144 research outputs found

    Geometric guides for interactive evolutionary design

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    This thesis describes the addition of novel Geometric Guides to a generative Computer-Aided Design (CAD) application that supports early-stage concept generation. The application generates and evolves abstract 3D shapes, used to inspire the form of new product concepts. It was previously a conventional Interactive Evolutionary system where users selected shapes from evolving populations. However, design industry users wanted more control over the shapes, for example by allowing the system to influence the proportions of evolving forms. The solution researched, developed, integrated and tested is a more cooperative human-machine system combining classic user interaction with innovative geometric analysis. In the literature review, different types of Interactive Evolutionary Computation (IEC), Pose Normalisation (PN), Shape Comparison, and Minimum-Volume Bounding Box approaches are compared, with some of these technologies identified as applicable for this research. Using its Application Programming Interface, add-ins for the Siemens NX CAD system have been developed and integrated with an existing Interactive Evolutionary CAD system. These add-ins allow users to create a Geometric Guide (GG) at the start of a shape exploration session. Before evolving shapes can be compared with the GG, they must be aligned and scaled (known as Pose Normalisation in the literature). Computationally-efficient PN has been achieved using geometric functions such as Bounding Box for translation and scaling, and Principle Axes for the orientation. A shape comparison algorithm has been developed that is based on the principle of non-intersecting volumes. This algorithm is also implemented with standard, readily available geometric functions, is conceptually simple, accessible to other researchers and also offers appropriate efficacy. Objective geometric testing showed that the PN and Shape Comparison methods developed are suitable for this guiding application and can be efficiently adapted to enhance an Interactive Evolutionary Design system. System performance with different population sizes was examined to indicate how best to use the new guiding capabilities to assist users in evolutionary shape searching. This was backed up by participant testing research into two user interaction strategies. A Large Background Population (LBP) approach where the GG is used to select a sub-set of shapes to show to the user was shown to be the most effective. The inclusion of Geometric Guides has taken the research from the existing aesthetic focused tool to a system capable of application to a wider range of engineering design problems. This system supports earlier design processes and ideation in conceptual design and allows a designer to experiment with ideas freely to interactively explore populations of evolving solutions. The design approach has been further improved, and expanded beyond the previous quite limited scope of form exploration

    3D object reconstruction from line drawings.

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    Cao Liangliang.Thesis (M.Phil.)--Chinese University of Hong Kong, 2005.Includes bibliographical references (leaves 64-69).Abstracts in English and Chinese.Chapter 1 --- Introduction and Related Work --- p.1Chapter 1.1 --- Reconstruction from Single Line Drawings and the Applications --- p.1Chapter 1.2 --- Optimization-based Reconstruction --- p.2Chapter 1.3 --- Other Reconstruction Methods --- p.2Chapter 1.3.1 --- Line Labeling and Algebraic Methods --- p.2Chapter 1.3.2 --- CAD Reconstruction --- p.3Chapter 1.3.3 --- Modelling from Images --- p.3Chapter 1.4 --- Finding Faces of Line Drawings --- p.4Chapter 1.5 --- Generalized Cylinder --- p.4Chapter 1.6 --- Research Problems and Our Contribution --- p.5Chapter 1.6.1 --- A New Criteria --- p.5Chapter 1.6.2 --- Recover Objects from Line Drawings without Hidden Lines --- p.6Chapter 1.6.3 --- Reconstruction of Curved Objects --- p.6Chapter 1.6.4 --- Planar Limbs Assumption and the Derived Models --- p.6Chapter 2 --- A New Criteria for Reconstruction --- p.8Chapter 2.1 --- Introduction --- p.8Chapter 2.2 --- Human Visual Perception and the Symmetry Measure --- p.10Chapter 2.3 --- Reconstruction Based on Symmetry and Planarity --- p.11Chapter 2.3.1 --- Finding Faces --- p.11Chapter 2.3.2 --- Constraint of Planarity --- p.11Chapter 2.3.3 --- Objective Function --- p.12Chapter 2.3.4 --- Reconstruction Algorithm --- p.13Chapter 2.4 --- Experimental Results --- p.13Chapter 2.5 --- Summary --- p.18Chapter 3 --- Line Drawings without Hidden Lines: Inference and Reconstruction --- p.19Chapter 3.1 --- Introduction --- p.19Chapter 3.2 --- Terminology --- p.20Chapter 3.3 --- Theoretical Inference of the Hidden Topological Structure --- p.21Chapter 3.3.1 --- Assumptions --- p.21Chapter 3.3.2 --- Finding the Degrees and Ranks --- p.22Chapter 3.3.3 --- Constraints for the Inference --- p.23Chapter 3.4 --- An Algorithm to Recover the Hidden Topological Structure --- p.25Chapter 3.4.1 --- Outline of the Algorithm --- p.26Chapter 3.4.2 --- Constructing the Initial Hidden Structure --- p.26Chapter 3.4.3 --- Reducing Initial Hidden Structure --- p.27Chapter 3.4.4 --- Selecting the Most Plausible Structure --- p.28Chapter 3.5 --- Reconstruction of 3D Objects --- p.29Chapter 3.6 --- Experimental Results --- p.32Chapter 3.7 --- Summary --- p.32Chapter 4 --- Curved Objects Reconstruction from 2D Line Drawings --- p.35Chapter 4.1 --- Introduction --- p.35Chapter 4.2 --- Related Work --- p.36Chapter 4.2.1 --- Face Identification --- p.36Chapter 4.2.2 --- 3D Reconstruction of planar objects --- p.37Chapter 4.3 --- Reconstruction of Curved Objects --- p.37Chapter 4.3.1 --- Transformation of Line Drawings --- p.37Chapter 4.3.2 --- Finding 3D Bezier Curves --- p.39Chapter 4.3.3 --- Bezier Surface Patches and Boundaries --- p.40Chapter 4.3.4 --- Generating Bezier Surface Patches --- p.41Chapter 4.4 --- Results --- p.43Chapter 4.5 --- Summary --- p.45Chapter 5 --- Planar Limbs and Degen Generalized Cylinders --- p.47Chapter 5.1 --- Introduction --- p.47Chapter 5.2 --- Planar Limbs and View Directions --- p.49Chapter 5.3 --- DGCs in Homogeneous Coordinates --- p.53Chapter 5.3.1 --- Homogeneous Coordinates --- p.53Chapter 5.3.2 --- Degen Surfaces --- p.54Chapter 5.3.3 --- DGCs --- p.54Chapter 5.4 --- Properties of DGCs --- p.56Chapter 5.5 --- Potential Applications --- p.59Chapter 5.5.1 --- Recovery of DGC Descriptions --- p.59Chapter 5.5.2 --- Deformable DGCs --- p.60Chapter 5.6 --- Summary --- p.61Chapter 6 --- Conclusion and Future Work --- p.62Bibliography --- p.6

    Spatial Aspects of Metaphors for Information: Implications for Polycentric System Design

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    This dissertation presents three innovations that suggest an alternative approach to structuring information systems: a multidimensional heuristic workspace, a resonance metaphor for information, and a question-centered approach to structuring information relations. Motivated by the need for space to establish a question-centered learning environment, a heuristic workspace has been designed. Both the question-centered approach to information system design and the workspace have been conceived with the resonance metaphor in mind. This research stemmed from a set of questions aimed at learning how spatial concepts and related factors including geography may play a role in information sharing and public information access. In early stages of this work these concepts and relationships were explored through qualitative analysis of interviews centered on local small group and community users of geospatial data. Evaluation of the interviews led to the conclusion that spatial concepts are pervasive in our language, and they apply equally to phenomena that would be considered physical and geographic as they do to cognitive and social domains. Rather than deriving metaphorically from the physical world to the human, spatial concepts are native to all dimensions of human life. This revised view of the metaphors of space was accompanied by a critical evaluation of the prevailing metaphors for information processes, the conduit and pathway metaphors, which led to the emergence of an alternative, resonance metaphor. Whereas the dominant metaphors emphasized information as object and the movement of objects and people through networks and other limitless information spaces, the resonance metaphor suggests the existence of multiple centers in dynamic proximity relationships. This pointed toward the creation of a space for autonomous problem solving that might be related to other spaces through proximity relationships. It is suggested that a spatial approach involving discrete, discontinuous structures may serve as an alternative to approaches involving movement and transportation. The federation of multiple autonomous problem-solving spaces, toward goals such as establishing communities of questioners, has become an objective of this work. Future work will aim at accomplishing this federation, most likely by means of the IS0 Topic Maps standard or similar semantic networking strategies

    Visual attention and perception in scene understanding for social robotics

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    Ph.DDOCTOR OF PHILOSOPH

    Generative Models for Active Vision

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    The active visual system comprises the visual cortices, cerebral attention networks, and oculomotor system. While fascinating in its own right, it is also an important model for sensorimotor networks in general. A prominent approach to studying this system is active inference—which assumes the brain makes use of an internal (generative) model to predict proprioceptive and visual input. This approach treats action as ensuring sensations conform to predictions (i.e., by moving the eyes) and posits that visual percepts are the consequence of updating predictions to conform to sensations. Under active inference, the challenge is to identify the form of the generative model that makes these predictions—and thus directs behavior. In this paper, we provide an overview of the generative models that the brain must employ to engage in active vision. This means specifying the processes that explain retinal cell activity and proprioceptive information from oculomotor muscle fibers. In addition to the mechanics of the eyes and retina, these processes include our choices about where to move our eyes. These decisions rest upon beliefs about salient locations, or the potential for information gain and belief-updating. A key theme of this paper is the relationship between “looking” and “seeing” under the brain's implicit generative model of the visual world

    Efficient and Accurate Segmentation of Defects in Industrial CT Scans

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    Industrial computed tomography (CT) is an elementary tool for the non-destructive inspection of cast light-metal or plastic parts. A comprehensive testing not only helps to ensure the stability and durability of a part, it also allows reducing the rejection rate by supporting the optimization of the casting process and to save material (and weight) by producing equivalent but more filigree structures. With a CT scan it is theoretically possible to locate any defect in the part under examination and to exactly determine its shape, which in turn helps to draw conclusions about its harmfulness. However, most of the time the data quality is not good enough to allow segmenting the defects with simple filter-based methods which directly operate on the gray-values—especially when the inspection is expanded to the entire production. In such in-line inspection scenarios the tight cycle times further limit the available time for the acquisition of the CT scan, which renders them noisy and prone to various artifacts. In recent years, dramatic advances in deep learning (and convolutional neural networks in particular) made even the reliable detection of small objects in cluttered scenes possible. These methods are a promising approach to quickly yield a reliable and accurate defect segmentation even in unfavorable CT scans. The huge drawback: a lot of precisely labeled training data is required, which is utterly challenging to obtain—particularly in the case of the detection of tiny defects in huge, highly artifact-afflicted, three-dimensional voxel data sets. Hence, a significant part of this work deals with the acquisition of precisely labeled training data. Firstly, we consider facilitating the manual labeling process: our experts annotate on high-quality CT scans with a high spatial resolution and a high contrast resolution and we then transfer these labels to an aligned ``normal'' CT scan of the same part, which holds all the challenging aspects we expect in production use. Nonetheless, due to the indecisiveness of the labeling experts about what to annotate as defective, the labels remain fuzzy. Thus, we additionally explore different approaches to generate artificial training data, for which a precise ground truth can be computed. We find an accurate labeling to be crucial for a proper training. We evaluate (i) domain randomization which simulates a super-set of reality with simple transformations, (ii) generative models which are trained to produce samples of the real-world data distribution, and (iii) realistic simulations which capture the essential aspects of real CT scans. Here, we develop a fully automated simulation pipeline which provides us with an arbitrary amount of precisely labeled training data. First, we procedurally generate virtual cast parts in which we place reasonable artificial casting defects. Then, we realistically simulate CT scans which include typical CT artifacts like scatter, noise, cupping, and ring artifacts. Finally, we compute a precise ground truth by determining for each voxel the overlap with the defect mesh. To determine whether our realistically simulated CT data is eligible to serve as training data for machine learning methods, we compare the prediction performance of learning-based and non-learning-based defect recognition algorithms on the simulated data and on real CT scans. In an extensive evaluation, we compare our novel deep learning method to a baseline of image processing and traditional machine learning algorithms. This evaluation shows how much defect detection benefits from learning-based approaches. In particular, we compare (i) a filter-based anomaly detection method which finds defect indications by subtracting the original CT data from a generated ``defect-free'' version, (ii) a pixel-classification method which, based on densely extracted hand-designed features, lets a random forest decide about whether an image element is part of a defect or not, and (iii) a novel deep learning method which combines a U-Net-like encoder-decoder-pair of three-dimensional convolutions with an additional refinement step. The encoder-decoder-pair yields a high recall, which allows us to detect even very small defect instances. The refinement step yields a high precision by sorting out the false positive responses. We extensively evaluate these models on our realistically simulated CT scans as well as on real CT scans in terms of their probability of detection, which tells us at which probability a defect of a given size can be found in a CT scan of a given quality, and their intersection over union, which gives us information about how precise our segmentation mask is in general. While the learning-based methods clearly outperform the image processing method, the deep learning method in particular convinces by its inference speed and its prediction performance on challenging CT scans—as they, for example, occur in in-line scenarios. Finally, we further explore the possibilities and the limitations of the combination of our fully automated simulation pipeline and our deep learning model. With the deep learning method yielding reliable results for CT scans of low data quality, we examine by how much we can reduce the scan time while still maintaining proper segmentation results. Then, we take a look on the transferability of the promising results to CT scans of parts of different materials and different manufacturing techniques, including plastic injection molding, iron casting, additive manufacturing, and composed multi-material parts. Each of these tasks comes with its own challenges like an increased artifact-level or different types of defects which occasionally are hard to detect even for the human eye. We tackle these challenges by employing our simulation pipeline to produce virtual counterparts that capture the tricky aspects and fine-tuning the deep learning method on this additional training data. With that we can tailor our approach towards specific tasks, achieving reliable and robust segmentation results even for challenging data. Lastly, we examine if the deep learning method, based on our realistically simulated training data, can be trained to distinguish between different types of defects—the reason why we require a precise segmentation in the first place—and we examine if the deep learning method can detect out-of-distribution data where its predictions become less trustworthy, i.e. an uncertainty estimation

    On convex conceptual regions in deep network representations

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    The current study of human-machine alignment aims at understanding the geometry of latent spaces and the correspondence to human representations. G\"ardenfors' conceptual spaces is a prominent framework for understanding human representations. Convexity of object regions in conceptual spaces is argued to promote generalizability, few-shot learning, and intersubject alignment. Based on these insights, we investigate the notion of convexity of concept regions in machine-learned latent spaces. We develop a set of tools for measuring convexity in sampled data and evaluate emergent convexity in layered representations of state-of-the-art deep networks. We show that convexity is robust to basic re-parametrization, hence, meaningful as a quality of machine-learned latent spaces. We find that approximate convexity is pervasive in neural representations in multiple application domains, including models of images, audio, human activity, text, and brain data. We measure convexity separately for labels (i.e., targets for fine-tuning) and other concepts. Generally, we observe that fine-tuning increases the convexity of label regions, while for more general concepts, it depends on the alignment of the concept with the fine-tuning objective. We find evidence that pre-training convexity of class label regions predicts subsequent fine-tuning performance

    Part decomposition of 3D surfaces

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    This dissertation describes a general algorithm that automatically decomposes realworld scenes and objects into visual parts. The input to the algorithm is a 3 D triangle mesh that approximates the surfaces of a scene or object. This geometric mesh completely specifies the shape of interest. The output of the algorithm is a set of boundary contours that dissect the mesh into parts where these parts agree with human perception. In this algorithm, shape alone defines the location of a bom1dary contour for a part. The algorithm leverages a human vision theory known as the minima rule that states that human visual perception tends to decompose shapes into parts along lines of negative curvature minima. Specifically, the minima rule governs the location of part boundaries, and as a result the algorithm is known as the Minima Rule Algorithm. Previous computer vision methods have attempted to implement this rule but have used pseudo measures of surface curvature. Thus, these prior methods are not true implementations of the rule. The Minima Rule Algorithm is a three step process that consists of curvature estimation, mesh segmentation, and quality evaluation. These steps have led to three novel algorithms known as Normal Vector Voting, Fast Marching Watersheds, and Part Saliency Metric, respectively. For each algorithm, this dissertation presents both the supporting theory and experimental results. The results demonstrate the effectiveness of the algorithm using both synthetic and real data and include comparisons with previous methods from the research literature. Finally, the dissertation concludes with a summary of the contributions to the state of the art
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