2,984 research outputs found

    Fuzzy Fibers: Uncertainty in dMRI Tractography

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    Fiber tracking based on diffusion weighted Magnetic Resonance Imaging (dMRI) allows for noninvasive reconstruction of fiber bundles in the human brain. In this chapter, we discuss sources of error and uncertainty in this technique, and review strategies that afford a more reliable interpretation of the results. This includes methods for computing and rendering probabilistic tractograms, which estimate precision in the face of measurement noise and artifacts. However, we also address aspects that have received less attention so far, such as model selection, partial voluming, and the impact of parameters, both in preprocessing and in fiber tracking itself. We conclude by giving impulses for future research

    A flexible and versatile studio for synchronized multi-view video recording

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    In recent years, the convergence of Computer Vision and Computer Graphics has put forth new research areas that work on scene reconstruction from and analysis of multi-view video footage. In free-viewpoint video, for example, new views of a scene are generated from an arbitrary viewpoint in real-time from a set of real multi-view input video streams. The analysis of real-world scenes from multi-view video to extract motion information or reflection models is another field of research that greatly benefits from high-quality input data. Building a recording setup for multi-view video involves a great effort on the hardware as well as the software side. The amount of image data to be processed is huge, a decent lighting and camera setup is essential for a naturalistic scene appearance and robust background subtraction, and the computing infrastructure has to enable real-time processing of the recorded material. This paper describes the recording setup for multi-view video acquisition that enables the synchronized recording of dynamic scenes from multiple camera positions under controlled conditions. The requirements to the room and their implementation in the separate components of the studio are described in detail. The efficiency and flexibility of the room is demonstrated on the basis of the results that we obtain with a real-time 3D scene reconstruction system, a system for non-intrusive optical motion capture and a model-based free-viewpoint video system for human actors.

    MeasureIt-ARCH: A Tool for Facilitating Architectural Design in the Open Source Software Blender

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    This thesis discusses the design and synthesis of MeasureIt-ARCH, a GNU GPL licensed software add-on developed by the author in order to add functionality to the Open Source 3D modeling software Blender that facilitates the creation of architectural drawings. MeasureIt-ARCH adds to Blender simple tools to dimension and annotate 3D models, as well as basic support for the definition and drawing of line work. These tools for the creation of dimensions, annotations and line work are designed to be used in tandem with Blender's existing modelling and rendering tool set. While the drawings that MeasureIt-ARCH produces are fundamentally conventional, as are the majority of the techniques that MeasureIt-ARCH employs to create them, MeasureIt-ARCH does provide two simple and relatively novel methods in its drawing systems. MeasureIt-ARCH provides a new method for the placement of dimension elements in 3D space that draws on the dimension's three dimensional context and surrounding geometry order to determine a placement that optimizes legibility. This dimension placement method does not depend on a 2D work plane, a convention that is common in industry standard Computer Aided Design software. MeasureIt-ARCH also implements a new approach for drawing silhouette lines that operates by transforming the silhouetted models geometry in 4D 'Clip Space'. The hope of this work is that MeasureIt-ARCH might be a small step towards creating an Open Source design pipeline for Architects. A step towards creating architectural drawings that can be shared, read, and modified by anyone, within a platform that is itself free to be changed and improved. The creation of MeasureIt-ARCH is motivated by two goals. First, the work aims to create a basic functioning Open Source platform for the creation of architectural drawings within Blender that is publicly and freely available for use. Second, MeasureIt-ARCH's development served as an opportunity to engage in an interdisciplinary act of craft, providing the author an opportunity to explore the act of digital tool making and gain a basic competency in this intersection between Architecture and Computer Science. To achieve these goals, MeasureIt-ARCH's development draws on references from the history of line drawing and dimensioning within Architecture and Computer Science. On the Architectural side, we make use of the history of architectural drawing and dimensioning conventions as described by Mario Carpo, Alberto PĂ©rez GĂłmez and others, as well as more contemporary frameworks for the classification of architectural software, such as Mark Bew and Mervyn Richard's BIM Levels framework, in order to help determine the scope of MeasureIt-ARCH's feature set. When crafting MeasureIt-ARCH, precedent works from the field of Computer Science that implement methods for producing line drawings from 3D models helped inform the author’s approach to line drawing. In particular this work draws on the overview of line drawing methods produced by BĂ©nard Pierre and Aaron Hertzmann, Arthur Appel's method for line drawing using 'Quantitative Invisibility', the techniques employed in the Freestyle line drawing system created by Grabli et al. as well as other to help inform MeasureIt-ARCH's simple drawing tools. Beyond discussing MeasureIt-ARCH's development and its motivations, this thesis also provides three small speculative discussions about the implications that an Open Source design tool might have on the architectural profession. We investigate MeasureIt-ARCH's use for small scale architectural projects in a practical setting, using it's tool set to produce conceptual design and renovation drawings for cottages at the Lodge at Pine Cove. We provide a demonstration of how MeasureIt-ARCH and Blender can integrate with external systems and other Blender add-ons to produce a proof of concept, dynamic data visualization of the Noosphere installation at the Futurium center in Berlin by the Living Architecture Systems Group. Finally, we discuss the tool's potential to facilitate greater engagement with the Open Source Architecture (OSArc) movement by illustrating a case study of the work done by Alastair Parvin and Clayton Prest on the WikiHouse project, and by highlighting the challenges that face OSArc projects as they try to produce Open Source Architecture without an Open Source design software

    Realistic Visualization of Animated Virtual Cloth

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    Photo-realistic rendering of real-world objects is a broad research area with applications in various different areas, such as computer generated films, entertainment, e-commerce and so on. Within photo-realistic rendering, the rendering of cloth is a subarea which involves many important aspects, ranging from material surface reflection properties and macroscopic self-shadowing to animation sequence generation and compression. In this thesis, besides an introduction to the topic plus a broad overview of related work, different methods to handle major aspects of cloth rendering are described. Material surface reflection properties play an important part to reproduce the look & feel of materials, that is, to identify a material only by looking at it. The BTF (bidirectional texture function), as a function of viewing and illumination direction, is an appropriate representation of reflection properties. It captures effects caused by the mesostructure of a surface, like roughness, self-shadowing, occlusion, inter-reflections, subsurface scattering and color bleeding. Unfortunately a BTF data set of a material consists of hundreds to thousands of images, which exceeds current memory size of personal computers by far. This work describes the first usable method to efficiently compress and decompress a BTF data for rendering at interactive to real-time frame rates. It is based on PCA (principal component analysis) of the BTF data set. While preserving the important visual aspects of the BTF, the achieved compression rates allow the storage of several different data sets in main memory of consumer hardware, while maintaining a high rendering quality. Correct handling of complex illumination conditions plays another key role for the realistic appearance of cloth. Therefore, an upgrade of the BTF compression and rendering algorithm is described, which allows the support of distant direct HDR (high-dynamic-range) illumination stored in environment maps. To further enhance the appearance, macroscopic self-shadowing has to be taken into account. For the visualization of folds and the life-like 3D impression, these kind of shadows are absolutely necessary. This work describes two methods to compute these shadows. The first is seamlessly integrated into the illumination part of the rendering algorithm and optimized for static meshes. Furthermore, another method is proposed, which allows the handling of dynamic objects. It uses hardware-accelerated occlusion queries for the visibility determination. In contrast to other algorithms, the presented algorithm, despite its simplicity, is fast and produces less artifacts than other methods. As a plus, it incorporates changeable distant direct high-dynamic-range illumination. The human perception system is the main target of any computer graphics application and can also be treated as part of the rendering pipeline. Therefore, optimization of the rendering itself can be achieved by analyzing human perception of certain visual aspects in the image. As a part of this thesis, an experiment is introduced that evaluates human shadow perception to speedup shadow rendering and provides optimization approaches. Another subarea of cloth visualization in computer graphics is the animation of the cloth and avatars for presentations. This work also describes two new methods for automatic generation and compression of animation sequences. The first method to generate completely new, customizable animation sequences, is based on the concept of finding similarities in animation frames of a given basis sequence. Identifying these similarities allows jumps within the basis sequence to generate endless new sequences. Transmission of any animated 3D data over bandwidth-limited channels, like extended networks or to less powerful clients requires efficient compression schemes. The second method included in this thesis in the animation field is a geometry data compression scheme. Similar to the BTF compression, it uses PCA in combination with clustering algorithms to segment similar moving parts of the animated objects to achieve high compression rates in combination with a very exact reconstruction quality.Realistische Visualisierung von animierter virtueller Kleidung Das photorealistisches Rendering realer GegenstĂ€nde ist ein weites Forschungsfeld und hat Anwendungen in vielen Bereichen. Dazu zĂ€hlen Computer generierte Filme (CGI), die Unterhaltungsindustrie und E-Commerce. Innerhalb dieses Forschungsbereiches ist das Rendern von photorealistischer Kleidung ein wichtiger Bestandteil. Hier reichen die wichtigen Aspekte, die es zu berĂŒcksichtigen gilt, von optischen Materialeigenschaften ĂŒber makroskopische Selbstabschattung bis zur Animationsgenerierung und -kompression. In dieser Arbeit wird, neben der EinfĂŒhrung in das Thema, ein weiter Überblick ĂŒber Ă€hnlich gelagerte Arbeiten gegeben. Der Schwerpunkt der Arbeit liegt auf den wichtigen Aspekten der virtuellen Kleidungsvisualisierung, die oben beschrieben wurden. Die optischen Reflektionseigenschaften von MaterialoberflĂ€chen spielen eine wichtige Rolle, um das so genannte look & feel von Materialien zu charakterisieren. Hierbei kann ein Material vom Nutzer identifiziert werden, ohne dass er es direkt anfassen muss. Die BTF (bidirektionale Texturfunktion)ist eine Funktion die abhĂ€ngig von der Blick- und Beleuchtungsrichtung ist. Daher ist sie eine angemessene ReprĂ€sentation von Reflektionseigenschaften. Sie enthĂ€lt Effekte wie Rauheit, Selbstabschattungen, Verdeckungen, Interreflektionen, Streuung und Farbbluten, die durch die Mesostruktur der OberflĂ€che hervorgerufen werden. Leider besteht ein BTF Datensatz eines Materials aus hunderten oder tausenden von Bildern und sprengt damit herkömmliche Hauptspeicher in Computern bei weitem. Diese Arbeit beschreibt die erste praktikable Methode, um BTF Daten effizient zu komprimieren, zu speichern und fĂŒr Echtzeitanwendungen zum Visualisieren wieder zu dekomprimieren. Die Methode basiert auf der Principal Component Analysis (PCA), die Daten nach Signifikanz ordnet. WĂ€hrend die PCA die entscheidenen visuellen Aspekte der BTF erhĂ€lt, können mit ihrer Hilfe Kompressionsraten erzielt werden, die es erlauben mehrere BTF Materialien im Hauptspeicher eines Consumer PC zu verwalten. Dies erlaubt ein High-Quality Rendering. Korrektes Verwenden von komplexen Beleuchtungssituationen spielt eine weitere, wichtige Rolle, um Kleidung realistisch erscheinen zu lassen. Daher wird zudem eine Erweiterung des BTF Kompressions- und Renderingalgorithmuses erlĂ€utert, die den Einsatz von High-Dynamic Range (HDR) Beleuchtung erlaubt, die in environment maps gespeichert wird. Um die realistische Erscheinung der Kleidung weiter zu unterstĂŒtzen, muss die makroskopische Selbstabschattung integriert werden. FĂŒr die Visualisierung von Falten und den lebensechten 3D Eindruck ist diese Art von Schatten absolut notwendig. Diese Arbeit beschreibt daher auch zwei Methoden, diese Schatten schnell und effizient zu berechnen. Die erste ist nahtlos in den Beleuchtungspart des obigen BTF Renderingalgorithmuses integriert und fĂŒr statische Geometrien optimiert. Die zweite Methode behandelt dynamische Objekte. Dazu werden hardwarebeschleunigte Occlusion Queries verwendet, um die Sichtbarkeitsberechnung durchzufĂŒhren. Diese Methode ist einerseits simpel und leicht zu implementieren, anderseits ist sie schnell und produziert weniger Artefakte, als vergleichbare Methoden. ZusĂ€tzlich ist die Verwendung von verĂ€nderbarer, entfernter HDR Beleuchtung integriert. Das menschliche Wahrnehmungssystem ist das eigentliche Ziel jeglicher Anwendung in der Computergrafik und kann daher selbst als Teil einer erweiterten Rendering Pipeline gesehen werden. Daher kann das Rendering selbst optimiert werden, wenn man die menschliche Wahrnehmung verschiedener visueller Aspekte der berechneten Bilder analysiert. Teil der vorliegenden Arbeit ist die Beschreibung eines Experimentes, das menschliche Schattenwahrnehmung untersucht, um das Rendern der Schatten zu beschleunigen. Ein weiteres Teilgebiet der Kleidungsvisualisierung in der Computergrafik ist die Animation der Kleidung und von Avataren fĂŒr PrĂ€sentationen. Diese Arbeit beschreibt zwei neue Methoden auf diesem Teilgebiet. Einmal ein Algorithmus, der fĂŒr die automatische Generierung neuer Animationssequenzen verwendet werden kann und zum anderen einen Kompressionsalgorithmus fĂŒr eben diese Sequenzen. Die automatische Generierung von völlig neuen, anpassbaren Animationen basiert auf dem Konzept der Ähnlichkeitssuche. Hierbei werden die einzelnen Schritte von gegebenen Basisanimationen auf Ähnlichkeiten hin untersucht, die zum Beispiel die Geschwindigkeiten einzelner Objektteile sein können. Die Identifizierung dieser Ähnlichkeiten erlaubt dann SprĂŒnge innerhalb der Basissequenz, die dazu benutzt werden können, endlose, neue Sequenzen zu erzeugen. Die Übertragung von animierten 3D Daten ĂŒber bandbreitenlimitierte KanĂ€le wie ausgedehnte Netzwerke, Mobilfunk oder zu sogenannten thin clients erfordert eine effiziente Komprimierung. Die zweite, in dieser Arbeit vorgestellte Methode, ist ein Kompressionsschema fĂŒr Geometriedaten. Ähnlich wie bei der Kompression von BTF Daten wird die PCA in Verbindung mit Clustering benutzt, um die animierte Geometrie zu analysieren und in sich Ă€hnlich bewegende Teile zu segmentieren. Diese erkannten Segmente lassen sich dann hoch komprimieren. Der Algorithmus arbeitet automatisch und erlaubt zudem eine sehr exakte RekonstruktionsqualitĂ€t nach der Dekomprimierung

    Approaches to three-dimensional reconstruction of plant shoot topology and geometry

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    There are currently 805 million people classified as chronically undernourished, and yet the World’s population is still increasing. At the same time, global warming is causing more frequent and severe flooding and drought, thus destroying crops and reducing the amount of land available for agriculture. Recent studies show that without crop climate adaption, crop productivity will deteriorate. With access to 3D models of real plants it is possible to acquire detailed morphological and gross developmental data that can be used to study their ecophysiology, leading to an increase in crop yield and stability across hostile and changing environments. Here we review approaches to the reconstruction of 3D models of plant shoots from image data, consider current applications in plant and crop science, and identify remaining challenges. We conclude that although phenotyping is receiving an increasing amount of attention – particularly from computer vision researchers – and numerous vision approaches have been proposed, it still remains a highly interactive process. An automated system capable of producing 3D models of plants would significantly aid phenotyping practice, increasing accuracy and repeatability of measurements

    Sensor fusion in smart camera networks for ambient intelligence

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    This short report introduces the topics of PhD research that was conducted on 2008-2013 and was defended on July 2013. The PhD thesis covers sensor fusion theory, gathers it into a framework with design rules for fusion-friendly design of vision networks, and elaborates on the rules through fusion experiments performed with four distinct applications of Ambient Intelligence

    Representational Similarity Analysis – Connecting the Branches of Systems Neuroscience

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    A fundamental challenge for systems neuroscience is to quantitatively relate its three major branches of research: brain-activity measurement, behavioral measurement, and computational modeling. Using measured brain-activity patterns to evaluate computational network models is complicated by the need to define the correspondency between the units of the model and the channels of the brain-activity data, e.g., single-cell recordings or voxels from functional magnetic resonance imaging (fMRI). Similar correspondency problems complicate relating activity patterns between different modalities of brain-activity measurement (e.g., fMRI and invasive or scalp electrophysiology), and between subjects and species. In order to bridge these divides, we suggest abstracting from the activity patterns themselves and computing representational dissimilarity matrices (RDMs), which characterize the information carried by a given representation in a brain or model. Building on a rich psychological and mathematical literature on similarity analysis, we propose a new experimental and data-analytical framework called representational similarity analysis (RSA), in which multi-channel measures of neural activity are quantitatively related to each other and to computational theory and behavior by comparing RDMs. We demonstrate RSA by relating representations of visual objects as measured with fMRI in early visual cortex and the fusiform face area to computational models spanning a wide range of complexities. The RDMs are simultaneously related via second-level application of multidimensional scaling and tested using randomization and bootstrap techniques. We discuss the broad potential of RSA, including novel approaches to experimental design, and argue that these ideas, which have deep roots in psychology and neuroscience, will allow the integrated quantitative analysis of data from all three branches, thus contributing to a more unified systems neuroscience
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