4,962 research outputs found

    Transition Contour Synthesis with Dynamic Patch Transitions

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    In this article, we present a novel approach for modulating the shape of transitions between terrain materials to produce detailed and varied contours where blend resolution is limited. Whereas texture splatting and blend mapping add detail to transitions at the texel level, our approach addresses the broader shape of the transition by introducing intermittency and irregularity. Our results have proven that enriched detail of the blend contour can be achieved with a performance competitive to existing approaches without additional texture, geometry resources, or asset preprocessing. We achieve this by compositing blend masks on-the-fly with the subdivision of texture space into differently sized patches to produce irregular contours from minimal artistic input. Our approach is of particular importance for applications where GPU resources or artistic input is limited or impractical

    Structure Preserving Large Imagery Reconstruction

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    With the explosive growth of web-based cameras and mobile devices, billions of photographs are uploaded to the internet. We can trivially collect a huge number of photo streams for various goals, such as image clustering, 3D scene reconstruction, and other big data applications. However, such tasks are not easy due to the fact the retrieved photos can have large variations in their view perspectives, resolutions, lighting, noises, and distortions. Fur-thermore, with the occlusion of unexpected objects like people, vehicles, it is even more challenging to find feature correspondences and reconstruct re-alistic scenes. In this paper, we propose a structure-based image completion algorithm for object removal that produces visually plausible content with consistent structure and scene texture. We use an edge matching technique to infer the potential structure of the unknown region. Driven by the estimated structure, texture synthesis is performed automatically along the estimated curves. We evaluate the proposed method on different types of images: from highly structured indoor environment to natural scenes. Our experimental results demonstrate satisfactory performance that can be potentially used for subsequent big data processing, such as image localization, object retrieval, and scene reconstruction. Our experiments show that this approach achieves favorable results that outperform existing state-of-the-art techniques

    Automatic Objects Removal for Scene Completion

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    With the explosive growth of web-based cameras and mobile devices, billions of photographs are uploaded to the internet. We can trivially collect a huge number of photo streams for various goals, such as 3D scene reconstruction and other big data applications. However, this is not an easy task due to the fact the retrieved photos are neither aligned nor calibrated. Furthermore, with the occlusion of unexpected foreground objects like people, vehicles, it is even more challenging to find feature correspondences and reconstruct realistic scenes. In this paper, we propose a structure based image completion algorithm for object removal that produces visually plausible content with consistent structure and scene texture. We use an edge matching technique to infer the potential structure of the unknown region. Driven by the estimated structure, texture synthesis is performed automatically along the estimated curves. We evaluate the proposed method on different types of images: from highly structured indoor environment to the natural scenes. Our experimental results demonstrate satisfactory performance that can be potentially used for subsequent big data processing: 3D scene reconstruction and location recognition.Comment: 6 pages, IEEE International Conference on Computer Communications (INFOCOM 14), Workshop on Security and Privacy in Big Data, Toronto, Canada, 201

    Real-time transition texture synthesis for terrains.

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    Depicting the transitions where differing material textures meet on a terrain surface presents a particularly unique set of challenges in the field of real-time rendering. Natural landscapes are inherently irregular and composed of complex interactions between many different material types of effectively endless detail and variation. Although consumer grade graphics hardware is becoming ever increasingly powerful with each successive generation, terrain texturing remains a trade-off between realism and the computational resources available. Technological constraints aside, there is still the challenge of generating the texture resources to represent terrain surfaces which can often span many hundreds or even thousands of square kilometres. To produce such textures by hand is often impractical when operating on a restricted budget of time and funding. This thesis presents two novel algorithms for generating texture transitions in realtime using automated processes. The first algorithm, Feature-Based Probability Blending (FBPB), automates the task of generating transitions between material textures containing salient features. As such features protrude through the terrain surface FBPB ensures that the topography of these features is maintained at transitions in a realistic manner. The transitions themselves are generated using a probabilistic process that also dynamically adds wear and tear to introduce high frequency detail and irregularity at the transition contour. The second algorithm, Dynamic Patch Transitions (DPT), extends FBPB by applying the probabilistic transition approach to material textures that contain no salient features. By breaking up texture space into a series of layered patches that are either rendered or discarded on a probabilistic basis, the contour of the transition is greatly increased in resolution and irregularity. When used in conjunction with high frequency detail techniques, such as alpha masking, DPT is capable of producing endless, detailed, irregular transitions without the need for artistic input

    Development Environment for Optimized Locomotion System of Planetary Rovers

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    This paper addresses the first steps that have been undergone to set up the development environement w.r.t optimization and to modelling and simulation of overall dynamics of the rover driving behaviour under all critical surface terrains, like soft and hard soils, slippage, bulldozing effect and digging in soft soil. Optimization is based on MOPS (Multi-Objective Prameter Synthesis), that is capable for handling several objective functions such as mass reduction, motor power reduction, increase of traction forces, rover stability guarantee, and more. The tool interferes with Matlab/Simulink and with Modelica/Dymola for dynamics model implementation. For modelling and simulation of the overall rover dynamics and terramechanical behaviour in all kind of soils we apply a Matlab based tool that takes advantage of the multibody dynamics tool Simpack. First results of very promising rover optimizations 6 wheels are presented that improve ExoMars rover type wheel suspension systems. Performance of driveability behaviour in different soils is presented as well. The next steps are discusses in order to achieve the planned overall development environment

    Effect of disparity on the perception of motion-defined contours

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    We present three experiments that explored the effect of binocular disparity on the perception of contours defined by motion in a Spatiotemporal Boundary Formation. Depending on the disparity, the stimulus is perceived as an object that moves behind a holed surface (occluded configuration) or as a luminous transparency that moves over a surface that contains dots (occluding configuration). In all of the experiments, we used a Vernier task to assess the strength of contour perception. In the first experiment, we measured acuity as a function of disparity for a range of speeds and dot densities. The results showed that, despite the difference in the percepts, acuity was similar in both situations, replicating the dependence on speed and dot density demonstrated in previous studies. In the second experiment, the results showed that the dynamics of contour integration were identical for both occluded and occluding configurations. In the third experiment, we tested whether the mechanism of contour integration works independently from the interpretation of the scene. In this experiment, we inverted the disparity during stimulus presentation so that the stimulus switched between occluded and occluding configurations. The results showed that the switch of the depth order increased the threshold to the value obtained with a shorter presentation time. This might be produced by a resetting of the integration process driven by the change of depth order. The results are discussed within a conceptual model that places the process of contour integration in the context of the perception of objects in a Spatiotemporal Boundary Formation.Fil: Chambeaud, Javier G.. Universidad Nacional de Tucumán; ArgentinaFil: Martín, Andrés. Consejo Nacional de Investigaciones Científicas y Técnicas. Centro Científico Tecnológico Conicet - Tucumán. Instituto de Investigación en Luz, Ambiente y Visión. Universidad Nacional de Tucumán. Facultad de Ciencias Exactas y Tecnología. Instituto de Investigación en Luz, Ambiente y Visión; ArgentinaFil: Barraza, Jose Fernando. Consejo Nacional de Investigaciones Científicas y Técnicas. Centro Científico Tecnológico Conicet - Tucumán. Instituto de Investigación en Luz, Ambiente y Visión. Universidad Nacional de Tucumán. Facultad de Ciencias Exactas y Tecnología. Instituto de Investigación en Luz, Ambiente y Visión; Argentin

    TERASENSE: THz device technology laboratory: final summary

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    The use of THz frequencies, particularly W and G band allows reaching higher resolution and deeper penetration in emerging applications like imaging, sensing, etc. The development of those new applications lays on reliable technologies, background of expertise and know-how. The CDS2008-00068 TERASENSE CONSOLIDER project has given the opportunity to extent upwards in frequency the previous background of the microwaves research group partners. This article summarizes the developments of the TERASENSE work package “THz Device Technology Laboratory”.This work was supported by the Spanish Ministerio de Ciencia e Innovación through the CONSOLIDER-INGENIO 2010 program reference CSD2008-00068 TERASENSE

    Tunable compact THz devices based on graphene and other 2D material metasurfaces

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    Since the isolation of graphene in 2004, a large amount of research has been directed at 2D materials and their applications due to their unique characteristics. Compared with the noble metal plasmons in the visible and near-infrared frequencies, graphene can support surface plasmons in the lower frequencies of terahertz (THz) and midinfrared. Especially, the surface conductivity of graphene can be tuned by either chemical doping or electrostatic gating. As a result, the idea of designing graphene metasurfaces is attractive because of its ultra-broadband response and tunability. It has been demonstrated theoretically and experimentally that the third-order nonlinearity of graphene at the THz frequency range is exceptionally strong, and graphene has smaller losses with respect to noble metals. These features make graphene a promising candidate to enhance nonlinear effects at the far-infrared and THz frequencies. In this thesis, we present several designs to explore electromagnetic applications of graphene metasurface. Theoretical and simulation studies are carried out to design tunable THz polarizers, amplifiers, coherent perfect absorbers and to achieve enhanced nonlinear effect. These studies on the applications of monolayer graphene demonstrate prospective potentials of graphene in THz sensing, imaging, modulators, and nonlinear THz spectroscopy. Adviser: Christos Argyropoulo
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