45 research outputs found

    Portal-s: High-resolution real-time 3D video telepresence

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    The goal of telepresence is to allow a person to feel as if they are present in a location other than their true location; a common application of telepresence is video conferencing in which live video of a user is transmitted to a remote location for viewing. In conventional two-dimensional (2D) video conferencing, loss of correct eye gaze commonly occurs, due to a disparity between the capture and display optical axes. Newer systems are being developed which allow for three-dimensional (3D) video conferencing, circumventing issues with this disparity, but new challenges are arising in the capture, delivery, and redisplay of 3D contents across existing infrastructure. To address these challenges, a novel system is proposed which allows for 3D video conferencing across existing networks while delivering full resolution 3D video and establishing correct eye gaze. During the development of Portal-s, many innovations to the field of 3D scanning and its applications were made; specifically, this dissertation research has achieved the following innovations: a technique to realize 3D video processing entirely on a graphics processing unit (GPU), methods to compress 3D videos on a GPU, and combination of the aforementioned innovations with a special holographic display hardware system to enable the novel 3D telepresence system entitled Portal-s. The first challenge this dissertation addresses is the cost of real-time 3D scanning technology, both from a monetary and computing power perspective. New advancements in 3D scanning and computation technology are continuing to increase, simplifying the acquisition and display of 3D data. These advancements are allowing users new methods of interaction and analysis of the 3D world around them. Although the acquisition of static 3D geometry is becoming easy, the same cannot be said of dynamic geometry, since all aspects of the 3D processing pipeline, capture, processing, and display, must be realized in real-time simultaneously. Conventional approaches to solve these problems utilize workstation computers with powerful central processing units (CPUs) and GPUs to accomplish the large amounts of processing power required for a single 3D frame. A challenge arises when trying to realize real-time 3D scanning on commodity hardware such as a laptop computer. To address the cost of a real-time 3D scanning system, an entirely parallel 3D data processing pipeline that makes use of a multi-frequency phase-shifting technique is presented. This novel processing pipeline can achieve simultaneous 3D data capturing, processing, and display at 30 frames per second (fps) on a laptop computer. By implementing the pipeline within the OpenGL Shading Language (GLSL), nearly any modern computer with a dedicated graphics device can run the pipeline. Making use of multiple threads sharing GPU resources and direct memory access transfers, high frame rates on low compute power devices can be achieved. Although these advancements allow for low compute power devices such as a laptop to achieve real-time 3D scanning, this technique is not without challenges. The main challenge being selecting frequencies that allow for high quality phase, yet do not include phase jumps in equivalent frequencies. To address this issue, a new modified multi-frequency phase shifting technique was developed that allows phase jumps to be introduced in equivalent frequencies yet unwrapped in parallel, increasing phase quality and reducing reconstruction error. Utilizing these techniques, a real-time 3D scanner was developed that captures 3D geometry at 30 fps with a root mean square error (RMSE) of 0:00081 mm for a measurement area of 100 mm X 75 mm at a resolution of 800 X 600 on a laptop computer. With the above mentioned pipeline the CPU is nearly idle, freeing it to perform additional tasks such as image processing and analysis. The second challenge this dissertation addresses is associated with delivering huge amounts of 3D video data in real-time across existing network infrastructure. As the speed of 3D scanning continues to increase, and real-time scanning is achieved on low compute power devices, a way of compressing the massive amounts of 3D data being generated is needed. At a scan resolution of 800 X 600, streaming a 3D point cloud at 30 frames per second (FPS) would require a throughput of over 1.3 Gbps. This amount of throughput is large for a PCIe bus, and too much for most commodity network cards. Conventional approaches involve serializing the data into a compressible state such as a polygon file format (PLY) or Wavefront object (OBJ) file. While this technique works well for structured 3D geometry, such as that created with computer aided drafting (CAD) or 3D modeling software, this does not hold true for 3D scanned data as it is inherently unstructured. A challenge arises when trying to compress this unstructured 3D information in such a way that it can be easily utilized with existing infrastructure. To address the need for real-time 3D video compression, new techniques entitled Holoimage and Holovideo are presented, which have the ability to compress, respectively, 3D geometry and 3D video into 2D counterparts and apply both lossless and lossy encoding. Similar to the aforementioned 3D scanning pipeline, these techniques make use of a completely parallel pipeline for encoding and decoding; this affords high speed processing on the GPU, as well as compression before streaming the data over the PCIe bus. Once in the compressed 2D state, the information can be streamed and saved until the 3D information is needed, at which point 3D geometry can be reconstructed while maintaining a low amount of reconstruction error. Further enhancements of the technique have allowed additional information, such as texture information, to be encoded by reducing the bit rate of the data through image dithering. This allows both the 3D video and associated 2D texture information to be interlaced and compressed into 2D video, synchronizing the streams automatically. The third challenge this dissertation addresses is achieving correct eye gaze in video conferencing. In 2D video conferencing, loss of correct eye gaze commonly occurs, due to a disparity between the capture and display optical axes. Conventional approaches to mitigate this issue involve either reducing the angle of disparity between the axes by increasing the distance of the user to the system, or merging the axes through the use of beam splitters. Newer approaches to this issue make use of 3D capture and display technology, as the angle of disparity can be corrected through transforms of the 3D data. Challenges arise when trying to create such novel systems, as all aspects of the pipeline, capture, transmission, and redisplay must be simultaneously achieved in real-time with the massive amounts of 3D data. Finally, the Portal-s system is presented, which is an integration of all the aforementioned technologies into a holistic software and hardware system that enables real-time 3D video conferencing with correct mutual eye gaze. To overcome the loss of eye contact in conventional video conferencing, Portal-s makes use of dual structured-light scanners that capture through the same optical axis as the display. The real-time 3D video frames generated on the GPU are then compressed using the Holovideo technique. This allows the 3D video to be streamed across a conventional network or the Internet, and redisplayed at a remote node for another user on the Holographic display glass. Utilizing two connected Portal-s nodes, users of the systems can engage in 3D video conferencing with natural eye gaze established. In conclusion, this dissertation research substantially advances the field of real-time 3D scanning and its applications. Contributions of this research span into both academic and industrial practices, where the use of this information has allowed users new methods of interaction and analysis of the 3D world around them

    Drift and stabilization of cortical response selectivity

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    Synaptic turnover and long term functional stability are two seemingly contradicting features of neuronal networks, which show varying expressions across different brain regions. Recent studies have shown, how both of these are strongly expressed in the hippocampus, raising the question how this can be reconciled within a biological network. In this work, I use a data set of neuron activity from mice behaving within a virtual environment recorded over up to several months to extend and develop methods, showing how the activity of hundreds of neurons per individual animal can be reliably tracked and characterized. I employ these methods to analyze network- and individual neuron behavior during the initial formation of a place map from the activity of individual place cells while the animal learns to navigate in a new environment, as well as during the condition of a constant environment over several weeks. In a published study included in this work, we find that map formation is driven by selective stabilization of place cells coding for salient regions, with distinct characteristics for neurons coding for landmark, reward, or other locations. Strikingly, we find that in mice lacking Shank2, an autism spectrum disorder (ASD)-linked gene encoding an excitatory postsynaptic scaffold protein, a characteristic overrepresentation of visual landmarks is missing while the overrepresentation of reward location remains intact, suggesting different underlying mechanisms in the stabilization. In the condition of a constant environment, I find how turnover dynamics largely decouple from the location of a place field and are governed by a strong decorrelation of population activity on short time scales (hours to days), followed by long-lasting correlations (days to months) above chance level. In agreement with earlier studies, I find a slow, constant drift in the population of active neurons, while – contrary to earlier results – place fields within the active population are assumed approximately randomly. Place field movement across days is governed by periods of stability around an anchor position, interrupted by random, long-range relocation. The data does not suggest the existence of populations of neurons showing distinct properties of stability, but rather shows a continuous range from highly unstable to very stable functional- and non-functional activity. Average timescales of reliable contributions to the neural code are on the order of few days, in agreement with earlier reported timescales of synaptic turnover in the hippocampus.2021-08-0

    LSST Science Book, Version 2.0

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    A survey that can cover the sky in optical bands over wide fields to faint magnitudes with a fast cadence will enable many of the exciting science opportunities of the next decade. The Large Synoptic Survey Telescope (LSST) will have an effective aperture of 6.7 meters and an imaging camera with field of view of 9.6 deg^2, and will be devoted to a ten-year imaging survey over 20,000 deg^2 south of +15 deg. Each pointing will be imaged 2000 times with fifteen second exposures in six broad bands from 0.35 to 1.1 microns, to a total point-source depth of r~27.5. The LSST Science Book describes the basic parameters of the LSST hardware, software, and observing plans. The book discusses educational and outreach opportunities, then goes on to describe a broad range of science that LSST will revolutionize: mapping the inner and outer Solar System, stellar populations in the Milky Way and nearby galaxies, the structure of the Milky Way disk and halo and other objects in the Local Volume, transient and variable objects both at low and high redshift, and the properties of normal and active galaxies at low and high redshift. It then turns to far-field cosmological topics, exploring properties of supernovae to z~1, strong and weak lensing, the large-scale distribution of galaxies and baryon oscillations, and how these different probes may be combined to constrain cosmological models and the physics of dark energy.Comment: 596 pages. Also available at full resolution at http://www.lsst.org/lsst/sciboo

    Visual Techniques for Geological Fieldwork Using Mobile Devices

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    Visual techniques in general and 3D visualisation in particular have seen considerable adoption within the last 30 years in the geosciences and geology. Techniques such as volume visualisation, for analysing subsurface processes, and photo-coloured LiDAR point-based rendering, to digitally explore rock exposures at the earth’s surface, were applied within geology as one of the first adopting branches of science. A large amount of digital, geological surface- and volume data is nowadays available to desktop-based workflows for geological applications such as hydrocarbon reservoir exploration, groundwater modelling, CO2 sequestration and, in the future, geothermal energy planning. On the other hand, the analysis and data collection during fieldwork has yet to embrace this ”digital revolution”: sedimentary logs, geological maps and stratigraphic sketches are still captured in each geologist’s individual fieldbook, and physical rocks samples are still transported to the lab for subsequent analysis. Is this still necessary, or are there extended digital means of data collection and exploration in the field ? Are modern digital interpretation techniques accurate and intuitive enough to relevantly support fieldwork in geology and other geoscience disciplines ? This dissertation aims to address these questions and, by doing so, close the technological gap between geological fieldwork and office workflows in geology. The emergence of mobile devices and their vast array of physical sensors, combined with touch-based user interfaces, high-resolution screens and digital cameras provide a possible digital platform that can be used by field geologists. Their ubiquitous availability increases the chances to adopt digital workflows in the field without additional, expensive equipment. The use of 3D data on mobile devices in the field is furthered by the availability of 3D digital outcrop models and the increasing ease of their acquisition. This dissertation assesses the prospects of adopting 3D visual techniques and mobile devices within field geology. The research of this dissertation uses previously acquired and processed digital outcrop models in the form of textured surfaces from optical remote sensing and photogrammetry. The scientific papers in this thesis present visual techniques and algorithms to map outcrop photographs in the field directly onto the surface models. Automatic mapping allows the projection of photo interpretations of stratigraphy and sedimentary facies on the 3D textured surface while providing the domain expert with simple-touse, intuitive tools for the photo interpretation itself. The developed visual approach, combining insight from all across the computer sciences dealing with visual information, merits into the mobile device Geological Registration and Interpretation Toolset (GRIT) app, which is assessed on an outcrop analogue study of the Saltwick Formation exposed at Whitby, North Yorkshire, UK. Although being applicable to a diversity of study scenarios within petroleum geology and the geosciences, the particular target application of the visual techniques is to easily provide field-based outcrop interpretations for subsequent construction of training images for multiple point statistics reservoir modelling, as envisaged within the VOM2MPS project. Despite the success and applicability of the visual approach, numerous drawbacks and probable future extensions are discussed in the thesis based on the conducted studies. Apart from elaborating on more obvious limitations originating from the use of mobile devices and their limited computing capabilities and sensor accuracies, a major contribution of this thesis is the careful analysis of conceptual drawbacks of established procedures in modelling, representing, constructing and disseminating the available surface geometry. A more mathematically-accurate geometric description of the underlying algebraic surfaces yields improvements and future applications unaddressed within the literature of geology and the computational geosciences to this date. Also, future extensions to the visual techniques proposed in this thesis allow for expanded analysis, 3D exploration and improved geological subsurface modelling in general.publishedVersio

    Designing a New Tactile Display Technology and its Disability Interactions

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    People with visual impairments have a strong desire for a refreshable tactile interface that can provide immediate access to full page of Braille and tactile graphics. Regrettably, existing devices come at a considerable expense and remain out of reach for many. The exorbitant costs associated with current tactile displays stem from their intricate design and the multitude of components needed for their construction. This underscores the pressing need for technological innovation that can enhance tactile displays, making them more accessible and available to individuals with visual impairments. This research thesis delves into the development of a novel tactile display technology known as Tacilia. This technology's necessity and prerequisites are informed by in-depth qualitative engagements with students who have visual impairments, alongside a systematic analysis of the prevailing architectures underpinning existing tactile display technologies. The evolution of Tacilia unfolds through iterative processes encompassing conceptualisation, prototyping, and evaluation. With Tacilia, three distinct products and interactive experiences are explored, empowering individuals to manually draw tactile graphics, generate digitally designed media through printing, and display these creations on a dynamic pin array display. This innovation underscores Tacilia's capability to streamline the creation of refreshable tactile displays, rendering them more fitting, usable, and economically viable for people with visual impairments

    LSST Science Book, Version 2.0

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    A survey that can cover the sky in optical bands over wide fields to faint magnitudes with a fast cadence will enable many of the exciting science opportunities of the next decade. The Large Synoptic Survey Telescope (LSST) will have an effective aperture of 6.7 meters and an imaging camera with field of view of 9.6 deg^2, and will be devoted to a ten-year imaging survey over 20,000 deg^2 south of +15 deg. Each pointing will be imaged 2000 times with fifteen second exposures in six broad bands from 0.35 to 1.1 microns, to a total point-source depth of r~27.5. The LSST Science Book describes the basic parameters of the LSST hardware, software, and observing plans. The book discusses educational and outreach opportunities, then goes on to describe a broad range of science that LSST will revolutionize: mapping the inner and outer Solar System, stellar populations in the Milky Way and nearby galaxies, the structure of the Milky Way disk and halo and other objects in the Local Volume, transient and variable objects both at low and high redshift, and the properties of normal and active galaxies at low and high redshift. It then turns to far-field cosmological topics, exploring properties of supernovae to z~1, strong and weak lensing, the large-scale distribution of galaxies and baryon oscillations, and how these different probes may be combined to constrain cosmological models and the physics of dark energy

    Studying Cosmic Evolution with the XMM-Newton Distant Cluster Project

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    Investigating X-ray luminous galaxy clusters at high redshift (z>~1) provides a challenging but fundamental constraint on evolutionary studies of the largest virialized structures in the Universe, the baryonic matter component in form of the hot intracluster medium (ICM), their galaxy populations, and the effects of the mysterious Dark Energy. The main aim of this thesis work is to establish the observational foundation for the XMM-Newton Distant Cluster Project (XDCP). This new generation serendipitous X-ray survey is focused on the most distant galaxy clusters at z>1, based on the selection of extended X-ray sources, their identification as clusters and redshift estimation via two-band imaging, and their final spectroscopic confirmation. As a first step, I have analyzed 80 deg^2 (469 fields) of deep XMM-Newton archival X-ray data with a new pipeline processing system and selected almost 1000 extended sources as galaxy cluster candidates, 75% of which could be identified as clusters or groups at z<~0.6 using available optical data. This left about 250 candidates with typical 0.5-2.0keV X-ray fluxes of ~10^{-14} erg/s/cm^2 in need of confirmation as distant cluster sources. Therefore, I have adopted a new strategy to efficiently establish the nature of these extended X-ray sources and estimate their redshifts, based on medium deep Z- and H-band photometry and the observed Z-H `red-sequence' color of early-type cluster galaxies. To fully exploit this technique, I have designed a new near-infrared data reduction code, which was applied to the data collected for 25% of the 250 distant cluster candidates in two imaging campaigns at the 3.5m telescope at the Calar Alto Observatory. As a first main result, more than 20 X-ray luminous clusters were discovered to lie at a photometric redshift of z>~0.9. Furthermore, the new Z-H red sequence method has allowed a cluster sample study over an unprecedented redshift baseline of 0.2<~z<~1.5. From a comparison of the observed color evolution of the cluster red-sequence galaxies with model predictions, I could constrain the formation epoch of the bulk of their stellar populations as z_f=4.2+-1.1. This confirms the well-established old age of the stellar populations of early-type galaxies in clusters. The preliminary investigation of the H-band luminosity evolution of 63 brightest cluster galaxies (BCGs) over the same redshift range provides for the first time direct observational indications that the most massive cluster galaxies in the local Universe have doubled their stellar mass since z~1.5. My tentative finding that nearby BCGs have old, passively evolving stellar populations and were assembled in the last 9Gyr is in qualitative agreement with predictions from the latest numerical simulations based on the standard cold dark matter scenario of galaxy formation and evolution via hierarchical merging. The confirmation and refinement of these preliminary results will contribute to the development of a consistent picture of the cosmic evolution of galaxy populations and the large-scale structure
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