10,711 research outputs found

    Dynamic Illumination for Augmented Reality with Real-Time Interaction

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    Current augmented and mixed reality systems suffer a lack of correct illumination modeling where the virtual objects render the same lighting condition as the real environment. While we are experiencing astonishing results from the entertainment industry in multiple media forms, the procedure is mostly accomplished offline. The illumination information extracted from the physical scene is used to interactively render the virtual objects which results in a more realistic output in real-time. In this paper, we present a method that detects the physical illumination with dynamic scene, then uses the extracted illumination to render the virtual objects added to the scene. The method has three steps that are assumed to be working concurrently in real-time. The first is the estimation of the direct illumination (incident light) from the physical scene using computer vision techniques through a 360° live-feed camera connected to AR device. The second is the simulation of indirect illumination (reflected light) from the real-world surfaces to virtual objects rendering using region capture of 2D texture from the AR camera view. The third is defining the virtual objects with proper lighting and shadowing characteristics using shader language through multiple passes. Finally, we tested our work with multiple lighting conditions to evaluate the accuracy of results based on the shadow falling from the virtual objects which should be consistent with the shadow falling from the real objects with a reduced performance cost

    A survey of real-time crowd rendering

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    In this survey we review, classify and compare existing approaches for real-time crowd rendering. We first overview character animation techniques, as they are highly tied to crowd rendering performance, and then we analyze the state of the art in crowd rendering. We discuss different representations for level-of-detail (LoD) rendering of animated characters, including polygon-based, point-based, and image-based techniques, and review different criteria for runtime LoD selection. Besides LoD approaches, we review classic acceleration schemes, such as frustum culling and occlusion culling, and describe how they can be adapted to handle crowds of animated characters. We also discuss specific acceleration techniques for crowd rendering, such as primitive pseudo-instancing, palette skinning, and dynamic key-pose caching, which benefit from current graphics hardware. We also address other factors affecting performance and realism of crowds such as lighting, shadowing, clothing and variability. Finally we provide an exhaustive comparison of the most relevant approaches in the field.Peer ReviewedPostprint (author's final draft

    Efficient multi-bounce lightmap creation using GPU forward mapping

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    Computer graphics can nowadays produce images in realtime that are hard to distinguish from photos of a real scene. One of the most important aspects to achieve this is the interaction of light with materials in the virtual scene. The lighting computation can be separated in two different parts. The first part is concerned with the direct illumination that is applied to all surfaces lit by a light source; algorithms related to this have been greatly improved over the last decades and together with the improvements of the graphics hardware can now produce realistic effects. The second aspect is about the indirect illumination which describes the multiple reflections of light from each surface. In reality, light that hits a surface is never fully absorbed, but instead reflected back into the scene. And even this reflected light is then reflected again and again until its energy is depleted. These multiple reflections make indirect illumination very computationally expensive. The first problem regarding indirect illumination is therefore, how it can be simplified to compute it faster. Another question concerning indirect illumination is, where to compute it. It can either be computed in the fixed image that is created when rendering the scene or it can be stored in a light map. The drawback of the first approach is, that the results need to be recomputed for every frame in which the camera changed. The second approach, on the other hand, is already used for a long time. Once a static scene has been set up, the lighting situation is computed regardless of the time it takes and the result is then stored into a light map. This is a texture atlas for the scene in which each surface point in the virtual scene has exactly one surface point in the 2D texture atlas. When displaying the scene with this approach, the indirect illumination does not need to be recomputed, but is simply sampled from the light map. The main contribution of this thesis is the development of a technique that computes the indirect illumination solution for a scene at interactive rates and stores the result into a light atlas for visualizing it. To achieve this, we overcome two main obstacles. First, we need to be able to quickly project data from any given camera configuration into the parts of the texture that are currently used for visualizing the 3D scene. Since our approach for computing and storing indirect illumination requires a huge amount of these projections, it needs to be as fast as possible. Therefore, we introduce a technique that does this projection entirely on the graphics card with a single draw call. Second, the reflections of light into the scene need to be computed quickly. Therefore, we separate the computation into two steps, one that quickly approximates the spreading of the light into the scene and a second one that computes the visually smooth final result using the aforementioned projection technique. The final technique computes the indirect illumination at interactive rates even for big scenes. It is furthermore very flexible to let the user choose between high quality results or fast computations. This allows the method to be used for quickly editing the lighting situation with high speed previews and then computing the final result in perfect quality at still interactive rates. The technique introduced for projecting data into the texture atlas is in itself highly flexible and also allows for fast painting onto objects and projecting data onto it, considering all perspective distortions and self-occlusions

    High resolution agriculture land cover using aerial digital photography and GIS : a case study for small island states

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    Chapter 7With the advent of site-specific crop management, sustainability and profitability, land farming now requires information and technology-based management system to identify, analyse and manage spatial and temporal resource variability. Th is approach is being made increasingly possible by recent innovation in information technologies such as mobile devices, geographic information systems, positioning technologies (such as Geographical Position system), and Earth Observations. Such innovation now off ers a holistic approach to micro-manage agricultural resources. (Robert et al., 1994). Basic mapping and farm-level record keeping is one of the first precision agriculture practices that must be implemented in a typical productive agriculture operation (Stombaugh et al., 2001). Typical tasks include mapping of variations that occur in largescale field features such as vegetation stress, crop rotation, inventorying, irrigation, soil drainage and erosion, pest control, etc. Th e search for a low cost methodology that takes into account the growth of information technology in data capture and surveying, data processing, database creation and geographic information systems becomes mandatory in order to respond to such needs. Th e study constitutes, for the first time in Malta, the collection of high precision farming statistics that makes use of an inexpensive system for aerial mapping that requires minimal ground truthing. Th e effectiveness of such a method for small areas was later demonstrated by Galdies and Borg (2006) related to coastal and beach management in the Maltese islands. In the current case, digital aerial remote sensing enabled the accurate mapping of agricultural variables, and coupled with ground survey data, resulted in the production of precise, high resolution agricultural crop-cover maps. Additional information can be further derived from this data that can be used for the optimisation of micro agriculture practices.peer-reviewe

    Variable resistor made by repeated steps of epitaxial deposition and lithographic structuring of oxide layers by using wet chemical etchants

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    Variable resistors were constructed from epitaxial SrRuO3 (SRO), La0.67Sr0.33MnO3 (LSMO) and SrTiO3 layers with perovskite crystal structure. Each layer was patterned separately by lithographic methods. Optimized wet chemical etchants and several polishing steps in organic solvents allowed good epitaxy of subsequent layers, comparable to epitaxy on pristine substrates. Periodate as the oxidizing agent for SRO and iodide with ascorbic acid as the reducing agents for LSMO were used to attack these chemically resistant oxides. The final devices changed their conductance in a similar manner to previously described variable resistors that were defined with shadow masks

    Geomorphic evidence for ancient seas in west Deuteronilus Mensae, Mars-1: Regional geomorphology

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    The fretted terrain in west Deuteronilus Mensae consists of extensive cratered upland penninsulas or isolated plateaus cut by long, finger-like canyons typically 10 to 20 km wide and upwards of 300 km long. The longest of these canyons trend roughly north-south to north-northeast, which may reflect some local structural and/or topographic control. At least three geomorphic zones roughly parallel to the lowland/upland boundary, suggestive of increasing modification northward, can be recognized on the fretted region of the region. The southern-most zone (zone A) consists of sharply defined fretted terrain. The middle zone (zone B) consists of well defined fretted terrain in which the plateau surfaces appear smoother, with a somewhat darker and much less varied albedo surface than those of zone A. The northern-most zone (zone C) consists of rounded or softened fretted terrain. The zones were interpreted as surface exposures of successively lower stratigraphic units

    Measurement of Micro-bathymetry with a GOPRO Underwater Stereo Camera Pair

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    A GO-PRO underwater stereo camera kit has been used to measure the 3D topography (bathymetry) of a patch of seafloor producing a point cloud with a spatial data density of 15 measurements per 3 mm grid square and an standard deviation of less than 1 cm A GO-PRO camera is a fixed focus, 11 megapixel, still-frame (or 1080p high-definition video) camera, whose small form-factor and water-proof housing has made it popular with sports enthusiasts. A stereo camera kit is available providing a waterproof housing (to 61 m / 200 ft) for a pair of cameras. Measures of seafloor micro-bathymetrycapable of resolving seafloor features less than 1 cm in amplitude were possible from the stereoreconstruction. Bathymetric measurements of this scale provide important ground-truth data and boundary condition information for modeling of larger scale processes whose details depend on small-scale variations. Examples include modeling of turbulent water layers, seafloor sediment transfer and acoustic backscatter from bathymetric echo sounders

    Photogrammetric restitution of a presumed ancient Asclepius temple in Titani, Peloponnesos, Greece

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    Close range photogrammetry is a useful tool for the documentation and registration of archaeological sites. In this case, photogrammetric restitution is applied to a presumed Esclepion Classical temple site in Titani, Peloponnesos, Greece. The archaeological remains that are recorded and processed in this stage are small fragments of walls, made out of irregular shaped stones. The fragmentary remains and the need to record both the facades of the stones as well as the upper surfaces, complicate the photogrammetric recording and processing workflow. The use of 3D documentation is important for the documentation, conservation and possible further excavation of the site. Stereographic pictures in combination with terrestrial topographic measurements are processed in the photogrammetric software VirtuoZoTM. The stereo photographs were taken by a non-metric high resolution digital single lens reflex camera with a minimum overlap of 65 percent. Targets placed on the remains of the walls were measured by total station to obtain ground control points for the orientation of each 3D stereo model in an absolute coordinate system (HGRS87). The photogrammetric processing of the stereo models results in very accurate digital elevation models and orthophotos of the walls. Further combining of these final products and merging these products in a CAD software leads to a 3D presentation of the archaeological excavation, which can be further used to evolve this archaeological site
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