630 research outputs found

    Efficient error control in 3D mesh coding

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    Our recently proposed wavelet-based L-infinite-constrained coding approach for meshes ensures that the maximum error between the vertex positions in the original and decoded meshes is guaranteed to be lower than a given upper bound. Instantiations of both L-2 and L-infinite coding approaches are demonstrated for MESHGRID, which is a scalable 3D object encoding system, part of MPEG-4 AFX. In this survey paper, we compare the novel L-infinite distortion estimator against the L-2 distortion estimator which is typically employed in 3D mesh coding systems. In addition, we show that, under certain conditions, the L-infinite estimator can be exploited to approximate the Hausdorff distance in real-time implementation

    Scalable 3D Surface Reconstruction by Local Stochastic Fusion of Disparity Maps

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    Digital three-dimensional (3D) models are of significant interest to many application fields, such as medicine, engineering, simulation, and entertainment. Manual creation of 3D models is extremely time-consuming and data acquisition, e.g., through laser sensors, is expensive. In contrast, images captured by cameras mean cheap acquisition and high availability. Significant progress in the field of computer vision already allows for automatic 3D reconstruction using images. Nevertheless, many problems still exist, particularly for big sets of large images. In addition to the complex formulation necessary to solve an ill-posed problem, one has to manage extremely large amounts of data. This thesis targets 3D surface reconstruction using image sets, especially for large-scale, but also for high-accuracy applications. To this end, a processing chain for dense scalable 3D surface reconstruction using large image sets is defined consisting of image registration, disparity estimation, disparity map fusion, and triangulation of point clouds. The main focus of this thesis lies on the fusion and filtering of disparity maps, obtained by Semi-Global Matching, to create accurate 3D point clouds. For unlimited scalability, a Divide and Conquer method is presented that allows for parallel processing of subspaces of the 3D reconstruction space. The method for fusing disparity maps employs local optimization of spatial data. By this means, it avoids complex fusion strategies when merging subspaces. Although the focus is on scalable reconstruction, a high surface quality is obtained by several extensions to state-of-the-art local optimization methods. To this end, the seminal local volumetric optimization method by Curless and Levoy (1996) is interpreted from a probabilistic perspective. From this perspective, the method is extended through Bayesian fusion of spatial measurements with Gaussian uncertainty. Additionally to the generation of an optimal surface, this probabilistic perspective allows for the estimation of surface probabilities. They are used for filtering outliers in 3D space by means of geometric consistency checks. A further improvement of the quality is obtained based on the analysis of the disparity uncertainty. To this end, Total Variation (TV)-based feature classes are defined that are highly correlated with the disparity uncertainty. The correlation function is learned from ground-truth data by means of an Expectation Maximization (EM) approach. Because of the consideration of a statistically estimated disparity error in a probabilistic framework for fusion of spatial data, this can be regarded as a stochastic fusion of disparity maps. In addition, the influence of image registration and polygonization for volumetric fusion is analyzed and used to extend the method. Finally, a multi-resolution strategy is presented that allows for the generation of surfaces from spatial data with a largely varying quality. This method extends state-of-the-art methods by considering the spatial uncertainty of 3D points from stereo data. The evaluation of several well-known and novel datasets demonstrates the potential of the scalable stochastic fusion method. The strength and the weakness of the method are discussed and direction for future research is given.Digitale dreidimensionale (3D) Modelle sind in vielen Anwendungsfeldern, wie Medizin, Ingenieurswesen, Simulation und Unterhaltung von signifikantem Interesse. Eine manuelle Erstellung von 3D-Modellen ist äußerst zeitaufwendig und die Erfassung der Daten, z.B. durch Lasersensoren, ist teuer. Kamerabilder ermöglichen hingegen preiswerte Aufnahmen und sind gut verfügbar. Der rasante Fortschritt im Forschungsfeld Computer Vision ermöglicht bereits eine automatische 3D-Rekonstruktion aus Bilddaten. Dennoch besteht weiterhin eine Vielzahl von Problemen, insbesondere bei der Verarbeitung von großen Mengen hochauflösender Bilder. Zusätzlich zur komplexen Formulierung, die zur Lösung eines schlecht gestellten Problems notwendig ist, besteht die Herausforderung darin, äußerst große Datenmengen zu verwalten. Diese Arbeit befasst sich mit dem Problem der 3D-Oberflächenrekonstruktion aus Bilddaten, insbesondere für sehr große Modelle, aber auch Anwendungen mit hohem Genauigkeitsanforderungen. Zu diesem Zweck wird eine Prozesskette zur dichten skalierbaren 3D-Oberflächenrekonstruktion für große Bildmengen definiert, bestehend aus Bildregistrierung, Disparitätsschätzung, Fusion von Disparitätskarten und Triangulation von Punktwolken. Der Schwerpunkt dieser Arbeit liegt auf der Fusion und Filterung von durch Semi-Global Matching generierten Disparitätskarten zur Bestimmung von genauen 3D-Punktwolken. Für eine unbegrenzte Skalierbarkeit wird eine Divide and Conquer Methode vorgestellt, welche eine parallele Verarbeitung von Teilräumen des 3D-Rekonstruktionsraums ermöglicht. Die Methode zur Fusion von Disparitätskarten basiert auf lokaler Optimierung von 3D Daten. Damit kann eine komplizierte Fusionsstrategie für die Unterräume vermieden werden. Obwohl der Fokus auf der skalierbaren Rekonstruktion liegt, wird eine hohe Oberflächenqualität durch mehrere Erweiterungen von lokalen Optimierungsmodellen erzielt, die dem Stand der Forschung entsprechen. Dazu wird die wegweisende lokale volumetrische Optimierungsmethode von Curless and Levoy (1996) aus einer probabilistischen Perspektive interpretiert. Aus dieser Perspektive wird die Methode durch eine Bayes Fusion von räumlichen Messungen mit Gaußscher Unsicherheit erweitert. Zusätzlich zur Bestimmung einer optimalen Oberfläche ermöglicht diese probabilistische Fusion die Extraktion von Oberflächenwahrscheinlichkeiten. Diese werden wiederum zur Filterung von Ausreißern mittels geometrischer Konsistenzprüfungen im 3D-Raum verwendet. Eine weitere Verbesserung der Qualität wird basierend auf der Analyse der Disparitätsunsicherheit erzielt. Dazu werden Gesamtvariation-basierte Merkmalsklassen definiert, welche stark mit der Disparitätsunsicherheit korrelieren. Die Korrelationsfunktion wird aus ground-truth Daten mittels eines Expectation Maximization (EM) Ansatzes gelernt. Aufgrund der Berücksichtigung eines statistisch geschätzten Disparitätsfehlers in einem probabilistischem Grundgerüst für die Fusion von räumlichen Daten, kann dies als eine stochastische Fusion von Disparitätskarten betrachtet werden. Außerdem wird der Einfluss der Bildregistrierung und Polygonisierung auf die volumetrische Fusion analysiert und verwendet, um die Methode zu erweitern. Schließlich wird eine Multi-Resolution Strategie präsentiert, welche die Generierung von Oberflächen aus räumlichen Daten mit unterschiedlichster Qualität ermöglicht. Diese Methode erweitert Methoden, die den Stand der Forschung darstellen, durch die Berücksichtigung der räumlichen Unsicherheit von 3D-Punkten aus Stereo Daten. Die Evaluierung von mehreren bekannten und neuen Datensätzen zeigt das Potential der skalierbaren stochastischen Fusionsmethode auf. Stärken und Schwächen der Methode werden diskutiert und es wird eine Empfehlung für zukünftige Forschung gegeben

    Quality Measurements on Quantised Meshes

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    In computer graphics, triangle mesh has emerged as the ubiquitous shape rep- resentation for 3D modelling and visualisation applications. Triangle meshes, often undergo compression by specialised algorithms for the purposes of storage and trans- mission. During the compression processes, the coordinates of the vertices of the triangle meshes are quantised using fixed-point arithmetic. Potentially, that can alter the visual quality of the 3D model. Indeed, if the number of bits per vertex coordinate is too low, the mesh will be deemed by the user as visually too coarse as quantisation artifacts will become perceptible. Therefore, there is the need for the development of quality metrics that will enable us to predict the visual appearance of a triangle mesh at a given level of vertex coordinate quantisation

    Radial Basis Functions: Biomedical Applications and Parallelization

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    Radial basis function (RBF) is a real-valued function whose values depend only on the distances between an interpolation point and a set of user-specified points called centers. RBF interpolation is one of the primary methods to reconstruct functions from multi-dimensional scattered data. Its abilities to generalize arbitrary space dimensions and to provide spectral accuracy have made it particularly popular in different application areas, including but not limited to: finding numerical solutions of partial differential equations (PDEs), image processing, computer vision and graphics, deep learning and neural networks, etc. The present thesis discusses three applications of RBF interpolation in biomedical engineering areas: (1) Calcium dynamics modeling, in which we numerically solve a set of PDEs by using meshless numerical methods and RBF-based interpolation techniques; (2) Image restoration and transformation, where an image is restored from its triangular mesh representation or transformed under translation, rotation, and scaling, etc. from its original form; (3) Porous structure design, in which the RBF interpolation used to reconstruct a 3D volume containing porous structures from a set of regularly or randomly placed points inside a user-provided surface shape. All these three applications have been investigated and their effectiveness has been supported with numerous experimental results. In particular, we innovatively utilize anisotropic distance metrics to define the distance in RBF interpolation and apply them to the aforementioned second and third applications, which show significant improvement in preserving image features or capturing connected porous structures over the isotropic distance-based RBF method. Beside the algorithm designs and their applications in biomedical areas, we also explore several common parallelization techniques (including OpenMP and CUDA-based GPU programming) to accelerate the performance of the present algorithms. In particular, we analyze how parallel programming can help RBF interpolation to speed up the meshless PDE solver as well as image processing. While RBF has been widely used in various science and engineering fields, the current thesis is expected to trigger some more interest from computational scientists or students into this fast-growing area and specifically apply these techniques to biomedical problems such as the ones investigated in the present work

    A System for 3D Shape Estimation and Texture Extraction via Structured Light

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    Shape estimation is a crucial problem in the fields of computer vision, robotics and engineering. This thesis explores a shape from structured light (SFSL) approach using a pyramidal laser projector, and the application of texture extraction. The specific SFSL system is chosen for its hardware simplicity, and efficient software. The shape estimation system is capable of estimating the 3D shape of both static and dynamic objects by relying on a fixed pattern. In order to eliminate the need for precision hardware alignment and to remove human error, novel calibration schemes were developed. In addition, selecting appropriate system geometry reduces the typical correspondence problem to that of a labeling problem. Simulations and experiments verify the effectiveness of the built system. Finally, we perform texture extraction by interpolating and resampling sparse range estimates, and subsequently flattening the 3D triangulated graph into a 2D triangulated graph via graph and manifold methods

    Space Carving multi-view video plus depth sequences for representation and transmission of 3DTV and FTV contents

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    La vidéo 3D a suscité un intérêt croissant durant ces dernières années. Grâce au développement récent des écrans stéréoscopiques et auto-stéréoscopiques, la vidéo 3D fournit une sensation réaliste de profondeur à l'utilisateur et une navigation virtuelle autour de la scène observée. Cependant de nombreux défis techniques existent encore. Ces défis peuvent être liés à l'acquisition de la scène et à sa représentation d'une part ou à la transmission des données d'autre part. Dans le contexte de la représentation de scènes naturelles, de nombreux efforts ont été fournis afin de surmonter ces difficultés. Les méthodes proposées dans la littérature peuvent être basées image, géométrie ou faire appel à des représentations combinant image et géométrie. L'approche adoptée dans cette thèse consiste en une méthode hybride s'appuyant sur l'utilisation des séquences multi-vues plus profondeur MVD (Multi-view Video plus Depth) afin de conserver le photo-réalisme de la scène observée, combinée avec un modèle géométrique, à base de maillage triangulaire, renforçant ainsi la compacité de la représentation. Nous supposons que les cartes de profondeur des données MVD fournies sont fiables et que les caméras utilisées durant l'acquisition sont calibrées, les paramètres caméras sont donc connus, mais les images correspondantes ne sont pas nécessairement rectifiées. Nous considérerons ainsi le cas général où les caméras peuvent être parallèles ou convergentes. Les contributions de cette thèse sont les suivantes. D'abord, un schéma volumétrique dédié à la fusion des cartes de profondeur en une surface maillée est proposé. Ensuite, un nouveau schéma de plaquage de texture multi-vues est proposé. Finalement, nous abordons à l'issue ce ces deux étapes de modélisation, la transmission proprement dite et comparons les performances de notre schéma de modélisation avec un schéma basé sur le standard MPEG-MVC, état de l'art dans la compression de vidéos multi-vues.3D videos have witnessed a growing interest in the last few years. Due to the recent development ofstereoscopic and auto-stereoscopic displays, 3D videos provide a realistic depth perception to the user and allows a virtual navigation around the scene. Nevertheless, several technical challenges are still remaining. Such challenges are either related to scene acquisition and representation on the one hand or to data transmission on the other hand. In the context of natural scene representation, research activities have been strengthened worldwide in order to handle these issues. The proposed methods for scene representation can be image-based, geometry based or methods combining both image and geometry. In this thesis, we take advantage of image based representations, thanks to the use of Multi-view Video plus Depth representation, in order to preserve the photorealism of the observed scene, and geometric based representations in order to enforce the compactness ofthe proposed scene representation. We assume the provided depth maps to be reliable.Besides, the considered cameras are calibrated so that the cameras parameters are known but thecorresponding images are not necessarily rectified. We consider, therefore, the general framework where cameras can be either convergent or parallel. The contributions of this thesis are the following. First, a new volumetric framework is proposed in order to mergethe input depth maps into a single and compact surface mesh. Second, a new algorithm for multi-texturing the surface mesh is proposed. Finally, we address the transmission issue and compare the performance of the proposed modeling scheme with the current standard MPEG-MVC, that is the state of the art of multi-view video compression.RENNES-INSA (352382210) / SudocSudocFranceF
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