20 research outputs found

    Efficient Methods for Computational Light Transport

    Get PDF
    En esta tesis presentamos contribuciones sobre distintos retos computacionales relacionados con transporte de luz. Los algoritmos que utilizan información sobre el transporte de luz están presentes en muchas aplicaciones de hoy en día, desde la generación de efectos visuales, a la detección de objetos en tiempo real. La luz es una valiosa fuente de información que nos permite entender y representar nuestro entorno, pero obtener y procesar esta información presenta muchos desafíos debido a la complejidad de las interacciones entre la luz y la materia. Esta tesis aporta contribuciones en este tema desde dos puntos de vista diferentes: algoritmos en estado estacionario, en los que se asume que la velocidad de la luz es infinita; y algoritmos en estado transitorio, que tratan la luz no solo en el dominio espacial, sino también en el temporal. Nuestras contribuciones en algoritmos estacionarios abordan problemas tanto en renderizado offline como en tiempo real. Nos enfocamos en la reducción de varianza para métodos offline,proponiendo un nuevo método para renderizado eficiente de medios participativos. En renderizado en tiempo real, abordamos las limitacionesde consumo de batería en dispositivos móviles proponiendo un sistema de renderizado que incrementa la eficiencia energética en aplicaciones gráficas en tiempo real. En el transporte de luz transitorio, formalizamos la simulación de este tipo transporte en este nuevo dominio, y presentamos nuevos algoritmos y métodos para muestreo eficiente para render transitorio. Finalmente, demostramos la utilidad de generar datos en este dominio, presentando un nuevo método para corregir interferencia multi-caminos en camaras Timeof- Flight, un problema patológico en el procesamiento de imágenes transitorias.n this thesis we present contributions to different challenges of computational light transport. Light transport algorithms are present in many modern applications, from image generation for visual effects to real-time object detection. Light is a rich source of information that allows us to understand and represent our surroundings, but obtaining and processing this information presents many challenges due to its complex interactions with matter. This thesis provides advances in this subject from two different perspectives: steady-state algorithms, where the speed of light is assumed infinite, and transient-state algorithms, which deal with light as it travels not only through space but also time. Our steady-state contributions address problems in both offline and real-time rendering. We target variance reduction in offline rendering by proposing a new efficient method for participating media rendering. In real-time rendering, we target energy constraints of mobile devices by proposing a power-efficient rendering framework for real-time graphics applications. In transient-state we first formalize light transport simulation under this domain, and present new efficient sampling methods and algorithms for transient rendering. We finally demonstrate the potential of simulated data to correct multipath interference in Time-of-Flight cameras, one of the pathological problems in transient imaging.<br /

    OBJECT PERCEPTION IN UNDERWATER ENVIRONMENTS: A SURVEY ON SENSORS AND SENSING METHODOLOGIES

    Get PDF
    Underwater robots play a critical role in the marine industry. Object perception is the foundation for the automatic operations of submerged vehicles in dynamic aquatic environments. However, underwater perception encounters multiple environmental challenges, including rapid light attenuation, light refraction, or backscattering effect. These problems reduce the sensing devices’ signal-to-noise ratio (SNR), making underwater perception a complicated research topic. This paper describes the state-of-the-art sensing technologies and object perception techniques for underwater robots in different environmental conditions. Due to the current sensing modalities’ various constraints and characteristics, we divide the perception ranges into close-range, medium-range, and long-range. We survey and describe recent advances for each perception range and suggest some potential future research directions worthy of investigating in this field

    Development of a non-invasive motion capture system for swimming biomechanics

    Get PDF
    Sports researchers and coaches currently have no practical tool that can accurately and rapidly measure the 3D kinematics of swimmers. Established motion capture methods in biomechanics are not well suited for underwater use, either because they i) are not accurate enough (like depth-based systems, or the visual hull), ii) would impair the movement of swimmers (like sensor- and marker-based systems), or iii) are too time consuming (like manual digitisation). The ideal for swimming motion capture would be a markerless motion capture system that only requires a few cameras. Such a system would automatically extract silhouettes and 2D joint locations from the videos recorded by the cameras, and fit a generic 3D body model to these constraints. The main challenge in developing such a system for swimming motion capture lies in the development of algorithms for silhouette extraction and 2D pose detection (i.e., localisation of joints in image coordinates), which need to perform well on images of swimmers—a task that currently available algorithms fail. The aim of this PhD was the development of such algorithms. Existing datasets do not contain images of swimmers, making it impossible to train algorithms that would perform well in this domain. Therefore, during the PhD two datasets of images of swimmers were constructed and hand-labelled: one, called Scylla, for silhouette extraction (3,100 images); and one, called Charybdis, for 2D pose detection (8,000 images). Scylla and Charybdis are the first datasets developed specifically for training algorithms to perform well on images of swimmers. Indeed, using these datasets, two algorithms were developed during this PhD: FISHnet, for silhouette extraction; and POSEidon, for 2D pose detection. The novelty of FISHnet (which outperformed state-of-the-art algorithms on Scylla) lies in its ability to predict outputs at the same resolution as the inputs, allowing it to reconstruct fine-grained silhouettes. The novelty of POSEidon lies in its unique structure, which allows it to directly regress the x and y coordinates of joints without needing heatmaps. POSEidon is almost as accurate as humans at locating the spinal joints of swimmers, which are essential constraints onto which to fit 3D models. Using these two algorithms, researchers will, in the future, be able to assemble a markerless motion capture system for swimming, which will contribute to improving our understanding of swimming biomechanics, as well as providing coaches a tool with which to monitor the technique of swimmers

    Computational Light Transport for Forward and Inverse Problems.

    Get PDF
    El transporte de luz computacional comprende todas las técnicas usadas para calcular el flujo de luz en una escena virtual. Su uso es ubicuo en distintas aplicaciones, desde entretenimiento y publicidad, hasta diseño de producto, ingeniería y arquitectura, incluyendo el generar datos validados para técnicas basadas en imagen por ordenador. Sin embargo, simular el transporte de luz de manera precisa es un proceso costoso. Como consecuencia, hay que establecer un balance entre la fidelidad de la simulación física y su coste computacional. Por ejemplo, es común asumir óptica geométrica o una velocidad de propagación de la luz infinita, o simplificar los modelos de reflectancia ignorando ciertos fenómenos. En esta tesis introducimos varias contribuciones a la simulación del transporte de luz, dirigidas tanto a mejorar la eficiencia del cálculo de la misma, como a expandir el rango de sus aplicaciones prácticas. Prestamos especial atención a remover la asunción de una velocidad de propagación infinita, generalizando el transporte de luz a su estado transitorio. Respecto a la mejora de eficiencia, presentamos un método para calcular el flujo de luz que incide directamente desde luminarias en un sistema de generación de imágenes por Monte Carlo, reduciendo significativamente la variancia de las imágenes resultantes usando el mismo tiempo de ejecución. Asimismo, introducimos una técnica basada en estimación de densidad en el estado transitorio, que permite reusar mejor las muestras temporales en un medio parcipativo. En el dominio de las aplicaciones, también introducimos dos nuevos usos del transporte de luz: Un modelo para simular un tipo especial de pigmentos gonicromáticos que exhiben apariencia perlescente, con el objetivo de proveer una forma de edición intuitiva para manufactura, y una técnica de imagen sin línea de visión directa usando información del tiempo de vuelo de la luz, construida sobre un modelo de propagación de la luz basado en ondas.<br /

    3D Recording and Interpretation for Maritime Archaeology

    Get PDF
    This open access peer-reviewed volume was inspired by the UNESCO UNITWIN Network for Underwater Archaeology International Workshop held at Flinders University, Adelaide, Australia in November 2016. Content is based on, but not limited to, the work presented at the workshop which was dedicated to 3D recording and interpretation for maritime archaeology. The volume consists of contributions from leading international experts as well as up-and-coming early career researchers from around the globe. The content of the book includes recording and analysis of maritime archaeology through emerging technologies, including both practical and theoretical contributions. Topics include photogrammetric recording, laser scanning, marine geophysical 3D survey techniques, virtual reality, 3D modelling and reconstruction, data integration and Geographic Information Systems. The principal incentive for this publication is the ongoing rapid shift in the methodologies of maritime archaeology within recent years and a marked increase in the use of 3D and digital approaches. This convergence of digital technologies such as underwater photography and photogrammetry, 3D sonar, 3D virtual reality, and 3D printing has highlighted a pressing need for these new methodologies to be considered together, both in terms of defining the state-of-the-art and for consideration of future directions. As a scholarly publication, the audience for the book includes students and researchers, as well as professionals working in various aspects of archaeology, heritage management, education, museums, and public policy. It will be of special interest to those working in the field of coastal cultural resource management and underwater archaeology but will also be of broader interest to anyone interested in archaeology and to those in other disciplines who are now engaging with 3D recording and visualization

    Change detection in combination with spatial models and its effectiveness on underwater scenarios

    Get PDF
    This thesis proposes a novel change detection approach for underwater scenarios and combines it with different especially developed spatial models, this allows accurate and spatially coherent detection of any moving objects with a static camera in arbitrary environments. To deal with the special problems of underwater imaging pre-segmentations based on the optical flow and other special adaptions were added to the change detection algorithm so that it can better handle typical underwater scenarios like a scene crowded by a whole fish swarm

    Semantic location extraction from crowdsourced data

    Get PDF
    Crowdsourced Data (CSD) has recently received increased attention in many application areas including disaster management. Convenience of production and use, data currency and abundancy are some of the key reasons for attracting this high interest. Conversely, quality issues like incompleteness, credibility and relevancy prevent the direct use of such data in important applications like disaster management. Moreover, location information availability of CSD is problematic as it remains very low in many crowd sourced platforms such as Twitter. Also, this recorded location is mostly related to the mobile device or user location and often does not represent the event location. In CSD, event location is discussed descriptively in the comments in addition to the recorded location (which is generated by means of mobile device's GPS or mobile communication network). This study attempts to semantically extract the CSD location information with the help of an ontological Gazetteer and other available resources. 2011 Queensland flood tweets and Ushahidi Crowd Map data were semantically analysed to extract the location information with the support of Queensland Gazetteer which is converted to an ontological gazetteer and a global gazetteer. Some preliminary results show that the use of ontologies and semantics can improve the accuracy of place name identification of CSD and the process of location information extraction
    corecore