Structure from Motion (SfM) is a computer vision technique used to reconstruct three-dimensional (3d) structures from a series of two-dimensional (2d) images or video frames. However, SfM tools struggle with transpare...
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Structure from Motion (SfM) is a computer vision technique used to reconstruct three-dimensional (3d) structures from a series of two-dimensional (2d) images or video frames. However, SfM tools struggle with transparent objects, reflective surfaces, and low-resolution frames. In such situations, image-basedinteractive 3d modeling software packages are employed to model 3d objects and measure dimensions. Our contributions to this work are twofold. First, we have introduced new tools to improve 3dmodeling software packages;such tools are aimed at easing the workload for users. Second, we have conducted a comprehensive user study to evaluate the efficacy of popular 3dmodeling software packages. The task is to measure certain dimensions for which ground truth measurements are already known. A relative error is calculated for every measurement. The evaluation of each software tool is done through survey form, event logs, and measurement relative error. The results of this user study clearly show that our approach to 3dmodeling using multiple images has a lower relative error and produces higher quality 3d models than other software packages. In addition, it shows our new tools reduce the required time for completing a task.
The design of three-dimensional and four-dimensional Apps, running on the leading operating systems Android, iOS and Windows is the next challenge in Architecture, BIM, Civil Engineering, digital Cultural Heritage (dC...
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ISBN:
(纸本)9781538644942
The design of three-dimensional and four-dimensional Apps, running on the leading operating systems Android, iOS and Windows is the next challenge in Architecture, BIM, Civil Engineering, digital Cultural Heritage (dCH) preservations and many more. Based on experiences developing Apps for archaeology and architecture, the paper introduces with general workflows for 3ddata collection, using laser scanning, geometric computer vision and photogrammetry. The resulting point clouds have to be merged, using the most recent developments of laser scanning, computer vision, photogrammetry and statistical inference. 3d and 4dmodeling is done using professional software from surveying and computer graphics, such as Leica's Cyclone, Trimble's SketchUp and Autodesk 3ds Max. The fourth dimension, time, is injected onto the 3d contemporary models using the texture of old photos. After homogenization of all 3d models in Autodesk 3ds Max these are exported to the game engine Unity to allow for the creation of the reference surface and finally the 3d urban model. The storyboard creates for the programmer an outline, which features and functions have to be fulfilled. Finally the Apps for Android, iOS and Windows are created and exported for the use on mobile devices.
Semantic 3d models of indoor scenes enable compelling interior design applications such as remodeling, refurnishing and rearrangement of furniture. However, creating these models is still a challenging task. Most exis...
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ISBN:
(纸本)9781450344135
Semantic 3d models of indoor scenes enable compelling interior design applications such as remodeling, refurnishing and rearrangement of furniture. However, creating these models is still a challenging task. Most existing approaches are designed to work ex-situ or out of context, and rely on the modeler's memory, photographs or measurements from the scene. We propose a novel in-situ, mobile capture system that leverages quick and easy semantic input from the user and offloads tedious reconstruction andmodeling tasks to the computer. In this way, our system combines the advantages of automatic and manual CAd based methods to significantly reduce modeling time and effort. Our approach runs on commodity mobile devices and can potentially scale to a much larger audience of casual mobile phone users.
Intelligent tools for creating synthetic scenes have been developed significantly in recent years. Existing techniques on interactive scene synthesis only incorporate a single object at every interaction, i.e., crafti...
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Intelligent tools for creating synthetic scenes have been developed significantly in recent years. Existing techniques on interactive scene synthesis only incorporate a single object at every interaction, i.e., crafting a scene through a sequence of single-object insertions with user preferences. These techniques suggest objects by considering existent objects in the scene instead of fully picturing the eventual result, which is inherently problematic since the sets of objects to be inserted are seldom fixedduring interactive processes. In this article, we introduce Scenedirector, a novel interactive scene synthesis tool to help users quickly picture various potential synthesis results by simultaneously editing groups of objects. Specifically, groups of objects are rearranged in real-time with respect to a position of an object specified by a mouse cursor or gesture, i.e., a movement of a single object would trigger the rearrangement of the existing object group, the insertions of potentially appropriate objects, and the removal of redundant objects. To achieve this, we first propose an idea of coherent group set which expresses various concepts of layout strategies. Subsequently, we present layout attributes, where users can adjust how objects are arranged by tuning the weights of the attributes. Thus, our method gives users intuitive control of both how to arrange groups of objects and where to place them. Through extensive experiments and two applications, we demonstrate the potentiality of our framework and how it enables concurrently effective and efficient interactions of editing groups of objects.
We introduce the Clutterpalette, an interactive tool for detailing indoor scenes with small-scale items. When the user points to a location in the scene, the Clutterpalette suggests detail items for that location. In ...
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We introduce the Clutterpalette, an interactive tool for detailing indoor scenes with small-scale items. When the user points to a location in the scene, the Clutterpalette suggests detail items for that location. In order to present appropriate suggestions, the Clutterpalette is trained on a dataset of images of real-world scenes, annotated with support relations. Our experiments demonstrate that the adaptive suggestions presented by the Clutterpalette increase modeling speed and enhance the realism of indoor scenes.
We present the Combined B-rep (cB-rep) as a multiresolution data structure suitable for interactivemodeling and visualization of models composed of both free-form and polygonal parts. It is based on a half-edge data ...
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ISBN:
(纸本)9788086943145
We present the Combined B-rep (cB-rep) as a multiresolution data structure suitable for interactivemodeling and visualization of models composed of both free-form and polygonal parts. It is based on a half-edge data structure combined with Catmull/Clark subdivision surfaces. In addition to displaying the curved parts of the surface at an adaptive level-of-detail, the control mesh itself can be changedinteractively at runtime using Euler operators. The tessellation of changed parts of the mesh is incrementally updated in real time. All changes in the mesh are logged, so that a complete undo/redo mechanism can be provided. We introduce Euler macros as a grouping mechanism for Euler operator sequences. The macro dependency graph, a directed acyclic graph, can be used for creating progressively increasing resolutions of the control mesh, and to guide the view-dependent refinement (pcB-rep). We consider Progessive Combined B-reps to be of use for data visualization andinteractive 3d modeling, as well as a compact representation of synthetic 3d models.
Instruments for routing and navigation, such as gyroscopes of various designs, have been used to complement the Global Navigation Satellite Systems (GNSS) for more than three decades. Nowadays, Inertial Measurement Un...
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ISBN:
(纸本)9789869531719
Instruments for routing and navigation, such as gyroscopes of various designs, have been used to complement the Global Navigation Satellite Systems (GNSS) for more than three decades. Nowadays, Inertial Measurement Units (IMUs), also called Inertial Navigation Systems (INSs) can be used stand-alone or be integrated with GNSS and other sensors. For example, nearly all smartphones are now equipped with MEMS gyroscopes. The University of Stuttgart maintains a huge collection of gyroscopes, representing all historical rotating mass principles. These objects form an integral part of our technological heritage. Thus, the Gyrolog project aims to preserve these devices by recreating them in Virtual Reality (VR). The features and objects under investigation have highly complex structures, which creates difficulties when attempting to recreate them as 3d models. Within the Gyrolog project, multiple methods such as photogrammetry, endoscopy and computed tomography are utilized for creating optimized3d models. In addition, the integrated3d models will be vectorized for VR/ AR (virtual reality/ augmented reality) environments. Finally, the 3d VR and AR preserved gyros are used for historical anddidactical research purposes.
We present an interactive system to capture CAd-like 3d models of indoor scenes, on a mobile device. To overcome sensory and computational limitations of the mobile platform, we employ an in situ, semi-automated appro...
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ISBN:
(纸本)9781450344081
We present an interactive system to capture CAd-like 3d models of indoor scenes, on a mobile device. To overcome sensory and computational limitations of the mobile platform, we employ an in situ, semi-automated approach and harness the user's high-level knowledge of the scene to assist the reconstruction andmodeling algorithms. The modeling proceeds in two stages: (1) The user captures the 3d shape anddimensions of the room. (2) The user then uses voice commands and an augmented reality sketching interface to insert objects of interest, such as furniture, artwork, doors and windows. Our system recognizes the sketches and add a corresponding 3d model into the scene at the appropriate location. The key contributions of this work are the design of a multi-modal user interface to effectively capture the user's semantic understanding of the scene and the underlying algorithms that process the input to produce useful reconstructions.
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