9 research outputs found

    A pointillism style for the non-photorealistic display of augmented reality scenes

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    The ultimate goal of augmented reality is to provide the user with a view of the surroundings enriched by virtual objects. Practically all augmented reality systems rely on standard real-time rendering methods for generating the images of virtual scene elements. Although such conventional computer graphics algorithms are fast, they often fail to produce sufficiently realistic renderings. The use of simple lighting and shading methods, as well as the lack of knowledge about actual lighting conditions in the real surroundings, cause virtual objects to appear artificial. We have recently proposed a novel approach for generating augmented reality images. Our method is based on the idea of applying stylization techniques for reducing the visual realism of both the camera image and the virtual graphical objects. Special non-photorealistic image filters are applied to the camera video stream. The virtual scene elements are rendered using non-photorealistic rendering methods. Since both the camera image and the virtual objects are stylized in a corresponding way, they appear very similar. As a result, graphical objects can become indistinguishable from the real surroundings. Here, we present a new method for the stylization of augmented reality images. This approach generates a painterly "brush stroke" rendering. The resulting stylized augmented reality video frames look similar to paintings created in the "pointillism" style. We describe the implementation of the camera image filter and the non-photorealistic renderer for virtual objects. These components have been newly designed or adapted for this purpose. They are fast enough for generating augmented reality images in real-time and are customizable. The results obtained using our approach are very promising and show that it improves immersion in augmented reality

    Modelado en 3D de una puerta de la ciudad de Rennes del siglo XV: Portes Mordelaises

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    [EN] The Portes Mordelaises, remnants of the medieval city walls of Rennes, France, has been the subject of several archaeological excavations until 2017. From these excavations, we created a three-dimensional (3D) model of the site reconstructed as it would have appeared during the 15th century, including the surrounding plus the interiors of its famed towers. Once our efforts and results were officially recognised as being of national interest by the French Ministry of Culture and Communication, Department of Heritage and the National Museum Service of France, we presented our virtual model reconstruction in an exhibition curated by the Museum of Bretagne, entitled "Rennes, les vies d'une ville" (Rennes, the Lives of a City). This approach to 3D reconstruction of the site served to further study Rennes’ origins, its construction, organisation, as well as its historic relationship to surrounding territories. The main objective of this work was to investigate, using of a significant and com[ES] Las Portes Mordelaises, restos de las murallas medievales de la ciudad de Rennes, Francia, han sido objeto de varias excavaciones arqueológicas hasta el año 2017. A partir de estas excavaciones, pudimos crear un modelo tridimensional (3D) del sitio reconstruido tal y como habría aparecido durante el siglo XV, incluyendo los terrenos circundantes así como los interiores de sus famosas torres. Una vez que nuestros esfuerzos y resultados fueron reconocidos oficialmente como de interés nacional por el Ministerio de Cultura y Comunicación de Francia, el Departamento de Patrimonio así como el Servicio Nacional de Museos de Francia, presentamos nuestra reconstrucción del modelo virtual en una exposición gestionada por el Museo de Bretaña titulada "Rennes, las vidas de una ciudad”. Este enfoque de la reconstrucción en 3D del sitio sirvió para profundizar en el estudio de los orígenes de Rennes, su construcción, su organización, así como su relación histórica con los territorios circundantes. EBarreau, J.; Esnault, E.; Foucher, J.; Six, M.; Le Faou, C. (2020). 3D modelling of a 15th century city gate of Rennes: Portes Mordelaises. Virtual Archaeology Review. 11(22):41-55. https://doi.org/10.4995/var.2020.12653OJS41551122Ahmad, T., Afzal, M., Hayat, F., Asif, H. S., Ahsan, S., & Saleem, Y. (2012). Need for software design methodology for remote sensing applications. Life Sci Journal, 9(3), 2152-2156.Al-Baghdadi, M. A. S. (2017). 3D printing and 3D scanning of our ancient history: Preservation and protection of our cultural heritage and identity. International Journal of Energy and Environment, 8(5), 441-456.Alix, C., Carron, D., Roux-Capron, E., & Josserand, L. (2016). La porte Bannier, entrée principale de la ville d'Orléans aux XIVe-XVe siècles. Archeologie medievale, (46), 91-122. https://doi.org/10.4000/archeomed.2781Athanasoulis, D., Georgiou, A., Simou, X., Sfika, A., Klotsa, V., Zirogianni, T., Theodoropoulos, C., & Deligianni, E.-O. (2015). Bridging monuments through digital repository and graphic reconstruction methodologies. The Digital Enhancement Project of Argolid, Arcadia and Corinthia castles, Greece. In 2015 Digital Heritage, Vol. 1, (pp. 107- 110). Granada, Spain. https://doi.org/10.1109/digitalheritage.2015.7413846Auer, C. (2017). L'archéologie high tech - xenius arte. Retrieved February 16, 2017, from www.cnrs.fr/CNRSHebdo/bretagne-paysdeloire/actus.php?numero=11666Banfi, F., Brumana, R., & Stanga, C. (2019). Extended reality and informative models for the architectural heritage: from scan-to-BIM process to virtual and augmented reality. Virtual Archaeology Review, 10(21), 14-30. https://doi.org/10.4995/var.2019.11923Barreau, J. B. (2017). 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Marseille, France. https://doi.org/10.1109/digitalheritage.2013.6743795Barreau, J.-B., Lanoe, E., & Gaugne, R. (2020). 3D sketching of the fortified entrance of the citadel of Aleppo from a few sightseeing photos. In Kremers H. (Ed.), Digital Cultural Heritage (pp. 359-371). Cham: Springer International Publishing. https://doi.org/10.1007/978-3-030-15200-0_24Barrera-Vera, J. A. (2005). Generation of virtual models of historical tapial walls in Seville (Spain). In VSMM 2005: proceedings of the eleventh International Conference on Virtual Systems and Multimedia: Virtual reality at work in the 21st century: impact on society. Ghent, Belgium.Bayraktar, C. (2016). V-RAY 3.3. Istanbul: Kodlab Yayin Dağitim Yazilim Ltd.şti.Boochs, F., Hoffmann, A., Huxhagen, U., & Welter, D. (2006). Digital reconstruction of archeological objects using hybrid sensing techniques-The example Porta Nigra at Trier. Bar International Series, 1568, 395-400.Bosser, A. G. (2004). 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Fouille programmée, RAP02919, Service Régional de l'Archéologie de Bretagne. Retrieved from http://bibliotheque.numerique.sra-bretagne.fr/files/original/f3e868678cdd1dd64a9cd2fd12efde4b.pdfEsnault, E. (2014b). Rennes (Ille-et-Vilaine). Les portes Mordelaises. Archéologie Médiévale, 44, 279.Esnault, E. (2015a). RENNES (35). Les Portes Mordelaises. Rapport intermédiaire de fp. Fouille programmée, RAP03063, Service Régional de l'Archéologie de Bretagne. Retrieved from http://bibliotheque.numerique.srabretagne.fr/files/original/912019e9c7133236f6611868b3b0fa86.pdfEsnault, E. (2015b). Rennes (Ille-et-Vilaine). Les portes Mordelaises. Archéologie Médiévale, 45, 250-251.Esnault, E. (2016a). RENNES (35). Les Portes Mordelaises. Rapport intermediaire 2015 de FP. Fouille programmée, RAP03203, Service Régional de l'Archéologie de Bretagne. Retrieved from http://bibliotheque.numerique.srabretagne.fr/files/original/034c4915717c242d2af1df753ce91089.pdfEsnault, E. (2016b). Rennes (Ille-et-Vilaine). 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Retrieved from https://sstinrap.hypotheses.org/501Esnault, E. (2018c). RENNES (35). Les Portes Mordelaises. Rapport intermediaire 2017 de FP. Fouille programmée, RAP03512, Service Régional de l'Archéologie de Bretagne. Retrieved from http://bibliotheque.numerique.srabretagne.fr/files/original/d517bc059b5dd79cc80d0997777a3f0b.pdfFerko, A., Martinka, J., Sormann, M., Karner, K., Zara, J., & Krivograd, S. (2004). Virtual Heart of Central Europe. In Proceedings of 9th symposion on Info & Communication Technology in Urban and Spatial planning and Impacts of ICT on Physical Space (pp. 193-200). Wien, Austria.Fisher, M., & Hanrahan, P. (2010). Context-based search for 3D models. ACM transactions on Graphics (TOG), 29(6), 182. https://doi.org/10.1145/1882261.1866204Freudenberg, B., Masuch, M., Rober, N., & Strothotte, T. (2001). The Computer-Visualistik-Raum: veritable and inexpensive presentation of a virtual reconstruction. In Proceedings of the 2001 conference on Virtual Reality, Archeology, and Cultural Heritage (pp. 97-102) Glyfada, Greece. https://doi.org/10.1145/585009.585010Gaugne, R., Gouranton, V., Dumont, G., Chauffaut, A., & Arnaldi, B. (2014). Immersia, an open immersive infrastructure: doing archaeology in virtual reality. Archeologia e Calcolatori, suppl. 5, 1-10.Guillas, N. (2013). Des drones qui fouillent le sol. Sciences Ouest, 312.Haller, M. (2004). Photorealism or/and non-photorealism in augmented reality. In Proceedings of the 2004 ACM SIGGRAPH International Conference on Virtual Reality Continuum and its Applications in Industry (pp. 189-196). Singapore. https://doi.org/10.1145/1044588.1044627Hoda, R., Salleh, N., & Grundy, J. (2018). The rise and evolution of agile software development. IEEE Software, 35(5), 58-63. https://doi.org/10.1109/ms.2018.290111318Inrap (2018). Archéologie de la ville de Rennes, carte des sites de fouilles. 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    An augmented reality study for public participation in urban planning

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    Ongoing urbanisation processes invoke immense construction activities, for which citizens often participate in planning. Yet, imagining planned buildings based on visual representations is a highly demanding task. While traditional methods, such as construction spans, 2D, or 3D visualisation often fail to offer a complete picture, we propose Augmented Reality (AR) as a more adequate tool. We first present an evaluation of the suitability of AR compared to construction spans for a future building and assess which degree of abstraction of AR is most effective, as well as difficulty of interpreting them correctly. In a between-subjects field study we compare construction spans and a prototype AR application including three levels of detail (LOD) of the same building project. Participants solve two estimation tasks using the construction spans and six estimation tasks using the AR application, before answering a questionnaire on the different visualisation methods. We find participants are confident about the potential of AR, but no significant differences between the different LOD groups in subjective assessment. Results suggest that previous knowledge (e.g. in GIS) may have a positive impact on dimension estimation performance. Also, details, such as façade elements or windows, could facilitate estimation tasks because they allow inferences about a building’s size

    Photorealism or/and non-photorealism in augmented reality

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    Scalable and Extensible Augmented Reality with Applications in Civil Infrastructure Systems.

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    In Civil Infrastructure System (CIS) applications, the requirement of blending synthetic and physical objects distinguishes Augmented Reality (AR) from other visualization technologies in three aspects: 1) it reinforces the connections between people and objects, and promotes engineers’ appreciation about their working context; 2) It allows engineers to perform field tasks with the awareness of both the physical and synthetic environment; 3) It offsets the significant cost of 3D Model Engineering by including the real world background. The research has successfully overcome several long-standing technical obstacles in AR and investigated technical approaches to address fundamental challenges that prevent the technology from being usefully deployed in CIS applications, such as the alignment of virtual objects with the real environment continuously across time and space; blending of virtual entities with their real background faithfully to create a sustained illusion of co- existence; integrating these methods to a scalable and extensible computing AR framework that is openly accessible to the teaching and research community, and can be readily reused and extended by other researchers and engineers. The research findings have been evaluated in several challenging CIS applications where the potential of having a significant economic and social impact is high. Examples of validation test beds implemented include an AR visual excavator-utility collision avoidance system that enables spotters to ”see” buried utilities hidden under the ground surface, thus helping prevent accidental utility strikes; an AR post-disaster reconnaissance framework that enables building inspectors to rapidly evaluate and quantify structural damage sustained by buildings in seismic events such as earthquakes or blasts; and a tabletop collaborative AR visualization framework that allows multiple users to observe and interact with visual simulations of engineering processes.PHDCivil EngineeringUniversity of Michigan, Horace H. Rackham School of Graduate Studieshttp://deepblue.lib.umich.edu/bitstream/2027.42/96145/1/dsuyang_1.pd

    Precise Depth Image Based Real-Time 3D Difference Detection

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    3D difference detection is the task to verify whether the 3D geometry of a real object exactly corresponds to a 3D model of this object. This thesis introduces real-time 3D difference detection with a hand-held depth camera. In contrast to previous works, with the proposed approach, geometric differences can be detected in real time and from arbitrary viewpoints. Therefore, the scan position of the 3D difference detection be changed on the fly, during the 3D scan. Thus, the user can move the scan position closer to the object to inspect details or to bypass occlusions. The main research questions addressed by this thesis are: Q1: How can 3D differences be detected in real time and from arbitrary viewpoints using a single depth camera? Q2: Extending the first question, how can 3D differences be detected with a high precision? Q3: Which accuracy can be achieved with concrete setups of the proposed concept for real time, depth image based 3D difference detection? This thesis answers Q1 by introducing a real-time approach for depth image based 3D difference detection. The real-time difference detection is based on an algorithm which maps the 3D measurements of a depth camera onto an arbitrary 3D model in real time by fusing computer vision (depth imaging and pose estimation) with a computer graphics based analysis-by-synthesis approach. Then, this thesis answers Q2 by providing solutions for enhancing the 3D difference detection accuracy, both by precise pose estimation and by reducing depth measurement noise. A precise variant of the 3D difference detection concept is proposed, which combines two main aspects. First, the precision of the depth camera’s pose estimation is improved by coupling the depth camera with a very precise coordinate measuring machine. Second, measurement noise of the captured depth images is reduced and missing depth information is filled in by extending the 3D difference detection with 3D reconstruction. The accuracy of the proposed 3D difference detection is quantified by a quantitative evaluation. This provides an anwer to Q3. The accuracy is evaluated both for the basic setup and for the variants that focus on a high precision. The quantitative evaluation using real-world data covers both the accuracy which can be achieved with a time-of-flight camera (SwissRanger 4000) and with a structured light depth camera (Kinect). With the basic setup and the structured light depth camera, differences of 8 to 24 millimeters can be detected from one meter measurement distance. With the enhancements proposed for precise 3D difference detection, differences of 4 to 12 millimeters can be detected from one meter measurement distance using the same depth camera. By solving the challenges described by the three research question, this thesis provides a solution for precise real-time 3D difference detection based on depth images. With the approach proposed in this thesis, dense 3D differences can be detected in real time and from arbitrary viewpoints using a single depth camera. Furthermore, by coupling the depth camera with a coordinate measuring machine and by integrating 3D reconstruction in the 3D difference detection, 3D differences can be detected in real time and with a high precision

    Entornos multimedia de realidad aumentada en el campo del arte

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    La relación ente Ciencia y Arte ha mantenido a lo largo de la historia momentos de proximidad o distanciamiento, llegando a entenderse como dos culturas diferentes, pero también se han producido situaciones interdisciplinares de colaboración e intercambio que en nuestros días mantienen como nexo común la cultura digital y el uso del ordenador. Según Berenguer (2002) desde la aparición del ordenador, científicos y artistas están encontrando un espacio común de trabajo y entendimiento. Mediante el empleo de las nuevas tecnologías, la distancia que separa ambas disciplinas es cada vez más corta. En esta tesis, cuyo título es "Entornos Multimedia de Realidad Aumentada en el Campo del Arte", se presenta una investigación teórico-práctica de la tecnología de realidad aumentada aplicada al arte y campos afines, como el edutainment (educación + entretenimiento). La investigación se ha realizado en dos bloques: en el primer bloque se trata la tecnología desde distintos factores que se han considerado relevantes para su entendimiento y funcionamiento; en el segundo se presentan un total de seis ensayos que constituyen la parte práctica de esta tesis.Portalés Ricart, C. (2008). Entornos multimedia de realidad aumentada en el campo del arte [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/3402Palanci
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