23 research outputs found

    Large Scale SfM with the Distributed Camera Model

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    We introduce the distributed camera model, a novel model for Structure-from-Motion (SfM). This model describes image observations in terms of light rays with ray origins and directions rather than pixels. As such, the proposed model is capable of describing a single camera or multiple cameras simultaneously as the collection of all light rays observed. We show how the distributed camera model is a generalization of the standard camera model and describe a general formulation and solution to the absolute camera pose problem that works for standard or distributed cameras. The proposed method computes a solution that is up to 8 times more efficient and robust to rotation singularities in comparison with gDLS. Finally, this method is used in an novel large-scale incremental SfM pipeline where distributed cameras are accurately and robustly merged together. This pipeline is a direct generalization of traditional incremental SfM; however, instead of incrementally adding one camera at a time to grow the reconstruction the reconstruction is grown by adding a distributed camera. Our pipeline produces highly accurate reconstructions efficiently by avoiding the need for many bundle adjustment iterations and is capable of computing a 3D model of Rome from over 15,000 images in just 22 minutes.Comment: Published at 2016 3DV Conferenc

    Augmented Reality: Principles and Practice

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    Dengan overlay informasi yang dihasilkan komputer di dunia nyata, augmented reality (AR) menguatkan persepsi manusia dan kognisi dengan cara yang luar biasa. Bidang ini berkembang pesat dan membutuhkan pengetahuan tentang berbagai disiplin ilmu, termasuk visi komputer, komputer grafis, dan interaksi manusia-komputer. Buku ini mengintegrasikan semua pengetahuan ini menjadi referensi sumber tunggal, mempresentasikan karya paling signifikan saat ini dengan akurasi sangat teliti. Dieter Schmalstieg dan Tobias Höllerer hati-hati menyeimbangkan prinsip-prinsip dan praktek, menerangkan AR dari perspektif teknis, metodologi, dan user. Buku ini berisi tentang: Displays: head-mounted, handheld, projective, auditory, and haptic, Tracking/sensing, including physical principles, sensor fusion, and real-time computer vision, Calibration/registration, ensuring repeatable, accurate, coherent behavior, Seamless blending of real and virtual objects, Visualization to enhance intuitive understanding, Interaction–from situated browsing to full 3D interaction, Modeling new geometric content, Authoring AR presentations and databases, dan Architecting AR systems with real-time, multimedia, and distributed elements. Panduan ini sangat diperlukan bagi siapa saja yang tertarik dalam AR, termasuk pengembang, insinyur, mahasiswa, instruktur, peneliti, dan penggemar AR

    Virtual and Augmented Reality

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    International audienceVirtual and augmented reality technologies haveentered a new near-commodity era, accompanied bymassive commercial investments, but still are subjectto numerous open research questions. This specialissue of IEEE Computer Graphics and Applicationsaims at broad views to capture the state of the art,important achievements, and impact of several areasin these dynamic disciplines. It contains three original articles that consider importantaspects of VR/AR technologies and outline future research opportunities

    Exploring the Benefits of Depth Information in Object Pixel Masking (Student Abstract)

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    In this paper, we look at how depth data can benefit existing object masking methods applied in occluded scenes. Masking the pixel locations of objects within scenes helps computers get a spatial awareness of where objects are within images. The current state-of-the-art algorithm for masking objects in images is Mask R-CNN, which builds on the Faster R-CNN network to mask object pixels rather than just detecting their bounding boxes. This paper examines the weaknesses Mask R-CNN has in masking people when they are occluded in a frame. It then looks at how depth data gathered from an RGB-D sensor can be used. We provide a case study to show how simply applying thresholding methods on the depth information can aid in distinguishing occluded persons. The intention of our research is to examine how features from depth data can benefit object pixel masking methods in an explainable manner, especially in complex scenes with multiple objects

    Computing similarity transformations from only image correspondences

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