11,451 research outputs found
End-to-end Projector Photometric Compensation
Projector photometric compensation aims to modify a projector input image
such that it can compensate for disturbance from the appearance of projection
surface. In this paper, for the first time, we formulate the compensation
problem as an end-to-end learning problem and propose a convolutional neural
network, named CompenNet, to implicitly learn the complex compensation
function. CompenNet consists of a UNet-like backbone network and an autoencoder
subnet. Such architecture encourages rich multi-level interactions between the
camera-captured projection surface image and the input image, and thus captures
both photometric and environment information of the projection surface. In
addition, the visual details and interaction information are carried to deeper
layers along the multi-level skip convolution layers. The architecture is of
particular importance for the projector compensation task, for which only a
small training dataset is allowed in practice. Another contribution we make is
a novel evaluation benchmark, which is independent of system setup and thus
quantitatively verifiable. Such benchmark is not previously available, to our
best knowledge, due to the fact that conventional evaluation requests the
hardware system to actually project the final results. Our key idea, motivated
from our end-to-end problem formulation, is to use a reasonable surrogate to
avoid such projection process so as to be setup-independent. Our method is
evaluated carefully on the benchmark, and the results show that our end-to-end
learning solution outperforms state-of-the-arts both qualitatively and
quantitatively by a significant margin.Comment: To appear in the 2019 IEEE Conference on Computer Vision and Pattern
Recognition (CVPR). Source code and dataset are available at
https://github.com/BingyaoHuang/compenne
A software framework for the development of projection-based augmented reality systems
Despite the large amount of methods and applications of augmented reality, there is little homogenization on the software platforms that support them. An exception may be the low level control software that is provided by some high profile vendors such as Qualcomm and Metaio. However, these provide fine grain modules for e.g. element tracking. We are more concerned on the application framework, that includes the control of the devices working together for the development of the AR experience. In this paper we present a software framework that can be used for the development of AR applications based on camera-projector pairs, that is suitable for both fixed, and nomadic setups.Peer ReviewedPostprint (author's final draft
Pictures in Your Mind: Using Interactive Gesture-Controlled Reliefs to Explore Art
Tactile reliefs offer many benefits over the more classic raised line drawings or tactile diagrams, as depth, 3D shape, and surface textures are directly perceivable. Although often created for blind and visually impaired (BVI) people, a wider range of people may benefit from such multimodal material. However, some reliefs are still difficult to understand without proper guidance or accompanying verbal descriptions, hindering autonomous exploration.
In this work, we present a gesture-controlled interactive audio guide (IAG) based on recent low-cost depth cameras that can be operated directly with the hands on relief surfaces during tactile exploration. The interactively explorable, location-dependent verbal and captioned descriptions promise rapid tactile accessibility to 2.5D spatial information in a home or education setting, to online resources, or as a kiosk installation at public places.
We present a working prototype, discuss design decisions, and present the results of two evaluation studies: the first with 13 BVI test users and the second follow-up study with 14 test users across a wide range of people with differences and difficulties associated with perception, memory, cognition, and communication. The participant-led research method of this latter study prompted new, significant and innovative developments
An intelligent real time 3D vision system for robotic welding tasks
MARWIN is a top-level robot control system that has been designed for automatic robot welding tasks. It extracts welding parameters and calculates robot trajectories directly from CAD models which are then verified by real-time 3D scanning and registration. MARWIN's 3D computer vision provides a user-centred robot environment in which a task is specified by the user by simply confirming and/or adjusting suggested parameters and welding sequences. The focus of this paper is on describing a mathematical formulation for fast 3D reconstruction using structured light together with the mechanical design and testing of the 3D vision system and show how such technologies can be exploited in robot welding tasks
Description and performance of the Langley differential maneuvering simulator
The differential maneuvering simulator for simulating two aircraft or spacecraft operating in a differential mode is described. Tests made to verify that the system could provide the required simulated aircraft motions are given. The mathematical model which converts computed aircraft motions into the required motions of the various projector gimbals is described
Factors influencing visual attention switch in multi-display user interfaces: a survey
Multi-display User Interfaces (MDUIs) enable people to take advantage of the different characteristics of different display categories. For example, combining mobile and large displays within the same system enables users to interact with user interface elements locally while simultaneously having a large display space to show data. Although there is a large potential gain in performance and comfort, there is at least one main drawback that can override the benefits of MDUIs: the visual and physical separation between displays requires that users perform visual attention switches between displays. In this paper, we present a survey and analysis of existing data and classifications to identify factors that can affect visual attention switch in MDUIs. Our analysis and taxonomy bring attention to the often ignored implications of visual attention switch and collect existing evidence to facilitate research and implementation of effective MDUIs.Postprin
A multi-projector CAVE system with commodity hardware and gesture-based interaction
Spatially-immersive systems such as CAVEs provide users with surrounding worlds by projecting 3D models on multiple screens around the viewer. Compared to alternative immersive systems such as HMDs, CAVE systems are a powerful tool for collaborative inspection of virtual environments due to better use of peripheral vision, less sensitivity to tracking errors, and higher communication possibilities among users. Unfortunately, traditional CAVE setups require sophisticated equipment including stereo-ready projectors and tracking systems with high acquisition and maintenance costs. In this paper we present the design and construction of a passive-stereo, four-wall CAVE system based on commodity hardware. Our system works with any mix of a wide range of projector models that can be replaced independently at any time, and achieves high resolution and brightness at a minimum cost. The key ingredients of our CAVE are a self-calibration approach that guarantees continuity across the screen, as well as a gesture-based interaction approach based on a clever
combination of skeletal data from multiple Kinect sensors.Preprin
- …