43,005 research outputs found
Convolutional Neural Network on Three Orthogonal Planes for Dynamic Texture Classification
Dynamic Textures (DTs) are sequences of images of moving scenes that exhibit
certain stationarity properties in time such as smoke, vegetation and fire. The
analysis of DT is important for recognition, segmentation, synthesis or
retrieval for a range of applications including surveillance, medical imaging
and remote sensing. Deep learning methods have shown impressive results and are
now the new state of the art for a wide range of computer vision tasks
including image and video recognition and segmentation. In particular,
Convolutional Neural Networks (CNNs) have recently proven to be well suited for
texture analysis with a design similar to a filter bank approach. In this
paper, we develop a new approach to DT analysis based on a CNN method applied
on three orthogonal planes x y , xt and y t . We train CNNs on spatial frames
and temporal slices extracted from the DT sequences and combine their outputs
to obtain a competitive DT classifier. Our results on a wide range of commonly
used DT classification benchmark datasets prove the robustness of our approach.
Significant improvement of the state of the art is shown on the larger
datasets.Comment: 19 pages, 10 figure
Phase boundary anisotropy and its effects on the maze-to-lamellar transition in a directionally solidified Al-Al2Cu eutectic
Solid-solid phase boundary anisotropy is a key factor controlling the
selection and evolution of non-faceted eutectic patterns during directional
solidification. This is most remarkably observed during the so-called
maze-to-lamellar transition. By using serial sectioning, we followed the
spatio-temporal evolution of a maze pattern over long times in a large Al-Al2Cu
eutectic grain with known crystal orientation of the Al and Al2Cu phases, hence
known crystal orientation relationship (OR). The corresponding phase boundary
energy anisotropy (-plot) was also known, as being previously estimated
from molecular-dynamics computations. The experimental observations reveal the
time-scale of the maze-to-lamellar transition and shed light on the processes
involved in the gradual alignment of the phase boundaries to one distinct
energy minimum which nearly corresponds to one distinct plane from the family
. This particular plane is selected
due to a crystallographic bias induced by a small disorientation of the
crystals relative to the perfect OR. The symmetry of the OR is thus slightly
broken, which promotes lamellar alignment. Finally, the maze-to-lamellar
transition leaves behind a network of fault lines inherited from the phase
boundary alignment process. In the maze pattern, the fault lines align along
the corners of the Wulff shape, thus allowing us to propose a link between the
pattern defects and missing orientations in the Wulff shapeComment: 26 pages, 6 figure
Texture Evolution of AZ31 Magnesium Alloy Sheet at High Strain Rates
In the current contribution the mechanical behaviour at high strain rates of AZ31 magnesium alloy sheet is studied. Uniaxial deformation properties were studied by means of tensile split Hopkinson pressure bar (SHPB) at different temperatures. The influence of the strain rate and temperature on the deformation mechanisms was investigated by means of electron backscatter diffraction (EBSD) and neutron diffraction. It is shown that twinning plays an important role on high strain rate deformation of this alloy, even at elevated temperatures. Significant evidence of prismatic slip as a deformation mechanism is observed, also at warm temperatures, leading to the alignment of directions with the tensile axis and to a spread of the intensities of the basal pole figure towards the in-plane direction perpendicular to the tensile axis. The rate of decrease of the CRSS of non-basal systems is observed to be slower than at quasi-static rates. Secondary twinning and pyramidal slip were also outlined for some conditions. At warm temperatures, in contrast to quasi-static range, a generalized dynamic recrystallization is not observed. Moreover, the activation of rotational recrystallization mechanisms is reporte
Plane-Based Optimization of Geometry and Texture for RGB-D Reconstruction of Indoor Scenes
We present a novel approach to reconstruct RGB-D indoor scene with plane
primitives. Our approach takes as input a RGB-D sequence and a dense coarse
mesh reconstructed by some 3D reconstruction method on the sequence, and
generate a lightweight, low-polygonal mesh with clear face textures and sharp
features without losing geometry details from the original scene. To achieve
this, we firstly partition the input mesh with plane primitives, simplify it
into a lightweight mesh next, then optimize plane parameters, camera poses and
texture colors to maximize the photometric consistency across frames, and
finally optimize mesh geometry to maximize consistency between geometry and
planes. Compared to existing planar reconstruction methods which only cover
large planar regions in the scene, our method builds the entire scene by
adaptive planes without losing geometry details and preserves sharp features in
the final mesh. We demonstrate the effectiveness of our approach by applying it
onto several RGB-D scans and comparing it to other state-of-the-art
reconstruction methods.Comment: in International Conference on 3D Vision 2018; Models and Code: see
https://github.com/chaowang15/plane-opt-rgbd. arXiv admin note: text overlap
with arXiv:1905.0885
GENERATION OF FORESTS ON TERRAIN WITH DYNAMIC LIGHTING AND SHADOWING
The purpose of this research project is to exhibit an efficient method of creating dynamic lighting and shadowing for the generation of forests on terrain. In this research project, I use textures which contain images of trees from a birdâs eye view in order to create a high scale forest. Furthermore, by manipulating the transparency and color of the textures according to the algorithmic calculations of light and shadow on terrain, I provide the functionality of dynamic lighting and shadowing. Finally, by analyzing the OpenGL pipeline, I design my code in order to allow efficient rendering of the forest
- âŠ