24 research outputs found

    Incremental Updating of 3D Topological Maps to Describe Videos

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    International audienceA topological map is an efficient mathematical model for representing an image subdivision where all cells and adjacency relations between elements are represented. It has been proved to be a very good tool for video processing when video is seen as a 3D image. However the construction of a topological map for representing a video needs the availability of the complete image sequence. In this paper we propose a procedure for online updating a topological map in order to build it as the video is produced, allowing to use it in real time

    4D Objects for Animation: Immersion on Virtual Reality

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    International audience4D object modeling, also called space-time modeling, allows to build animations with topological modifications, like metamorphosis or implicit surfaces, with high level control. Starting from a 4D objects modeler for animation, we propose a tool to manipulate 4D objects embedded on imported scenes, running on various OS and environments. Since the perception of 4D objects is complex, we propose new concepts of 4D visualization, using power of our immersive equipment

    4D Objects for Animation: Immersion on Virtual Reality

    No full text
    International audience4D object modeling, also called space-time modeling, allows to build animations with topological modifications, like metamorphosis or implicit surfaces, with high level control. Starting from a 4D objects modeler for animation, we propose a tool to manipulate 4D objects embedded on imported scenes, running on various OS and environments. Since the perception of 4D objects is complex, we propose new concepts of 4D visualization, using power of our immersive equipment

    Décoration d’objets 3D déformés

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    National audienceL’objectif de ce travail est de lier les techniques de plaquage de texture à un procédé physique. Dans le cas général du plaquage de texture, la surface (le maillage) s’adapte à la texture lors de la paramétrisation. Dans notre contexte, le maillage provient d’un phénomène physique de déformation, et nous souhaitons trouver la texture attachée à l’objet initial, qui, après déformation, donne le résultat escompté. Pour parvenir à ce résultat, une paramétrisation spécifique est utilisée et nous réalisons la déformation inverse du maillage

    Decoration of plastic objects using multi view-dependent textures

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    International audienceThis work takes place in the context of an industrial project, which aims to decorate 3D plastic objects using Insert Molding technology. The goal of our work is to compute the decoration of 3D virtual objects, using data coming from polymer film characterisation and mechanical simulation. To do this, we introduce a new method to bind texture mapping techniques to a physical process. In the general case of texture mapping, the surface (mesh) adapts the texture through the parameterization. In our context, the mesh comes from a physical distortion of an initial planar mesh, and our goal is to find the texture attached to the initial object, which gives the expected result after distortion. This texture combines information from several mapped images, which are visible from various views of the 3D objects. Moreover we want the texture mapping to be locally exact for all thess views. To achieve this goal, a specific view-dependent parameterization is defined and the inverse transformation is applied to the mesh. Since the industrial project is not finished yet, we validate our process by texturing two simple real objects

    vrLib: A Designer Oriented Interaction and 3D User Interface Library

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    International audienceIn this paper we propose vrLib, a toolkit which aims to make 3D graphical user interface and interaction very easy to design in virtual environments. This project provides well known and new interaction techniques and ready to use widgets, which are totally hardware independent. The main contribution allows to elaborate complex 3D user interfaces in same way it is done in 2D. This toolkit provides adaptive interaction, which means interaction techniques can automatically adapt their behavior to 2D and 3D widgets. This short paper describes the vrLib architecture for construction of 3D interactive applications

    vrLib: A Designer Oriented Interaction and 3D User Interface Library

    No full text
    International audienceIn this paper we propose vrLib, a toolkit which aims to make 3D graphical user interface and interaction very easy to design in virtual environments. This project provides well known and new interaction techniques and ready to use widgets, which are totally hardware independent. The main contribution allows to elaborate complex 3D user interfaces in same way it is done in 2D. This toolkit provides adaptive interaction, which means interaction techniques can automatically adapt their behavior to 2D and 3D widgets. This short paper describes the vrLib architecture for construction of 3D interactive applications

    A geological application in immersive virtual environments

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    International audienceThis paper presents a geological application in a virtual immersive environment : the ImmersiveGeological Pilot. This application allows a user to interactively build a structured geological model and its associated geological evolution scheme (a directed acyclic graph) by setting the various geological surfaces of the model one after the other in reverse chronological order, beginning with the youngest one. This immersive system runs on a workbench where users work directly within a virtual world. The main goal has been to prove that this geological application can benefit from working immersed and from 3D interaction techniques. After introducing the geological application on workstation, this paper describes the immersive version and presents the interaction techniques which have been used for selection, manipulation, navigation and application control. The resulting application in a 3D virtual environment is much more intuitive and ergonomic than the one on workstation

    Decoration of distorted 3D objects

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    International audienceThis paper introduces a new method to bind the techniques of texture mapping to a physical process. In the general case of texture mapping, the surface (mesh) adapts to the texture through the parameterization. In our context, the mesh comes from a physical distortion of an initial plane mesh, and our goal is to find the texture attached to the initial object, whichgives the wanted result after distortion. To achieve this goal, a specific parameterization is defined and the inverse transformation is applied to the mesh
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