1,558 research outputs found

    Laser Pointer Tracking in Projector-Augmented Architectural Environments

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    We present a system that applies a custom-built pan-tilt-zoom camera for laser-pointer tracking in arbitrary real environments. Once placed in a building environment, it carries out a fully automatic self-registration, registrations of projectors, and sampling of surface parameters, such as geometry and reflectivity. After these steps, it can be used for tracking a laser spot on the surface as well as an LED marker in 3D space, using inter-playing fisheye context and controllable detail cameras. The captured surface information can be used for masking out areas that are critical to laser-pointer tracking, and for guiding geometric and radiometric image correction techniques that enable a projector-based augmentation on arbitrary surfaces. We describe a distributed software framework that couples laser-pointer tracking for interaction, projector-based AR as well as video see-through AR for visualizations with the domain specific functionality of existing desktop tools for architectural planning, simulation and building surveying

    THE UNIVERSAL MEDIA BOOK

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    We explore the integration of projected imagery with a physical book that acts as a tangible interface to multimedia data. Using a camera and projector pair, a tracking framework is presented wherein the 3D position of planar pages are monitored as they are turned back and forth by a user, and data is correctly warped and projected onto each page at interactive rates to provide the user with an intuitive mixed-reality experience. The book pages are blank, so traditional camera-based approaches to tracking physical features on the display surface do not apply. Instead, in each frame, feature points are independently extracted from the camera and projector images, and matched to recover the geometry of the pages in motion. The book can be loaded with multimedia content, including images and videos. In addition, volumetric datasets can be explored by removing a page from the book and using it as a tool to navigate through a virtual 3D volume

    Computer vision for interactive skewed video projection

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    State-of-the-art active optical techniques for three-dimensional surface metrology: a review [Invited]

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    This paper reviews recent developments of non-contact three-dimensional (3D) surface metrology using an active structured optical probe. We focus primarily on those active non-contact 3D surface measurement techniques that could be applicable to the manufacturing industry. We discuss principles of each technology, and its advantageous characteristics as well as limitations. Towards the end, we discuss our perspectives on the current technological challenges in designing and implementing these methods in practical applications.Purdue Universit

    Variable Resolution & Dimensional Mapping For 3d Model Optimization

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    Three-dimensional computer models, especially geospatial architectural data sets, can be visualized in the same way humans experience the world, providing a realistic, interactive experience. Scene familiarization, architectural analysis, scientific visualization, and many other applications would benefit from finely detailed, high resolution, 3D models. Automated methods to construct these 3D models traditionally has produced data sets that are often low fidelity or inaccurate; otherwise, they are initially highly detailed, but are very labor and time intensive to construct. Such data sets are often not practical for common real-time usage and are not easily updated. This thesis proposes Variable Resolution & Dimensional Mapping (VRDM), a methodology that has been developed to address some of the limitations of existing approaches to model construction from images. Key components of VRDM are texture palettes, which enable variable and ultra-high resolution images to be easily composited; texture features, which allow image features to integrated as image or geometry, and have the ability to modify the geometric model structure to add detail. These components support a primary VRDM objective of facilitating model refinement with additional data. This can be done until the desired fidelity is achieved as practical limits of infinite detail are approached. Texture Levels, the third component, enable real-time interaction with a very detailed model, along with the flexibility of having alternate pixel data for a given area of the model and this is achieved through extra dimensions. Together these techniques have been used to construct models that can contain GBs of imagery data

    3D Scanning System for Automatic High-Resolution Plant Phenotyping

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    Thin leaves, fine stems, self-occlusion, non-rigid and slowly changing structures make plants difficult for three-dimensional (3D) scanning and reconstruction -- two critical steps in automated visual phenotyping. Many current solutions such as laser scanning, structured light, and multiview stereo can struggle to acquire usable 3D models because of limitations in scanning resolution and calibration accuracy. In response, we have developed a fast, low-cost, 3D scanning platform to image plants on a rotating stage with two tilting DSLR cameras centred on the plant. This uses new methods of camera calibration and background removal to achieve high-accuracy 3D reconstruction. We assessed the system's accuracy using a 3D visual hull reconstruction algorithm applied on 2 plastic models of dicotyledonous plants, 2 sorghum plants and 2 wheat plants across different sets of tilt angles. Scan times ranged from 3 minutes (to capture 72 images using 2 tilt angles), to 30 minutes (to capture 360 images using 10 tilt angles). The leaf lengths, widths, areas and perimeters of the plastic models were measured manually and compared to measurements from the scanning system: results were within 3-4% of each other. The 3D reconstructions obtained with the scanning system show excellent geometric agreement with all six plant specimens, even plants with thin leaves and fine stems.Comment: 8 papes, DICTA 201

    HOLOGRAPHICS: Combining Holograms with Interactive Computer Graphics

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    Among all imaging techniques that have been invented throughout the last decades, computer graphics is one of the most successful tools today. Many areas in science, entertainment, education, and engineering would be unimaginable without the aid of 2D or 3D computer graphics. The reason for this success story might be its interactivity, which is an important property that is still not provided efficiently by competing technologies – such as holography. While optical holography and digital holography are limited to presenting a non-interactive content, electroholography or computer generated holograms (CGH) facilitate the computer-based generation and display of holograms at interactive rates [2,3,29,30]. Holographic fringes can be computed by either rendering multiple perspective images, then combining them into a stereogram [4], or simulating the optical interference and calculating the interference pattern [5]. Once computed, such a system dynamically visualizes the fringes with a holographic display. Since creating an electrohologram requires processing, transmitting, and storing a massive amount of data, today’s computer technology still sets the limits for electroholography. To overcome some of these performance issues, advanced reduction and compression methods have been developed that create truly interactive electroholograms. Unfortunately, most of these holograms are relatively small, low resolution, and cover only a small color spectrum. However, recent advances in consumer graphics hardware may reveal potential acceleration possibilities that can overcome these limitations [6]. In parallel to the development of computer graphics and despite their non-interactivity, optical and digital holography have created new fields, including interferometry, copy protection, data storage, holographic optical elements, and display holograms. Especially display holography has conquered several application domains. Museum exhibits often use optical holograms because they can present 3D objects with almost no loss in visual quality. In contrast to most stereoscopic or autostereoscopic graphics displays, holographic images can provide all depth cues—perspective, binocular disparity, motion parallax, convergence, and accommodation—and theoretically can be viewed simultaneously from an unlimited number of positions. Displaying artifacts virtually removes the need to build physical replicas of the original objects. In addition, optical holograms can be used to make engineering, medical, dental, archaeological, and other recordings—for teaching, training, experimentation and documentation. Archaeologists, for example, use optical holograms to archive and investigate ancient artifacts [7,8]. Scientists can use hologram copies to perform their research without having access to the original artifacts or settling for inaccurate replicas. Optical holograms can store a massive amount of information on a thin holographic emulsion. This technology can record and reconstruct a 3D scene with almost no loss in quality. Natural color holographic silver halide emulsion with grain sizes of 8nm is today’s state-of-the-art [14]. Today, computer graphics and raster displays offer a megapixel resolution and the interactive rendering of megabytes of data. Optical holograms, however, provide a terapixel resolution and are able to present an information content in the range of terabytes in real-time. Both are dimensions that will not be reached by computer graphics and conventional displays within the next years – even if Moore’s law proves to hold in future. Obviously, one has to make a decision between interactivity and quality when choosing a display technology for a particular application. While some applications require high visual realism and real-time presentation (that cannot be provided by computer graphics), others depend on user interaction (which is not possible with optical and digital holograms). Consequently, holography and computer graphics are being used as tools to solve individual research, engineering, and presentation problems within several domains. Up until today, however, these tools have been applied separately. The intention of the project which is summarized in this chapter is to combine both technologies to create a powerful tool for science, industry and education. This has been referred to as HoloGraphics. Several possibilities have been investigated that allow merging computer generated graphics and holograms [1]. The goal is to combine the advantages of conventional holograms (i.e. extremely high visual quality and realism, support for all depth queues and for multiple observers at no computational cost, space efficiency, etc.) with the advantages of today’s computer graphics capabilities (i.e. interactivity, real-time rendering, simulation and animation, stereoscopic and autostereoscopic presentation, etc.). The results of these investigations are presented in this chapter

    Advanced Calibration of Automotive Augmented Reality Head-Up Displays = Erweiterte Kalibrierung von Automotiven Augmented Reality-Head-Up-Displays

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    In dieser Arbeit werden fortschrittliche Kalibrierungsmethoden für Augmented-Reality-Head-up-Displays (AR-HUDs) in Kraftfahrzeugen vorgestellt, die auf parametrischen perspektivischen Projektionen und nichtparametrischen Verzerrungsmodellen basieren. Die AR-HUD-Kalibrierung ist wichtig, um virtuelle Objekte in relevanten Anwendungen wie z.B. Navigationssystemen oder Parkvorgängen korrekt zu platzieren. Obwohl es im Stand der Technik einige nützliche Ansätze für dieses Problem gibt, verfolgt diese Dissertation das Ziel, fortschrittlichere und dennoch weniger komplizierte Ansätze zu entwickeln. Als Voraussetzung für die Kalibrierung haben wir mehrere relevante Koordinatensysteme definiert, darunter die dreidimensionale (3D) Welt, den Ansichtspunkt-Raum, den HUD-Sichtfeld-Raum (HUD-FOV) und den zweidimensionalen (2D) virtuellen Bildraum. Wir beschreiben die Projektion der Bilder von einem AR-HUD-Projektor in Richtung der Augen des Fahrers als ein ansichtsabhängiges Lochkameramodell, das aus intrinsischen und extrinsischen Matrizen besteht. Unter dieser Annahme schätzen wir zunächst die intrinsische Matrix unter Verwendung der Grenzen des HUD-Sichtbereichs. Als nächstes kalibrieren wir die extrinsischen Matrizen an verschiedenen Blickpunkten innerhalb einer ausgewählten "Eyebox" unter Berücksichtigung der sich ändernden Augenpositionen des Fahrers. Die 3D-Positionen dieser Blickpunkte werden von einer Fahrerkamera verfolgt. Für jeden einzelnen Blickpunkt erhalten wir eine Gruppe von 2D-3D-Korrespondenzen zwischen einer Menge Punkten im virtuellen Bildraum und ihren übereinstimmenden Kontrollpunkten vor der Windschutzscheibe. Sobald diese Korrespondenzen verfügbar sind, berechnen wir die extrinsische Matrix am entsprechenden Betrachtungspunkt. Durch Vergleichen der neu projizierten und realen Pixelpositionen dieser virtuellen Punkte erhalten wir eine 2D-Verteilung von Bias-Vektoren, mit denen wir Warping-Karten rekonstruieren, welche die Informationen über die Bildverzerrung enthalten. Für die Vollständigkeit wiederholen wir die obigen extrinsischen Kalibrierungsverfahren an allen ausgewählten Betrachtungspunkten. Mit den kalibrierten extrinsischen Parametern stellen wir die Betrachtungspunkte wieder her im Weltkoordinatensystem. Da wir diese Punkte gleichzeitig im Raum der Fahrerkamera verfolgen, kalibrieren wir weiter die Transformation von der Fahrerkamera in den Weltraum unter Verwendung dieser 3D-3D-Korrespondenzen. Um mit nicht teilnehmenden Betrachtungspunkten innerhalb der Eyebox umzugehen, erhalten wir ihre extrinsischen Parameter und Warping-Karten durch nichtparametrische Interpolationen. Unsere Kombination aus parametrischen und nichtparametrischen Modellen übertrifft den Stand der Technik hinsichtlich der Zielkomplexität sowie Zeiteffizienz, während wir eine vergleichbare Kalibrierungsgenauigkeit beibehalten. Bei allen unseren Kalibrierungsschemen liegen die Projektionsfehler in der Auswertungsphase bei einer Entfernung von 7,5 Metern innerhalb weniger Millimeter, was einer Winkelgenauigkeit von ca. 2 Bogenminuten entspricht, was nahe am Auflösungvermögen des Auges liegt

    Automated calibration of multi-sensor optical shape measurement system

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    A multi-sensor optical shape measurement system (SMS) based on the fringe projection method and temporal phase unwrapping has recently been commercialised as a result of its easy implementation, computer control using a spatial light modulator, and fast full-field measurement. The main advantage of a multi-sensor SMS is the ability to make measurements for 360° coverage without the requirement for mounting the measured component on translation and/or rotation stages. However, for greater acceptance in industry, issues relating to a user-friendly calibration of the multi-sensor SMS in an industrial environment for presentation of the measured data in a single coordinate system need to be addressed. The calibration of multi-sensor SMSs typically requires a calibration artefact, which consequently leads to significant user input for the processing of calibration data, in order to obtain the respective sensor's optimal imaging geometry parameters. The imaging geometry parameters provide a mapping from the acquired shape data to real world Cartesian coordinates. However, the process of obtaining optimal sensor imaging geometry parameters (which involves a nonlinear numerical optimization process known as bundle adjustment), requires labelling regions within each point cloud as belonging to known features of the calibration artefact. This thesis describes an automated calibration procedure which ensures that calibration data is processed through automated feature detection of the calibration artefact, artefact pose estimation, automated control point selection, and finally bundle adjustment itself. [Continues.
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