23 research outputs found
Large Scale SfM with the Distributed Camera Model
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
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An Experimental Hybrid User Interface for Collaboration
We present EMMIE (Environment Management for Multi-user Information Environments), an experimental user interface to a collaborative augmented environment. Users share a 3D virtual space and manipulate virtual objects representing information to be discussed. This approach not only allows for cooperation in a shared physical space, but also addresses tele-collaboration in physically separate but virtually shared spaces. We refer to EMMIE as a hybrid user interface because it combines a variety of different technologies and techniques, including virtual elements such as 3D widgets, and physical objects such as tracked displays and input devices. See-through head-worn displays overlay the virtual environment on the physical environment. Our research prototype includes additional 2D and 3D displays, ranging from palm-sized to wall-sized, allowing the most appropriate one to be used for any task. Objects can be moved among displays (including across dimensionalities) through drag & drop. In analogy to 2D window managers, we describe a prototype implementation of a shared 3Denvironment manager that is distributed across displays, machines, and operating systems. We also discuss two methods we are exploring for handling information privacy in such an environment
Augmented Reality: Principles and Practice
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
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)
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