136 research outputs found

    The stereoscopic veil

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    Rõivaste tekstureerimine kasutades Kinect V2.0

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    This thesis describes three new garment retexturing methods for FitsMe virtual fitting room applications using data from Microsoft Kinect II RGB-D camera. The first method, which is introduced, is an automatic technique for garment retexturing using a single RGB-D image and infrared information obtained from Kinect II. First, the garment is segmented out from the image using GrabCut or depth segmentation. Then texture domain coordinates are computed for each pixel belonging to the garment using normalized 3D information. Afterwards, shading is applied to the new colors from the texture image. The second method proposed in this work is about 2D to 3D garment retexturing where a segmented garment of a manikin or person is matched to a new source garment and retextured, resulting in augmented images in which the new source garment is transferred to the manikin or person. The problem is divided into garment boundary matching based on point set registration which uses Gaussian mixture models and then interpolate inner points using surface topology extracted through geodesic paths, which leads to a more realistic result than standard approaches. The final contribution of this thesis is by introducing another novel method which is used for increasing the texture quality of a 3D model of a garment, by using the same Kinect frame sequence which was used in the model creation. Firstly, a structured mesh must be created from the 3D model, therefore the 3D model is wrapped to a base model with defined seams and texture map. Afterwards frames are matched to the newly created model and by process of ray casting the color values of the Kinect frames are mapped to the UV map of the 3D model

    Space, Mysticism, Romantic Music, Sequencing, and the Widening of Form in German "Krautrock" during the 70\u27s

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    The examples show important elements of the whole range of German Krautrock in the seventies, from cosmic, electronic space music over the romantic aspect to the fantasy style and to the sequencing pop of Kraftwerk. Many other Krautrock bands were popular and of influence in the seventies. There is a new interest in England, and even modern techno and rave beats imitate structural Krautrock aspects from electronic space music by relying on pulsating sequencer rhythms that have a lot in common with Tangerine Dream’s space journeys, Faust’s fuzzy repetitions or Kraftwerk’s sequencing. This demonstrates that the innovative works of these German bands of the seventies are - in retrospect - an important and influential part of rock history

    Painterly rendering techniques: A state-of-the-art review of current approaches

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    In this publication we will look at the different methods presented over the past few decades which attempt to recreate digital paintings. While previous surveys concentrate on the broader subject of non-photorealistic rendering, the focus of this paper is firmly placed on painterly rendering techniques. We compare different methods used to produce different output painting styles such as abstract, colour pencil, watercolour, oriental, oil and pastel. Whereas some methods demand a high level of interaction using a skilled artist, others require simple parameters provided by a user with little or no artistic experience. Many methods attempt to provide more automation with the use of varying forms of reference data. This reference data can range from still photographs, video, 3D polygonal meshes or even 3D point clouds. The techniques presented here endeavour to provide tools and styles that are not traditionally available to an artist. Copyright © 2012 John Wiley & Sons, Ltd

    Blown to Bits Project

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    The book, Blown to Bits, uncovers the many ways that the new digital world has changed and is changing our whole environment. Some changes are incremental but others are more revolutionary. Some of the changes that we welcome are slowly eroding our privacy and are changing the rules of ownership. This book illuminates the complexities of these changes. I have attempted to capture the central points in selected chapters, and in some cases I have added new material or new examples to replace dated material. I picked chapters to summarize that address the following topics (and more). There are many pieces of data that exist about each of us that aggregators can piece together often because we willingly give it up to receive some service. Because of that we have little privacy left. Ownership of digitized content is being redefined legally because digital copies are as good as the original and because those copies are difficult to control. The change from an analog world to a digital world is revolutionary, and the social customs and laws are slow to adapt to the change. Encryption now is generally accepted by legislators because it is necessary for banking transactions and other commercial activity, but it gives rise to activities such as the dark web (example, the Silk Road). How does the technology behind the dark web work? The pervasive nature of digital images, digital text, GPS data, metadata, and the nature of software applications makes inadvertent disclosure of information almost impossible to control. How can laws be fashioned to control predatory behavior on the web? The supplementary materials I have created unpacks the chapters that focus on these issues. In addition I have added other materials useful for instructors who choose to use the book (some technical material, assignments and rubrics).https://scholars.fhsu.edu/informatics_oer/1000/thumbnail.jp

    HoloSketch

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