32 research outputs found

    Adaptive 3D web-based environment for heterogeneous volume objects.

    Get PDF
    The Internet was growing fast on the last decade. Interaction and visualisation became an essential feature online. The demand for online modelling and rendering in a real-time, adaptive and interactive manner exceeded the growth and development of the hardware resources including computational power and memories. Building up and accessing an instant 3D Web-based and plugin-free platform started to be a must in order to generate 3D volumes. Modelling and rendering complicated heterogeneous volumes using online applications requires good Internet bandwidth and high computational power. A large number of 3D modelling tools designed to create complicated models in an interactive manner are now available online, the problem of using such tools is that the user needs to acquire a certain level of modelling knowledge In this work, we identify the problem, introduce the theoretical background and discuss the theory about Web-based modelling and rendering, including client- server approach, scenario optimization by solving constraint satisfaction problem, and complexity analysis. We address the challenges of designing, implementing and testing an online, Web-based, instant 3D modelling and rendering environment and we discuss some of its characteristics including adaptivity, platform independence, interactivity, and easy-to-use after presenting the theoretical part of implementing such an environment. We also introduce platform-independent modelling and rendering environment for complicated heterogeneous volumes with colour attributes based on client- server architecture. The work includes analysis and implementation for different rendering approaches suitable for different kind of users. We also discuss the performance of the proposed environment by comparing the rendering approaches. As an additional feature of our modelling system, we discuss aspects of securing the model transferring between client and the server

    Architectures for ubiquitous 3D on heterogeneous computing platforms

    Get PDF
    Today, a wide scope for 3D graphics applications exists, including domains such as scientific visualization, 3D-enabled web pages, and entertainment. At the same time, the devices and platforms that run and display the applications are more heterogeneous than ever. Display environments range from mobile devices to desktop systems and ultimately to distributed displays that facilitate collaborative interaction. While the capability of the client devices may vary considerably, the visualization experiences running on them should be consistent. The field of application should dictate how and on what devices users access the application, not the technical requirements to realize the 3D output. The goal of this thesis is to examine the diverse challenges involved in providing consistent and scalable visualization experiences to heterogeneous computing platforms and display setups. While we could not address the myriad of possible use cases, we developed a comprehensive set of rendering architectures in the major domains of scientific and medical visualization, web-based 3D applications, and movie virtual production. To provide the required service quality, performance, and scalability for different client devices and displays, our architectures focus on the efficient utilization and combination of the available client, server, and network resources. We present innovative solutions that incorporate methods for hybrid and distributed rendering as well as means to manage data sets and stream rendering results. We establish the browser as a promising platform for accessible and portable visualization services. We collaborated with experts from the medical field and the movie industry to evaluate the usability of our technology in real-world scenarios. The presented architectures achieve a wide coverage of display and rendering setups and at the same time share major components and concepts. Thus, they build a strong foundation for a unified system that supports a variety of use cases.Heutzutage existiert ein großer Anwendungsbereich für 3D-Grafikapplikationen wie wissenschaftliche Visualisierungen, 3D-Inhalte in Webseiten, und Unterhaltungssoftware. Gleichzeitig sind die Geräte und Plattformen, welche die Anwendungen ausführen und anzeigen, heterogener als je zuvor. Anzeigegeräte reichen von mobilen Geräten zu Desktop-Systemen bis hin zu verteilten Bildschirmumgebungen, die eine kollaborative Anwendung begünstigen. Während die Leistungsfähigkeit der Geräte stark schwanken kann, sollten die dort laufenden Visualisierungen konsistent sein. Das Anwendungsfeld sollte bestimmen, wie und auf welchem Gerät Benutzer auf die Anwendung zugreifen, nicht die technischen Voraussetzungen zur Erzeugung der 3D-Grafik. Das Ziel dieser Thesis ist es, die diversen Herausforderungen zu untersuchen, die bei der Bereitstellung von konsistenten und skalierbaren Visualisierungsanwendungen auf heterogenen Plattformen eine Rolle spielen. Während wir nicht die Vielzahl an möglichen Anwendungsfällen abdecken konnten, haben wir eine repräsentative Auswahl an Rendering-Architekturen in den Kernbereichen wissenschaftliche Visualisierung, web-basierte 3D-Anwendungen, und virtuelle Filmproduktion entwickelt. Um die geforderte Qualität, Leistung, und Skalierbarkeit für verschiedene Client-Geräte und -Anzeigen zu gewährleisten, fokussieren sich unsere Architekturen auf die effiziente Nutzung und Kombination der verfügbaren Client-, Server-, und Netzwerkressourcen. Wir präsentieren innovative Lösungen, die hybrides und verteiltes Rendering als auch das Verwalten der Datensätze und Streaming der 3D-Ausgabe umfassen. Wir etablieren den Web-Browser als vielversprechende Plattform für zugängliche und portierbare Visualisierungsdienste. Um die Verwendbarkeit unserer Technologie in realitätsnahen Szenarien zu testen, haben wir mit Experten aus der Medizin und Filmindustrie zusammengearbeitet. Unsere Architekturen erreichen eine umfassende Abdeckung von Anzeige- und Rendering-Szenarien und teilen sich gleichzeitig wesentliche Komponenten und Konzepte. Sie bilden daher eine starke Grundlage für ein einheitliches System, das eine Vielzahl an Anwendungsfällen unterstützt

    SVG 3D Graphical Presentation for Web-based Applications

    Get PDF
    Due to the rapid developments in the field of computer graphics and computer hardware, web-based applications are becoming more and more powerful, and the performance distance between web-based applications and desktop applications is increasingly closer. The Internet and the WWW have been widely used for delivering, processing, and publishing 3D data. There is increasingly demand for more and easier access to 3D content on the web. The better the browser experience, the more potential revenue that web-based content can generate for providers and others. The main focus of this thesis is on the design, develop and implementation of a new 3D generic modelling method based on Scalable Vector Graphics (SVG) for web-based applications. While the model is initialized using classical 3D graphics, the scene model is extended using SVG. A new algorithm to present 3D graphics with SVG is proposed. This includes the definition of a 3D scene in the framework, integration of 3D objects, cameras, transformations, light models and textures in a 3D scene, and the rendering of 3D objects on the web page, allowing the end-user to interactively manipulate objects on the web page. A new 3D graphics library for 3D geometric transformation and projection in the SVG GL is design and develop. A set of primitives in the SVG GL, including triangle, sphere, cylinder, cone, etc. are designed and developed. A set of complex 3D models in the SVG GL, including extrusion, revolution, Bezier surface, and point clouds are designed and developed. The new Gouraud shading algorithm and new Phong Shading algorithm in the SVG GL are proposed, designed and developed. The algorithms can be used to generate smooth shading and create highlight for 3D models. The new texture mapping algorithms for the SVG GL oriented toward web-based 3D modelling applications are proposed, designed and developed. Texture mapping algorithms for different 3D objects such as triangle, plane, sphere, cylinder, cone, etc. will also be proposed, designed and developed. This constitutes a unique and significant contribution to the disciplines of web-based 3D modelling, as well as to the process of 3D model popularization

    Material Recognition Meets 3D Reconstruction : Novel Tools for Efficient, Automatic Acquisition Systems

    Get PDF
    For decades, the accurate acquisition of geometry and reflectance properties has represented one of the major objectives in computer vision and computer graphics with many applications in industry, entertainment and cultural heritage. Reproducing even the finest details of surface geometry and surface reflectance has become a ubiquitous prerequisite in visual prototyping, advertisement or digital preservation of objects. However, today's acquisition methods are typically designed for only a rather small range of material types. Furthermore, there is still a lack of accurate reconstruction methods for objects with a more complex surface reflectance behavior beyond diffuse reflectance. In addition to accurate acquisition techniques, the demand for creating large quantities of digital contents also pushes the focus towards fully automatic and highly efficient solutions that allow for masses of objects to be acquired as fast as possible. This thesis is dedicated to the investigation of basic components that allow an efficient, automatic acquisition process. We argue that such an efficient, automatic acquisition can be realized when material recognition "meets" 3D reconstruction and we will demonstrate that reliably recognizing the materials of the considered object allows a more efficient geometry acquisition. Therefore, the main objectives of this thesis are given by the development of novel, robust geometry acquisition techniques for surface materials beyond diffuse surface reflectance, and the development of novel, robust techniques for material recognition. In the context of 3D geometry acquisition, we introduce an improvement of structured light systems, which are capable of robustly acquiring objects ranging from diffuse surface reflectance to even specular surface reflectance with a sufficient diffuse component. We demonstrate that the resolution of the reconstruction can be increased significantly for multi-camera, multi-projector structured light systems by using overlappings of patterns that have been projected under different projector poses. As the reconstructions obtained by applying such triangulation-based techniques still contain high-frequency noise due to inaccurately localized correspondences established for images acquired under different viewpoints, we furthermore introduce a novel geometry acquisition technique that complements the structured light system with additional photometric normals and results in significantly more accurate reconstructions. In addition, we also present a novel method to acquire the 3D shape of mirroring objects with complex surface geometry. The aforementioned investigations on 3D reconstruction are accompanied by the development of novel tools for reliable material recognition which can be used in an initial step to recognize the present surface materials and, hence, to efficiently select the subsequently applied appropriate acquisition techniques based on these classified materials. In the scope of this thesis, we therefore focus on material recognition for scenarios with controlled illumination as given in lab environments as well as scenarios with natural illumination that are given in photographs of typical daily life scenes. Finally, based on the techniques developed in this thesis, we provide novel concepts towards efficient, automatic acquisition systems

    MediaSync: Handbook on Multimedia Synchronization

    Get PDF
    This book provides an approachable overview of the most recent advances in the fascinating field of media synchronization (mediasync), gathering contributions from the most representative and influential experts. Understanding the challenges of this field in the current multi-sensory, multi-device, and multi-protocol world is not an easy task. The book revisits the foundations of mediasync, including theoretical frameworks and models, highlights ongoing research efforts, like hybrid broadband broadcast (HBB) delivery and users' perception modeling (i.e., Quality of Experience or QoE), and paves the way for the future (e.g., towards the deployment of multi-sensory and ultra-realistic experiences). Although many advances around mediasync have been devised and deployed, this area of research is getting renewed attention to overcome remaining challenges in the next-generation (heterogeneous and ubiquitous) media ecosystem. Given the significant advances in this research area, its current relevance and the multiple disciplines it involves, the availability of a reference book on mediasync becomes necessary. This book fills the gap in this context. In particular, it addresses key aspects and reviews the most relevant contributions within the mediasync research space, from different perspectives. Mediasync: Handbook on Multimedia Synchronization is the perfect companion for scholars and practitioners that want to acquire strong knowledge about this research area, and also approach the challenges behind ensuring the best mediated experiences, by providing the adequate synchronization between the media elements that constitute these experiences
    corecore