22,970 research outputs found

    Reverse-engineering of architectural buildings based on an hybrid modeling approach

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    We thank MENSI and REALVIZ companies for their helpful comments and the following people for providing us images from their works: Francesca De Domenico (Fig. 1), Kyung-Tae Kim (Fig. 9). The CMN (French national center of patrimony buildings) is also acknowledged for the opportunity given to demonstrate our approach on the Hotel de Sully in Paris. We thank Tudor Driscu for his help on the English translation.This article presents a set of theoretical reflections and technical demonstrations that constitute a new methodological base for the architectural surveying and representation using computer graphics techniques. The problem we treated relates to three distinct concerns: the surveying of architectural objects, the construction and the semantic enrichment of their geometrical models, and their handling for the extraction of dimensional information. A hybrid approach to 3D reconstruction is described. This new approach combines range-based modeling and image-based modeling techniques; it integrates the concept of architectural feature-based modeling. To develop this concept set up a first process of extraction and formalization of architectural knowledge based on the analysis of architectural treaties is carried on. Then, the identified features are used to produce a template shape library. Finally the problem of the overall model structure and organization is addressed

    Airborne photogrammetry and LIDAR for DSM extraction and 3D change detection over an urban area : a comparative study

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    A digital surface model (DSM) extracted from stereoscopic aerial images, acquired in March 2000, is compared with a DSM derived from airborne light detection and ranging (lidar) data collected in July 2009. Three densely built-up study areas in the city centre of Ghent, Belgium, are selected, each covering approximately 0.4 km(2). The surface models, generated from the two different 3D acquisition methods, are compared qualitatively and quantitatively as to what extent they are suitable in modelling an urban environment, in particular for the 3D reconstruction of buildings. Then the data sets, which are acquired at two different epochs t(1) and t(2), are investigated as to what extent 3D (building) changes can be detected and modelled over the time interval. A difference model, generated by pixel-wise subtracting of both DSMs, indicates changes in elevation. Filters are proposed to differentiate 'real' building changes from false alarms provoked by model noise, outliers, vegetation, etc. A final 3D building change model maps all destructed and newly constructed buildings within the time interval t(2) - t(1). Based on the change model, the surface and volume of the building changes can be quantified

    3D scanning of cultural heritage with consumer depth cameras

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    Three dimensional reconstruction of cultural heritage objects is an expensive and time-consuming process. Recent consumer real-time depth acquisition devices, like Microsoft Kinect, allow very fast and simple acquisition of 3D views. However 3D scanning with such devices is a challenging task due to the limited accuracy and reliability of the acquired data. This paper introduces a 3D reconstruction pipeline suited to use consumer depth cameras as hand-held scanners for cultural heritage objects. Several new contributions have been made to achieve this result. They include an ad-hoc filtering scheme that exploits the model of the error on the acquired data and a novel algorithm for the extraction of salient points exploiting both depth and color data. Then the salient points are used within a modified version of the ICP algorithm that exploits both geometry and color distances to precisely align the views even when geometry information is not sufficient to constrain the registration. The proposed method, although applicable to generic scenes, has been tuned to the acquisition of sculptures and in this connection its performance is rather interesting as the experimental results indicate

    Impact of geometry on light collection efficiency of scintillation detectors for cryogenic rare event searches

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    Simulations of photon propagation in scintillation detectors were performed with the aim to find the optimal scintillator geometry, surface treatment, and shape of external reflector in order to achieve maximum light collection efficiency for detector configurations that avoid direct optical coupling, a situation that is commonly found in cryogenic scintillating bolometers in experimental searches for double beta decay and dark matter. To evaluate the light collection efficiency of various geometrical configurations we used the ZEMAX ray-tracing software. It was found that scintillators in the shape of a triangular prism with an external mirror shaped as truncated cone gives the highest light collection efficiency. The results of the simulations were confirmed by carrying out measurements of the light collection efficiencies of CaWO4 crystal scintillators. A comparison of simulated and measured values of light output shows good agreemen

    Fast and robust 3D feature extraction from sparse point clouds

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    Matching 3D point clouds, a critical operation in map building and localization, is difficult with Velodyne-type sensors due to the sparse and non-uniform point clouds that they produce. Standard methods from dense 3D point clouds are generally not effective. In this paper, we describe a featurebased approach using Principal Components Analysis (PCA) of neighborhoods of points, which results in mathematically principled line and plane features. The key contribution in this work is to show how this type of feature extraction can be done efficiently and robustly even on non-uniformly sampled point clouds. The resulting detector runs in real-time and can be easily tuned to have a low false positive rate, simplifying data association. We evaluate the performance of our algorithm on an autonomous car at the MCity Test Facility using a Velodyne HDL-32E, and we compare our results against the state-of-theart NARF keypoint detector. © 2016 IEEE

    GPR clutter amplitude processing to detect shallow geological targets

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    The analysis of clutter in A-scans produced by energy randomly scattered in some specific geological structures, provides information about changes in the shallow sedimentary geology. The A-scans are composed by the coherent energy received from reflections on electromagnetic discontinuities and the incoherent waves from the scattering in small heterogeneities. The reflected waves are attenuated as consequence of absorption, geometrical spreading and losses due to reflections and scattering. Therefore, the amplitude of those waves diminishes and at certain two-way travel times becomes on the same magnitude as the background noise in the radargram, mainly produced by the scattering. The amplitude of the mean background noise is higher when the dispersion of the energy increases. Then, the mean amplitude measured in a properly selected time window is a measurement of the amount of the scattered energy and, therefore, a measurement of the increase of scatterers in the ground. This paper presents a simple processing that allows determining the Mean Amplitude of Incoherent Energy (MAEI) for each A-scan, which is represented in front of the position of the trace. This procedure is tested in a field study, in a city built on a sedimentary basin. The basin is crossed by a large number of hidden subterranean streams and paleochannels. The sedimentary structures due to alluvial deposits produce an amount of the random backscattering of the energy that is measured in a time window. The results are compared along the entire radar line, allowing the location of streams and paleochannels. Numerical models were also used in order to compare the synthetic traces with the field radargrams and to test the proposed processing methodology. The results underscore the amount of the MAEI over the streams and also the existence of a surrounding zone where the amplitude is increasing from the average value to the maximum obtained over the structure. Simulations show that this zone does not correspond to any particular geological change but is consequence of the path of the antenna that receives the scattered energy before arriving to the alluvial depositsPeer ReviewedPostprint (published version

    Review of simulating four classes of window materials for daylighting with non-standard BSDF using the simulation program Radiance

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    This review describes the currently available simulation models for window material to calculate daylighting with the program "Radiance". The review is based on four abstract and general classes of window materials, depending on their scattering and redirecting properties (bidirectional scatter distribution function, BSDF). It lists potential and limits of the older models and includes the most recent additions to the software. All models are demonstrated using an exemplary indoor scene and two typical sky conditions. It is intended as clarification for applying window material models in project work or teaching. The underlying algorithmic problems apply to all lighting simulation programs, so the scenarios of materials and skies are applicable to other lighting programs

    Influence of camera distortions on satellite image registration and change detection applications

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    Applications such as change detection and digital elevation model extraction from optical images require a rigorous modeling of the acquisition geometry. We show that the unrecorded satellite jitter during image acquisition, and the uncertainties on the CCD arrays geometry are the current major limiting factors for applications requiring high accuracy. These artifacts are identified and quantified on several optical satellites, i.e., SPOT, ASTER, QuickBird, and HiRISE

    A web-based teaching/learning environment to support collaborative knowledge construction in design

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    A web-based application has been developed as part of a recently completed research which proposed a conceptual framework to collect, analyze and compare different design experiences and to construct structured representations of the emerging knowledge in digital architectural design. The paper introduces the theoretical and practical development of this application as a teaching/learning environment which has significantly contributed to the development and testing of the ideas developed throughout the research. Later in the paper, the application of BLIP in two experimental (design) workshops is reported and evaluated according to the extent to which the application facilitates generation, modification and utilization of design knowledge
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