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Item GPU Texture Level of Abstraction in 3D Scenes(The Eurographics Association, 2012) Suarez, Jordane; Belhadj, Farès; Boyer, Vincent; Andrea Fusiello and Michael WimmerWe present a method to dynamically control the texture level of abstraction in 3D scene. Level of abstraction consists in visualizing the necessary and sufficient information in an image. Texture generation is generally realized by a designer in a high resolutions with a low level of abstraction. Our model provides automatically texture level of abstraction through offline and online segmentation and lets the designer define the number of colors in the object texture.Item Realtime 3D Sensor Based Air Flow Reconstruction(The Eurographics Association, 2012) Dyck, Michiel Van; Peremans, Herbert; Andrea Fusiello and Michael WimmerBased on state-of-the art bio-inspired air flow sensors it becomes possible to capture air flow velocity and direction at multiple locations at the same time instance. These sensor values can be used in a simulation environment to visualize and examine the captured air flow pattern. The simulation environment makes interpolations of the flow between the sensors based on the Navier-Stokes equations. These equations can be solved efficiently using a stable approximation technique described by J Stam and making use of the enormous parallel computing power available through the latest graphical processing boards.Item Multi-user Immersive 3D Reconstruction Environment(The Eurographics Association, 2012) Sedlacek, David; Travnicek, Zdenek; Zara, Jiri; Andrea Fusiello and Michael WimmerA tool for user driven 3D reconstruction is presented in this poster together with ideas of tool extension for a work in immersive environment with multi-user editing possibility. The main purpose of the tool is cultural heritage and architecture reconstruction with direct visualization.Item Automatic Alignment of Shape Collections(The Eurographics Association, 2012) Averkiou, Melinos; Mitra, Niloy; Andrea Fusiello and Michael WimmerWe present a method for automatically aligning a collection of similar shapes in arbitrary initial poses. By analyzing the shape collection we extract a deformation model to capture the variability in the collection. We use this information to deform an extracted template shape and use it to align pairs of shapes by direct PCA alignment. We evaluate our method on synthetically created model collections in arbitrary initial poses and demonstrate accurate results with near ground truth alignment. Our algorithm significantly outperforms existing direct PCA alignment methods, without significant computational overhead.Item Combining Structure from Motion and Photometric Stereo: A Piecewise Formulation(The Eurographics Association, 2012) Sabzevari, Reza; Bue, Alessio Del; Murino, Vittorio; Andrea Fusiello and Michael WimmerThis paper introduces a novel piecewise formulation for Photometric Stereo on static scenes exploiting a set of multiple view constraints on the surface. Such constraints will help to recover geometrical properties of the object and to eliminate the global bas-relief ambiguity. On the other hand, the proposed piecewise formulation will help to model more complex photometric properties of the surfaces using local lighting models. The experimental results show performance of the proposed method against 3D ground truth.Item Minimising Longest Edge for Closed Surface Construction from Unorganised 3D Point Sets(The Eurographics Association, 2012) Ohrhallinger, Stefan; Mudur, Sudhir; Andrea Fusiello and Michael WimmerGiven an unorganised 3D point set with just coordinate data, we formulate the problem of closed surface construction as one requiring minimisation of longest edge in triangles, a criterion derivable from Gestalt laws for shape perception. Next we define the Minimum Boundary Complex (BCmin), which resembles the desired surface Bmin considerably, by slightly relaxing the topological constraint to make it at least two triangles per edge instead of exactly two required by Bmin. A close approximation of BCmin can be computed fast using a greedy algorithm. This provides a very good starting shape which can be transformed by a few steps into the desired shape, close to Bmin. Our method runs in O(nlogn) time, with Delaunay Graph construction as largest run-time factor. We show considerable improvement over previous methods, especially for sparse, non-uniform point spacing.Item Combining Texture Streaming and Run-Time Generation(The Eurographics Association, 2012) Demeulemeester, Aljosha; Hollemeersch, Charles-Frederik; Pieters, Bart; Lambert, Peter; Walle, Rik Van de; Andrea Fusiello and Michael WimmerVirtual texturing systems have enabled gigapixel resolutions for textures used in real-time rendering. This allows for more detail and diversity in virtual worlds at the cost of greatly increasing disc storage requirements. In this paper, we propose a compression method that generates parts of these large textures at run-time using the original painting primitives (brushes) from the texture production process. This way, large featureless texture areas can be compressed to a few brush resources. A post-production analyzing phase determines those areas that should be stored as compressed texel data to ensure real-time performance at run-time.Item On User-Interaction in 3D Reconstruction(The Eurographics Association, 2012) Schneider, David C.; Eisert, Peter; Andrea Fusiello and Michael WimmerFor many computer graphics tasks such as segmentation, tracking or retargeting, algorithms are designed to allow user interaction. For real-world applications, tools which give users some form of control are often preferred over fully automatic ones. In 3D reconstruction, however, algorithms are typically non-interactive and errors are corrected after reconstruction in generic 3D modeling software. In this contribution, we discuss fundamental algorithmic considerations regarding interactivity in 3D reconstruction and we outline an optimization-based reconstruction framework which allows the incorporation of interactive tools as energy terms.Item Multiview-Consistent Color Sampling for Alpha Matting(The Eurographics Association, 2012) Kettern, Markus; Eisert, Peter; Andrea Fusiello and Michael WimmerWe propose a method for incorporating multiview information into color sampling methodologies for alpha matting. We extend the typical trimap input for matting algorithms to 3D space, enabling the association of stripes of pixels in semi-transparent regions like hair between different views without knowing or inferring their spatial structure. We also formulate a new cost function penalizing deviations of foreground color estimates between associated pixel stripes and its possible integration into a state-of-the-art color sampling approach.Item Efficient Point Based Global Illumination on GPU(The Eurographics Association, 2012) Wang, Beibei; Xu, Zhen; Xu, Yanning; Meng, Xiangxu; Andrea Fusiello and Michael WimmerPoint based rendering can simulate global illumination phenomenon fast and is widely used in movie production. This paper proposes a point based color bleeding algorithm based on GPU efficiently. In our algorithm, we reorder the shading points according to the similarity of them to use the coherency of the GPU memory. Then, we propose a novel idea named chunking to accelerate the point cloud traversal process by using the constant memory of GPU.Item Consistent Media Model for Real-Time Scene Rendering(The Eurographics Association, 2012) Belhadj, Farès; Suarez, Jordane; Boyer, Vincent; Andrea Fusiello and Michael WimmerWe present a consistent model for artistic media reproduction in 3D scene renderings and animations. Artistic media reproduction can be defined as a media model (such as brush, pencil, ink) and a support (such as canvas and papers). We create a surface grain according to the object geometry and apply it as additional material properties. Furthermore, we propose to use the abstraction of obtained results as an entry of a fractal surface reconstruction process that provides additional effects of traditional media such as brush stroke effects. Our model is fully implemented on GPU and the rendering process is strongly real-time.Item Virtual Architecture in the Free Space(The Eurographics Association, 2012) Clini, Paolo; Quattrini, Ramona; Nespeca, Romina; Andrea Fusiello and Michael WimmerThe multi-projection image techniques offer interesting possibilities for architecture communication and augmented reality. This poster shows experimental solutions for pseudo-holographic projection 360 degree so-called "holographic bell", and projection screen. The more intense research regarding the technical and technological possibilities and the materials of the semi-reflecting plates is being carried out in the EARCOM laboratory of DICEA of Univpm in Ancona. The main goal is to design a good container, ensuring that the content is predominant: low-cost bells, with the maximum projection surface and minimizing the structure.Item A New Approach to Cultural Heritage Information Systems(The Eurographics Association, 2012) Soler, Francisco; Torres, Juan Carlos; Cano, Pedro; León, Alejandro; Andrea Fusiello and Michael WimmerWork on archaeological sites or cultural heritage artefacts usually generates a huge amount of heterogeneous information. The strong spatial structure of data suggests that this information should be linked to a threedimensional model of the artefact. This paper presents a new approach to the representation and management of information in the Cultural Heritage field. We propose a method for associating attributes with a 3D model using information layers, following an approach similar to that used in Geographical Information Systems.Item Meshless Statistical Occlusion Computation(The Eurographics Association, 2012) Fouquet, François; Farrugia, Jean-Philippe; Iehl, Jean-Claude; Dupuy, Jonathan; Andrea Fusiello and Michael WimmerThis paper presents a new method to evaluate visibility from a point cloud by using a meshless statistical representation. The resulting evaluation uses much less memory than previous work while still producing high quality images, making it suitable for memory limited systems. The obtained results are exposed through the evaluation of shadow maps using a point cloud created from range images and are compared to current methods, which rely on mesh reconstruction techniques.Item Joint Interactive Visualization of 3D Models and Pictures in Walkable Scenes(The Eurographics Association, 2012) Brivio, Paolo; Tarini, Marco; Cignoni, Paolo; Scopigno, Roberto; Andrea Fusiello and Michael WimmerThe 3D digitalization of buildings, urban scenes, and the like is now a mature technology. Highly complex, densely sampled, reasonably accurate 3D models can be obtained by range-scanners and even image-based reconstruction methods from dense image collections. Acquisition of naked geometry is not enough in Cultural Heritage applications, because the surface colors (e.g. pictorial data) are clearly of central importance. Moreover, the 3D geometry cannot be expected to be complete, lacking context, parts made of materials like glass and metal, difficult to reach surfaces, etc. Easily captured photographs are the natural source of the appearance data missing in the 3D geometry. In spite of the recent availability of reliable technologies to align 2D images on 3D data, the two sides of the dataset are not easy to combine satisfactorily in a visualization. Texture mapping techniques, perhaps the most obvious candidate for the task, assume strict content consistency (3D to 2D, and 2D to 2D) which these datasets do not and should not exhibit (the advantage of pictures consisting in their ability to feature details, lighting conditions, non-persistent items, etc. which are absent in the 3D models or in the other pictures). In this work, we present a simple but effective technique to jointly and interactively visualize 2D and 3D data of this kind. This technique is used within PhotoCloud [IV12], a flexible opensource tool which is being designed to browse, navigate, and visualize large, remotely stored 3D-2D datasets, and which emphasizes scalability, usability, and ability to cope with heterogeneous data from various sources.Item Exploration of 3D Spectroscopy Data(The Eurographics Association, 2012) Romo, Celia; Torres, Juan Carlos; León, Alejandro J.; Andrea Fusiello and Michael WimmerIntegral field spectroscopy (IFS) is a technique that is widely used by astrophysics. It allows the whole electromagnetic spectrum for each pixel of a telescope image to be captured, generating a large amount of information. Visualizing and exploring this information in a flexible and an intuitive way is a challenge. This paper presents an interactive method to explore IFS data.Item Interactive Insertion of Virtual Objects in Photos and Videos(The Eurographics Association, 2012) Nóbrega, Rui; Correia, Nuno; Andrea Fusiello and Michael WimmerThe introduction of virtual objects in photos or videos has been the focus of many Augmented Reality applications. This paper proposes a framework using image analysis methods to automatically detect scene features to introduce virtual 3D geometry objects. The current high-level features include surfaces, depth and scene orientation automatic detection. The main use of this technology is in AR tools, games or applications, which require the user to introduce an object that blends with a photographed or filmed scene. The main advantage of the proposed approach is that it can work only with one or two photos without prior knowledge, being ideal for mobile applications with camera or to be used with photo albums. Additional sensors can be added to increase reliability such as depth sensors or accelerometers but they are not essential. The main algorithms are intended to create a scene model in a few seconds and allow an interactive behaviour of the augmented objects.Item Revision Control Framework for 3D Assets(The Eurographics Association, 2012) Dobos, Jozef; Steed, Anthony; Andrea Fusiello and Michael WimmerWe propose a non-linear concurrent revision control for centralised management of 3D assets and a novel approach to mesh differencing. Large models are decomposed into individual scene graph (SG) nodes through an asset import library and become versioned as collections of polymorphic documents in a NoSQL database (DB). Well-known operations such as 2- and 3-way diff and merging are supported via a custom DB front-end. By not relying on the knowledge of user edits, we make sure our system works with a range of editing software. We demonstrate the feasibility of our proposal on concurrent 3D editing and conflict resolution.Item A Pipeline for Procedural Modelling from Geospatial Data(The Eurographics Association, 2012) Jesus, Diego; Coelho, António; Rebelo, C.; Cardoso, A.; Sousa, A. A.; Andrea Fusiello and Michael WimmerVirtual urban environments can be used for purposes like municipality planning and management. Due to the complexity and large extent of these environments procedural modelling techniques can be used to generate these 3D environments automatically. However these methods need large amounts of spatial data, that is generally available through Geographic Information Systems (GIS). This paper presents a pipeline to integrate semantics and GIS data into the procedural modelling techniques used to recreate virtual urban environments. GIS data can already be used in procedural modelling tools but it does not incorporate semantic information. As such, this pipeline is capable of transforming semantic and geometric data contained in GIS into three dimensional models that represent such urban spaces.Item Digital Archiving of Large 3D Woven Cultural Artifacts(The Eurographics Association, 2012) Wakita, Wataru; Tanaka, Hiromi T.; Andrea Fusiello and Michael WimmerRecently, research on digital museums received increased attention. We have worked on the digital archiving of the Gion Festival in Kyoto , focused on the culture of Kyoto, and developed a realtime and direct-touch interaction system for the 3D woven cultural artifact with haptic interface. After the Gion Festival of 2011, the repair work of the Fune-hoko storage was scheduled. Therefore, we created a 3D measurement system for the large 3D woven cultural artifacts with the laser range scanner, and tried to measure and model the 3D woven cultural artifact of the Fune-hoko at high definition in 3D. Most woven cultural artifact of the Fune-hoko is composed of gold thread, glass, cotton, and brilliant embroidery. Thus, 3D measurement is not easy. Therefore, we arbitrarily changed the laser strength according to the material of the fabric and modeled based on the point-based for the real-time rendering. As a result, we could generate the 3D woven cultural artifact models at high definition.