107 research outputs found

    EVALUATION OF SADDLE HEIGHT IN ELITE CYCLISTS

    Get PDF
    Proper bike fit is essential to prevent injuries and improve performance. Especially recreational cyclists, often short on experience, rely on professional adjustment for seating position. Common bike fitting methods use formulas based on rider anthropometrics, e.g. the LeMond method (pubic symphysis height [PSH] x 0.883) (LeMond, 1988) or the Hamley method (PSH x 1.09) (Hamley et al., 1967). Pruitt (2006) recommends the correct saddle height [SH] within a knee angle [KA] of 25-35°. The purpose of this study is to verify these methods in elite men and women cyclists for today’s application

    3D Acquisition of Mirroring Objects using Striped Patterns

    Get PDF
    Objects with mirroring optical characteristics are left out of the scope of most 3D scanning methods. We present here a new automatic acquisition approach, shape-from-distortion, that focuses on that category of objects, requires only a still camera and a color monitor, and produces range scans (plus a normal and a reflectance map) of the target. Our technique consists of two steps: first, an improved environment matte is captured for the mirroring object, using the interference of patterns with different frequencies to obtain sub-pixel accuracy. Then, the matte is converted into a normal and a depth map by exploiting the self-coherence of a surface when integrating the normal map along different paths. The results show very high accuracy, capturing even smallest surface details. The acquired depth maps can be further processed using standard techniques to produce a complete 3D mesh of the object

    Scene Reconstruction and Visualization From Community Photo Collections

    Full text link

    Hybrid Sample-based Surface Rendering

    Get PDF
    The performance of rasterization-based rendering on current GPUs strongly depends on the abilities to avoid overdraw and to prevent rendering triangles smaller than the pixel size. Otherwise, the rates at which highresolution polygon models can be displayed are affected significantly. Instead of trying to build these abilities into the rasterization-based rendering pipeline, we propose an alternative rendering pipeline implementation that uses rasterization and ray-casting in every frame simultaneously to determine eye-ray intersections. To make ray-casting competitive with rasterization, we introduce a memory-efficient sample-based data structure which gives rise to an efficient ray traversal procedure. In combination with a regular model subdivision, the most optimal rendering technique can be selected at run-time for each part. For very large triangle meshes our method can outperform pure rasterization and requires a considerably smaller memory budget on the GPU. Since the proposed data structure can be constructed from any renderable surface representation, it can also be used to efficiently render isosurfaces in scalar volume fields. The compactness of the data structure allows rendering from GPU memory when alternative techniques already require exhaustive paging

    Relighting objects from image collections

    Get PDF
    We present an approach for recovering the reflectance of a static scene with known geometry from a collection of images taken under distant, unknown illumination. In contrast to previous work, we allow the illumination to vary between the images, which greatly increases the applicability of the approach. Using an all-frequency relighting framework based on wavelets, we are able to simultaneously estimate the per-image incident illumination and the persurface point reflectance. The wavelet framework allows for incorporating various reflection models. We demonstrate the quality of our results for synthetic test cases as well as for several datasets captured under laboratory conditions. Combined with multi-view stereo reconstruction, we are even able to recover the geometry and reflectance of a scene solely using images collected from the Internet

    Superconductivity in Silicon Nanostructures

    Full text link
    We present the findings of the superconductivity in the silicon nanostructures prepared by short time diffusion of boron after preliminary oxidation of the n-type Si (100) surface. These Si-based nanostructures represent the p-type high mobility silicon quantum well (Si-QW) confined by the delta - barriers heavily doped with boron. The ESR studies show that the delta - barriers appear to consist of the trigonal dipole centers, B(+)-B(-), which are caused by the negative-U reconstruction of the shallow boron acceptors, 2B(0)=>B(+)-B(-). The temperature and magnetic field dependencies of the resistance, thermo-emf, specific heat and magnetic susceptibility demonstrate that the high temperature superconductivity observed seems to result from the transfer of the small hole bipolarons through these negative-U dipole centers of boron at the Si-QW - delta - barrier interfaces. The value of the superconductor energy gap obtained is in a good agreement with the data derived from the oscillations of the conductance in normal state and of the zero-resistance supercurrent in superconductor state as a function of the bias voltage. These oscillations appear to be correlated by on- and off-resonance tuning the two-dimensional subbands of holes with the Fermi energy in the superconductor delta - barriers. Finally, the proximity effect in the S- Si-QW -S structure is revealed by the findings of the multiple Andreev reflection (MAR) processes and the quantization of the supercurrent

    New Acquisition Techniques for Real Objects and Light Sources in Computer Graphics

    No full text
    Accurate representations of objects and light sources in a scene model are a crucial prerequisite for realistic image synthesis using computer graphics techniques. This thesis presents techniques for the efficient acquisition of real world objects and real world light sources, as well as an assessment of the quality of the acquired models. Making use of color management techniques, we setup an appearance reproduction pipeline that ensures best-possible reproduction of local light reflection with the available input and output devices. We introduce a hierarchical model for the subsurface light transport in translucent objects, derive an acquisition methodology, and acquire models of several translucent objects that can be rendered interactively. Since geometry models of real world objects are often acquired using 3D range scanners, we also present a method based on the concept of modulation transfer functions to evaluate their accuracy. In order to illuminate a scene with realistic light sources, we propose a method to acquire a model of the near-field emission pattern of a light source with optical prefiltering. We apply this method to several light sources with different emission characteristics and demonstrate the integration of the acquired models into both, global illumination as well as hardware-accelerated rendering systems
    • …
    corecore