9 research outputs found

    Sketch-based path design

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    We first present a novel approach to sketching 2D curves with minimally varying curvature as piecewise clothoids. A stable and efficient algorithm fits a sketched piecewise linear curve using a number of clothoid segments with G2 continuity based on a specified error tolerance. We then present a system for conceptually sketching 3D layouts for road and other path networks. Our system makes four key contributions. First, we generate paths with piecewise linear curvature by fitting 2D clothoid curves to strokes sketched on a terrain. Second, the height of paths above the terrain is automatically determined using a new constraint optimization formulation of the occlusion relationships between sketched strokes. Third, we present the break-out lens, a novel widget inspired by break-out views used in engineering visualization, to facilitate the in-context and interactive manipulation of paths from alternate view points. Finally, our path construction is terrain sensitive. ii Acknowledgements I would like to acknowledge the efforts of my supervisor, Karan Singh, and thank him for his guidance over the duration of the Masters program. I learned much from him a

    VISUALIZATION OF GENETIC ALGORITHM BASED ON 2-D GRAPH TO ACCELERATE THE SEARCHING WITH HUMAN INTERVENTIONS.

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    The Genetic Algorithm is an area in the field of Artificial Intelligence that is founded on the principles of biological evolution. Visualization techniques help in understanding the searching behaviour of Genetic Algorithm. lt also makes possible the user interactions during the searching process. It is noted that active user intervention increases the acceleration of Genetic Algorithm towards an optimal solution. In proposed research work, the user is aided by a visualization based on the representation of multidimensional Genetic Algorithm data on 2-0 space. The aim of the proposed approach is to study the benefit of using visualization techniques to explorer Genetic Algorithm data based on gene values. The user participates in the search by proposing a new individual. This is difTerent from existing Interactive Genetic Algorithm in which selection and evaluation of solutions is done by the users. A tool termed as VIGA-20 (Visualization of Genetic Algorithm using 2-0 Graph) is implemented to accomplish this goal. This visual tool enables the display of the evolution of gene values from generation to generation to observing and analysing the behaviour of the search space with user interactions. Individuals for the next generation are selected by using the objective function. Hence, a novel humanmachine interaction is developed in the proposed approach. The efficiency of the proposed approach is evaluated by two benchmark functions. The analysis and comparison of VIGA-20 is based on convergence test against the results obtained from the Simple Genetic Algorithm. This comparison is based on the same parameters except for the interactions of the user. The application of proposed approach is the modelling the branching structures by deriving a rule from best solution of VIGA-20. The comparison of results is based on the different user's perceptions, their involvement in the VIGA-20 and the difference of the fitness convergence as compared to Simple Genetic Algorithm

    Modelling and analysis of plant image data for crop growth monitoring in horticulture

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    Plants can be characterised by a range of attributes, and measuring these attributes accurately and reliably is a major challenge for the horticulture industry. The measurement of those plant characteristics that are most relevant to a grower has previously been tackled almost exclusively by a combination of manual measurement and visual inspection. The purpose of this work is to propose an automated image analysis approach in order to provide an objective measure of plant attributes to remove subjective factors from assessment and to reduce labour requirements in the glasshouse. This thesis describes a stereopsis approach for estimating plant height, since height information cannot be easily determined from a single image. The stereopsis algorithm proposed in this thesis is efficient in terms of the running time, and is more accurate when compared with other algorithms. The estimated geometry, together with colour information from the image, are then used to build a statistical plant surface model, which represents all the information from the visible spectrum. A self-organising map approach can be adopted to model plant surface attributes, but the model can be improved by using a probabilistic model such as a mixture model formulated in a Bayesian framework. Details of both methods are discussed in this thesis. A Kalman filter is developed to track the plant model over time, extending the model to the time dimension, which enables smoothing of the noisy measurements to produce a development trend for a crop. The outcome of this work could lead to a number of potentially important applications in horticulture

    Procedural Modeling and Constrained Morphing of Leaves

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    Ph.DDOCTOR OF PHILOSOPH

    Improving Usability in Procedural Modeling

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    This work presents new approaches and algorithms for procedural modeling geared towards user convenience and improving usability, in order to increase artists’ productivity. Procedural models create geometry for 3D models from sets of rules. Existing approaches that allow to model trees, buildings, and terrain are reviewed and possible improvements are discussed. A new visual programming language for procedural modeling is discussed, where the user connects operators to visual programs called model graphs. These operators create geometry with textures, assign or evaluate variables or control the sequence of operations. When the user moves control points using the mouse in 3D space, the model graph is executed to change the geometry interactively. Thus, model graphs combine the creativity of freehand modeling with the power of programmed modeling while displaying the program structure more clearly than textbased approaches. Usability is increased as a result of these advantages. Also, an interactive editor for botanical trees is demonstrated. In contrast to previous tree modeling systems, we propose linking rules, parameters and geometry to semantic entities. This has the advantage that problems of associating parameters and instances are completely avoided. When an entity is clicked in the viewport, its parameters are displayed immediately, changes are applied to selected entities, and viewport editing operations are reflected in the parameter set. Furthermore, we store the entities in a hierarchical data structure and allow the user to activate recursive traversal via selection options for all editing operations. The user may choose to apply viewport or parameter changes to a single entity or many entities at once, and only the geometry for the affected entities needs to be updated. The proposed user interface simplifies the modeling process and increases productivity. Interactive editing approaches for 3D models often allow more precise control over a model than a global set of parameters that is used to generate a shape. However, usually scripted procedural modeling generates shapes directly from a fixed set of parameters, and interactive editing mostly uses a fixed set of tools. We propose to use scripts not only to generate models, but also for manipulating the models. A base script would set up the state of an object, and tool scripts would modify that state. The base script and the tool scripts generate geometry when necessary. Together, such a collection of scripts forms a template, and templates can be created for various types of objects. We examine how templates simplify the procedural modeling workflow by allowing for editing operations that are context-sensitive, flexible and powerful at the same time. Many algorithms have been published that produce geometry for fictional landscapes. There are algorithms which produce terrain with minimal setup time, allowing to adapt the level of detail as the user zooms into the landscape. However, these approaches lack plausible river networks, and algorithms that create eroded terrain with river networks require a user to supervise creation and minutes or hours of computation. In contrast to that, this work demonstrates an algorithm that creates terrain with plausible river networks and adaptive level of detail with no more than a few seconds of preprocessing. While the system can be configured using parameters, this text focuses on the algorithm that produces the rivers. However, integrating more tools for user-controlled editing of terrain would be possible.Verbesserung der Usability bei prozeduraler Modellierung Ziel der vorliegenden Arbeit ist es, prozedurale Modellierung durch neue neue Ansätze und Algorithmen einfacher, bequemer und anwendungsfreundlicher zu machen, und damit die Produktivität der Künstler zu erhöhen. Diese Anforderungen werden häufig unter dem Stichwort Usability zusammengefasst. Prozedurale Modelle spezifizieren 3D-Modelle über Regeln. Existierende Ansätze für Bäume, Gebäude und Terrain werden untersucht und es werden mögliche Verbesserungen diskutiert. Eine neue visuelle Programmiersprache für prozedurale Modelle wird vorgestellt, bei der Operatoren zu Modellgraphen verschaltet werden. Die Operatoren erzeugen texturierte Geometrie, weisen Variablen zu und werten sie aus, oder sie steuern den Ablauf der Operationen. Wenn der Benutzer Kontrollpunkte im Viewport mit der Maus verschiebt, wird der Modellgraph ausgeführt, um interaktiv neue Geometrie für das Modell zu erzeugen. Modellgraphen kombinieren die kreativen Möglichkeiten des freihändigen Editierens mit der Mächtigkeit der prozeduralen Modellierung. Darüber hinaus sind Modellgraphen eine visuelle Programmiersprache und stellen die Struktur der Algorithmen deutlicher dar als textbasierte Programmiersprachen. Als Resultat dieser Verbesserungen erhöht sich die Usability. Ein interaktiver Editor für botanische Bäume wird ebenfalls vorgestellt. Im Gegensatz zu früheren Ansätzen schlagen wir vor, Regeln, Parameter und Geometrie zu semantischen Entitäten zu verschmelzen. Auf diese Weise werden Zuordnungsprobleme zwischen Parametern und deren Instanzen komplett vermieden. Wenn im Viewport eine Instanz angeklickt wird, werden sofort ihre Parameter angezeigt, alle Änderungen wirken sich direkt auf die betroffenen Instanzen aus, und Änderungen im Viewport werden sofort in den Parametern reflektiert. Darüber hinaus werden die Entitäten in einer hierarchischen Datenstruktur gespeichert und alle Änderungen können rekursiv auf der Hierarchie ausgeführt werden. Dem Benutzer werden Selektionsoptionen zur Verfügung gestellt, über die er Änderungen an den Parametern oder Änderungen im Viewport an einzelnen oder vielen Instanzen gleichzeitig vornehmen kann. Anschließend muss das System nur die Geometrie der betroffenen Instanzen aktualisieren. Auch hier ist das Ziel, das User Interface möglichst an den Bedürfnissen des Benutzers auszurichten, um Vereinfachungen und eine Erhöhung der Produktivität zu erreichen. Interaktive Editieransätze für 3D-Modelle erlauben häufig eine präzisere Kontrolle über ein Modell als ein globaler Parametersatz, der für die Erzeugung des Modells genutzt wird. Trotzdem erzeugen prozedurale Modellierskripte ihre Modelle meist direkt aus einem festen Parametersatz, während interaktive Tools meist mit hartkodierten Operationen arbeiten. Wir schlagen vor, Skripte nicht nur zur Erzeugung der Modelle zu verwenden, sondern auch um die erzeugten Modelle zu editieren. Ein Basisskript soll die Statusinformationen eines Objekts anlegen, während weitere Skripte diesen Status verändern und passende Geometrie erzeugen. Diese Skripte bilden dann ein Template zum Erzeugen einer Klasse von Objekten. Verschiedene Objekttypen können jeweils ihr eigenes Template haben. Wir zeigen, wie Templates den Workflow mit prozeduralen Modellen vereinfachen können, indem Operationen geschaffen werden, die gleichzeitig kontext-sensitiv, mächtig und flexibel sind. Es existiert eine Reihe von Verfahren, um Geometrie für synthetische Landschaften zu erzeugen. Ein Teil der Algorithmen erzeugt Geometrie mit minimaler Vorberechnung und erlaubt es, den Detailgrad der Landschaft interaktiv an die Perspektive anzupassen. Leider fehlen den so erzeugten Landschaften plausible Flussnetze. Algorithmen, die erodiertes Terrain mit Flussnetzen erzeugen, müssen aufwendig vom Benutzer überwacht werden und brauchen Minuten oder Stunden Rechenzeit. Im Gegensatz dazu stellen wir einen Algorithmus vor, der plausible Flussnetze erzeugt, während sich der Betrachter interaktiv durch die Szene bewegt. Das System kann über Parameter gesteuert werden, aber der Fokus liegt auf dem Algorithmus zur Erzeugung der Flüsse. Dennoch wäre es möglich, Tools zum benutzergesteuerten Editieren von Terrain zu integrieren

    Modelling and analysis of plant image data for crop growth monitoring in horticulture

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    Plants can be characterised by a range of attributes, and measuring these attributes accurately and reliably is a major challenge for the horticulture industry. The measurement of those plant characteristics that are most relevant to a grower has previously been tackled almost exclusively by a combination of manual measurement and visual inspection. The purpose of this work is to propose an automated image analysis approach in order to provide an objective measure of plant attributes to remove subjective factors from assessment and to reduce labour requirements in the glasshouse. This thesis describes a stereopsis approach for estimating plant height, since height information cannot be easily determined from a single image. The stereopsis algorithm proposed in this thesis is efficient in terms of the running time, and is more accurate when compared with other algorithms. The estimated geometry, together with colour information from the image, are then used to build a statistical plant surface model, which represents all the information from the visible spectrum. A self-organising map approach can be adopted to model plant surface attributes, but the model can be improved by using a probabilistic model such as a mixture model formulated in a Bayesian framework. Details of both methods are discussed in this thesis. A Kalman filter is developed to track the plant model over time, extending the model to the time dimension, which enables smoothing of the noisy measurements to produce a development trend for a crop. The outcome of this work could lead to a number of potentially important applications in horticulture.EThOS - Electronic Theses Online ServiceHorticultural Development Council (Great Britain) (HDC) (CP 37)GBUnited Kingdo

    Modelling and analysis of plant image data for crop growth monitoring in horticulture

    Get PDF
    Plants can be characterised by a range of attributes, and measuring these attributes accurately and reliably is a major challenge for the horticulture industry. The measurement of those plant characteristics that are most relevant to a grower has previously been tackled almost exclusively by a combination of manual measurement and visual inspection. The purpose of this work is to propose an automated image analysis approach in order to provide an objective measure of plant attributes to remove subjective factors from assessment and to reduce labour requirements in the glasshouse. This thesis describes a stereopsis approach for estimating plant height, since height information cannot be easily determined from a single image. The stereopsis algorithm proposed in this thesis is efficient in terms of the running time, and is more accurate when compared with other algorithms. The estimated geometry, together with colour information from the image, are then used to build a statistical plant surface model, which represents all the information from the visible spectrum. A self-organising map approach can be adopted to model plant surface attributes, but the model can be improved by using a probabilistic model such as a mixture model formulated in a Bayesian framework. Details of both methods are discussed in this thesis. A Kalman filter is developed to track the plant model over time, extending the model to the time dimension, which enables smoothing of the noisy measurements to produce a development trend for a crop. The outcome of this work could lead to a number of potentially important applications in horticulture.EThOS - Electronic Theses Online ServiceHorticultural Development Council (Great Britain) (HDC) (CP 37)GBUnited Kingdo

    VISUALIZATION OF GENETIC ALGORITHM BASED ON 2-D GRAPH TO ACCELERATE THE SEARCHING WITH HUMAN INTERVENTIONS.

    Get PDF
    The Genetic Algorithm is an area in the field of Artificial Intelligence that is founded on the principles of biological evolution. Visualization techniques help in understanding the searching behaviour of Genetic Algorithm. lt also makes possible the user interactions during the searching process. It is noted that active user intervention increases the acceleration of Genetic Algorithm towards an optimal solution. In proposed research work, the user is aided by a visualization based on the representation of multidimensional Genetic Algorithm data on 2-0 space. The aim of the proposed approach is to study the benefit of using visualization techniques to explorer Genetic Algorithm data based on gene values. The user participates in the search by proposing a new individual. This is difTerent from existing Interactive Genetic Algorithm in which selection and evaluation of solutions is done by the users. A tool termed as VIGA-20 (Visualization of Genetic Algorithm using 2-0 Graph) is implemented to accomplish this goal. This visual tool enables the display of the evolution of gene values from generation to generation to observing and analysing the behaviour of the search space with user interactions. Individuals for the next generation are selected by using the objective function. Hence, a novel humanmachine interaction is developed in the proposed approach. The efficiency of the proposed approach is evaluated by two benchmark functions. The analysis and comparison of VIGA-20 is based on convergence test against the results obtained from the Simple Genetic Algorithm. This comparison is based on the same parameters except for the interactions of the user. The application of proposed approach is the modelling the branching structures by deriving a rule from best solution of VIGA-20. The comparison of results is based on the different user's perceptions, their involvement in the VIGA-20 and the difference of the fitness convergence as compared to Simple Genetic Algorithm

    Abstract Modeling Plant Structures Using Concept Sketches

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    Creating 3D plant models is often a hard and laborious task. To make it easier and more natural, we propose a sketch-based interface for modeling single-compound plant structures with phyllotactic arrangements. Our approach is based on the traditional illustration technique of concept sketching. The user sketches the key construction lines for the main plant body and lateral organs. Our system then automatically constructs the 3D plant arrangement in phyllotactic patterns rendered as pen-and-ink line drawings. The user is then able to edit the model by oversketching the construction lines, adjusting density of lateral organs, and specifying different phyllotactic patterns. We demonstrate the capabilities of our system for a variety of plant models
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