1,645 research outputs found
Optical Flow in Mostly Rigid Scenes
The optical flow of natural scenes is a combination of the motion of the
observer and the independent motion of objects. Existing algorithms typically
focus on either recovering motion and structure under the assumption of a
purely static world or optical flow for general unconstrained scenes. We
combine these approaches in an optical flow algorithm that estimates an
explicit segmentation of moving objects from appearance and physical
constraints. In static regions we take advantage of strong constraints to
jointly estimate the camera motion and the 3D structure of the scene over
multiple frames. This allows us to also regularize the structure instead of the
motion. Our formulation uses a Plane+Parallax framework, which works even under
small baselines, and reduces the motion estimation to a one-dimensional search
problem, resulting in more accurate estimation. In moving regions the flow is
treated as unconstrained, and computed with an existing optical flow method.
The resulting Mostly-Rigid Flow (MR-Flow) method achieves state-of-the-art
results on both the MPI-Sintel and KITTI-2015 benchmarks.Comment: 15 pages, 10 figures; accepted for publication at CVPR 201
Multi-touch 3D Exploratory Analysis of Ocean Flow Models
Modern ocean flow simulations are generating increasingly complex, multi-layer 3D ocean flow models. However, most researchers are still using traditional 2D visualizations to visualize these models one slice at a time. Properly designed 3D visualization tools can be highly effective for revealing the complex, dynamic flow patterns and structures present in these models. However, the transition from visualizing ocean flow patterns in 2D to 3D presents many challenges, including occlusion and depth ambiguity. Further complications arise from the interaction methods required to navigate, explore, and interact with these 3D datasets. We present a system that employs a combination of stereoscopic rendering, to best reveal and illustrate 3D structures and patterns, and multi-touch interaction, to allow for natural and efficient navigation and manipulation within the 3D environment. Exploratory visual analysis is facilitated through the use of a highly-interactive toolset which leverages a smart particle system. Multi-touch gestures allow users to quickly position dye emitting tools within the 3D model. Finally, we illustrate the potential applications of our system through examples of real world significance
3D Capture and 3D Contents Generation for Holographic Imaging
The intrinsic properties of holograms make 3D holographic imaging the best candidate for a 3D display. The holographic display is an autostereoscopic display which provides highly realistic images with unique perspective for an arbitrary number of viewers, motion parallax both vertically and horizontally, and focusing at different depths. The 3D content generation for this display is carried out by means of digital holography. Digital holography implements the classic holographic principle as a two‐step process of wavefront capture in the form of a 2D interference pattern and wavefront reconstruction by applying numerically or optically a reference wave. The chapter follows the two main tendencies in forming the 3D holographic content—direct feeding of optically recorded digital holograms to a holographic display and computer generation of interference fringes from directional, depth and colour information about the 3D objects. The focus is set on important issues that comprise encoding of 3D information for holographic imaging starting from conversion of optically captured holographic data to the display data format, going through different approaches for forming the content for computer generation of holograms from coherently or incoherently captured 3D data and finishing with methods for the accelerated computing of these holograms
Assessment of a photogrammetric approach for urban DSM extraction from tri-stereoscopic satellite imagery
Built-up environments are extremely complex for 3D surface modelling purposes. The main distortions that hamper 3D reconstruction from 2D imagery are image dissimilarities, concealed areas, shadows, height discontinuities and discrepancies between smooth terrain and man-made features. A methodology is proposed to improve automatic photogrammetric extraction of an urban surface model from high resolution satellite imagery with the emphasis on strategies to reduce the effects of the cited distortions and to make image matching more robust. Instead of a standard stereoscopic approach, a digital surface model is derived from tri-stereoscopic satellite imagery. This is based on an extensive multi-image matching strategy that fully benefits from the geometric and radiometric information contained in the three images. The bundled triplet consists of an IKONOS along-track pair and an additional near-nadir IKONOS image. For the tri-stereoscopic study a densely built-up area, extending from the centre of Istanbul to the urban fringe, is selected. The accuracy of the model extracted from the IKONOS triplet, as well as the model extracted from only the along-track stereopair, are assessed by comparison with 3D check points and 3D building vector data
Cross-calibration of Time-of-flight and Colour Cameras
Time-of-flight cameras provide depth information, which is complementary to
the photometric appearance of the scene in ordinary images. It is desirable to
merge the depth and colour information, in order to obtain a coherent scene
representation. However, the individual cameras will have different viewpoints,
resolutions and fields of view, which means that they must be mutually
calibrated. This paper presents a geometric framework for this multi-view and
multi-modal calibration problem. It is shown that three-dimensional projective
transformations can be used to align depth and parallax-based representations
of the scene, with or without Euclidean reconstruction. A new evaluation
procedure is also developed; this allows the reprojection error to be
decomposed into calibration and sensor-dependent components. The complete
approach is demonstrated on a network of three time-of-flight and six colour
cameras. The applications of such a system, to a range of automatic
scene-interpretation problems, are discussed.Comment: 18 pages, 12 figures, 3 table
Efficient rendering for three-dimensional displays
This thesis explores more efficient methods for visualizing point data sets on three-dimensional (3D) displays. Point data sets are used in many scientific applications, e.g. cosmological simulations. Visualizing these data sets in {3D} is desirable because it can more readily reveal structure and unknown phenomena. However, cutting-edge scientific point data sets are very large and producing/rendering even a single image is expensive. Furthermore, current literature suggests that the ideal number of views for 3D (multiview) displays can be in the hundreds, which compounds the costs.
The accepted notion that many views are required for {3D} displays is challenged by carrying out a novel human factor trials study. The results suggest that humans are actually surprisingly insensitive to the number of viewpoints with regard to their task performance, when occlusion in the scene is not a dominant factor.
Existing stereoscopic rendering algorithms can have high set-up costs which limits their use and none are tuned for uncorrelated {3D} point rendering. This thesis shows that it is possible to improve rendering speeds for a low number of views by perspective reprojection. The novelty in the approach described lies in delaying the reprojection and generation of the viewpoints until the fragment stage of the pipeline and streamlining the rendering pipeline for points only. Theoretical analysis suggests a fragment reprojection scheme will render at least 2.8 times faster than na\"{i}vely re-rendering the scene from multiple viewpoints.
Building upon the fragment reprojection technique, further rendering performance is shown to be possible (at the cost of some rendering accuracy) by restricting the amount of reprojection required according to the stereoscopic resolution of the display. A significant benefit is that the scene depth can be mapped arbitrarily to the perceived depth range of the display at no extra cost than a single region mapping approach. Using an average case-study (rendering from a 500k points for a 9-view High Definition 3D display), theoretical analysis suggests that this new approach is capable of twice the performance gains than simply reprojecting every single fragment, and quantitative measures show the algorithm to be 5 times faster than a naïve rendering approach. Further detailed quantitative results, under varying scenarios, are provided and discussed
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