This paper describes the technique used to generate stereo pair images starting from a single image source (single view-point) and its relateddepth map. The conjunction between source image anddepth map allows recon...
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ISBN:
(纸本)0769515215;0769515223
This paper describes the technique used to generate stereo pair images starting from a single image source (single view-point) and its relateddepth map. The conjunction between source image anddepth map allows reconstructing artificially the binocular view producing a 3d effect depending on screen dimension and image resolution. The system does not reconstruct the real 3d-coordinates of any object inside the scene, but simply assigns the most comfortable shift to the source points to give a 3d-entertainment to the viewer. A simple smoothing filtering technique adaptively resolves the occlusions generated by shifting of the source points without introducing visible and/or annoying artifacts.
This paper summarizes the results from a Phd thesis concerned with the comparison between traditional and new three-dimensional (3d) surveying techniques from a user point of view. Three types of 3d surveying methods ...
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ISBN:
(纸本)0769515223
This paper summarizes the results from a Phd thesis concerned with the comparison between traditional and new three-dimensional (3d) surveying techniques from a user point of view. Three types of 3d surveying methods were tested. The three methods are manual survey combined with photographic texturing, 3d touch probe and3d laser scanner. A heritage-related object was picked according to a given method. For a user point of view, e.g. an architect or a 3d photographer, the knowledge of these different methods is fundamental in order to match a given object to be surveyed with the optimal survey procedure that will take full advantage of the data that the survey supplies to that user. Obviously the knowledge of the different methods is essential but so is the purpose of the project itself and the planning phase.
This paper addresses the problem of segmenting 3d scan data of human body (HB) into sets corresponding to the HB parts, where the posture of the body is unknown. The approach consists in recognizing first the posture,...
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ISBN:
(纸本)0769515223
This paper addresses the problem of segmenting 3d scan data of human body (HB) into sets corresponding to the HB parts, where the posture of the body is unknown. The approach consists in recognizing first the posture, then exploiting the information retrieved from the posture recognition into the segmentation process. For the recognition, the wavelet transform coefficients (WTC) are suggested as new 3d shape descriptors. Then Segmentation technique integrating the model posture information is presented. The segmentation results are illustrated on human body scans of different postures.(1).
In this paper we describe exact and heuristic algorithms for the comparison of 3d structures via their contact maps. Given two contact maps, we consider the problem of finding the optimal sequence-order dependent and ...
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ISBN:
(纸本)0769515223
In this paper we describe exact and heuristic algorithms for the comparison of 3d structures via their contact maps. Given two contact maps, we consider the problem of finding the optimal sequence-order dependent and sequence order independent alignments. We describe an integerprogramming formulation of the problems along with a Lagrangian relaxation yielding stronger bounds than previous approaches. This relaxation is used to drive both a greedy heuristic capable of finding near-optimal solutions and an exact branch-and-bound algorithm. We report computational results for an application of our model to the problem of aligning 3d structures of folded proteins from the Protein data Bank.
In the last decade the visualization of virtual environments and interaction within was possible only with specialized hardware. This hardware was very expensive, had a lack of scalability and used specific protocols,...
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ISBN:
(纸本)0769515223
In the last decade the visualization of virtual environments and interaction within was possible only with specialized hardware. This hardware was very expensive, had a lack of scalability and used specific protocols, busses, networks for communication and specialized graphics hardware for visualization. We will present a simple protocol for synchronizeddistributed scalable visualization and interaction processing in distributed environments. The goal of our protocol is that it can run with standard network protocols like TCP/IP and UdP and standard hardware. It's easy to integrate our protocol into every OpenGL basedvisualization but the approach is not restricted to OpenGL. These design issues can be used to integrate every standard acceleration for visualization like distributed rendering. We will focus on synchronized multiview visualization.
Variational implicit surfaces have been widely used in computer graphics and animation and generally provide solutions for uniformly distributed sparse data. The fields of medicine and biology increasingly rely on acc...
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ISBN:
(纸本)0769515215;0769515223
Variational implicit surfaces have been widely used in computer graphics and animation and generally provide solutions for uniformly distributed sparse data. The fields of medicine and biology increasingly rely on accurate three-dimensional reconstructions. despite the fact that biological structures fit perfectly within the scope of variational implicit interpolation (smooth closed surfaces), the data to model in these fields constitute a computational challenge (sparse non-homogeneous data, high curvatures). Several parametric and simplicial approaches have been presented [1, 2]. This paper presents an approach for creating and optimizing 3d reconstructions based on variational implicit surfaces for a dataset consisting of serial parallel sections. Preliminary results and perspectives are presented.
We introduce a generic and e cient method for 2d and3d shape estimation via density fields. Our method models shape as a density map and uses the notion of density to fit a model to a rapidly computed occupancy map o...
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ISBN:
(纸本)0769515223
We introduce a generic and e cient method for 2d and3d shape estimation via density fields. Our method models shape as a density map and uses the notion of density to fit a model to a rapidly computed occupancy map of the foreground object. We show how to utilize hierarchical (pyramid-like) object segmentation data to regularize a hierarchical model fitting. With primary focus on estimating 3d shapes of non-rigid articulated objects such as human bodies, we illustrate our approach with examples of c cient model fitting to 3d occupancy maps of human figures. We also discuss a number of extensions of our method to applications involving non-rigid object tracking and movement analysis.
A family of high-performance 3d imaging laser sensor are presented providing rapid acquisition of 3ddata of naturally reflecting objects within a wide field-of-view and up to ranges up to 1000 meters. Beside the basi...
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ISBN:
(纸本)0769515223
A family of high-performance 3d imaging laser sensor are presented providing rapid acquisition of 3ddata of naturally reflecting objects within a wide field-of-view and up to ranges up to 1000 meters. Beside the basic 3d-information the sensors also supply, pixel for pixel, true color information gained by an additional passive channel. This color information allows an instantaneous automatic texturing of 3d models. The sensor are of a rugged and compact design and can thus be used even under adverse environmental conditions. Potential applications include scene acquisition for virtual reality modeling, 3d-imaging of large buildings in the field of architecture, topographic mapping anddimensional measurements of vessels, furnaces, tanks, etc. The sensor makes use of high-speed laser ranging based on the time-of-flight method using a pulsed laser source in combination with precise mechanical scanning of the measuring beam. data are provided at a standard parallel interface allowing easy integration with any standard PC based system for datavisualization anddataprocessing. These data are provided with an average data rate up to 18 000 measurements per second. Examples of data acquired with the sensors are presented, accuracy and ranging capability are discussed.
Vision and hearing are inherently, different perceptual systems. The vision system is tuned to extract spatial information of surfaces and edges, while the auditory system is better suited to detect the temporal behav...
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ISBN:
(纸本)0769515215;0769515223
Vision and hearing are inherently, different perceptual systems. The vision system is tuned to extract spatial information of surfaces and edges, while the auditory system is better suited to detect the temporal behavior of sources. However, there are spatial audio effects that can be used to overcome some limitations of visual displays, especially when time-varying complex scenarios have to be rendered, and when the visual display devices are limited in size and complexity. We will review some spatial sound effects and give hints for applications in information visualization.
Because of the convenience of a text-based format 3d content is often published in form of a gzipped file that contains an ASCII description of the scene graph. While compressed image, audio, and video data is kept in...
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ISBN:
(纸本)0769515215;0769515223
Because of the convenience of a text-based format 3d content is often published in form of a gzipped file that contains an ASCII description of the scene graph. While compressed image, audio, and video data is kept in separate binary files, polygon meshes and interpolators are usually included uncompressed into the ASCII description, as there is no widely-accepted standard for such data. In this paper we show how to use compressed polygon meshes and compressed interpolators within a purely textbased format. Our scheme codes these data-heavy nodes as ASCII strings that compress well with standard gzip compression. Specifically we demonstrate the efficiency of this technique on a sparse scene composed of many small polygon meshes. While typical for 3d content on the Web, such scenes tend to be more difficult to compress.
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