Scene graph is a infrastructure of the virtual reality system to organize the virtual scene with abstraction, it can provide facility for the rendering engine and should be integrated effectively on demand into a real...
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Scene graph is a infrastructure of the virtual reality system to organize the virtual scene with abstraction, it can provide facility for the rendering engine and should be integrated effectively on demand into a real-time system, where a large quantities of scene objects and resources can be manipulated and managed with high flexibility and reliability. We present a new scheme of multiple scene graphs to accommodate the features of rendering engine and distributed systems. Based upon that, some other functions, e.g. block query, interactive editing, permission management, instance response, "redo" and "undo", are implemented to satisfy various requirements. At the same time, our design has compatibility to popular C/S architecture with good concurrent performance. Above all, it is convenient to be used for further development. The results of experiments including responding time demonstrate its good performance.
We present a novel method for dense variational scene flow estimation based a multi-scale Ternary Census Transform in combination with a patchwise Closest Points depth data term. On the one hand, the Ternary Census Tr...
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Traditional computer portrait caricature system mainly take the method that exaggerate and deform real images directly, that lead the facial image background also been deformed when exaggerate facial image. If in pret...
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We present a novel armature structure for 3D articulated shapes, called SBall short for skeletal balls, which includes two parts: a one-dimensional skeleton and incident balls. Our algorithm mainly focuses on constru...
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We present a novel armature structure for 3D articulated shapes, called SBall short for skeletal balls, which includes two parts: a one-dimensional skeleton and incident balls. Our algorithm mainly focuses on constructing the armature structure. This structure is based on an approximation skeleton which is homotopy equivalent to the shape. Each ball in the structure connects a skeletal joint and an interior region of the shape. The boundary vertices on the shape surface are attached onto the SBall using the power diagram of the ball set. A bilateral O^tering algorithm and a variational segmentation algorithm are proposed to enhance the quality of SBall. Finally, applications of this structure are discussed.
Petroglyphs (rock engravings) are important artifacts for the documentation and analysis of early human life. Recent improvements in 3D scanning and 3D reconstruction enable the accurate 3D reconstruction of petroglyp...
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Petroglyphs (rock engravings) are important artifacts for the documentation and analysis of early human life. Recent improvements in 3D scanning and 3D reconstruction enable the accurate 3D reconstruction of petroglyphs from rock surfaces at sub-millimeter resolution. To enable the indexing, matching, and recognition of petroglyphs in petroglyph databases, the shapes must first be segmented from the reconstructed rock surface. The absence of robust 3D segmentation methods for petroglyphs leaves a gap in the digital processing workflow. In this paper, we present a semi-automatic method for petroglyph segmentation for high-resolution 3D surface reconstructions. A comprehensive evaluation shows that our method is able to robustly segment petroglyphs with high accuracy and that the incorporation of 3D information is crucial to solve the segmentation problem. The presented method represents a major step towards the completion of a full 3D digital processing workflow of petroglyphs.
Port-scan detection is essentially vital to enterprise networks, since many intrusions start with scanning. A port scan can be obvious or subtle in terms of the volume of network traffic. In this paper, we propose a c...
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A common approach to attack the simultaneous localization and mapping problem (SLAM) is to consider factor-graph formulations of the underlying filtering and estimation setup. While Kalman filter-based methods provide...
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ISBN:
(纸本)9781479974047
A common approach to attack the simultaneous localization and mapping problem (SLAM) is to consider factor-graph formulations of the underlying filtering and estimation setup. While Kalman filter-based methods provide an estimate for the current pose of a robot and all landmark positions, graph-based approaches take not only the current pose into account but also the entire trajectory of the robot and have to solve a nonlinear least-squares optimization problem. Using graph-based representations has proven to be highly scalable and very accurate as compared with traditional filter-based approaches. However, biased measurements as well as unmodeled correlations can lead to a sharp deterioration in the estimation quality and hence require careful consideration. In this paper, a method to incorporate biased or dependent measurement information is proposed that can easily be integrated into existing optimization algorithms for graph-based SLAM. For biased sensor data, techniques from ellipsoidal calculus are employed to compute the corresponding information matrices. Dependencies among noise terms are treated by a generalization of the covariance intersection concept. The treatment of both biased and correlated sensor data rest upon the inflation of the involved error matrices. Simulations are used to discuss and evaluate the proposed method.
Generating computer animated flames is a difficult and computationally expensive problem. Dynamic textures provide an effective means for extrapolating and synthesizing dynamic flames, but aggravates color distortion ...
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Generating computer animated flames is a difficult and computationally expensive problem. Dynamic textures provide an effective means for extrapolating and synthesizing dynamic flames, but aggravates color distortion due to the high correlation of RGB components. A novel method for dynamic flame texture synthesis using color temperature is proposed in this paper. Firstly, the colortemperature mapping is calculated by using the Planck's law and two-color pyrometric technique to avoid color distortion. Secondly, a novel dynamic texture model is presented to transform the RGB space into temperature space. Finally,the dynamic flames editing is presented to support physical temperature adjustment. Experimental results illustrate that our approach is effective to synthesize visually plausible dynamic flames without color distortions and to edit dynamic flames with intuitive physical interpretation.
In this paper several novel methods to account for fetal movements during fetal Magnetic Resonance Imaging (fetal MRI) are explored. We show how slice-to-volume reconstruction methods can be used to account for motion...
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ISBN:
(纸本)9781467393300
In this paper several novel methods to account for fetal movements during fetal Magnetic Resonance Imaging (fetal MRI) are explored. We show how slice-to-volume reconstruction methods can be used to account for motion adaptively during the scan. Three candidate methods are tested for their feasibility and integrated into a computer simulation of fetal MRI. The first alters the main orientation of the stacks used for reconstruction, the second stops if too much motion occurs during slice acquisition and the third steers the orientation of each slice individually. Reconstruction informed adaptive scanning can provide a peak signal-to-noise ratio (PSNR) improvement of up to 2 dB after only two stacks of scanned slices and is more efficient with respect to the uncertainty of the final reconstruction.
In this paper we present a novel method to accurately estimate the dense 3D motion field, known as scene flow, from depth and intensity acquisitions. The method is formulated as a convex energy optimization, where the...
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