meshes considers stripification of the mesh and distributing nearby vertices into different packets, combined with a strategy that does not need texture or mesh packets to be retransmitted. Only the valence (connectivity) packets need to be retransmitted; however, storage of valence information requires only 10% space compared to vertices and even less compared to photorealistic texture. Thus, less than 5% of the packets may need to be retransmitted in the worst case to allow our algorithm to successfully reconstruct an acceptable object under severe packet loss. Even though packet loss during transmission has received limited research attention in the past, this topic is important for improving quality under lossy conditions created by shadowing and interference. Results showing the implementation of the proposed approach using linear, cubic, and Laplacian interpolation are described, and the mesh reconstruction strategy is compared with other methods

    Representation and coding of 3D video data

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    Livrable D4.1 du projet ANR PERSEECe rapport a été réalisé dans le cadre du projet ANR PERSEE (n° ANR-09-BLAN-0170). Exactement il correspond au livrable D4.1 du projet

    Ubiquitous Scalable Graphics: An End-to-End Framework using Wavelets

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    Advances in ubiquitous displays and wireless communications have fueled the emergence of exciting mobile graphics applications including 3D virtual product catalogs, 3D maps, security monitoring systems and mobile games. Current trends that use cameras to capture geometry, material reflectance and other graphics elements means that very high resolution inputs is accessible to render extremely photorealistic scenes. However, captured graphics content can be many gigabytes in size, and must be simplified before they can be used on small mobile devices, which have limited resources, such as memory, screen size and battery energy. Scaling and converting graphics content to a suitable rendering format involves running several software tools, and selecting the best resolution for target mobile device is often done by trial and error, which all takes time. Wireless errors can also affect transmitted content and aggressive compression is needed for low-bandwidth wireless networks. Most rendering algorithms are currently optimized for visual realism and speed, but are not resource or energy efficient on mobile device. This dissertation focuses on the improvement of rendering performance by reducing the impacts of these problems with UbiWave, an end-to-end Framework to enable real time mobile access to high resolution graphics using wavelets. The framework tackles the issues including simplification, transmission, and resource efficient rendering of graphics content on mobile device based on wavelets by utilizing 1) a Perceptual Error Metric (PoI) for automatically computing the best resolution of graphics content for a given mobile display to eliminate guesswork and save resources, 2) Unequal Error Protection (UEP) to improve the resilience to wireless errors, 3) an Energy-efficient Adaptive Real-time Rendering (EARR) heuristic to balance energy consumption, rendering speed and image quality and 4) an Energy-efficient Streaming Technique. The results facilitate a new class of mobile graphics application which can gracefully adapt the lowest acceptable rendering resolution to the wireless network conditions and the availability of resources and battery energy on mobile device adaptively

    Transmission of 3D Scenes over Lossy Channels

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    This paper introduces a novel error correction scheme for the transmission of three-dimensional scenes over unreliable networks. We propose a novel Unequal Error Protection scheme for the transmission of depth and texture information that distributes a prefixed amount of redundancy among the various elements of the scene description in order to maximize the quality of the rendered views. This target is achieved exploiting also a new model for the estimation of the impact on the rendered views of the various geometry and texture packets which takes into account their relevance in the coded bitstream and the viewpoint required by the user. Experimental results show how the proposed scheme effectively enhances the quality of the rendered images in a typical depth-image-based rendering scenario as packets are progressively decoded/recovered by the receiver

    Geometric modeling and optimization over regular domains for graphics and visual computing

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    The effective construction of parametric representation of complicated geometric objects can facilitate many design, analysis, and simulation tasks in Computer-Aided Design (CAD), Computer-Aided Manufacturing (CAM), and Computer-Aided Engineering (CAE). Given a 3D shape, the procedure of finding such a parametric representation upon a canonical domain is called geometric parameterization. Regular geometric regions, such as polycubes and spheres, are desirable domains for parameterization. Parametric representations defined upon regular geometric domains have many desirable mathematical properties and can facilitate or simplify various surface/solid modeling and processing computation. This dissertation studies the construction of parameterization on regular geometric domains and explores their applications in shape modeling and computer-aided design. Specifically, we studies (1) the surface parameterization on the spherical domain for closed genus-zero surfaces; (2) the surface parameterization on the polycube domain for general closed surfaces; and (3) the volumetric parameterization for 3D-manifolds embedded in 3D Euclidean space. We propose novel computational models to solve these geometric problems. Our computational models reduce to nonlinear optimizations with various geometric constraints. Hence, we also need to explore effective optimization algorithms. The main contributions of this dissertation are three-folded. (1) We developed an effective progressive spherical parameterization algorithm, with an efficient nonlinear optimization scheme subject to the spherical constraint. Compared with the state-of-the-art spherical mapping algorithms, our algorithm demonstrates the advantages of great efficiency, lower distortion, and guaranteed bijectiveness, and we show its applications in spherical harmonic decomposition and shape analysis. (2) We propose a first topology-preserving polycube domain optimization algorithm that simultaneously optimizes polycube domain together with the parameterization to balance the mapping distortion and domain simplicity. We develop effective nonlinear geometric optimization algorithms dealing with variables with and without derivatives. This polycube parameterization algorithm can benefit the regular quadrilateral mesh generation and cross-surface parameterization. (3) We develop a novel quaternion-based optimization framework for 3D frame field construction and volumetric parameterization computation. We demonstrate our constructed 3D frame field has better smoothness, compared with state-of-the-art algorithms, and is effective in guiding low-distortion volumetric parameterization and high-quality hexahedral mesh generation

    Micro-structural analysis of tablet surface layers by intelligent laser speckle classification (ILSC) technique: An application in the study of both surface defects and subsurface granule structures

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    The file attached to this record is the author's final peer reviewed version. The Publisher's final version can be found by following the DOI link.Purpose : As a consequence of the latest developments in laser technologies it is now possible to develop a low-cost and accurate tablet inspection system by the unification of optical and artificial intelligence methods. Method: The functionality of the proposed system is based on a sequence of texture analysis of laser speckle images (using laser sources of 650 nm and 808 nm : VIS/IR) followed by the optimization of texture parameters using Bayesian Networks (BN). Results: In the first part of this work, a Bayesian inference method was used to detect micro-scale tablet defects that are generated “progressively” during production whereas in the second part a Bayesian classifier method was used to discriminate between tablets made from different granule sizes. In part two, it was shown that (i) the comparatively higher energy (5mW) IR laser light generates different speckle effects than the lower energy visible (Red 3mW) by interacting with deeper sub-surface of the tablets and (ii) by using multi-classifier systems (MCS) to fuse the Bayesian classifiers from both types of speckle images it was possible to achieve a higher discrimination power (88% classification accuracy) for distinguishing between tablets made from different granule sizes than one can achieve from a single image type. Conclusion: It is suggested that this unified method has the potential to provide for a comprehensive analysis of both tablet quality attributes, on the one hand, and failure modes, on the other, that might be used in the development of a low cost tablet inspection system

    Network streaming and compression for mixed reality tele-immersion

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    Bulterman, D.C.A. [Promotor]Cesar, P.S. [Copromotor
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