Using articulated scene models for dynamic 3d scene analysis in vista spaces
NASA Astrophysics Data System (ADS)
Beuter, Niklas; Swadzba, Agnes; Kummert, Franz; Wachsmuth, Sven
2010-09-01
In this paper we describe an efficient but detailed new approach to analyze complex dynamic scenes directly in 3D. The arising information is important for mobile robots to solve tasks in the area of household robotics. In our work a mobile robot builds an articulated scene model by observing the environment in the visual field or rather in the so-called vista space. The articulated scene model consists of essential knowledge about the static background, about autonomously moving entities like humans or robots and finally, in contrast to existing approaches, information about articulated parts. These parts describe movable objects like chairs, doors or other tangible entities, which could be moved by an agent. The combination of the static scene, the self-moving entities and the movable objects in one articulated scene model enhances the calculation of each single part. The reconstruction process for parts of the static scene benefits from removal of the dynamic parts and in turn, the moving parts can be extracted more easily through the knowledge about the background. In our experiments we show, that the system delivers simultaneously an accurate static background model, moving persons and movable objects. This information of the articulated scene model enables a mobile robot to detect and keep track of interaction partners, to navigate safely through the environment and finally, to strengthen the interaction with the user through the knowledge about the 3D articulated objects and 3D scene analysis. [Figure not available: see fulltext.
Camera pose estimation for augmented reality in a small indoor dynamic scene
NASA Astrophysics Data System (ADS)
Frikha, Rawia; Ejbali, Ridha; Zaied, Mourad
2017-09-01
Camera pose estimation remains a challenging task for augmented reality (AR) applications. Simultaneous localization and mapping (SLAM)-based methods are able to estimate the six degrees of freedom camera motion while constructing a map of an unknown environment. However, these methods do not provide any reference for where to insert virtual objects since they do not have any information about scene structure and may fail in cases of occlusion of three-dimensional (3-D) map points or dynamic objects. This paper presents a real-time monocular piece wise planar SLAM method using the planar scene assumption. Using planar structures in the mapping process allows rendering virtual objects in a meaningful way on the one hand and improving the precision of the camera pose and the quality of 3-D reconstruction of the environment by adding constraints on 3-D points and poses in the optimization process on the other hand. We proposed to benefit from the 3-D planes rigidity motion in the tracking process to enhance the system robustness in the case of dynamic scenes. Experimental results show that using a constrained planar scene improves our system accuracy and robustness compared with the classical SLAM systems.
NASA Astrophysics Data System (ADS)
Graham, James; Ternovskiy, Igor V.
2013-06-01
We applied a two stage unsupervised hierarchical learning system to model complex dynamic surveillance and cyber space monitoring systems using a non-commercial version of the NeoAxis visualization software. The hierarchical scene learning and recognition approach is based on hierarchical expectation maximization, and was linked to a 3D graphics engine for validation of learning and classification results and understanding the human - autonomous system relationship. Scene recognition is performed by taking synthetically generated data and feeding it to a dynamic logic algorithm. The algorithm performs hierarchical recognition of the scene by first examining the features of the objects to determine which objects are present, and then determines the scene based on the objects present. This paper presents a framework within which low level data linked to higher-level visualization can provide support to a human operator and be evaluated in a detailed and systematic way.
The new generation of OpenGL support in ROOT
NASA Astrophysics Data System (ADS)
Tadel, M.
2008-07-01
OpenGL has been promoted to become the main 3D rendering engine of the ROOT framework. This required a major re-modularization of OpenGL support on all levels, from basic window-system specific interface to medium-level object-representation and top-level scene management. This new architecture allows seamless integration of external scene-graph libraries into the ROOT OpenGL viewer as well as inclusion of ROOT 3D scenes into external GUI and OpenGL-based 3D-rendering frameworks. Scene representation was removed from inside of the viewer, allowing scene-data to be shared among several viewers and providing for a natural implementation of multi-view canvas layouts. The object-graph traversal infrastructure allows free mixing of 3D and 2D-pad graphics and makes implementation of ROOT canvas in pure OpenGL possible. Scene-elements representing ROOT objects trigger automatic instantiation of user-provided rendering-objects based on the dictionary information and class-naming convention. Additionally, a finer, per-object control over scene-updates is available to the user, allowing overhead-free maintenance of dynamic 3D scenes and creation of complex real-time animations. User-input handling was modularized as well, making it easy to support application-specific scene navigation, selection handling and tool management.
Hdr Imaging for Feature Detection on Detailed Architectural Scenes
NASA Astrophysics Data System (ADS)
Kontogianni, G.; Stathopoulou, E. K.; Georgopoulos, A.; Doulamis, A.
2015-02-01
3D reconstruction relies on accurate detection, extraction, description and matching of image features. This is even truer for complex architectural scenes that pose needs for 3D models of high quality, without any loss of detail in geometry or color. Illumination conditions influence the radiometric quality of images, as standard sensors cannot depict properly a wide range of intensities in the same scene. Indeed, overexposed or underexposed pixels cause irreplaceable information loss and degrade digital representation. Images taken under extreme lighting environments may be thus prohibitive for feature detection/extraction and consequently for matching and 3D reconstruction. High Dynamic Range (HDR) images could be helpful for these operators because they broaden the limits of illumination range that Standard or Low Dynamic Range (SDR/LDR) images can capture and increase in this way the amount of details contained in the image. Experimental results of this study prove this assumption as they examine state of the art feature detectors applied both on standard dynamic range and HDR images.
NASA Astrophysics Data System (ADS)
Zuo, Chao; Chen, Qian; Gu, Guohua; Feng, Shijie; Feng, Fangxiaoyu; Li, Rubin; Shen, Guochen
2013-08-01
This paper introduces a high-speed three-dimensional (3-D) shape measurement technique for dynamic scenes by using bi-frequency tripolar pulse-width-modulation (TPWM) fringe projection. Two wrapped phase maps with different wavelengths can be obtained simultaneously by our bi-frequency phase-shifting algorithm. Then the two phase maps are unwrapped using a simple look-up-table based number-theoretical approach. To guarantee the robustness of phase unwrapping as well as the high sinusoidality of projected patterns, TPWM technique is employed to generate ideal fringe patterns with slight defocus. We detailed our technique, including its principle, pattern design, and system setup. Several experiments on dynamic scenes were performed, verifying that our method can achieve a speed of 1250 frames per second for fast, dense, and accurate 3-D measurements.
NASA Astrophysics Data System (ADS)
Ali-Bey, Mohamed; Moughamir, Saïd; Manamanni, Noureddine
2011-12-01
in this paper a simulator of a multi-view shooting system with parallel optical axes and structurally variable configuration is proposed. The considered system is dedicated to the production of 3D contents for auto-stereoscopic visualization. The global shooting/viewing geometrical process, which is the kernel of this shooting system, is detailed and the different viewing, transformation and capture parameters are then defined. An appropriate perspective projection model is afterward derived to work out a simulator. At first, this latter is used to validate the global geometrical process in the case of a static configuration. Next, the simulator is used to show the limitations of a static configuration of this shooting system type by considering the case of dynamic scenes and then a dynamic scheme is achieved to allow a correct capture of this kind of scenes. After that, the effect of the different geometrical capture parameters on the 3D rendering quality and the necessity or not of their adaptation is studied. Finally, some dynamic effects and their repercussions on the 3D rendering quality of dynamic scenes are analyzed using error images and some image quantization tools. Simulation and experimental results are presented throughout this paper to illustrate the different studied points. Some conclusions and perspectives end the paper. [Figure not available: see fulltext.
Modeling repetitive motions using structured light.
Xu, Yi; Aliaga, Daniel G
2010-01-01
Obtaining models of dynamic 3D objects is an important part of content generation for computer graphics. Numerous methods have been extended from static scenarios to model dynamic scenes. If the states or poses of the dynamic object repeat often during a sequence (but not necessarily periodically), we call such a repetitive motion. There are many objects, such as toys, machines, and humans, undergoing repetitive motions. Our key observation is that when a motion-state repeats, we can sample the scene under the same motion state again but using a different set of parameters; thus, providing more information of each motion state. This enables robustly acquiring dense 3D information difficult for objects with repetitive motions using only simple hardware. After the motion sequence, we group temporally disjoint observations of the same motion state together and produce a smooth space-time reconstruction of the scene. Effectively, the dynamic scene modeling problem is converted to a series of static scene reconstructions, which are easier to tackle. The varying sampling parameters can be, for example, structured-light patterns, illumination directions, and viewpoints resulting in different modeling techniques. Based on this observation, we present an image-based motion-state framework and demonstrate our paradigm using either a synchronized or an unsynchronized structured-light acquisition method.
Real-time scene and signature generation for ladar and imaging sensors
NASA Astrophysics Data System (ADS)
Swierkowski, Leszek; Christie, Chad L.; Antanovskii, Leonid; Gouthas, Efthimios
2014-05-01
This paper describes development of two key functionalities within the VIRSuite scene simulation program, broadening its scene generation capabilities and increasing accuracy of thermal signatures. Firstly, a new LADAR scene generation module has been designed. It is capable of simulating range imagery for Geiger mode LADAR, in addition to the already existing functionality for linear mode systems. Furthermore, a new 3D heat diffusion solver has been developed within the VIRSuite signature prediction module. It is capable of calculating the temperature distribution in complex three-dimensional objects for enhanced dynamic prediction of thermal signatures. With these enhancements, VIRSuite is now a robust tool for conducting dynamic simulation for missiles with multi-mode seekers.
Research on 3D virtual campus scene modeling based on 3ds Max and VRML
NASA Astrophysics Data System (ADS)
Kang, Chuanli; Zhou, Yanliu; Liang, Xianyue
2015-12-01
With the rapid development of modem technology, the digital information management and the virtual reality simulation technology has become a research hotspot. Virtual campus 3D model can not only express the real world objects of natural, real and vivid, and can expand the campus of the reality of time and space dimension, the combination of school environment and information. This paper mainly uses 3ds Max technology to create three-dimensional model of building and on campus buildings, special land etc. And then, the dynamic interactive function is realized by programming the object model in 3ds Max by VRML .This research focus on virtual campus scene modeling technology and VRML Scene Design, and the scene design process in a variety of real-time processing technology optimization strategy. This paper guarantees texture map image quality and improve the running speed of image texture mapping. According to the features and architecture of Guilin University of Technology, 3ds Max, AutoCAD and VRML were used to model the different objects of the virtual campus. Finally, the result of virtual campus scene is summarized.
Holographic three-dimensional telepresence using large-area photorefractive polymer.
Blanche, P-A; Bablumian, A; Voorakaranam, R; Christenson, C; Lin, W; Gu, T; Flores, D; Wang, P; Hsieh, W-Y; Kathaperumal, M; Rachwal, B; Siddiqui, O; Thomas, J; Norwood, R A; Yamamoto, M; Peyghambarian, N
2010-11-04
Holography is a technique that is used to display objects or scenes in three dimensions. Such three-dimensional (3D) images, or holograms, can be seen with the unassisted eye and are very similar to how humans see the actual environment surrounding them. The concept of 3D telepresence, a real-time dynamic hologram depicting a scene occurring in a different location, has attracted considerable public interest since it was depicted in the original Star Wars film in 1977. However, the lack of sufficient computational power to produce realistic computer-generated holograms and the absence of large-area and dynamically updatable holographic recording media have prevented realization of the concept. Here we use a holographic stereographic technique and a photorefractive polymer material as the recording medium to demonstrate a holographic display that can refresh images every two seconds. A 50 Hz nanosecond pulsed laser is used to write the holographic pixels. Multicoloured holographic 3D images are produced by using angular multiplexing, and the full parallax display employs spatial multiplexing. 3D telepresence is demonstrated by taking multiple images from one location and transmitting the information via Ethernet to another location where the hologram is printed with the quasi-real-time dynamic 3D display. Further improvements could bring applications in telemedicine, prototyping, advertising, updatable 3D maps and entertainment.
Evaluating methods for controlling depth perception in stereoscopic cinematography
NASA Astrophysics Data System (ADS)
Sun, Geng; Holliman, Nick
2009-02-01
Existing stereoscopic imaging algorithms can create static stereoscopic images with perceived depth control function to ensure a compelling 3D viewing experience without visual discomfort. However, current algorithms do not normally support standard Cinematic Storytelling techniques. These techniques, such as object movement, camera motion, and zooming, can result in dynamic scene depth change within and between a series of frames (shots) in stereoscopic cinematography. In this study, we empirically evaluate the following three types of stereoscopic imaging approaches that aim to address this problem. (1) Real-Eye Configuration: set camera separation equal to the nominal human eye interpupillary distance. The perceived depth on the display is identical to the scene depth without any distortion. (2) Mapping Algorithm: map the scene depth to a predefined range on the display to avoid excessive perceived depth. A new method that dynamically adjusts the depth mapping from scene space to display space is presented in addition to an existing fixed depth mapping method. (3) Depth of Field Simulation: apply Depth of Field (DOF) blur effect to stereoscopic images. Only objects that are inside the DOF are viewed in full sharpness. Objects that are far away from the focus plane are blurred. We performed a human-based trial using the ITU-R BT.500-11 Recommendation to compare the depth quality of stereoscopic video sequences generated by the above-mentioned imaging methods. Our results indicate that viewers' practical 3D viewing volumes are different for individual stereoscopic displays and viewers can cope with much larger perceived depth range in viewing stereoscopic cinematography in comparison to static stereoscopic images. Our new dynamic depth mapping method does have an advantage over the fixed depth mapping method in controlling stereo depth perception. The DOF blur effect does not provide the expected improvement for perceived depth quality control in 3D cinematography. We anticipate the results will be of particular interest to 3D filmmaking and real time computer games.
An Analysis of the Max-Min Texture Measure.
1982-01-01
PANC 33 D2 Confusion Matrices for Scene A, IR 34 D3 Confusion Matrices for Scene B, PANC 35 D4 Confusion Matrices for Scene B, IR 36 D5 Confusion...Matrices for Scene C, PANC 37 D6 Confusion Matrices for Scene C, IR 38 D7 Confusion Matrices for Scene E, PANC 39 D8 Confusion Matrices for Scene E, IR 40...D9 Confusion Matrices for Scene H, PANC 41 DIO Confusion Matrices for Scene H, JR 42 3 .D 10CnuinMtie o cn ,IR4 AN ANALYSIS OF THE MAX-MIN TEXTURE
Research and Technology Development for Construction of 3d Video Scenes
NASA Astrophysics Data System (ADS)
Khlebnikova, Tatyana A.
2016-06-01
For the last two decades surface information in the form of conventional digital and analogue topographic maps has been being supplemented by new digital geospatial products, also known as 3D models of real objects. It is shown that currently there are no defined standards for 3D scenes construction technologies that could be used by Russian surveying and cartographic enterprises. The issues regarding source data requirements, their capture and transferring to create 3D scenes have not been defined yet. The accuracy issues for 3D video scenes used for measuring purposes can hardly ever be found in publications. Practicability of development, research and implementation of technology for construction of 3D video scenes is substantiated by 3D video scene capability to expand the field of data analysis application for environmental monitoring, urban planning, and managerial decision problems. The technology for construction of 3D video scenes with regard to the specified metric requirements is offered. Technique and methodological background are recommended for this technology used to construct 3D video scenes based on DTM, which were created by satellite and aerial survey data. The results of accuracy estimation of 3D video scenes are presented.
Generation, recognition, and consistent fusion of partial boundary representations from range images
NASA Astrophysics Data System (ADS)
Kohlhepp, Peter; Hanczak, Andrzej M.; Li, Gang
1994-10-01
This paper presents SOMBRERO, a new system for recognizing and locating 3D, rigid, non- moving objects from range data. The objects may be polyhedral or curved, partially occluding, touching or lying flush with each other. For data collection, we employ 2D time- of-flight laser scanners mounted to a moving gantry robot. By combining sensor and robot coordinates, we obtain 3D cartesian coordinates. Boundary representations (Brep's) provide view independent geometry models that are both efficiently recognizable and derivable automatically from sensor data. SOMBRERO's methods for generating, matching and fusing Brep's are highly synergetic. A split-and-merge segmentation algorithm with dynamic triangular builds a partial (21/2D) Brep from scattered data. The recognition module matches this scene description with a model database and outputs recognized objects, their positions and orientations, and possibly surfaces corresponding to unknown objects. We present preliminary results in scene segmentation and recognition. Partial Brep's corresponding to different range sensors or viewpoints can be merged into a consistent, complete and irredundant 3D object or scene model. This fusion algorithm itself uses the recognition and segmentation methods.
Characterizing Woody Vegetation Spectral and Structural Parameters with a 3-D Scene Model
NASA Astrophysics Data System (ADS)
Qin, W.; Yang, L.
2004-05-01
Quantification of structural and biophysical parameters of woody vegetation is of great significance in understanding vegetation condition, dynamics and functionality. Such information over a landscape scale is crucial for global and regional land cover characterization, global carbon-cycle research, forest resource inventories, and fire fuel estimation. While great efforts and progress have been made in mapping general land cover types over large area, at present, the ability to quantify regional woody vegetation structural and biophysical parameters is limited. One approach to address this research issue is through an integration of physically based 3-D scene model with multiangle and multispectral remote sensing data and in-situ measurements. The first step of this work is to model woody vegetation structure and its radiation regime using a physically based 3-D scene model and field data, before a robust operational algorithm can be developed for retrieval of important woody vegetation structural/biophysical parameters. In this study, we use an advanced 3-D scene model recently developed by Qin and Gerstl (2000), based on L-systems and radiosity theories. This 3-D scene model has been successfully applied to semi-arid shrubland to study structure and radiation regime at a regional scale. We apply this 3-D scene model to a more complicated and heterogeneous forest environment dominated by deciduous and coniferous trees. The data used in this study are from a field campaign conducted by NASA in a portion of the Superior National Forest (SNF) near Ely, Minnesota during the summers of 1983 and 1984, and supplement data collected during our revisit to the same area of SNF in summer of 2003. The model is first validated with reflectance measurements at different scales (ground observations, helicopter, aircraft, and satellite). Then its ability to characterize the structural and spectral parameters of the forest scene is evaluated. Based on the results from this study and the current multi-spectral and multi-angular satellite data (MODIS, MISR), a robust retrieval system to estimate woody vegetation structural/biophysical parameters is proposed.
Morimoto, Takuma; Mizokami, Yoko; Yaguchi, Hirohisa; Buck, Steven L
2017-01-01
There has been debate about how and why color constancy may be better in three-dimensional (3-D) scenes than in two-dimensional (2-D) scenes. Although some studies have shown better color constancy for 3-D conditions, the role of specific cues remains unclear. In this study, we compared color constancy for a 3-D miniature room (a real scene consisting of actual objects) and 2-D still images of that room presented on a monitor using three viewing methods: binocular viewing, monocular viewing, and head movement. We found that color constancy was better for the 3-D room; however, color constancy for the 2-D image improved when the viewing method caused the scene to be perceived more like a 3-D scene. Separate measurements of the perceptual 3-D effect of each viewing method also supported these results. An additional experiment comparing a miniature room and its image with and without texture suggested that surface texture of scene objects contributes to color constancy.
NASA Astrophysics Data System (ADS)
Madden, Christopher S.; Richards, Noel J.; Culpepper, Joanne B.
2016-10-01
This paper investigates the ability to develop synthetic scenes in an image generation tool, E-on Vue, and a gaming engine, Unity 3D, which can be used to generate synthetic imagery of target objects across a variety of conditions in land environments. Developments within these tools and gaming engines have allowed the computer gaming industry to dramatically enhance the realism of the games they develop; however they utilise short cuts to ensure that the games run smoothly in real-time to create an immersive effect. Whilst these short cuts may have an impact upon the realism of the synthetic imagery, they do promise a much more time efficient method of developing imagery of different environmental conditions and to investigate the dynamic aspect of military operations that is currently not evaluated in signature analysis. The results presented investigate how some of the common image metrics used in target acquisition modelling, namely the Δμ1, Δμ2, Δμ3, RSS, and Doyle metrics, perform on the synthetic scenes generated by E-on Vue and Unity 3D compared to real imagery of similar scenes. An exploration of the time required to develop the various aspects of the scene to enhance its realism are included, along with an overview of the difficulties associated with trying to recreate specific locations as a virtual scene. This work is an important start towards utilising virtual worlds for visible signature evaluation, and evaluating how equivalent synthetic imagery is to real photographs.
Image-Based Reconstruction and Analysis of Dynamic Scenes in a Landslide Simulation Facility
NASA Astrophysics Data System (ADS)
Scaioni, M.; Crippa, J.; Longoni, L.; Papini, M.; Zanzi, L.
2017-12-01
The application of image processing and photogrammetric techniques to dynamic reconstruction of landslide simulations in a scaled-down facility is described. Simulations are also used here for active-learning purpose: students are helped understand how physical processes happen and which kinds of observations may be obtained from a sensor network. In particular, the use of digital images to obtain multi-temporal information is presented. On one side, using a multi-view sensor set up based on four synchronized GoPro 4 Black® cameras, a 4D (3D spatial position and time) reconstruction of the dynamic scene is obtained through the composition of several 3D models obtained from dense image matching. The final textured 4D model allows one to revisit in dynamic and interactive mode a completed experiment at any time. On the other side, a digital image correlation (DIC) technique has been used to track surface point displacements from the image sequence obtained from the camera in front of the simulation facility. While the 4D model may provide a qualitative description and documentation of the experiment running, DIC analysis output quantitative information such as local point displacements and velocities, to be related to physical processes and to other observations. All the hardware and software equipment adopted for the photogrammetric reconstruction has been based on low-cost and open-source solutions.
Morimoto, Takuma; Mizokami, Yoko; Yaguchi, Hirohisa; Buck, Steven L.
2017-01-01
There has been debate about how and why color constancy may be better in three-dimensional (3-D) scenes than in two-dimensional (2-D) scenes. Although some studies have shown better color constancy for 3-D conditions, the role of specific cues remains unclear. In this study, we compared color constancy for a 3-D miniature room (a real scene consisting of actual objects) and 2-D still images of that room presented on a monitor using three viewing methods: binocular viewing, monocular viewing, and head movement. We found that color constancy was better for the 3-D room; however, color constancy for the 2-D image improved when the viewing method caused the scene to be perceived more like a 3-D scene. Separate measurements of the perceptual 3-D effect of each viewing method also supported these results. An additional experiment comparing a miniature room and its image with and without texture suggested that surface texture of scene objects contributes to color constancy. PMID:29238513
Optimization of compressive 4D-spatio-spectral snapshot imaging
NASA Astrophysics Data System (ADS)
Zhao, Xia; Feng, Weiyi; Lin, Lihua; Su, Wu; Xu, Guoqing
2017-10-01
In this paper, a modified 3D computational reconstruction method in the compressive 4D-spectro-volumetric snapshot imaging system is proposed for better sensing spectral information of 3D objects. In the design of the imaging system, a microlens array (MLA) is used to obtain a set of multi-view elemental images (EIs) of the 3D scenes. Then, these elemental images with one dimensional spectral information and different perspectives are captured by the coded aperture snapshot spectral imager (CASSI) which can sense the spectral data cube onto a compressive 2D measurement image. Finally, the depth images of 3D objects at arbitrary depths, like a focal stack, are computed by inversely mapping the elemental images according to geometrical optics. With the spectral estimation algorithm, the spectral information of 3D objects is also reconstructed. Using a shifted translation matrix, the contrast of the reconstruction result is further enhanced. Numerical simulation results verify the performance of the proposed method. The system can obtain both 3D spatial information and spectral data on 3D objects using only one single snapshot, which is valuable in the agricultural harvesting robots and other 3D dynamic scenes.
Takayanagi, Isao; Yoshimura, Norio; Mori, Kazuya; Matsuo, Shinichiro; Tanaka, Shunsuke; Abe, Hirofumi; Yasuda, Naoto; Ishikawa, Kenichiro; Okura, Shunsuke; Ohsawa, Shinji; Otaka, Toshinori
2018-01-12
To respond to the high demand for high dynamic range imaging suitable for moving objects with few artifacts, we have developed a single-exposure dynamic range image sensor by introducing a triple-gain pixel and a low noise dual-gain readout circuit. The developed 3 μm pixel is capable of having three conversion gains. Introducing a new split-pinned photodiode structure, linear full well reaches 40 ke - . Readout noise under the highest pixel gain condition is 1 e - with a low noise readout circuit. Merging two signals, one with high pixel gain and high analog gain, and the other with low pixel gain and low analog gain, a single exposure dynamic rage (SEHDR) signal is obtained. Using this technology, a 1/2.7", 2M-pixel CMOS image sensor has been developed and characterized. The image sensor also employs an on-chip linearization function, yielding a 16-bit linear signal at 60 fps, and an intra-scene dynamic range of higher than 90 dB was successfully demonstrated. This SEHDR approach inherently mitigates the artifacts from moving objects or time-varying light sources that can appear in the multiple exposure high dynamic range (MEHDR) approach.
Takayanagi, Isao; Yoshimura, Norio; Mori, Kazuya; Matsuo, Shinichiro; Tanaka, Shunsuke; Abe, Hirofumi; Yasuda, Naoto; Ishikawa, Kenichiro; Okura, Shunsuke; Ohsawa, Shinji; Otaka, Toshinori
2018-01-01
To respond to the high demand for high dynamic range imaging suitable for moving objects with few artifacts, we have developed a single-exposure dynamic range image sensor by introducing a triple-gain pixel and a low noise dual-gain readout circuit. The developed 3 μm pixel is capable of having three conversion gains. Introducing a new split-pinned photodiode structure, linear full well reaches 40 ke−. Readout noise under the highest pixel gain condition is 1 e− with a low noise readout circuit. Merging two signals, one with high pixel gain and high analog gain, and the other with low pixel gain and low analog gain, a single exposure dynamic rage (SEHDR) signal is obtained. Using this technology, a 1/2.7”, 2M-pixel CMOS image sensor has been developed and characterized. The image sensor also employs an on-chip linearization function, yielding a 16-bit linear signal at 60 fps, and an intra-scene dynamic range of higher than 90 dB was successfully demonstrated. This SEHDR approach inherently mitigates the artifacts from moving objects or time-varying light sources that can appear in the multiple exposure high dynamic range (MEHDR) approach. PMID:29329210
The Southampton-York Natural Scenes (SYNS) dataset: Statistics of surface attitude
Adams, Wendy J.; Elder, James H.; Graf, Erich W.; Leyland, Julian; Lugtigheid, Arthur J.; Muryy, Alexander
2016-01-01
Recovering 3D scenes from 2D images is an under-constrained task; optimal estimation depends upon knowledge of the underlying scene statistics. Here we introduce the Southampton-York Natural Scenes dataset (SYNS: https://syns.soton.ac.uk), which provides comprehensive scene statistics useful for understanding biological vision and for improving machine vision systems. In order to capture the diversity of environments that humans encounter, scenes were surveyed at random locations within 25 indoor and outdoor categories. Each survey includes (i) spherical LiDAR range data (ii) high-dynamic range spherical imagery and (iii) a panorama of stereo image pairs. We envisage many uses for the dataset and present one example: an analysis of surface attitude statistics, conditioned on scene category and viewing elevation. Surface normals were estimated using a novel adaptive scale selection algorithm. Across categories, surface attitude below the horizon is dominated by the ground plane (0° tilt). Near the horizon, probability density is elevated at 90°/270° tilt due to vertical surfaces (trees, walls). Above the horizon, probability density is elevated near 0° slant due to overhead structure such as ceilings and leaf canopies. These structural regularities represent potentially useful prior assumptions for human and machine observers, and may predict human biases in perceived surface attitude. PMID:27782103
Hołowko, Elwira; Januszkiewicz, Kamil; Bolewicki, Paweł; Sitnik, Robert; Michoński, Jakub
2016-10-01
In forensic documentation with bloodstain pattern analysis (BPA) it is highly desirable to obtain non-invasively overall documentation of a crime scene, but also register in high resolution single evidence objects, like bloodstains. In this study, we propose a hierarchical 3D scanning platform designed according to the top-down approach known from the traditional forensic photography. The overall 3D model of a scene is obtained via integration of laser scans registered from different positions. Some parts of a scene being particularly interesting are documented using midrange scanner, and the smallest details are added in the highest resolution as close-up scans. The scanning devices are controlled using developed software equipped with advanced algorithms for point cloud processing. To verify the feasibility and effectiveness of multi-resolution 3D scanning in crime scene documentation, our platform was applied to document a murder scene simulated by the BPA experts from the Central Forensic Laboratory of the Police R&D, Warsaw, Poland. Applying the 3D scanning platform proved beneficial in the documentation of a crime scene combined with BPA. The multi-resolution 3D model enables virtual exploration of a scene in a three-dimensional environment, distance measurement, and gives a more realistic preservation of the evidences together with their surroundings. Moreover, high-resolution close-up scans aligned in a 3D model can be used to analyze bloodstains revealed at the crime scene. The result of BPA such as trajectories, and the area of origin are visualized and analyzed in an accurate model of a scene. At this stage, a simplified approach considering the trajectory of blood drop as a straight line is applied. Although the 3D scanning platform offers a new quality of crime scene documentation with BPA, some of the limitations of the technique are also mentioned. Copyright © 2016 Elsevier Ireland Ltd. All rights reserved.
Basic level scene understanding: categories, attributes and structures
Xiao, Jianxiong; Hays, James; Russell, Bryan C.; Patterson, Genevieve; Ehinger, Krista A.; Torralba, Antonio; Oliva, Aude
2013-01-01
A longstanding goal of computer vision is to build a system that can automatically understand a 3D scene from a single image. This requires extracting semantic concepts and 3D information from 2D images which can depict an enormous variety of environments that comprise our visual world. This paper summarizes our recent efforts toward these goals. First, we describe the richly annotated SUN database which is a collection of annotated images spanning 908 different scene categories with object, attribute, and geometric labels for many scenes. This database allows us to systematically study the space of scenes and to establish a benchmark for scene and object recognition. We augment the categorical SUN database with 102 scene attributes for every image and explore attribute recognition. Finally, we present an integrated system to extract the 3D structure of the scene and objects depicted in an image. PMID:24009590
Three-dimensional scene reconstruction from a two-dimensional image
NASA Astrophysics Data System (ADS)
Parkins, Franz; Jacobs, Eddie
2017-05-01
We propose and simulate a method of reconstructing a three-dimensional scene from a two-dimensional image for developing and augmenting world models for autonomous navigation. This is an extension of the Perspective-n-Point (PnP) method which uses a sampling of the 3D scene, 2D image point parings, and Random Sampling Consensus (RANSAC) to infer the pose of the object and produce a 3D mesh of the original scene. Using object recognition and segmentation, we simulate the implementation on a scene of 3D objects with an eye to implementation on embeddable hardware. The final solution will be deployed on the NVIDIA Tegra platform.
Analysis and Processing the 3D-Range-Image-Data for Robot Monitoring
NASA Astrophysics Data System (ADS)
Kohoutek, Tobias
2008-09-01
Industrial robots are commonly used for physically stressful jobs in complex environments. In any case collisions with heavy and high dynamic machines need to be prevented. For this reason the operational range has to be monitored precisely, reliably and meticulously. The advantage of the SwissRanger® SR-3000 is that it delivers intensity images and 3D-information simultaneously of the same scene that conveniently allows 3D-monitoring. Due to that fact automatic real time collision prevention within the robots working space is possible by working with 3D-coordinates.
Robust curb detection with fusion of 3D-Lidar and camera data.
Tan, Jun; Li, Jian; An, Xiangjing; He, Hangen
2014-05-21
Curb detection is an essential component of Autonomous Land Vehicles (ALV), especially important for safe driving in urban environments. In this paper, we propose a fusion-based curb detection method through exploiting 3D-Lidar and camera data. More specifically, we first fuse the sparse 3D-Lidar points and high-resolution camera images together to recover a dense depth image of the captured scene. Based on the recovered dense depth image, we propose a filter-based method to estimate the normal direction within the image. Then, by using the multi-scale normal patterns based on the curb's geometric property, curb point features fitting the patterns are detected in the normal image row by row. After that, we construct a Markov Chain to model the consistency of curb points which utilizes the continuous property of the curb, and thus the optimal curb path which links the curb points together can be efficiently estimated by dynamic programming. Finally, we perform post-processing operations to filter the outliers, parameterize the curbs and give the confidence scores on the detected curbs. Extensive evaluations clearly show that our proposed method can detect curbs with strong robustness at real-time speed for both static and dynamic scenes.
Color appearance and color rendering of HDR scenes: an experiment
NASA Astrophysics Data System (ADS)
Parraman, Carinna; Rizzi, Alessandro; McCann, John J.
2009-01-01
In order to gain a deeper understanding of the appearance of coloured objects in a three-dimensional scene, the research introduces a multidisciplinary experimental approach. The experiment employed two identical 3-D Mondrians, which were viewed and compared side by side. Each scene was subjected to different lighting conditions. First, we used an illumination cube to diffuse the light and illuminate all the objects from each direction. This produced a low-dynamicrange (LDR) image of the 3-D Mondrian scene. Second, in order to make a high-dynamic range (HDR) image of the same objects, we used a directional 150W spotlight and an array of WLEDs assembled in a flashlight. The scenes were significant as each contained exactly the same three-dimensional painted colour blocks that were arranged in the same position in the still life. The blocks comprised 6 hue colours and 5 tones from white to black. Participants from the CREATE project were asked to consider the change in the appearance of a selection of colours according to lightness, hue, and chroma, and to rate how the change in illumination affected appearance. We measured the light coming to the eye from still-life surfaces with a colorimeter (Yxy). We captured the scene radiance using multiple exposures with a number of different cameras. We have begun a programme of digital image processing of these scene capture methods. This multi-disciplinary programme continues until 2010, so this paper is an interim report on the initial phases and a description of the ongoing project.
Quick realization of a ship steering training simulation system by virtual reality
NASA Astrophysics Data System (ADS)
Sun, Jifeng; Zhi, Pinghua; Nie, Weiguo
2003-09-01
This paper addresses two problems of a ship handling simulator. Firstly, 360 scene generation, especially 3D dynamic sea wave modeling, is described. Secondly, a multi-computer complementation of ship handling simulator. This paper also gives the experimental results of the proposed ship handling simulator.
Accident or homicide--virtual crime scene reconstruction using 3D methods.
Buck, Ursula; Naether, Silvio; Räss, Beat; Jackowski, Christian; Thali, Michael J
2013-02-10
The analysis and reconstruction of forensically relevant events, such as traffic accidents, criminal assaults and homicides are based on external and internal morphological findings of the injured or deceased person. For this approach high-tech methods are gaining increasing importance in forensic investigations. The non-contact optical 3D digitising system GOM ATOS is applied as a suitable tool for whole body surface and wound documentation and analysis in order to identify injury-causing instruments and to reconstruct the course of event. In addition to the surface documentation, cross-sectional imaging methods deliver medical internal findings of the body. These 3D data are fused into a whole body model of the deceased. Additional to the findings of the bodies, the injury inflicting instruments and incident scene is documented in 3D. The 3D data of the incident scene, generated by 3D laser scanning and photogrammetry, is also included into the reconstruction. Two cases illustrate the methods. In the fist case a man was shot in his bedroom and the main question was, if the offender shot the man intentionally or accidentally, as he declared. In the second case a woman was hit by a car, driving backwards into a garage. It was unclear if the driver drove backwards once or twice, which would indicate that he willingly injured and killed the woman. With this work, we demonstrate how 3D documentation, data merging and animation enable to answer reconstructive questions regarding the dynamic development of patterned injuries, and how this leads to a real data based reconstruction of the course of event. Copyright © 2012 Elsevier Ireland Ltd. All rights reserved.
Shen, Xin; Javidi, Bahram
2018-03-01
We have developed a three-dimensional (3D) dynamic integral-imaging (InIm)-system-based optical see-through augmented reality display with enhanced depth range of a 3D augmented image. A focus-tunable lens is adopted in the 3D display unit to relay the elemental images with various positions to the micro lens array. Based on resolution priority integral imaging, multiple lenslet image planes are generated to enhance the depth range of the 3D image. The depth range is further increased by utilizing both the real and virtual 3D imaging fields. The 3D reconstructed image and the real-world scene are overlaid using an optical see-through display for augmented reality. The proposed system can significantly enhance the depth range of a 3D reconstructed image with high image quality in the micro InIm unit. This approach provides enhanced functionality for augmented information and adjusts the vergence-accommodation conflict of a traditional augmented reality display.
NASA Astrophysics Data System (ADS)
Altschuler, Bruce R.; Monson, Keith L.
1998-03-01
Representation of crime scenes as virtual reality 3D computer displays promises to become a useful and important tool for law enforcement evaluation and analysis, forensic identification and pathological study and archival presentation during court proceedings. Use of these methods for assessment of evidentiary materials demands complete accuracy of reproduction of the original scene, both in data collection and in its eventual virtual reality representation. The recording of spatially accurate information as soon as possible after first arrival of law enforcement personnel is advantageous for unstable or hazardous crime scenes and reduces the possibility that either inadvertent measurement error or deliberate falsification may occur or be alleged concerning processing of a scene. Detailed measurements and multimedia archiving of critical surface topographical details in a calibrated, uniform, consistent and standardized quantitative 3D coordinate method are needed. These methods would afford professional personnel in initial contact with a crime scene the means for remote, non-contacting, immediate, thorough and unequivocal documentation of the contents of the scene. Measurements of the relative and absolute global positions of object sand victims, and their dispositions within the scene before their relocation and detailed examination, could be made. Resolution must be sufficient to map both small and large objects. Equipment must be able to map regions at varied resolution as collected from different perspectives. Progress is presented in devising methods for collecting and archiving 3D spatial numerical data from crime scenes, sufficient for law enforcement needs, by remote laser structured light and video imagery. Two types of simulation studies were done. One study evaluated the potential of 3D topographic mapping and 3D telepresence using a robotic platform for explosive ordnance disassembly. The second study involved using the laser mapping system on a fixed optical bench with simulated crime scene models of the people and furniture to assess feasibility, requirements and utility of such a system for crime scene documentation and analysis.
3D Reasoning from Blocks to Stability.
Zhaoyin Jia; Gallagher, Andrew C; Saxena, Ashutosh; Chen, Tsuhan
2015-05-01
Objects occupy physical space and obey physical laws. To truly understand a scene, we must reason about the space that objects in it occupy, and how each objects is supported stably by each other. In other words, we seek to understand which objects would, if moved, cause other objects to fall. This 3D volumetric reasoning is important for many scene understanding tasks, ranging from segmentation of objects to perception of a rich 3D, physically well-founded, interpretations of the scene. In this paper, we propose a new algorithm to parse a single RGB-D image with 3D block units while jointly reasoning about the segments, volumes, supporting relationships, and object stability. Our algorithm is based on the intuition that a good 3D representation of the scene is one that fits the depth data well, and is a stable, self-supporting arrangement of objects (i.e., one that does not topple). We design an energy function for representing the quality of the block representation based on these properties. Our algorithm fits 3D blocks to the depth values corresponding to image segments, and iteratively optimizes the energy function. Our proposed algorithm is the first to consider stability of objects in complex arrangements for reasoning about the underlying structure of the scene. Experimental results show that our stability-reasoning framework improves RGB-D segmentation and scene volumetric representation.
Robust Curb Detection with Fusion of 3D-Lidar and Camera Data
Tan, Jun; Li, Jian; An, Xiangjing; He, Hangen
2014-01-01
Curb detection is an essential component of Autonomous Land Vehicles (ALV), especially important for safe driving in urban environments. In this paper, we propose a fusion-based curb detection method through exploiting 3D-Lidar and camera data. More specifically, we first fuse the sparse 3D-Lidar points and high-resolution camera images together to recover a dense depth image of the captured scene. Based on the recovered dense depth image, we propose a filter-based method to estimate the normal direction within the image. Then, by using the multi-scale normal patterns based on the curb's geometric property, curb point features fitting the patterns are detected in the normal image row by row. After that, we construct a Markov Chain to model the consistency of curb points which utilizes the continuous property of the curb, and thus the optimal curb path which links the curb points together can be efficiently estimated by dynamic programming. Finally, we perform post-processing operations to filter the outliers, parameterize the curbs and give the confidence scores on the detected curbs. Extensive evaluations clearly show that our proposed method can detect curbs with strong robustness at real-time speed for both static and dynamic scenes. PMID:24854364
Systems and Methods for Automated Water Detection Using Visible Sensors
NASA Technical Reports Server (NTRS)
Rankin, Arturo L. (Inventor); Matthies, Larry H. (Inventor); Bellutta, Paolo (Inventor)
2016-01-01
Systems and methods are disclosed that include automated machine vision that can utilize images of scenes captured by a 3D imaging system configured to image light within the visible light spectrum to detect water. One embodiment includes autonomously detecting water bodies within a scene including capturing at least one 3D image of a scene using a sensor system configured to detect visible light and to measure distance from points within the scene to the sensor system, and detecting water within the scene using a processor configured to detect regions within each of the at least one 3D images that possess at least one characteristic indicative of the presence of water.
Falomir, Zoe; Kluth, Thomas
2017-06-24
The challenge of describing 3D real scenes is tackled in this paper using qualitative spatial descriptors. A key point to study is which qualitative descriptors to use and how these qualitative descriptors must be organized to produce a suitable cognitive explanation. In order to find answers, a survey test was carried out with human participants which openly described a scene containing some pieces of furniture. The data obtained in this survey are analysed, and taking this into account, the QSn3D computational approach was developed which uses a XBox 360 Kinect to obtain 3D data from a real indoor scene. Object features are computed on these 3D data to identify objects in indoor scenes. The object orientation is computed, and qualitative spatial relations between the objects are extracted. These qualitative spatial relations are the input to a grammar which applies saliency rules obtained from the survey study and generates cognitive natural language descriptions of scenes. Moreover, these qualitative descriptors can be expressed as first-order logical facts in Prolog for further reasoning. Finally, a validation study is carried out to test whether the descriptions provided by QSn3D approach are human readable. The obtained results show that their acceptability is higher than 82%.
Recognition of 3-D Scene with Partially Occluded Objects
NASA Astrophysics Data System (ADS)
Lu, Siwei; Wong, Andrew K. C...
1987-03-01
This paper presents a robot vision system which is capable of recognizing objects in a 3-D scene and interpreting their spatial relation even though some objects in the scene may be partially occluded by other objects. An algorithm is developed to transform the geometric information from the range data into an attributed hypergraph representation (AHR). A hypergraph monomorphism algorithm is then used to compare the AHR of objects in the scene with a set of complete AHR's of prototypes. The capability of identifying connected components and interpreting various types of edges in the 3-D scene enables us to distinguish objects which are partially blocking each other in the scene. Using structural information stored in the primitive area graph, a heuristic hypergraph monomorphism algorithm provides an effective way for recognizing, locating, and interpreting partially occluded objects in the range image.
A Novel Method to Increase LinLog CMOS Sensors’ Performance in High Dynamic Range Scenarios
Martínez-Sánchez, Antonio; Fernández, Carlos; Navarro, Pedro J.; Iborra, Andrés
2011-01-01
Images from high dynamic range (HDR) scenes must be obtained with minimum loss of information. For this purpose it is necessary to take full advantage of the quantification levels provided by the CCD/CMOS image sensor. LinLog CMOS sensors satisfy the above demand by offering an adjustable response curve that combines linear and logarithmic responses. This paper presents a novel method to quickly adjust the parameters that control the response curve of a LinLog CMOS image sensor. We propose to use an Adaptive Proportional-Integral-Derivative controller to adjust the exposure time of the sensor, together with control algorithms based on the saturation level and the entropy of the images. With this method the sensor’s maximum dynamic range (120 dB) can be used to acquire good quality images from HDR scenes with fast, automatic adaptation to scene conditions. Adaptation to a new scene is rapid, with a sensor response adjustment of less than eight frames when working in real time video mode. At least 67% of the scene entropy can be retained with this method. PMID:22164083
A novel method to increase LinLog CMOS sensors' performance in high dynamic range scenarios.
Martínez-Sánchez, Antonio; Fernández, Carlos; Navarro, Pedro J; Iborra, Andrés
2011-01-01
Images from high dynamic range (HDR) scenes must be obtained with minimum loss of information. For this purpose it is necessary to take full advantage of the quantification levels provided by the CCD/CMOS image sensor. LinLog CMOS sensors satisfy the above demand by offering an adjustable response curve that combines linear and logarithmic responses. This paper presents a novel method to quickly adjust the parameters that control the response curve of a LinLog CMOS image sensor. We propose to use an Adaptive Proportional-Integral-Derivative controller to adjust the exposure time of the sensor, together with control algorithms based on the saturation level and the entropy of the images. With this method the sensor's maximum dynamic range (120 dB) can be used to acquire good quality images from HDR scenes with fast, automatic adaptation to scene conditions. Adaptation to a new scene is rapid, with a sensor response adjustment of less than eight frames when working in real time video mode. At least 67% of the scene entropy can be retained with this method.
Wibirama, Sunu; Hamamoto, Kazuhiko
2014-01-01
Visually induced motion sickness (VIMS) is an important safety issue in stereoscopic 3D technology. Accompanying subjective judgment of VIMS with objective measurement is useful to identify not only biomedical effects of dynamic 3D contents, but also provoking scenes that induce VIMS, duration of VIMS, and user behavior during VIMS. Heart rate variability and depth gaze behavior are appropriate physiological indicators for such objective observation. However, there is no information about relationship between subjective judgment of VIMS, heart rate variability, and depth gaze behavior. In this paper, we present a novel investigation of VIMS based on simulator sickness questionnaire (SSQ), electrocardiography (ECG), and 3D gaze tracking. Statistical analysis on SSQ data shows that nausea and disorientation symptoms increase as amount of dynamic motions increases (nausea: p<;0.005; disorientation: p<;0.05). To reduce VIMS, SSQ and ECG data suggest that user should perform voluntary gaze fixation at one point when experiencing vertical motion (up or down) and horizontal motion (turn left and right) in dynamic 3D contents. Observation of 3D gaze tracking data reveals that users who experienced VIMS tended to have unstable depth gaze than ones who did not experience VIMS.
Research on Visualization of Ground Laser Radar Data Based on Osg
NASA Astrophysics Data System (ADS)
Huang, H.; Hu, C.; Zhang, F.; Xue, H.
2018-04-01
Three-dimensional (3D) laser scanning is a new advanced technology integrating light, machine, electricity, and computer technologies. It can conduct 3D scanning to the whole shape and form of space objects with high precision. With this technology, you can directly collect the point cloud data of a ground object and create the structure of it for rendering. People use excellent 3D rendering engine to optimize and display the 3D model in order to meet the higher requirements of real time realism rendering and the complexity of the scene. OpenSceneGraph (OSG) is an open source 3D graphics engine. Compared with the current mainstream 3D rendering engine, OSG is practical, economical, and easy to expand. Therefore, OSG is widely used in the fields of virtual simulation, virtual reality, science and engineering visualization. In this paper, a dynamic and interactive ground LiDAR data visualization platform is constructed based on the OSG and the cross-platform C++ application development framework Qt. In view of the point cloud data of .txt format and the triangulation network data file of .obj format, the functions of 3D laser point cloud and triangulation network data display are realized. It is proved by experiments that the platform is of strong practical value as it is easy to operate and provides good interaction.
Bulk silicon as photonic dynamic infrared scene projector
NASA Astrophysics Data System (ADS)
Malyutenko, V. K.; Bogatyrenko, V. V.; Malyutenko, O. Yu.
2013-04-01
A Si-based fast (frame rate >1 kHz), large-scale (scene area 100 cm2), broadband (3-12 μm), dynamic contactless infrared (IR) scene projector is demonstrated. An IR movie appears on a scene because of the conversion of a visible scenario projected at a scene kept at elevated temperature. Light down conversion comes as a result of free carrier generation in a bulk Si scene followed by modulation of its thermal emission output in the spectral band of free carrier absorption. The experimental setup, an IR movie, figures of merit, and the process's advantages in comparison to other projector technologies are discussed.
Presentation of 3D Scenes Through Video Example.
Baldacci, Andrea; Ganovelli, Fabio; Corsini, Massimiliano; Scopigno, Roberto
2017-09-01
Using synthetic videos to present a 3D scene is a common requirement for architects, designers, engineers or Cultural Heritage professionals however it is usually time consuming and, in order to obtain high quality results, the support of a film maker/computer animation expert is necessary. We introduce an alternative approach that takes the 3D scene of interest and an example video as input, and automatically produces a video of the input scene that resembles the given video example. In other words, our algorithm allows the user to "replicate" an existing video, on a different 3D scene. We build on the intuition that a video sequence of a static environment is strongly characterized by its optical flow, or, in other words, that two videos are similar if their optical flows are similar. We therefore recast the problem as producing a video of the input scene whose optical flow is similar to the optical flow of the input video. Our intuition is supported by a user-study specifically designed to verify this statement. We have successfully tested our approach on several scenes and input videos, some of which are reported in the accompanying material of this paper.
Visualization of spatial-temporal data based on 3D virtual scene
NASA Astrophysics Data System (ADS)
Wang, Xianghong; Liu, Jiping; Wang, Yong; Bi, Junfang
2009-10-01
The main purpose of this paper is to realize the expression of the three-dimensional dynamic visualization of spatialtemporal data based on three-dimensional virtual scene, using three-dimensional visualization technology, and combining with GIS so that the people's abilities of cognizing time and space are enhanced and improved by designing dynamic symbol and interactive expression. Using particle systems, three-dimensional simulation, virtual reality and other visual means, we can simulate the situations produced by changing the spatial location and property information of geographical entities over time, then explore and analyze its movement and transformation rules by changing the interactive manner, and also replay history and forecast of future. In this paper, the main research object is the vehicle track and the typhoon path and spatial-temporal data, through three-dimensional dynamic simulation of its track, and realize its timely monitoring its trends and historical track replaying; according to visualization techniques of spatialtemporal data in Three-dimensional virtual scene, providing us with excellent spatial-temporal information cognitive instrument not only can add clarity to show spatial-temporal information of the changes and developments in the situation, but also be used for future development and changes in the prediction and deduction.
Stages as models of scene geometry.
Nedović, Vladimir; Smeulders, Arnold W M; Redert, André; Geusebroek, Jan-Mark
2010-09-01
Reconstruction of 3D scene geometry is an important element for scene understanding, autonomous vehicle and robot navigation, image retrieval, and 3D television. We propose accounting for the inherent structure of the visual world when trying to solve the scene reconstruction problem. Consequently, we identify geometric scene categorization as the first step toward robust and efficient depth estimation from single images. We introduce 15 typical 3D scene geometries called stages, each with a unique depth profile, which roughly correspond to a large majority of broadcast video frames. Stage information serves as a first approximation of global depth, narrowing down the search space in depth estimation and object localization. We propose different sets of low-level features for depth estimation, and perform stage classification on two diverse data sets of television broadcasts. Classification results demonstrate that stages can often be efficiently learned from low-dimensional image representations.
Ground-plane influences on size estimation in early visual processing.
Champion, Rebecca A; Warren, Paul A
2010-07-21
Ground-planes have an important influence on the perception of 3D space (Gibson, 1950) and it has been shown that the assumption that a ground-plane is present in the scene plays a role in the perception of object distance (Bruno & Cutting, 1988). Here, we investigate whether this influence is exerted at an early stage of processing, to affect the rapid estimation of 3D size. Participants performed a visual search task in which they searched for a target object that was larger or smaller than distracter objects. Objects were presented against a background that contained either a frontoparallel or slanted 3D surface, defined by texture gradient cues. We measured the effect on search performance of target location within the scene (near vs. far) and how this was influenced by scene orientation (which, e.g., might be consistent with a ground or ceiling plane, etc.). In addition, we investigated how scene orientation interacted with texture gradient information (indicating surface slant), to determine how these separate cues to scene layout were combined. We found that the difference in target detection performance between targets at the front and rear of the simulated scene was maximal when the scene was consistent with a ground-plane - consistent with the use of an elevation cue to object distance. In addition, we found a significant increase in the size of this effect when texture gradient information (indicating surface slant) was present, but no interaction between texture gradient and scene orientation information. We conclude that scene orientation plays an important role in the estimation of 3D size at an early stage of processing, and suggest that elevation information is linearly combined with texture gradient information for the rapid estimation of 3D size. Copyright 2010 Elsevier Ltd. All rights reserved.
An interactive display system for large-scale 3D models
NASA Astrophysics Data System (ADS)
Liu, Zijian; Sun, Kun; Tao, Wenbing; Liu, Liman
2018-04-01
With the improvement of 3D reconstruction theory and the rapid development of computer hardware technology, the reconstructed 3D models are enlarging in scale and increasing in complexity. Models with tens of thousands of 3D points or triangular meshes are common in practical applications. Due to storage and computing power limitation, it is difficult to achieve real-time display and interaction with large scale 3D models for some common 3D display software, such as MeshLab. In this paper, we propose a display system for large-scale 3D scene models. We construct the LOD (Levels of Detail) model of the reconstructed 3D scene in advance, and then use an out-of-core view-dependent multi-resolution rendering scheme to realize the real-time display of the large-scale 3D model. With the proposed method, our display system is able to render in real time while roaming in the reconstructed scene and 3D camera poses can also be displayed. Furthermore, the memory consumption can be significantly decreased via internal and external memory exchange mechanism, so that it is possible to display a large scale reconstructed scene with over millions of 3D points or triangular meshes in a regular PC with only 4GB RAM.
Smart Camera System for Aircraft and Spacecraft
NASA Technical Reports Server (NTRS)
Delgado, Frank; White, Janis; Abernathy, Michael F.
2003-01-01
This paper describes a new approach to situation awareness that combines video sensor technology and synthetic vision technology in a unique fashion to create a hybrid vision system. Our implementation of the technology, called "SmartCam3D" (SC3D) has been flight tested by both NASA and the Department of Defense with excellent results. This paper details its development and flight test results. Windshields and windows add considerable weight and risk to vehicle design, and because of this, many future vehicles will employ a windowless cockpit design. This windowless cockpit design philosophy prompted us to look at what would be required to develop a system that provides crewmembers and awareness. The system created to date provides a real-time operations personnel an appropriate level of situation 3D perspective display that can be used during all-weather and visibility conditions. While the advantages of a synthetic vision only system are considerable, the major disadvantage of such a system is that it displays the synthetic scene created using "static" data acquired by an aircraft or satellite at some point in the past. The SC3D system we are presenting in this paper is a hybrid synthetic vision system that fuses live video stream information with a computer generated synthetic scene. This hybrid system can display a dynamic, real-time scene of a region of interest, enriched by information from a synthetic environment system, see figure 1. The SC3D system has been flight tested on several X-38 flight tests performed over the last several years and on an ARMY Unmanned Aerial Vehicle (UAV) ground control station earlier this year. Additional testing using an assortment of UAV ground control stations and UAV simulators from the Army and Air Force will be conducted later this year.
Multilayered nonuniform sampling for three-dimensional scene representation
NASA Astrophysics Data System (ADS)
Lin, Huei-Yung; Xiao, Yu-Hua; Chen, Bo-Ren
2015-09-01
The representation of a three-dimensional (3-D) scene is essential in multiview imaging technologies. We present a unified geometry and texture representation based on global resampling of the scene. A layered data map representation with a distance-dependent nonuniform sampling strategy is proposed. It is capable of increasing the details of the 3-D structure locally and is compact in size. The 3-D point cloud obtained from the multilayered data map is used for view rendering. For any given viewpoint, image synthesis with different levels of detail is carried out using the quadtree-based nonuniformly sampled 3-D data points. Experimental results are presented using the 3-D models of reconstructed real objects.
NASA Astrophysics Data System (ADS)
Prusten, Mark J.; McIntyre, Michelle; Landis, Marvin
2006-02-01
A 3D workflow pipeline is presented for High Dynamic Range (HDR) image capture of projected scenes or objects for presentation in CAVE virtual environments. The methods of HDR digital photography of environments vs. objects are reviewed. Samples of both types of virtual authoring being the actual CAVE environment and a sculpture are shown. A series of software tools are incorporated into a pipeline called CAVEPIPE, allowing for high-resolution objects and scenes to be composited together in natural illumination environments [1] and presented in our CAVE virtual reality environment. We also present a way to enhance the user interface for CAVE environments. The traditional methods of controlling the navigation through virtual environments include: glove, HUD's and 3D mouse devices. By integrating a wireless network that includes both WiFi (IEEE 802.11b/g) and Bluetooth (IEEE 802.15.1) protocols the non-graphical input control device can be eliminated. Therefore wireless devices can be added that would include: PDA's, Smart Phones, TabletPC's, Portable Gaming consoles, and PocketPC's.
Best-next-view algorithm for three-dimensional scene reconstruction using range images
NASA Astrophysics Data System (ADS)
Banta, J. E.; Zhien, Yu; Wang, X. Z.; Zhang, G.; Smith, M. T.; Abidi, Mongi A.
1995-10-01
The primary focus of the research detailed in this paper is to develop an intelligent sensing module capable of automatically determining the optimal next sensor position and orientation during scene reconstruction. To facilitate a solution to this problem, we have assembled a system for reconstructing a 3D model of an object or scene from a sequence of range images. Candidates for the best-next-view position are determined by detecting and measuring occlusions to the range camera's view in an image. Ultimately, the candidate which will reveal the greatest amount of unknown scene information is selected as the best-next-view position. Our algorithm uses ray tracing to determine how much new information a given sensor perspective will reveal. We have tested our algorithm successfully on several synthetic range data streams, and found the system's results to be consistent with an intuitive human search. The models recovered by our system from range data compared well with the ideal models. Essentially, we have proven that range information of physical objects can be employed to automatically reconstruct a satisfactory dynamic 3D computer model at a minimal computational expense. This has obvious implications in the contexts of robot navigation, manufacturing, and hazardous materials handling. The algorithm we developed takes advantage of no a priori information in finding the best-next-view position.
NASA Astrophysics Data System (ADS)
Menze, Moritz; Heipke, Christian; Geiger, Andreas
2018-06-01
This work investigates the estimation of dense three-dimensional motion fields, commonly referred to as scene flow. While great progress has been made in recent years, large displacements and adverse imaging conditions as observed in natural outdoor environments are still very challenging for current approaches to reconstruction and motion estimation. In this paper, we propose a unified random field model which reasons jointly about 3D scene flow as well as the location, shape and motion of vehicles in the observed scene. We formulate the problem as the task of decomposing the scene into a small number of rigidly moving objects sharing the same motion parameters. Thus, our formulation effectively introduces long-range spatial dependencies which commonly employed local rigidity priors are lacking. Our inference algorithm then estimates the association of image segments and object hypotheses together with their three-dimensional shape and motion. We demonstrate the potential of the proposed approach by introducing a novel challenging scene flow benchmark which allows for a thorough comparison of the proposed scene flow approach with respect to various baseline models. In contrast to previous benchmarks, our evaluation is the first to provide stereo and optical flow ground truth for dynamic real-world urban scenes at large scale. Our experiments reveal that rigid motion segmentation can be utilized as an effective regularizer for the scene flow problem, improving upon existing two-frame scene flow methods. At the same time, our method yields plausible object segmentations without requiring an explicitly trained recognition model for a specific object class.
Three-dimensional scene encryption and display based on computer-generated holograms.
Kong, Dezhao; Cao, Liangcai; Jin, Guofan; Javidi, Bahram
2016-10-10
An optical encryption and display method for a three-dimensional (3D) scene is proposed based on computer-generated holograms (CGHs) using a single phase-only spatial light modulator. The 3D scene is encoded as one complex Fourier CGH. The Fourier CGH is then decomposed into two phase-only CGHs with random distributions by the vector stochastic decomposition algorithm. Two CGHs are interleaved as one final phase-only CGH for optical encryption and reconstruction. The proposed method can support high-level nonlinear optical 3D scene security and complex amplitude modulation of the optical field. The exclusive phase key offers strong resistances of decryption attacks. Experimental results demonstrate the validity of the novel method.
Enabling model customization and integration
NASA Astrophysics Data System (ADS)
Park, Minho; Fishwick, Paul A.
2003-09-01
Until fairly recently, the idea of dynamic model content and presentation were treated synonymously. For example, if one was to take a data flow network, which captures the dynamics of a target system in terms of the flow of data through nodal operators, then one would often standardize on rectangles and arrows for the model display. The increasing web emphasis on XML, however, suggests that the network model can have its content specified in an XML language, and then the model can be represented in a number of ways depending on the chosen style. We have developed a formal method, based on styles, that permits a model to be specified in XML and presented in 1D (text), 2D, and 3D. This method allows for customization and personalization to exert their benefits beyond e-commerce, to the area of model structures used in computer simulation. This customization leads naturally to solving the bigger problem of model integration - the act of taking models of a scene and integrating them with that scene so that there is only one unified modeling interface. This work focuses mostly on customization, but we address the integration issue in the future work section.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Arthur Bleeker, PNNL
2015-03-11
SVF is a full featured OpenGL 3d framework that allows for rapid creation of complex visualizations. The SVF framework handles much of the lifecycle and complex tasks required for a 3d visualization. Unlike a game framework SVF was designed to use fewer resources, work well in a windowed environment, and only render when necessary. The scene also takes advantage of multiple threads to free up the UI thread as much as possible. Shapes (actors) in the scene are created by adding or removing functionality (through support objects) during runtime. This allows a highly flexible and dynamic means of creating highlymore » complex actors without the code complexity (it also helps overcome the lack of multiple inheritance in Java.) All classes are highly customizable and there are abstract classes which are intended to be subclassed to allow a developer to create more complex and highly performant actors. There are multiple demos included in the framework to help the developer get started and shows off nearly all of the functionality. Some simple shapes (actors) are already created for you such as text, bordered text, radial text, text area, complex paths, NURBS paths, cube, disk, grid, plane, geometric shapes, and volumetric area. It also comes with various camera types for viewing that can be dragged, zoomed, and rotated. Picking or selecting items in the scene can be accomplished in various ways depending on your needs (raycasting or color picking.) The framework currently has functionality for tooltips, animation, actor pools, color gradients, 2d physics, text, 1d/2d/3d textures, children, blending, clipping planes, view frustum culling, custom shaders, and custom actor states« less
Three-dimensional measurement system for crime scene documentation
NASA Astrophysics Data System (ADS)
Adamczyk, Marcin; Hołowko, Elwira; Lech, Krzysztof; Michoński, Jakub; MÄ czkowski, Grzegorz; Bolewicki, Paweł; Januszkiewicz, Kamil; Sitnik, Robert
2017-10-01
Three dimensional measurements (such as photogrammetry, Time of Flight, Structure from Motion or Structured Light techniques) are becoming a standard in the crime scene documentation process. The usage of 3D measurement techniques provide an opportunity to prepare more insightful investigation and helps to show every trace in the context of the entire crime scene. In this paper we would like to present a hierarchical, three-dimensional measurement system that is designed for crime scenes documentation process. Our system reflects the actual standards in crime scene documentation process - it is designed to perform measurement in two stages. First stage of documentation, the most general, is prepared with a scanner with relatively low spatial resolution but also big measuring volume - it is used for the whole scene documentation. Second stage is much more detailed: high resolution but smaller size of measuring volume for areas that required more detailed approach. The documentation process is supervised by a specialised application CrimeView3D, that is a software platform for measurements management (connecting with scanners and carrying out measurements, automatic or semi-automatic data registration in the real time) and data visualisation (3D visualisation of documented scenes). It also provides a series of useful tools for forensic technicians: virtual measuring tape, searching for sources of blood spatter, virtual walk on the crime scene and many others. In this paper we present our measuring system and the developed software. We also provide an outcome from research on metrological validation of scanners that was performed according to VDI/VDE standard. We present a CrimeView3D - a software-platform that was developed to manage the crime scene documentation process. We also present an outcome from measurement sessions that were conducted on real crime scenes with cooperation with Technicians from Central Forensic Laboratory of Police.
Microscopic 3D measurement of dynamic scene using optimized pulse-width-modulation binary fringe
NASA Astrophysics Data System (ADS)
Hu, Yan; Chen, Qian; Feng, Shijie; Tao, Tianyang; Li, Hui; Zuo, Chao
2017-10-01
Microscopic 3-D shape measurement can supply accurate metrology of the delicacy and complexity of MEMS components of the final devices to ensure their proper performance. Fringe projection profilometry (FPP) has the advantages of noncontactness and high accuracy, making it widely used in 3-D measurement. Recently, tremendous advance of electronics development promotes 3-D measurements to be more accurate and faster. However, research about real-time microscopic 3-D measurement is still rarely reported. In this work, we effectively combine optimized binary structured pattern with number-theoretical phase unwrapping algorithm to realize real-time 3-D shape measurement. A slight defocusing of our proposed binary patterns can considerably alleviate the measurement error based on phase-shifting FPP, making the binary patterns have the comparable performance with ideal sinusoidal patterns. Real-time 3-D measurement about 120 frames per second (FPS) is achieved, and experimental result of a vibrating earphone is presented.
Integration of virtual and real scenes within an integral 3D imaging environment
NASA Astrophysics Data System (ADS)
Ren, Jinsong; Aggoun, Amar; McCormick, Malcolm
2002-11-01
The Imaging Technologies group at De Montfort University has developed an integral 3D imaging system, which is seen as the most likely vehicle for 3D television avoiding psychological effects. To create real fascinating three-dimensional television programs, a virtual studio that performs the task of generating, editing and integrating the 3D contents involving virtual and real scenes is required. The paper presents, for the first time, the procedures, factors and methods of integrating computer-generated virtual scenes with real objects captured using the 3D integral imaging camera system. The method of computer generation of 3D integral images, where the lens array is modelled instead of the physical camera is described. In the model each micro-lens that captures different elemental images of the virtual scene is treated as an extended pinhole camera. An integration process named integrated rendering is illustrated. Detailed discussion and deep investigation are focused on depth extraction from captured integral 3D images. The depth calculation method from the disparity and the multiple baseline method that is used to improve the precision of depth estimation are also presented. The concept of colour SSD and its further improvement in the precision is proposed and verified.
Computer Vision Research and its Applications to Automated Cartography
1985-09-01
D Scene Geometry Thomas M. Strat and Martin A. Fischler Appendix D A New Sense for Depth of Field Alex P. Pentland iv 9.* qb CONTENTS (cont’d...D modeling. A. Baseline Stereo System As a framework for integration and evaluation of our research in modeling * 3-D scene geometry , as well as a...B. New Methods for Stereo Compilation As we previously indicated, the conventional approach to recovering scene geometry from a stereo pair of
The effect of background and illumination on color identification of real, 3D objects.
Allred, Sarah R; Olkkonen, Maria
2013-01-01
For the surface reflectance of an object to be a useful cue to object identity, judgments of its color should remain stable across changes in the object's environment. In 2D scenes, there is general consensus that color judgments are much more stable across illumination changes than background changes. Here we investigate whether these findings generalize to real 3D objects. Observers made color matches to cubes as we independently varied both the illumination impinging on the cube and the 3D background of the cube. As in 2D scenes, we found relatively high but imperfect stability of color judgments under an illuminant shift. In contrast to 2D scenes, we found that background had little effect on average color judgments. In addition, variability of color judgments was increased by an illuminant shift and decreased by embedding the cube within a background. Taken together, these results suggest that in real 3D scenes with ample cues to object segregation, the addition of a background may improve stability of color identification.
Forensic 3D Scene Reconstruction
DOE Office of Scientific and Technical Information (OSTI.GOV)
LITTLE,CHARLES Q.; PETERS,RALPH R.; RIGDON,J. BRIAN
Traditionally law enforcement agencies have relied on basic measurement and imaging tools, such as tape measures and cameras, in recording a crime scene. A disadvantage of these methods is that they are slow and cumbersome. The development of a portable system that can rapidly record a crime scene with current camera imaging, 3D geometric surface maps, and contribute quantitative measurements such as accurate relative positioning of crime scene objects, would be an asset to law enforcement agents in collecting and recording significant forensic data. The purpose of this project is to develop a feasible prototype of a fast, accurate, 3Dmore » measurement and imaging system that would support law enforcement agents to quickly document and accurately record a crime scene.« less
Cleary, Anne M; Brown, Alan S; Sawyer, Benjamin D; Nomi, Jason S; Ajoku, Adaeze C; Ryals, Anthony J
2012-06-01
Déjà vu is the striking sense that the present situation feels familiar, alongside the realization that it has to be new. According to the Gestalt familiarity hypothesis, déjà vu results when the configuration of elements within a scene maps onto a configuration previously seen, but the previous scene fails to come to mind. We examined this using virtual reality (VR) technology. When a new immersive VR scene resembled a previously-viewed scene in its configuration but people failed to recall the previously-viewed scene, familiarity ratings and reports of déjà vu were indeed higher than for completely novel scenes. People also exhibited the contrasting sense of newness and of familiarity that is characteristic of déjà vu. Familiarity ratings and déjà vu reports among scenes recognized as new increased with increasing feature-match of a scene to one stored in memory, suggesting that feature-matching can produce familiarity and déjà vu when recall fails. Copyright © 2012 Elsevier Inc. All rights reserved.
NASA Astrophysics Data System (ADS)
Gauthier, L. R.; Jansen, M. E.; Meyer, J. R.
2014-09-01
Camera motion is a potential problem when a video camera is used to perform dynamic displacement measurements. If the scene camera moves at the wrong time, the apparent motion of the object under study can easily be confused with the real motion of the object. In some cases, it is practically impossible to prevent camera motion, as for instance, when a camera is used outdoors in windy conditions. A method to address this challenge is described that provides an objective means to measure the displacement of an object of interest in the scene, even when the camera itself is moving in an unpredictable fashion at the same time. The main idea is to synchronously measure the motion of the camera and to use those data ex post facto to subtract out the apparent motion in the scene that is caused by the camera motion. The motion of the scene camera is measured by using a reference camera that is rigidly attached to the scene camera and oriented towards a stationary reference object. For instance, this reference object may be on the ground, which is known to be stationary. It is necessary to calibrate the reference camera by simultaneously measuring the scene images and the reference images at times when it is known that the scene object is stationary and the camera is moving. These data are used to map camera movement data to apparent scene movement data in pixel space and subsequently used to remove the camera movement from the scene measurements.
A HWIL test facility of infrared imaging laser radar using direct signal injection
NASA Astrophysics Data System (ADS)
Wang, Qian; Lu, Wei; Wang, Chunhui; Wang, Qi
2005-01-01
Laser radar has been widely used these years and the hardware-in-the-loop (HWIL) testing of laser radar become important because of its low cost and high fidelity compare with On-the-Fly testing and whole digital simulation separately. Scene generation and projection two key technologies of hardware-in-the-loop testing of laser radar and is a complicated problem because the 3D images result from time delay. The scene generation process begins with the definition of the target geometry and reflectivity and range. The real-time 3D scene generation computer is a PC based hardware and the 3D target models were modeled using 3dsMAX. The scene generation software was written in C and OpenGL and is executed to extract the Z-buffer from the bit planes to main memory as range image. These pixels contain each target position x, y, z and its respective intensity and range value. Expensive optical injection technologies of scene projection such as LDP array, VCSEL array, DMD and associated scene generation is ongoing. But the optical scene projection is complicated and always unaffordable. In this paper a cheaper test facility was described that uses direct electronic injection to provide rang images for laser radar testing. The electronic delay and pulse shaping circuits inject the scenes directly into the seeker's signal processing unit.
Evaluation of feature-based 3-d registration of probabilistic volumetric scenes
NASA Astrophysics Data System (ADS)
Restrepo, Maria I.; Ulusoy, Ali O.; Mundy, Joseph L.
2014-12-01
Automatic estimation of the world surfaces from aerial images has seen much attention and progress in recent years. Among current modeling technologies, probabilistic volumetric models (PVMs) have evolved as an alternative representation that can learn geometry and appearance in a dense and probabilistic manner. Recent progress, in terms of storage and speed, achieved in the area of volumetric modeling, opens the opportunity to develop new frameworks that make use of the PVM to pursue the ultimate goal of creating an entire map of the earth, where one can reason about the semantics and dynamics of the 3-d world. Aligning 3-d models collected at different time-instances constitutes an important step for successful fusion of large spatio-temporal information. This paper evaluates how effectively probabilistic volumetric models can be aligned using robust feature-matching techniques, while considering different scenarios that reflect the kind of variability observed across aerial video collections from different time instances. More precisely, this work investigates variability in terms of discretization, resolution and sampling density, errors in the camera orientation, and changes in illumination and geographic characteristics. All results are given for large-scale, outdoor sites. In order to facilitate the comparison of the registration performance of PVMs to that of other 3-d reconstruction techniques, the registration pipeline is also carried out using Patch-based Multi-View Stereo (PMVS) algorithm. Registration performance is similar for scenes that have favorable geometry and the appearance characteristics necessary for high quality reconstruction. In scenes containing trees, such as a park, or many buildings, such as a city center, registration performance is significantly more accurate when using the PVM.
a Low-Cost Panoramic Camera for the 3d Documentation of Contaminated Crime Scenes
NASA Astrophysics Data System (ADS)
Abate, D.; Toschi, I.; Sturdy-Colls, C.; Remondino, F.
2017-11-01
Crime scene documentation is a fundamental task which has to be undertaken in a fast, accurate and reliable way, highlighting evidence which can be further used for ensuring justice for victims and for guaranteeing the successful prosecution of perpetrators. The main focus of this paper is on the documentation of a typical crime scene and on the rapid recording of any possible contamination that could have influenced its original appearance. A 3D reconstruction of the environment is first generated by processing panoramas acquired with the low-cost Ricoh Theta 360 camera, and further analysed to highlight potentials and limits of this emerging and consumer-grade technology. Then, a methodology is proposed for the rapid recording of changes occurring between the original and the contaminated crime scene. The approach is based on an automatic 3D feature-based data registration, followed by a cloud-to-cloud distance computation, given as input the 3D point clouds generated before and after e.g. the misplacement of evidence. All the algorithms adopted for panoramas pre-processing, photogrammetric 3D reconstruction, 3D geometry registration and analysis, are presented and currently available in open-source or low-cost software solutions.
Parallel phase-sensitive three-dimensional imaging camera
Smithpeter, Colin L.; Hoover, Eddie R.; Pain, Bedabrata; Hancock, Bruce R.; Nellums, Robert O.
2007-09-25
An apparatus is disclosed for generating a three-dimensional (3-D) image of a scene illuminated by a pulsed light source (e.g. a laser or light-emitting diode). The apparatus, referred to as a phase-sensitive 3-D imaging camera utilizes a two-dimensional (2-D) array of photodetectors to receive light that is reflected or scattered from the scene and processes an electrical output signal from each photodetector in the 2-D array in parallel using multiple modulators, each having inputs of the photodetector output signal and a reference signal, with the reference signal provided to each modulator having a different phase delay. The output from each modulator is provided to a computational unit which can be used to generate intensity and range information for use in generating a 3-D image of the scene. The 3-D camera is capable of generating a 3-D image using a single pulse of light, or alternately can be used to generate subsequent 3-D images with each additional pulse of light.
Crime event 3D reconstruction based on incomplete or fragmentary evidence material--case report.
Maksymowicz, Krzysztof; Tunikowski, Wojciech; Kościuk, Jacek
2014-09-01
Using our own experience in 3D analysis, the authors will demonstrate the possibilities of 3D crime scene and event reconstruction in cases where originally collected material evidence is largely insufficient. The necessity to repeat forensic evaluation is often down to the emergence of new facts in the course of case proceedings. Even in cases when a crime scene and its surroundings have undergone partial or complete transformation, with regard to elements significant to the course of the case, or when the scene was not satisfactorily secured, it is still possible to reconstruct it in a 3D environment based on the originally-collected, even incomplete, material evidence. In particular cases when no image of the crime scene is available, its partial or even full reconstruction is still potentially feasible. Credibility of evidence for such reconstruction can still satisfy the evidence requirements in court. Reconstruction of the missing elements of the crime scene is still possible with the use of information obtained from current publicly available databases. In the study, we demonstrate that these can include Google Maps(®*), Google Street View(®*) and available construction and architecture archives. Copyright © 2014 Elsevier Ireland Ltd. All rights reserved.
Special effects used in creating 3D animated scenes-part 1
NASA Astrophysics Data System (ADS)
Avramescu, A. M.
2015-11-01
In present, with the help of computer, we can create special effects that look so real that we almost don't perceive them as being different. These special effects are somehow hard to differentiate from the real elements like those on the screen. With the increasingly accesible 3D field that has more and more areas of application, the 3D technology goes easily from architecture to product designing. Real like 3D animations are used as means of learning, for multimedia presentations of big global corporations, for special effects and even for virtual actors in movies. Technology, as part of the movie art, is considered a prerequisite but the cinematography is the first art that had to wait for the correct intersection of technological development, innovation and human vision in order to attain full achievement. Increasingly more often, the majority of industries is using 3D sequences (three dimensional). 3D represented graphics, commercials and special effects from movies are all designed in 3D. The key for attaining real visual effects is to successfully combine various distinct elements: characters, objects, images and video scenes; like all these elements represent a whole that works in perfect harmony. This article aims to exhibit a game design from these days. Considering the advanced technology and futuristic vision of designers, nowadays we have different and multifarious game models. Special effects are decisively contributing in the creation of a realistic three-dimensional scene. These effects are essential for transmitting the emotional state of the scene. Creating the special effects is a work of finesse in order to achieve high quality scenes. Special effects can be used to get the attention of the onlooker on an object from a scene. Out of the conducted study, the best-selling game of the year 2010 was Call of Duty: Modern Warfare 2. This way, the article aims for the presented scene to be similar with many locations from this type of games, more precisely, a place from the Middle East, a very popular subject among game developers.
STREAM PROCESSING ALGORITHMS FOR DYNAMIC 3D SCENE ANALYSIS
2018-02-15
23 9 Ground truth creation based on marked building feature points in two different views 50 frames apart in...between just two views , each row in the current figure represents a similar assessment however between one camera and all other cameras within the dataset...BA4S. While Fig. 44 depicted the epipolar lines for the point correspondences between just two views , the current figure represents a similar
NASA Astrophysics Data System (ADS)
Hua, Hong
2017-02-01
Head-mounted light field displays render a true 3D scene by sampling either the projections of the 3D scene at different depths or the directions of the light rays apparently emitted by the 3D scene and viewed from different eye positions. They are capable of rendering correct or nearly correct focus cues and addressing the very well-known vergence-accommodation mismatch problem in conventional virtual and augmented reality displays. In this talk, I will focus on reviewing recent advancements of head-mounted light field displays for VR and AR applications. I will demonstrate examples of HMD systems developed in my group.
Using 3D range cameras for crime scene documentation and legal medicine
NASA Astrophysics Data System (ADS)
Cavagnini, Gianluca; Sansoni, Giovanna; Trebeschi, Marco
2009-01-01
Crime scene documentation and legal medicine analysis are part of a very complex process which is aimed at identifying the offender starting from the collection of the evidences on the scene. This part of the investigation is very critical, since the crime scene is extremely volatile, and once it is removed, it can not be precisely created again. For this reason, the documentation process should be as complete as possible, with minimum invasiveness. The use of optical 3D imaging sensors has been considered as a possible aid to perform the documentation step, since (i) the measurement is contactless and (ii) the process required to editing and modeling the 3D data is quite similar to the reverse engineering procedures originally developed for the manufacturing field. In this paper we show the most important results obtained in the experimentation.
Weakly Supervised Segmentation-Aided Classification of Urban Scenes from 3d LIDAR Point Clouds
NASA Astrophysics Data System (ADS)
Guinard, S.; Landrieu, L.
2017-05-01
We consider the problem of the semantic classification of 3D LiDAR point clouds obtained from urban scenes when the training set is limited. We propose a non-parametric segmentation model for urban scenes composed of anthropic objects of simple shapes, partionning the scene into geometrically-homogeneous segments which size is determined by the local complexity. This segmentation can be integrated into a conditional random field classifier (CRF) in order to capture the high-level structure of the scene. For each cluster, this allows us to aggregate the noisy predictions of a weakly-supervised classifier to produce a higher confidence data term. We demonstrate the improvement provided by our method over two publicly-available large-scale data sets.
Guest Editor's introduction: Special issue on distributed virtual environments
NASA Astrophysics Data System (ADS)
Lea, Rodger
1998-09-01
Distributed virtual environments (DVEs) combine technology from 3D graphics, virtual reality and distributed systems to provide an interactive 3D scene that supports multiple participants. Each participant has a representation in the scene, often known as an avatar, and is free to navigate through the scene and interact with both the scene and other viewers of the scene. Changes to the scene, for example, position changes of one avatar as the associated viewer navigates through the scene, or changes to objects in the scene via manipulation, are propagated in real time to all viewers. This ensures that all viewers of a shared scene `see' the same representation of it, allowing sensible reasoning about the scene. Early work on such environments was restricted to their use in simulation, in particular in military simulation. However, over recent years a number of interesting and potentially far-reaching attempts have been made to exploit the technology for a range of other uses, including: Social spaces. Such spaces can be seen as logical extensions of the familiar text chat space. In 3D social spaces avatars, representing participants, can meet in shared 3D scenes and in addition to text chat can use visual cues and even in some cases spatial audio. Collaborative working. A number of recent projects have attempted to explore the use of DVEs to facilitate computer-supported collaborative working (CSCW), where the 3D space provides a context and work space for collaboration. Gaming. The shared 3D space is already familiar, albeit in a constrained manner, to the gaming community. DVEs are a logical superset of existing 3D games and can provide a rich framework for advanced gaming applications. e-commerce. The ability to navigate through a virtual shopping mall and to look at, and even interact with, 3D representations of articles has appealed to the e-commerce community as it searches for the best method of presenting merchandise to electronic consumers. The technology needed to support these systems crosses a number of disciplines in computer science. These include, but are certainly not limited to, real-time graphics for the accurate and realistic representation of scenes, group communications for the efficient update of shared consistent scene data, user interface modelling to exploit the use of the 3D representation and multimedia systems technology for the delivery of streamed graphics and audio-visual data into the shared scene. It is this intersection of technologies and the overriding need to provide visual realism that places such high demands on the underlying distributed systems infrastructure and makes DVEs such fertile ground for distributed systems research. Two examples serve to show how DVE developers have exploited the unique aspects of their domain. Communications. The usual tension between latency and throughput is particularly noticeable within DVEs. To ensure the timely update of multiple viewers of a particular scene requires that such updates be propagated quickly. However, the sheer volume of changes to any one scene calls for techniques that minimize the number of distinct updates that are sent to the network. Several techniques have been used to address this tension; these include the use of multicast communications, and in particular multicast in wide-area networks to reduce actual message traffic. Multicast has been combined with general group communications to partition updates to related objects or users of a scene. A less traditional approach has been the use of dead reckoning whereby a client application that visualizes the scene calculates position updates by extrapolating movement based on previous information. This allows the system to reduce the number of communications needed to update objects that move in a stable manner within the scene. Scaling. DVEs, especially those used for social spaces, are required to support large numbers of simultaneous users in potentially large shared scenes. The desire for scalability has driven different architectural designs, for example, the use of fully distributed architectures which scale well but often suffer performance costs versus centralized and hierarchical architectures in which the inverse is true. However, DVEs have also exploited the spatial nature of their domain to address scalability and have pioneered techniques that exploit the semantics of the shared space to reduce data updates and so allow greater scalability. Several of the systems reported in this special issue apply a notion of area of interest to partition the scene and so reduce the participants in any data updates. The specification of area of interest differs between systems. One approach has been to exploit a geographical notion, i.e. a regular portion of a scene, or a semantic unit, such as a room or building. Another approach has been to define the area of interest as a spatial area associated with an avatar in the scene. The five papers in this special issue have been chosen to highlight the distributed systems aspects of the DVE domain. The first paper, on the DIVE system, described by Emmanuel Frécon and Mårten Stenius explores the use of multicast and group communication in a fully peer-to-peer architecture. The developers of DIVE have focused on its use as the basis for collaborative work environments and have explored the issues associated with maintaining and updating large complicated scenes. The second paper, by Hiroaki Harada et al, describes the AGORA system, a DVE concentrating on social spaces and employing a novel communication technique that incorporates position update and vector information to support dead reckoning. The paper by Simon Powers et al explores the application of DVEs to the gaming domain. They propose a novel architecture that separates out higher-level game semantics - the conceptual model - from the lower-level scene attributes - the dynamic model, both running on servers, from the actual visual representation - the visual model - running on the client. They claim a number of benefits from this approach, including better predictability and consistency. Wolfgang Broll discusses the SmallView system which is an attempt to provide a toolkit for DVEs. One of the key features of SmallView is a sophisticated application level protocol, DWTP, that provides support for a variety of communication models. The final paper, by Chris Greenhalgh, discusses the MASSIVE system which has been used to explore the notion of awareness in the 3D space via the concept of `auras'. These auras define an area of interest for users and support a mapping between what a user is aware of, and what data update rate the communications infrastructure can support. We hope that this selection of papers will serve to provide a clear introduction to the distributed system issues faced by the DVE community and the approaches they have taken in solving them. Finally, we wish to thank Hubert Le Van Gong for his tireless efforts in pulling together all these papers and both the referees and the authors of the papers for the time and effort in ensuring that their contributions teased out the interesting distributed systems issues for this special issue. † E-mail address: rodger@arch.sel.sony.com
Smith, Tim J; Mital, Parag K
2013-07-17
Does viewing task influence gaze during dynamic scene viewing? Research into the factors influencing gaze allocation during free viewing of dynamic scenes has reported that the gaze of multiple viewers clusters around points of high motion (attentional synchrony), suggesting that gaze may be primarily under exogenous control. However, the influence of viewing task on gaze behavior in static scenes and during real-world interaction has been widely demonstrated. To dissociate exogenous from endogenous factors during dynamic scene viewing we tracked participants' eye movements while they (a) freely watched unedited videos of real-world scenes (free viewing) or (b) quickly identified where the video was filmed (spot-the-location). Static scenes were also presented as controls for scene dynamics. Free viewing of dynamic scenes showed greater attentional synchrony, longer fixations, and more gaze to people and areas of high flicker compared with static scenes. These differences were minimized by the viewing task. In comparison with the free viewing of dynamic scenes, during the spot-the-location task fixation durations were shorter, saccade amplitudes were longer, and gaze exhibited less attentional synchrony and was biased away from areas of flicker and people. These results suggest that the viewing task can have a significant influence on gaze during a dynamic scene but that endogenous control is slow to kick in as initial saccades default toward the screen center, areas of high motion and people before shifting to task-relevant features. This default-like viewing behavior returns after the viewing task is completed, confirming that gaze behavior is more predictable during free viewing of dynamic than static scenes but that this may be due to natural correlation between regions of interest (e.g., people) and motion.
Saliency-Guided Detection of Unknown Objects in RGB-D Indoor Scenes.
Bao, Jiatong; Jia, Yunyi; Cheng, Yu; Xi, Ning
2015-08-27
This paper studies the problem of detecting unknown objects within indoor environments in an active and natural manner. The visual saliency scheme utilizing both color and depth cues is proposed to arouse the interests of the machine system for detecting unknown objects at salient positions in a 3D scene. The 3D points at the salient positions are selected as seed points for generating object hypotheses using the 3D shape. We perform multi-class labeling on a Markov random field (MRF) over the voxels of the 3D scene, combining cues from object hypotheses and 3D shape. The results from MRF are further refined by merging the labeled objects, which are spatially connected and have high correlation between color histograms. Quantitative and qualitative evaluations on two benchmark RGB-D datasets illustrate the advantages of the proposed method. The experiments of object detection and manipulation performed on a mobile manipulator validate its effectiveness and practicability in robotic applications.
Saliency-Guided Detection of Unknown Objects in RGB-D Indoor Scenes
Bao, Jiatong; Jia, Yunyi; Cheng, Yu; Xi, Ning
2015-01-01
This paper studies the problem of detecting unknown objects within indoor environments in an active and natural manner. The visual saliency scheme utilizing both color and depth cues is proposed to arouse the interests of the machine system for detecting unknown objects at salient positions in a 3D scene. The 3D points at the salient positions are selected as seed points for generating object hypotheses using the 3D shape. We perform multi-class labeling on a Markov random field (MRF) over the voxels of the 3D scene, combining cues from object hypotheses and 3D shape. The results from MRF are further refined by merging the labeled objects, which are spatially connected and have high correlation between color histograms. Quantitative and qualitative evaluations on two benchmark RGB-D datasets illustrate the advantages of the proposed method. The experiments of object detection and manipulation performed on a mobile manipulator validate its effectiveness and practicability in robotic applications. PMID:26343656
Real-Time Mapping Using Stereoscopic Vision Optimization
2005-03-01
pinhole geometry . . . . . . . . . . . . . . 17 2.8. Artificially textured scenes . . . . . . . . . . . . . . . . . . . . 23 3.1. Bilbo the robot...geometry. 2.2.1 The Fundamental Matrix. The fundamental matrix (F) describes the relationship between a pair of 2D pictures of a 3D scene . This is...eight CCD cameras to compute a mesh model of the environment from a large number of overlapped 3D images. In [1,17], a range scanner is combined with a
NASA Astrophysics Data System (ADS)
Le, Minh Tuan; Nguyen, Congdu; Yoon, Dae-Il; Jung, Eun Ku; Jia, Jie; Kim, Hae-Kwang
2007-12-01
In this paper, we propose a method of 3D graphics to video encoding and streaming that are embedded into a remote interactive 3D visualization system for rapidly representing a 3D scene on mobile devices without having to download it from the server. In particular, a 3D graphics to video framework is presented that increases the visual quality of regions of interest (ROI) of the video by performing more bit allocation to ROI during H.264 video encoding. The ROI are identified by projection 3D objects to a 2D plane during rasterization. The system offers users to navigate the 3D scene and interact with objects of interests for querying their descriptions. We developed an adaptive media streaming server that can provide an adaptive video stream in term of object-based quality to the client according to the user's preferences and the variation of network bandwidth. Results show that by doing ROI mode selection, PSNR of test sample slightly change while visual quality of objects increases evidently.
Complex adaptation-based LDR image rendering for 3D image reconstruction
NASA Astrophysics Data System (ADS)
Lee, Sung-Hak; Kwon, Hyuk-Ju; Sohng, Kyu-Ik
2014-07-01
A low-dynamic tone-compression technique is developed for realistic image rendering that can make three-dimensional (3D) images similar to realistic scenes by overcoming brightness dimming in the 3D display mode. The 3D surround provides varying conditions for image quality, illuminant adaptation, contrast, gamma, color, sharpness, and so on. In general, gain/offset adjustment, gamma compensation, and histogram equalization have performed well in contrast compression; however, as a result of signal saturation and clipping effects, image details are removed and information is lost on bright and dark areas. Thus, an enhanced image mapping technique is proposed based on space-varying image compression. The performance of contrast compression is enhanced with complex adaptation in a 3D viewing surround combining global and local adaptation. Evaluating local image rendering in view of tone and color expression, noise reduction, and edge compensation confirms that the proposed 3D image-mapping model can compensate for the loss of image quality in the 3D mode.
3D-MSCT imaging of bullet trajectory in 3D crime scene reconstruction: two case reports.
Colard, T; Delannoy, Y; Bresson, F; Marechal, C; Raul, J S; Hedouin, V
2013-11-01
Postmortem investigations are increasingly assisted by three-dimensional multi-slice computed tomography (3D-MSCT) and have become more available to forensic pathologists over the past 20years. In cases of ballistic wounds, 3D-MSCT can provide an accurate description of the bullet location, bone fractures and, more interestingly, a clear visual of the intracorporeal trajectory (bullet track). These forensic medical examinations can be combined with tridimensional bullet trajectory reconstructions created by forensic ballistic experts. These case reports present the implementation of tridimensional methods and the results of 3D crime scene reconstruction in two cases. The authors highlight the value of collaborations between police forensic experts and forensic medicine institutes through the incorporation of 3D-MSCT data in a crime scene reconstruction, which is of great interest in forensic science as a clear visual communication tool between experts and the court. Copyright © 2013 Elsevier Ireland Ltd. All rights reserved.
Gestalt-like constraints produce veridical (Euclidean) percepts of 3D indoor scenes
Kwon, TaeKyu; Li, Yunfeng; Sawada, Tadamasa; Pizlo, Zygmunt
2015-01-01
This study, which was influenced a lot by Gestalt ideas, extends our prior work on the role of a priori constraints in the veridical perception of 3D shapes to the perception of 3D scenes. Our experiments tested how human subjects perceive the layout of a naturally-illuminated indoor scene that contains common symmetrical 3D objects standing on a horizontal floor. In one task, the subject was asked to draw a top view of a scene that was viewed either monocularly or binocularly. The top views the subjects reconstructed were configured accurately except for their overall size. These size errors varied from trial to trial, and were shown most-likely to result from the presence of a response bias. There was little, if any, evidence of systematic distortions of the subjects’ perceived visual space, the kind of distortions that have been reported in numerous experiments run under very unnatural conditions. This shown, we proceeded to use Foley’s (Vision Research 12 (1972) 323–332) isosceles right triangle experiment to test the intrinsic geometry of visual space directly. This was done with natural viewing, with the impoverished viewing conditions Foley had used, as well as with a number of intermediate viewing conditions. Our subjects produced very accurate triangles when the viewing conditions were natural, but their performance deteriorated systematically as the viewing conditions were progressively impoverished. Their perception of visual space became more compressed as their natural visual environment was degraded. Once this was shown, we developed a computational model that emulated the most salient features of our psychophysical results. We concluded that human observers see 3D scenes veridically when they view natural 3D objects within natural 3D environments. PMID:26525845
A dual-waveband dynamic IR scene projector based on DMD
NASA Astrophysics Data System (ADS)
Hu, Yu; Zheng, Ya-wei; Gao, Jiao-bo; Sun, Ke-feng; Li, Jun-na; Zhang, Lei; Zhang, Fang
2016-10-01
Infrared scene simulation system can simulate multifold objects and backgrounds to perform dynamic test and evaluate EO detecting system in the hardware in-the-loop test. The basic structure of a dual-waveband dynamic IR scene projector was introduced in the paper. The system's core device is an IR Digital Micro-mirror Device (DMD) and the radiant source is a mini-type high temperature IR plane black-body. An IR collimation optical system which transmission range includes 3-5μm and 8-12μm is designed as the projection optical system. Scene simulation software was developed with Visual C++ and Vega soft tools and a software flow chart was presented. The parameters and testing results of the system were given, and this system was applied with satisfying performance in an IR imaging simulation testing.
Motion Field Estimation for a Dynamic Scene Using a 3D LiDAR
Li, Qingquan; Zhang, Liang; Mao, Qingzhou; Zou, Qin; Zhang, Pin; Feng, Shaojun; Ochieng, Washington
2014-01-01
This paper proposes a novel motion field estimation method based on a 3D light detection and ranging (LiDAR) sensor for motion sensing for intelligent driverless vehicles and active collision avoidance systems. Unlike multiple target tracking methods, which estimate the motion state of detected targets, such as cars and pedestrians, motion field estimation regards the whole scene as a motion field in which each little element has its own motion state. Compared to multiple target tracking, segmentation errors and data association errors have much less significance in motion field estimation, making it more accurate and robust. This paper presents an intact 3D LiDAR-based motion field estimation method, including pre-processing, a theoretical framework for the motion field estimation problem and practical solutions. The 3D LiDAR measurements are first projected to small-scale polar grids, and then, after data association and Kalman filtering, the motion state of every moving grid is estimated. To reduce computing time, a fast data association algorithm is proposed. Furthermore, considering the spatial correlation of motion among neighboring grids, a novel spatial-smoothing algorithm is also presented to optimize the motion field. The experimental results using several data sets captured in different cities indicate that the proposed motion field estimation is able to run in real-time and performs robustly and effectively. PMID:25207868
Motion field estimation for a dynamic scene using a 3D LiDAR.
Li, Qingquan; Zhang, Liang; Mao, Qingzhou; Zou, Qin; Zhang, Pin; Feng, Shaojun; Ochieng, Washington
2014-09-09
This paper proposes a novel motion field estimation method based on a 3D light detection and ranging (LiDAR) sensor for motion sensing for intelligent driverless vehicles and active collision avoidance systems. Unlike multiple target tracking methods, which estimate the motion state of detected targets, such as cars and pedestrians, motion field estimation regards the whole scene as a motion field in which each little element has its own motion state. Compared to multiple target tracking, segmentation errors and data association errors have much less significance in motion field estimation, making it more accurate and robust. This paper presents an intact 3D LiDAR-based motion field estimation method, including pre-processing, a theoretical framework for the motion field estimation problem and practical solutions. The 3D LiDAR measurements are first projected to small-scale polar grids, and then, after data association and Kalman filtering, the motion state of every moving grid is estimated. To reduce computing time, a fast data association algorithm is proposed. Furthermore, considering the spatial correlation of motion among neighboring grids, a novel spatial-smoothing algorithm is also presented to optimize the motion field. The experimental results using several data sets captured in different cities indicate that the proposed motion field estimation is able to run in real-time and performs robustly and effectively.
Integration of an open interface PC scene generator using COTS DVI converter hardware
NASA Astrophysics Data System (ADS)
Nordland, Todd; Lyles, Patrick; Schultz, Bret
2006-05-01
Commercial-Off-The-Shelf (COTS) personal computer (PC) hardware is increasingly capable of computing high dynamic range (HDR) scenes for military sensor testing at high frame rates. New electro-optical and infrared (EO/IR) scene projectors feature electrical interfaces that can accept the DVI output of these PC systems. However, military Hardware-in-the-loop (HWIL) facilities such as those at the US Army Aviation and Missile Research Development and Engineering Center (AMRDEC) utilize a sizeable inventory of existing projection systems that were designed to use the Silicon Graphics Incorporated (SGI) digital video port (DVP, also known as DVP2 or DD02) interface. To mate the new DVI-based scene generation systems to these legacy projection systems, CG2 Inc., a Quantum3D Company (CG2), has developed a DVI-to-DVP converter called Delta DVP. This device takes progressive scan DVI input, converts it to digital parallel data, and combines and routes color components to derive a 16-bit wide luminance channel replicated on a DVP output interface. The HWIL Functional Area of AMRDEC has developed a suite of modular software to perform deterministic real-time, wave band-specific rendering of sensor scenes, leveraging the features of commodity graphics hardware and open source software. Together, these technologies enable sensor simulation and test facilities to integrate scene generation and projection components with diverse pedigrees.
Thermal-depth matching in dynamic scene based on affine projection and feature registration
NASA Astrophysics Data System (ADS)
Wang, Hongyu; Jia, Tong; Wu, Chengdong; Li, Yongqiang
2018-03-01
This paper aims to study the construction of 3D temperature distribution reconstruction system based on depth and thermal infrared information. Initially, a traditional calibration method cannot be directly used, because the depth and thermal infrared camera is not sensitive to the color calibration board. Therefore, this paper aims to design a depth and thermal infrared camera calibration board to complete the calibration of the depth and thermal infrared camera. Meanwhile a local feature descriptors in thermal and depth images is proposed. The belief propagation matching algorithm is also investigated based on the space affine transformation matching and local feature matching. The 3D temperature distribution model is built based on the matching of 3D point cloud and 2D thermal infrared information. Experimental results show that the method can accurately construct the 3D temperature distribution model, and has strong robustness.
The 3D widgets for exploratory scientific visualization
NASA Technical Reports Server (NTRS)
Herndon, Kenneth P.; Meyer, Tom
1995-01-01
Computational fluid dynamics (CFD) techniques are used to simulate flows of fluids like air or water around such objects as airplanes and automobiles. These techniques usually generate very large amounts of numerical data which are difficult to understand without using graphical scientific visualization techniques. There are a number of commercial scientific visualization applications available today which allow scientists to control visualization tools via textual and/or 2D user interfaces. However, these user interfaces are often difficult to use. We believe that 3D direct-manipulation techniques for interactively controlling visualization tools will provide opportunities for powerful and useful interfaces with which scientists can more effectively explore their datasets. A few systems have been developed which use these techniques. In this paper, we will present a variety of 3D interaction techniques for manipulating parameters of visualization tools used to explore CFD datasets, and discuss in detail various techniques for positioning tools in a 3D scene.
Experiments in MPEG-4 content authoring, browsing, and streaming
NASA Astrophysics Data System (ADS)
Puri, Atul; Schmidt, Robert L.; Basso, Andrea; Civanlar, Mehmet R.
2000-12-01
In this paper, within the context of the MPEG-4 standard we report on preliminary experiments in three areas -- authoring of MPEG-4 content, a player/browser for MPEG-4 content, and streaming of MPEG-4 content. MPEG-4 is a new standard for coding of audiovisual objects; the core of MPEG-4 standard is complete while amendments are in various stages of completion. MPEG-4 addresses compression of audio and visual objects, their integration by scene description, and interactivity of users with such objects. MPEG-4 scene description is based on VRML like language for 3D scenes, extended to 2D scenes, and supports integration of 2D and 3D scenes. This scene description language is called BIFS. First, we introduce the basic concepts behind BIFS and then show with an example, textual authoring of different components needed to describe an audiovisual scene in BIFS; the textual BIFS is then saved as compressed binary file/s for storage or transmission. Then, we discuss a high level design of an MPEG-4 player/browser that uses the main components from authoring such as encoded BIFS stream, media files it refers to, and multiplexed object descriptor stream to play an MPEG-4 scene. We also discuss our extensions to such a player/browser. Finally, we present our work in streaming of MPEG-4 -- the payload format, modification to client MPEG-4 player/browser, server-side infrastructure and example content used in our MPEG-4 streaming experiments.
Compressive Coded-Aperture Multimodal Imaging Systems
NASA Astrophysics Data System (ADS)
Rueda-Chacon, Hoover F.
Multimodal imaging refers to the framework of capturing images that span different physical domains such as space, spectrum, depth, time, polarization, and others. For instance, spectral images are modeled as 3D cubes with two spatial and one spectral coordinate. Three-dimensional cubes spanning just the space domain, are referred as depth volumes. Imaging cubes varying in time, spectra or depth, are referred as 4D-images. Nature itself spans different physical domains, thus imaging our real world demands capturing information in at least 6 different domains simultaneously, giving turn to 3D-spatial+spectral+polarized dynamic sequences. Conventional imaging devices, however, can capture dynamic sequences with up-to 3 spectral channels, in real-time, by the use of color sensors. Capturing multiple spectral channels require scanning methodologies, which demand long time. In general, to-date multimodal imaging requires a sequence of different imaging sensors, placed in tandem, to simultaneously capture the different physical properties of a scene. Then, different fusion techniques are employed to mix all the individual information into a single image. Therefore, new ways to efficiently capture more than 3 spectral channels of 3D time-varying spatial information, in a single or few sensors, are of high interest. Compressive spectral imaging (CSI) is an imaging framework that seeks to optimally capture spectral imagery (tens of spectral channels of 2D spatial information), using fewer measurements than that required by traditional sensing procedures which follows the Shannon-Nyquist sampling. Instead of capturing direct one-to-one representations of natural scenes, CSI systems acquire linear random projections of the scene and then solve an optimization algorithm to estimate the 3D spatio-spectral data cube by exploiting the theory of compressive sensing (CS). To date, the coding procedure in CSI has been realized through the use of ``block-unblock" coded apertures, commonly implemented as chrome-on-quartz photomasks. These apertures block or permit to pass the entire spectrum from the scene at given spatial locations, thus modulating the spatial characteristics of the scene. In the first part, this thesis aims to expand the framework of CSI by replacing the traditional block-unblock coded apertures by patterned optical filter arrays, referred as ``color" coded apertures. These apertures are formed by tiny pixelated optical filters, which in turn, allow the input image to be modulated not only spatially but spectrally as well, entailing more powerful coding strategies. The proposed colored coded apertures are either synthesized through linear combinations of low-pass, high-pass and band-pass filters, paired with binary pattern ensembles realized by a digital-micromirror-device (DMD), or experimentally realized through thin-film color-patterned filter arrays. The optical forward model of the proposed CSI architectures will be presented along with the design and proof-of-concept implementations, which achieve noticeable improvements in the quality of the reconstructions compared with conventional block-unblock coded aperture-based CSI architectures. On another front, due to the rich information contained in the infrared spectrum as well as the depth domain, this thesis aims to explore multimodal imaging by extending the range sensitivity of current CSI systems to a dual-band visible+near-infrared spectral domain, and also, it proposes, for the first time, a new imaging device that captures simultaneously 4D data cubes (2D spatial+1D spectral+depth imaging) with as few as a single snapshot. Due to the snapshot advantage of this camera, video sequences are possible, thus enabling the joint capture of 5D imagery. It aims to create super-human sensing that will enable the perception of our world in new and exciting ways. With this, we intend to advance in the state of the art in compressive sensing systems to extract depth while accurately capturing spatial and spectral material properties. The applications of such a sensor are self-evident in fields such as computer/robotic vision because they would allow an artificial intelligence to make informed decisions about not only the location of objects within a scene but also their material properties.
NASA Astrophysics Data System (ADS)
Tosca, M. G.; Diner, D. J.; Garay, M. J.; Kalashnikova, O. V.
2012-12-01
Fire-emitted aerosols modify cloud and precipitation dynamics by acting as cloud condensation nuclei in what is known as the first and second aerosol indirect effect. The cloud response to the indirect effect varies regionally and is not well understood in the highly convective tropics. We analyzed nine years (2003-2011) of aerosol data from the Multi-angle Imaging SpectroRadiometer (MISR), and fire emissions data from the Global Fire Emissions Database, version 3 (GFED3) over southeastern tropical Asia (Indonesia), and identified scenes that contained both a high atmospheric aerosol burden and large surface fire emissions. We then collected scenes from the Cloud Profiling Radar (CPR) on board the CLOUDSAT satellite that corresponded both spatially and temporally to the high-burning scenes from MISR, and identified differences in convective cloud dynamics over areas with varying aerosol optical depths. Differences in overpass times (MISR in the morning, CLOUDSAT in the afternoon) improved our ability to infer that changes in cloud dynamics were a response to increased or decreased aerosol emissions. Our results extended conclusions from initial studies over the Amazon that used remote sensing techniques to identify cloud fraction reductions in high burning areas (Koren et al., 2004; Rosenfeld, 1999) References Koren, I., Y.J. Kaufman, L.A. Remer and J.V. Martins (2004), Measurement of the effect of Amazon smoke on inhibition of cloud formation, Science, 303, 1342-1345 Rosenfeld, D. (1999), TRMM observed first direct evidence of smoke from forest fires inhibiting rainfall, Gephys. Res. Lett., 26, 3105.
Handheld real-time volumetric 3-D gamma-ray imaging
NASA Astrophysics Data System (ADS)
Haefner, Andrew; Barnowski, Ross; Luke, Paul; Amman, Mark; Vetter, Kai
2017-06-01
This paper presents the concept of real-time fusion of gamma-ray imaging and visual scene data for a hand-held mobile Compton imaging system in 3-D. The ability to obtain and integrate both gamma-ray and scene data from a mobile platform enables improved capabilities in the localization and mapping of radioactive materials. This not only enhances the ability to localize these materials, but it also provides important contextual information of the scene which once acquired can be reviewed and further analyzed subsequently. To demonstrate these concepts, the high-efficiency multimode imager (HEMI) is used in a hand-portable implementation in combination with a Microsoft Kinect sensor. This sensor, in conjunction with open-source software, provides the ability to create a 3-D model of the scene and to track the position and orientation of HEMI in real-time. By combining the gamma-ray data and visual data, accurate 3-D maps of gamma-ray sources are produced in real-time. This approach is extended to map the location of radioactive materials within objects with unknown geometry.
NASA Astrophysics Data System (ADS)
Yoon, Jayoung; Kim, Gerard J.
2003-04-01
Traditionally, three dimension models have been used for building virtual worlds, and a data structure called the "scene graph" is often employed to organize these 3D objects in the virtual space. On the other hand, image-based rendering has recently been suggested as a probable alternative VR platform for its photo-realism, however, due to limited interactivity, it has only been used for simple navigation systems. To combine the merits of these two approaches to object/scene representations, this paper proposes for a scene graph structure in which both 3D models and various image-based scenes/objects can be defined, traversed, and rendered together. In fact, as suggested by Shade et al., these different representations can be used as different LOD's for a given object. For instance, an object might be rendered using a 3D model at close range, a billboard at an intermediate range, and as part of an environment map at far range. The ultimate objective of this mixed platform is to breath more interactivity into the image based rendered VE's by employing 3D models as well. There are several technical challenges in devising such a platform: designing scene graph nodes for various types of image based techniques, establishing criteria for LOD/representation selection, handling their transitions, implementing appropriate interaction schemes, and correctly rendering the overall scene. Currently, we have extended the scene graph structure of the Sense8's WorldToolKit, to accommodate new node types for environment maps billboards, moving textures and sprites, "Tour-into-the-Picture" structure, and view interpolated objects. As for choosing the right LOD level, the usual viewing distance and image space criteria are used, however, the switching between the image and 3D model occurs at a distance from the user where the user starts to perceive the object's internal depth. Also, during interaction, regardless of the viewing distance, a 3D representation would be used, it if exists. Before rendering, objects are conservatively culled from the view frustum using the representation with the largest volume. Finally, we carried out experiments to verify the theoretical derivation of the switching rule and obtained positive results.
NASA Technical Reports Server (NTRS)
Downward, James G.
1992-01-01
This document represents the final report for the View Generated Database (VGD) project, NAS7-1066. It documents the work done on the project up to the point at which all project work was terminated due to lack of project funds. The VGD was to provide the capability to accurately represent any real-world object or scene as a computer model. Such models include both an accurate spatial/geometric representation of surfaces of the object or scene, as well as any surface detail present on the object. Applications of such models are numerous, including acquisition and maintenance of work models for tele-autonomous systems, generation of accurate 3-D geometric/photometric models for various 3-D vision systems, and graphical models for realistic rendering of 3-D scenes via computer graphics.
NASA Astrophysics Data System (ADS)
Sun, Z.; Xu, Y.; Hoegner, L.; Stilla, U.
2018-05-01
In this work, we propose a classification method designed for the labeling of MLS point clouds, with detrended geometric features extracted from the points of the supervoxel-based local context. To achieve the analysis of complex 3D urban scenes, acquired points of the scene should be tagged with individual labels of different classes. Thus, assigning a unique label to the points of an object that belong to the same category plays an essential role in the entire 3D scene analysis workflow. Although plenty of studies in this field have been reported, this work is still a challenging task. Specifically, in this work: 1) A novel geometric feature extraction method, detrending the redundant and in-salient information in the local context, is proposed, which is proved to be effective for extracting local geometric features from the 3D scene. 2) Instead of using individual point as basic element, the supervoxel-based local context is designed to encapsulate geometric characteristics of points, providing a flexible and robust solution for feature extraction. 3) Experiments using complex urban scene with manually labeled ground truth are conducted, and the performance of proposed method with respect to different methods is analyzed. With the testing dataset, we have obtained a result of 0.92 for overall accuracy for assigning eight semantic classes.
Web GIS in practice VII: stereoscopic 3-D solutions for online maps and virtual globes
Boulos, Maged N Kamel; Robinson, Larry R
2009-01-01
Because our pupils are about 6.5 cm apart, each eye views a scene from a different angle and sends a unique image to the visual cortex, which then merges the images from both eyes into a single picture. The slight difference between the right and left images allows the brain to properly perceive the 'third dimension' or depth in a scene (stereopsis). However, when a person views a conventional 2-D (two-dimensional) image representation of a 3-D (three-dimensional) scene on a conventional computer screen, each eye receives essentially the same information. Depth in such cases can only be approximately inferred from visual clues in the image, such as perspective, as only one image is offered to both eyes. The goal of stereoscopic 3-D displays is to project a slightly different image into each eye to achieve a much truer and realistic perception of depth, of different scene planes, and of object relief. This paper presents a brief review of a number of stereoscopic 3-D hardware and software solutions for creating and displaying online maps and virtual globes (such as Google Earth) in "true 3D", with costs ranging from almost free to multi-thousand pounds sterling. A practical account is also given of the experience of the USGS BRD UMESC (United States Geological Survey's Biological Resources Division, Upper Midwest Environmental Sciences Center) in setting up a low-cost, full-colour stereoscopic 3-D system. PMID:19849837
Web GIS in practice VII: stereoscopic 3-D solutions for online maps and virtual globes.
Boulos, Maged N Kamel; Robinson, Larry R
2009-10-22
Because our pupils are about 6.5 cm apart, each eye views a scene from a different angle and sends a unique image to the visual cortex, which then merges the images from both eyes into a single picture. The slight difference between the right and left images allows the brain to properly perceive the 'third dimension' or depth in a scene (stereopsis). However, when a person views a conventional 2-D (two-dimensional) image representation of a 3-D (three-dimensional) scene on a conventional computer screen, each eye receives essentially the same information. Depth in such cases can only be approximately inferred from visual clues in the image, such as perspective, as only one image is offered to both eyes. The goal of stereoscopic 3-D displays is to project a slightly different image into each eye to achieve a much truer and realistic perception of depth, of different scene planes, and of object relief. This paper presents a brief review of a number of stereoscopic 3-D hardware and software solutions for creating and displaying online maps and virtual globes (such as Google Earth) in "true 3D", with costs ranging from almost free to multi-thousand pounds sterling. A practical account is also given of the experience of the USGS BRD UMESC (United States Geological Survey's Biological Resources Division, Upper Midwest Environmental Sciences Center) in setting up a low-cost, full-colour stereoscopic 3-D system.
Web GIS in practice VII: stereoscopic 3-D solutions for online maps and virtual globes
Boulos, Maged N.K.; Robinson, Larry R.
2009-01-01
Because our pupils are about 6.5 cm apart, each eye views a scene from a different angle and sends a unique image to the visual cortex, which then merges the images from both eyes into a single picture. The slight difference between the right and left images allows the brain to properly perceive the 'third dimension' or depth in a scene (stereopsis). However, when a person views a conventional 2-D (two-dimensional) image representation of a 3-D (three-dimensional) scene on a conventional computer screen, each eye receives essentially the same information. Depth in such cases can only be approximately inferred from visual clues in the image, such as perspective, as only one image is offered to both eyes. The goal of stereoscopic 3-D displays is to project a slightly different image into each eye to achieve a much truer and realistic perception of depth, of different scene planes, and of object relief. This paper presents a brief review of a number of stereoscopic 3-D hardware and software solutions for creating and displaying online maps and virtual globes (such as Google Earth) in "true 3D", with costs ranging from almost free to multi-thousand pounds sterling. A practical account is also given of the experience of the USGS BRD UMESC (United States Geological Survey's Biological Resources Division, Upper Midwest Environmental Sciences Center) in setting up a low-cost, full-colour stereoscopic 3-D system.
Vergence-accommodation conflicts hinder visual performance and cause visual fatigue.
Hoffman, David M; Girshick, Ahna R; Akeley, Kurt; Banks, Martin S
2008-03-28
Three-dimensional (3D) displays have become important for many applications including vision research, operation of remote devices, medical imaging, surgical training, scientific visualization, virtual prototyping, and more. In many of these applications, it is important for the graphic image to create a faithful impression of the 3D structure of the portrayed object or scene. Unfortunately, 3D displays often yield distortions in perceived 3D structure compared with the percepts of the real scenes the displays depict. A likely cause of such distortions is the fact that computer displays present images on one surface. Thus, focus cues-accommodation and blur in the retinal image-specify the depth of the display rather than the depths in the depicted scene. Additionally, the uncoupling of vergence and accommodation required by 3D displays frequently reduces one's ability to fuse the binocular stimulus and causes discomfort and fatigue for the viewer. We have developed a novel 3D display that presents focus cues that are correct or nearly correct for the depicted scene. We used this display to evaluate the influence of focus cues on perceptual distortions, fusion failures, and fatigue. We show that when focus cues are correct or nearly correct, (1) the time required to identify a stereoscopic stimulus is reduced, (2) stereoacuity in a time-limited task is increased, (3) distortions in perceived depth are reduced, and (4) viewer fatigue and discomfort are reduced. We discuss the implications of this work for vision research and the design and use of displays.
Video Segmentation Descriptors for Event Recognition
2014-12-08
Velastin, 3D Extended Histogram of Oriented Gradients (3DHOG) for Classification of Road Users in Urban Scenes , BMVC, 2009. [3] M.-Y. Chen and A. Hauptmann...computed on 3D volume outputted by the hierarchical segmentation . Each video is described as follows. Each supertube is temporally divided in n-frame...strength of these descriptors is their adaptability to the scene variations since they are grounded on a video segmentation . This makes them naturally robust
Enhanced RGB-D Mapping Method for Detailed 3D Indoor and Outdoor Modeling
Tang, Shengjun; Zhu, Qing; Chen, Wu; Darwish, Walid; Wu, Bo; Hu, Han; Chen, Min
2016-01-01
RGB-D sensors (sensors with RGB camera and Depth camera) are novel sensing systems that capture RGB images along with pixel-wise depth information. Although they are widely used in various applications, RGB-D sensors have significant drawbacks including limited measurement ranges (e.g., within 3 m) and errors in depth measurement increase with distance from the sensor with respect to 3D dense mapping. In this paper, we present a novel approach to geometrically integrate the depth scene and RGB scene to enlarge the measurement distance of RGB-D sensors and enrich the details of model generated from depth images. First, precise calibration for RGB-D Sensors is introduced. In addition to the calibration of internal and external parameters for both, IR camera and RGB camera, the relative pose between RGB camera and IR camera is also calibrated. Second, to ensure poses accuracy of RGB images, a refined false features matches rejection method is introduced by combining the depth information and initial camera poses between frames of the RGB-D sensor. Then, a global optimization model is used to improve the accuracy of the camera pose, decreasing the inconsistencies between the depth frames in advance. In order to eliminate the geometric inconsistencies between RGB scene and depth scene, the scale ambiguity problem encountered during the pose estimation with RGB image sequences can be resolved by integrating the depth and visual information and a robust rigid-transformation recovery method is developed to register RGB scene to depth scene. The benefit of the proposed joint optimization method is firstly evaluated with the publicly available benchmark datasets collected with Kinect. Then, the proposed method is examined by tests with two sets of datasets collected in both outside and inside environments. The experimental results demonstrate the feasibility and robustness of the proposed method. PMID:27690028
Enhanced RGB-D Mapping Method for Detailed 3D Indoor and Outdoor Modeling.
Tang, Shengjun; Zhu, Qing; Chen, Wu; Darwish, Walid; Wu, Bo; Hu, Han; Chen, Min
2016-09-27
RGB-D sensors (sensors with RGB camera and Depth camera) are novel sensing systems that capture RGB images along with pixel-wise depth information. Although they are widely used in various applications, RGB-D sensors have significant drawbacks including limited measurement ranges (e.g., within 3 m) and errors in depth measurement increase with distance from the sensor with respect to 3D dense mapping. In this paper, we present a novel approach to geometrically integrate the depth scene and RGB scene to enlarge the measurement distance of RGB-D sensors and enrich the details of model generated from depth images. First, precise calibration for RGB-D Sensors is introduced. In addition to the calibration of internal and external parameters for both, IR camera and RGB camera, the relative pose between RGB camera and IR camera is also calibrated. Second, to ensure poses accuracy of RGB images, a refined false features matches rejection method is introduced by combining the depth information and initial camera poses between frames of the RGB-D sensor. Then, a global optimization model is used to improve the accuracy of the camera pose, decreasing the inconsistencies between the depth frames in advance. In order to eliminate the geometric inconsistencies between RGB scene and depth scene, the scale ambiguity problem encountered during the pose estimation with RGB image sequences can be resolved by integrating the depth and visual information and a robust rigid-transformation recovery method is developed to register RGB scene to depth scene. The benefit of the proposed joint optimization method is firstly evaluated with the publicly available benchmark datasets collected with Kinect. Then, the proposed method is examined by tests with two sets of datasets collected in both outside and inside environments. The experimental results demonstrate the feasibility and robustness of the proposed method.
NASA Astrophysics Data System (ADS)
Ning, Jiwei; Sang, Xinzhu; Xing, Shujun; Cui, Huilong; Yan, Binbin; Yu, Chongxiu; Dou, Wenhua; Xiao, Liquan
2016-10-01
The army's combat training is very important now, and the simulation of the real battlefield environment is of great significance. Two-dimensional information has been unable to meet the demand at present. With the development of virtual reality technology, three-dimensional (3D) simulation of the battlefield environment is possible. In the simulation of 3D battlefield environment, in addition to the terrain, combat personnel and the combat tool ,the simulation of explosions, fire, smoke and other effects is also very important, since these effects can enhance senses of realism and immersion of the 3D scene. However, these special effects are irregular objects, which make it difficult to simulate with the general geometry. Therefore, the simulation of irregular objects is always a hot and difficult research topic in computer graphics. Here, the particle system algorithm is used for simulating irregular objects. We design the simulation of the explosion, fire, smoke based on the particle system and applied it to the battlefield 3D scene. Besides, the battlefield 3D scene simulation with the glasses-free 3D display is carried out with an algorithm based on GPU 4K super-multiview 3D video real-time transformation method. At the same time, with the human-computer interaction function, we ultimately realized glasses-free 3D display of the simulated more realistic and immersed 3D battlefield environment.
A qualitative approach for recovering relative depths in dynamic scenes
NASA Technical Reports Server (NTRS)
Haynes, S. M.; Jain, R.
1987-01-01
This approach to dynamic scene analysis is a qualitative one. It computes relative depths using very general rules. The depths calculated are qualitative in the sense that the only information obtained is which object is in front of which others. The motion is qualitative in the sense that the only required motion data is whether objects are moving toward or away from the camera. Reasoning, which takes into account the temporal character of the data and the scene, is qualitative. This approach to dynamic scene analysis can tolerate imprecise data because in dynamic scenes the data are redundant.
Three-dimensional information hierarchical encryption based on computer-generated holograms
NASA Astrophysics Data System (ADS)
Kong, Dezhao; Shen, Xueju; Cao, Liangcai; Zhang, Hao; Zong, Song; Jin, Guofan
2016-12-01
A novel approach for encrypting three-dimensional (3-D) scene information hierarchically based on computer-generated holograms (CGHs) is proposed. The CGHs of the layer-oriented 3-D scene information are produced by angular-spectrum propagation algorithm at different depths. All the CGHs are then modulated by different chaotic random phase masks generated by the logistic map. Hierarchical encryption encoding is applied when all the CGHs are accumulated one by one, and the reconstructed volume of the 3-D scene information depends on permissions of different users. The chaotic random phase masks could be encoded into several parameters of the chaotic sequences to simplify the transmission and preservation of the keys. Optical experiments verify the proposed method and numerical simulations show the high key sensitivity, high security, and application flexibility of the method.
NASA Astrophysics Data System (ADS)
Cai, Z.; Liu, W.; Luo, G.; Xiang, Z.
2018-04-01
The key technologies in the real scene 3D modeling of oblique photography mainly include the data acquisition of oblique photography, layout and surveying of photo control points, oblique camera calibration, aerial triangulation, dense matching of multi-angle image, building of triangulation irregular network (TIN) and TIN simplification and automatic texture mapping, among which aerial triangulation is the core and the results of aerial triangulation directly affect the later model effect and the corresponding data accuracy. Starting from this point of view, this paper aims to study the practical technologies of aerial triangulation for real scene 3D modeling with oblique photography and finally proposes a technical method of aerial triangulation with oblique photography which can be put into practice.
Design of 3D simulation engine for oilfield safety training
NASA Astrophysics Data System (ADS)
Li, Hua-Ming; Kang, Bao-Sheng
2015-03-01
Aiming at the demand for rapid custom development of 3D simulation system for oilfield safety training, this paper designs and implements a 3D simulation engine based on script-driven method, multi-layer structure, pre-defined entity objects and high-level tools such as scene editor, script editor, program loader. A scripting language been defined to control the system's progress, events and operating results. Training teacher can use this engine to edit 3D virtual scenes, set the properties of entity objects, define the logic script of task, and produce a 3D simulation training system without any skills of programming. Through expanding entity class, this engine can be quickly applied to other virtual training areas.
Signs of depth-luminance covariance in 3-D cluttered scenes.
Scaccia, Milena; Langer, Michael S
2018-03-01
In three-dimensional (3-D) cluttered scenes such as foliage, deeper surfaces often are more shadowed and hence darker, and so depth and luminance often have negative covariance. We examined whether the sign of depth-luminance covariance plays a role in depth perception in 3-D clutter. We compared scenes rendered with negative and positive depth-luminance covariance where positive covariance means that deeper surfaces are brighter and negative covariance means deeper surfaces are darker. For each scene, the sign of the depth-luminance covariance was given by occlusion cues. We tested whether subjects could use this sign information to judge the depth order of two target surfaces embedded in 3-D clutter. The clutter consisted of distractor surfaces that were randomly distributed in a 3-D volume. We tested three independent variables: the sign of the depth-luminance covariance, the colors of the targets and distractors, and the background luminance. An analysis of variance showed two main effects: Subjects performed better when the deeper surfaces were darker and when the color of the target surfaces was the same as the color of the distractors. There was also a strong interaction: Subjects performed better under a negative depth-luminance covariance condition when targets and distractors had different colors than when they had the same color. Our results are consistent with a "dark means deep" rule, but the use of this rule depends on the similarity between the color of the targets and color of the 3-D clutter.
Using videogrammetry and 3D image reconstruction to identify crime suspects
NASA Astrophysics Data System (ADS)
Klasen, Lena M.; Fahlander, Olov
1997-02-01
The anthropometry and movements are unique for every individual human being. We identify persons we know by recognizing the way the look and move. By quantifying these measures and using image processing methods this method can serve as a tool in the work of the police as a complement to the ability of the human eye. The idea is to use virtual 3-D parameterized models of the human body to measure the anthropometry and movements of a crime suspect. The Swedish National Laboratory of Forensic Science in cooperation with SAAB Military Aircraft have developed methods for measuring the lengths of persons from video sequences. However, there is so much unused information in a digital image sequence from a crime scene. The main approach for this paper is to give an overview of the current research project at Linkoping University, Image Coding Group where methods to measure anthropometrical data and movements by using virtual 3-D parameterized models of the person in the crime scene are being developed. The length of an individual might vary up to plus or minus 10 cm depending on whether the person is in upright position or not. When measuring during the best available conditions, the length still varies within plus or minus 1 cm. Using a full 3-D model provides a rich set of anthropometric measures describing the person in the crime scene. Once having obtained such a model the movements can be quantified as well. The results depend strongly on the accuracy of the 3-D model and the strategy of having such an accurate 3-D model is to make one estimate per image frame by using 3-D scene reconstruction, and an averaged 3-D model as the final result from which the anthropometry and movements are calculated.
Image processing and 3D visualization in the interpretation of patterned injury of the skin
NASA Astrophysics Data System (ADS)
Oliver, William R.; Altschuler, Bruce R.
1995-09-01
The use of image processing is becoming increasingly important in the evaluation of violent crime. While much work has been done in the use of these techniques for forensic purposes outside of forensic pathology, its use in the pathologic examination of wounding has been limited. We are investigating the use of image processing in the analysis of patterned injuries and tissue damage. Our interests are currently concentrated on 1) the use of image processing techniques to aid the investigator in observing and evaluating patterned injuries in photographs, 2) measurement of the 3D shape characteristics of surface lesions, and 3) correlation of patterned injuries with deep tissue injury as a problem in 3D visualization. We are beginning investigations in data-acquisition problems for performing 3D scene reconstructions from the pathology perspective of correlating tissue injury to scene features and trace evidence localization. Our primary tool for correlation of surface injuries with deep tissue injuries has been the comparison of processed surface injury photographs with 3D reconstructions from antemortem CT and MRI data. We have developed a prototype robot for the acquisition of 3D wound and scene data.
A novel point cloud registration using 2D image features
NASA Astrophysics Data System (ADS)
Lin, Chien-Chou; Tai, Yen-Chou; Lee, Jhong-Jin; Chen, Yong-Sheng
2017-01-01
Since a 3D scanner only captures a scene of a 3D object at a time, a 3D registration for multi-scene is the key issue of 3D modeling. This paper presents a novel and an efficient 3D registration method based on 2D local feature matching. The proposed method transforms the point clouds into 2D bearing angle images and then uses the 2D feature based matching method, SURF, to find matching pixel pairs between two images. The corresponding points of 3D point clouds can be obtained by those pixel pairs. Since the corresponding pairs are sorted by their distance between matching features, only the top half of the corresponding pairs are used to find the optimal rotation matrix by the least squares approximation. In this paper, the optimal rotation matrix is derived by orthogonal Procrustes method (SVD-based approach). Therefore, the 3D model of an object can be reconstructed by aligning those point clouds with the optimal transformation matrix. Experimental results show that the accuracy of the proposed method is close to the ICP, but the computation cost is reduced significantly. The performance is six times faster than the generalized-ICP algorithm. Furthermore, while the ICP requires high alignment similarity of two scenes, the proposed method is robust to a larger difference of viewing angle.
Zhang, Xuetao; Huang, Jie; Yigit-Elliott, Serap; Rosenholtz, Ruth
2015-03-16
Observers can quickly search among shaded cubes for one lit from a unique direction. However, replace the cubes with similar 2-D patterns that do not appear to have a 3-D shape, and search difficulty increases. These results have challenged models of visual search and attention. We demonstrate that cube search displays differ from those with "equivalent" 2-D search items in terms of the informativeness of fairly low-level image statistics. This informativeness predicts peripheral discriminability of target-present from target-absent patches, which in turn predicts visual search performance, across a wide range of conditions. Comparing model performance on a number of classic search tasks, cube search does not appear unexpectedly easy. Easy cube search, per se, does not provide evidence for preattentive computation of 3-D scene properties. However, search asymmetries derived from rotating and/or flipping the cube search displays cannot be explained by the information in our current set of image statistics. This may merely suggest a need to modify the model's set of 2-D image statistics. Alternatively, it may be difficult cube search that provides evidence for preattentive computation of 3-D scene properties. By attributing 2-D luminance variations to a shaded 3-D shape, 3-D scene understanding may slow search for 2-D features of the target. © 2015 ARVO.
Zhang, Xuetao; Huang, Jie; Yigit-Elliott, Serap; Rosenholtz, Ruth
2015-01-01
Observers can quickly search among shaded cubes for one lit from a unique direction. However, replace the cubes with similar 2-D patterns that do not appear to have a 3-D shape, and search difficulty increases. These results have challenged models of visual search and attention. We demonstrate that cube search displays differ from those with “equivalent” 2-D search items in terms of the informativeness of fairly low-level image statistics. This informativeness predicts peripheral discriminability of target-present from target-absent patches, which in turn predicts visual search performance, across a wide range of conditions. Comparing model performance on a number of classic search tasks, cube search does not appear unexpectedly easy. Easy cube search, per se, does not provide evidence for preattentive computation of 3-D scene properties. However, search asymmetries derived from rotating and/or flipping the cube search displays cannot be explained by the information in our current set of image statistics. This may merely suggest a need to modify the model's set of 2-D image statistics. Alternatively, it may be difficult cube search that provides evidence for preattentive computation of 3-D scene properties. By attributing 2-D luminance variations to a shaded 3-D shape, 3-D scene understanding may slow search for 2-D features of the target. PMID:25780063
NASA Astrophysics Data System (ADS)
Cochrane, S.; Schmidt, S.; Massie, S. T.; Iwabuchi, H.; Chen, H.
2017-12-01
Analysis of multiple partially cloudy scenes as observed by OCO-2 in nadir and target mode (published previously and reviewed here) revealed that XCO2 retrievals are systematically biased in presence of scattered clouds. The bias can only partially be removed by applying more stringent filtering, and it depends on the degree of scene inhomogeneity as quantified with collocated MODIS/Aqua imagery. The physical reason behind this effect was so far not well understood because in contrast to cloud-mediated biases in imagery-derived aerosol retrievals, passive gas absorption spectroscopy products do not depend on the absolute radiance level and should therefore be less sensitive to 3D cloud effects and surface albedo variability. However, preliminary evidence from 3D radiative transfer calculations suggested that clouds in the vicinity of an OCO-2 footprint not only offset the reflected radiance spectrum, but introduce a spectrally dependent perturbation that affects absorbing channels disproportionately, and therefore bias the spectroscopy products. To understand the nature of this effect for a variety of scenes, we developed the OCO-2 radiance simulator, which uses the available information on a scene (e.g., MODIS-derived surface albedo, cloud distribution, and other parameters) as the basis for 3D radiative transfer calculations that can predict the radiances observed by OCO-2. We present this new tool and show examples of its utility for a few specific scenes. More importantly, we draw conclusions about the physical mechanism behind this 3D cloud effect on radiances and ultimately OCO-2 retrievals, which involves not only the clouds themselves but also the surface. Harnessed with this understanding, we can now detect cloud vicinity effects in the OCO-2 spectra directly, without actually running the 3D radiance simulator. Potentially, it is even possible to mitigate these effects and thus increase data harvest in regions with ubiquitous cloud cover such as the Amazon. We will discuss some of the hurdles one faces when using only OCO-2 spectra to accomplish this goal, but also that scene context from the other A-Train instruments and the new radiance simulator tool can help overcome some of them.
Development of MPEG standards for 3D and free viewpoint video
NASA Astrophysics Data System (ADS)
Smolic, Aljoscha; Kimata, Hideaki; Vetro, Anthony
2005-11-01
An overview of 3D and free viewpoint video is given in this paper with special focus on related standardization activities in MPEG. Free viewpoint video allows the user to freely navigate within real world visual scenes, as known from virtual worlds in computer graphics. Suitable 3D scene representation formats are classified and the processing chain is explained. Examples are shown for image-based and model-based free viewpoint video systems, highlighting standards conform realization using MPEG-4. Then the principles of 3D video are introduced providing the user with a 3D depth impression of the observed scene. Example systems are described again focusing on their realization based on MPEG-4. Finally multi-view video coding is described as a key component for 3D and free viewpoint video systems. MPEG is currently working on a new standard for multi-view video coding. The conclusion is that the necessary technology including standard media formats for 3D and free viewpoint is available or will be available in the near future, and that there is a clear demand from industry and user side for such applications. 3DTV at home and free viewpoint video on DVD will be available soon, and will create huge new markets.
Markman, Adam; Shen, Xin; Hua, Hong; Javidi, Bahram
2016-01-15
An augmented reality (AR) smartglass display combines real-world scenes with digital information enabling the rapid growth of AR-based applications. We present an augmented reality-based approach for three-dimensional (3D) optical visualization and object recognition using axially distributed sensing (ADS). For object recognition, the 3D scene is reconstructed, and feature extraction is performed by calculating the histogram of oriented gradients (HOG) of a sliding window. A support vector machine (SVM) is then used for classification. Once an object has been identified, the 3D reconstructed scene with the detected object is optically displayed in the smartglasses allowing the user to see the object, remove partial occlusions of the object, and provide critical information about the object such as 3D coordinates, which are not possible with conventional AR devices. To the best of our knowledge, this is the first report on combining axially distributed sensing with 3D object visualization and recognition for applications to augmented reality. The proposed approach can have benefits for many applications, including medical, military, transportation, and manufacturing.
Display of travelling 3D scenes from single integral-imaging capture
NASA Astrophysics Data System (ADS)
Martinez-Corral, Manuel; Dorado, Adrian; Hong, Seok-Min; Sola-Pikabea, Jorge; Saavedra, Genaro
2016-06-01
Integral imaging (InI) is a 3D auto-stereoscopic technique that captures and displays 3D images. We present a method for easily projecting the information recorded with this technique by transforming the integral image into a plenoptic image, as well as choosing, at will, the field of view (FOV) and the focused plane of the displayed plenoptic image. Furthermore, with this method we can generate a sequence of images that simulates a camera travelling through the scene from a single integral image. The application of this method permits to improve the quality of 3D display images and videos.
Vergence–accommodation conflicts hinder visual performance and cause visual fatigue
Hoffman, David M.; Girshick, Ahna R.; Akeley, Kurt; Banks, Martin S.
2010-01-01
Three-dimensional (3D) displays have become important for many applications including vision research, operation of remote devices, medical imaging, surgical training, scientific visualization, virtual prototyping, and more. In many of these applications, it is important for the graphic image to create a faithful impression of the 3D structure of the portrayed object or scene. Unfortunately, 3D displays often yield distortions in perceived 3D structure compared with the percepts of the real scenes the displays depict. A likely cause of such distortions is the fact that computer displays present images on one surface. Thus, focus cues—accommodation and blur in the retinal image—specify the depth of the display rather than the depths in the depicted scene. Additionally, the uncoupling of vergence and accommodation required by 3D displays frequently reduces one’s ability to fuse the binocular stimulus and causes discomfort and fatigue for the viewer. We have developed a novel 3D display that presents focus cues that are correct or nearly correct for the depicted scene. We used this display to evaluate the influence of focus cues on perceptual distortions, fusion failures, and fatigue. We show that when focus cues are correct or nearly correct, (1) the time required to identify a stereoscopic stimulus is reduced, (2) stereoacuity in a time-limited task is increased, (3) distortions in perceived depth are reduced, and (4) viewer fatigue and discomfort are reduced. We discuss the implications of this work for vision research and the design and use of displays. PMID:18484839
Three-dimensional tracking for efficient fire fighting in complex situations
NASA Astrophysics Data System (ADS)
Akhloufi, Moulay; Rossi, Lucile
2009-05-01
Each year, hundred millions hectares of forests burn causing human and economic losses. For efficient fire fighting, the personnel in the ground need tools permitting the prediction of fire front propagation. In this work, we present a new technique for automatically tracking fire spread in three-dimensional space. The proposed approach uses a stereo system to extract a 3D shape from fire images. A new segmentation technique is proposed and permits the extraction of fire regions in complex unstructured scenes. It works in the visible spectrum and combines information extracted from YUV and RGB color spaces. Unlike other techniques, our algorithm does not require previous knowledge about the scene. The resulting fire regions are classified into different homogenous zones using clustering techniques. Contours are then extracted and a feature detection algorithm is used to detect interest points like local maxima and corners. Extracted points from stereo images are then used to compute the 3D shape of the fire front. The resulting data permits to build the fire volume. The final model is used to compute important spatial and temporal fire characteristics like: spread dynamics, local orientation, heading direction, etc. Tests conducted on the ground show the efficiency of the proposed scheme. This scheme is being integrated with a fire spread mathematical model in order to predict and anticipate the fire behaviour during fire fighting. Also of interest to fire-fighters, is the proposed automatic segmentation technique that can be used in early detection of fire in complex scenes.
Adhikarla, Vamsi Kiran; Sodnik, Jaka; Szolgay, Peter; Jakus, Grega
2015-04-14
This paper reports on the design and evaluation of direct 3D gesture interaction with a full horizontal parallax light field display. A light field display defines a visual scene using directional light beams emitted from multiple light sources as if they are emitted from scene points. Each scene point is rendered individually resulting in more realistic and accurate 3D visualization compared to other 3D displaying technologies. We propose an interaction setup combining the visualization of objects within the Field Of View (FOV) of a light field display and their selection through freehand gesture tracked by the Leap Motion Controller. The accuracy and usefulness of the proposed interaction setup was also evaluated in a user study with test subjects. The results of the study revealed high user preference for free hand interaction with light field display as well as relatively low cognitive demand of this technique. Further, our results also revealed some limitations and adjustments of the proposed setup to be addressed in future work.
3D Traffic Scene Understanding From Movable Platforms.
Geiger, Andreas; Lauer, Martin; Wojek, Christian; Stiller, Christoph; Urtasun, Raquel
2014-05-01
In this paper, we present a novel probabilistic generative model for multi-object traffic scene understanding from movable platforms which reasons jointly about the 3D scene layout as well as the location and orientation of objects in the scene. In particular, the scene topology, geometry, and traffic activities are inferred from short video sequences. Inspired by the impressive driving capabilities of humans, our model does not rely on GPS, lidar, or map knowledge. Instead, it takes advantage of a diverse set of visual cues in the form of vehicle tracklets, vanishing points, semantic scene labels, scene flow, and occupancy grids. For each of these cues, we propose likelihood functions that are integrated into a probabilistic generative model. We learn all model parameters from training data using contrastive divergence. Experiments conducted on videos of 113 representative intersections show that our approach successfully infers the correct layout in a variety of very challenging scenarios. To evaluate the importance of each feature cue, experiments using different feature combinations are conducted. Furthermore, we show how by employing context derived from the proposed method we are able to improve over the state-of-the-art in terms of object detection and object orientation estimation in challenging and cluttered urban environments.
Robotics On-Board Trainer (ROBoT)
NASA Technical Reports Server (NTRS)
Johnson, Genevieve; Alexander, Greg
2013-01-01
ROBoT is an on-orbit version of the ground-based Dynamics Skills Trainer (DST) that astronauts use for training on a frequent basis. This software consists of two primary software groups. The first series of components is responsible for displaying the graphical scenes. The remaining components are responsible for simulating the Mobile Servicing System (MSS), the Japanese Experiment Module Remote Manipulator System (JEMRMS), and the H-II Transfer Vehicle (HTV) Free Flyer Robotics Operations. The MSS simulation software includes: Robotic Workstation (RWS) simulation, a simulation of the Space Station Remote Manipulator System (SSRMS), a simulation of the ISS Command and Control System (CCS), and a portion of the Portable Computer System (PCS) software necessary for MSS operations. These components all run under the CentOS4.5 Linux operating system. The JEMRMS simulation software includes real-time, HIL, dynamics, manipulator multi-body dynamics, and a moving object contact model with Tricks discrete time scheduling. The JEMRMS DST will be used as a functional proficiency and skills trainer for flight crews. The HTV Free Flyer Robotics Operations simulation software adds a functional simulation of HTV vehicle controllers, sensors, and data to the MSS simulation software. These components are intended to support HTV ISS visiting vehicle analysis and training. The scene generation software will use DOUG (Dynamic On-orbit Ubiquitous Graphics) to render the graphical scenes. DOUG runs on a laptop running the CentOS4.5 Linux operating system. DOUG is an Open GL-based 3D computer graphics rendering package. It uses pre-built three-dimensional models of on-orbit ISS and space shuttle systems elements, and provides realtime views of various station and shuttle configurations.
Two cloud-based cues for estimating scene structure and camera calibration.
Jacobs, Nathan; Abrams, Austin; Pless, Robert
2013-10-01
We describe algorithms that use cloud shadows as a form of stochastically structured light to support 3D scene geometry estimation. Taking video captured from a static outdoor camera as input, we use the relationship of the time series of intensity values between pairs of pixels as the primary input to our algorithms. We describe two cues that relate the 3D distance between a pair of points to the pair of intensity time series. The first cue results from the fact that two pixels that are nearby in the world are more likely to be under a cloud at the same time than two distant points. We describe methods for using this cue to estimate focal length and scene structure. The second cue is based on the motion of cloud shadows across the scene; this cue results in a set of linear constraints on scene structure. These constraints have an inherent ambiguity, which we show how to overcome by combining the cloud motion cue with the spatial cue. We evaluate our method on several time lapses of real outdoor scenes.
Laser-Based Slam with Efficient Occupancy Likelihood Map Learning for Dynamic Indoor Scenes
NASA Astrophysics Data System (ADS)
Li, Li; Yao, Jian; Xie, Renping; Tu, Jinge; Feng, Chen
2016-06-01
Location-Based Services (LBS) have attracted growing attention in recent years, especially in indoor environments. The fundamental technique of LBS is the map building for unknown environments, this technique also named as simultaneous localization and mapping (SLAM) in robotic society. In this paper, we propose a novel approach for SLAMin dynamic indoor scenes based on a 2D laser scanner mounted on a mobile Unmanned Ground Vehicle (UGV) with the help of the grid-based occupancy likelihood map. Instead of applying scan matching in two adjacent scans, we propose to match current scan with the occupancy likelihood map learned from all previous scans in multiple scales to avoid the accumulation of matching errors. Due to that the acquisition of the points in a scan is sequential but not simultaneous, there unavoidably exists the scan distortion at different extents. To compensate the scan distortion caused by the motion of the UGV, we propose to integrate a velocity of a laser range finder (LRF) into the scan matching optimization framework. Besides, to reduce the effect of dynamic objects such as walking pedestrians often existed in indoor scenes as much as possible, we propose a new occupancy likelihood map learning strategy by increasing or decreasing the probability of each occupancy grid after each scan matching. Experimental results in several challenged indoor scenes demonstrate that our proposed approach is capable of providing high-precision SLAM results.
Creating photo-realistic works in a 3D scene using layers styles to create an animation
NASA Astrophysics Data System (ADS)
Avramescu, A. M.
2015-11-01
Creating realist objects in a 3D scene is not an easy work. We have to be very careful to make the creation very detailed. If we don't know how to make these photo-realistic works, by using the techniques and a good reference photo we can create an amazing amount of detail and realism. For example, in this article there are some of these detailed methods from which we can learn the techniques necessary to make beautiful and realistic objects in a scene. More precisely, in this paper, we present how to create a 3D animated scene, mainly using the Pen Tool and Blending Options. Indeed, this work is based on teaching some simple ways of using the Layer Styles to create some great shadows, lights, textures and a realistic sense of 3 Dimension. The present work involves also showing how some interesting ways of using the illuminating and rendering options can create a realistic effect in a scene. Moreover, this article shows how to create photo realistic 3D models from a digital image. The present work proposes to present how to use Illustrator paths, texturing, basic lighting and rendering, how to apply textures and how to parent the building and objects components. We also propose to use this proposition to recreate smaller details or 3D objects from a 2D image. After a critic art stage, we are able now to present in this paper the architecture of a design method that proposes to create an animation. The aim is to create a conceptual and methodological tutorial to address this issue both scientifically and in practice. This objective also includes proposing, on strong scientific basis, a model that gives the possibility of a better understanding of the techniques necessary to create a realistic animation.
Visual Object Recognition with 3D-Aware Features in KITTI Urban Scenes
Yebes, J. Javier; Bergasa, Luis M.; García-Garrido, Miguel Ángel
2015-01-01
Driver assistance systems and autonomous robotics rely on the deployment of several sensors for environment perception. Compared to LiDAR systems, the inexpensive vision sensors can capture the 3D scene as perceived by a driver in terms of appearance and depth cues. Indeed, providing 3D image understanding capabilities to vehicles is an essential target in order to infer scene semantics in urban environments. One of the challenges that arises from the navigation task in naturalistic urban scenarios is the detection of road participants (e.g., cyclists, pedestrians and vehicles). In this regard, this paper tackles the detection and orientation estimation of cars, pedestrians and cyclists, employing the challenging and naturalistic KITTI images. This work proposes 3D-aware features computed from stereo color images in order to capture the appearance and depth peculiarities of the objects in road scenes. The successful part-based object detector, known as DPM, is extended to learn richer models from the 2.5D data (color and disparity), while also carrying out a detailed analysis of the training pipeline. A large set of experiments evaluate the proposals, and the best performing approach is ranked on the KITTI website. Indeed, this is the first work that reports results with stereo data for the KITTI object challenge, achieving increased detection ratios for the classes car and cyclist compared to a baseline DPM. PMID:25903553
Visual Object Recognition with 3D-Aware Features in KITTI Urban Scenes.
Yebes, J Javier; Bergasa, Luis M; García-Garrido, Miguel Ángel
2015-04-20
Driver assistance systems and autonomous robotics rely on the deployment of several sensors for environment perception. Compared to LiDAR systems, the inexpensive vision sensors can capture the 3D scene as perceived by a driver in terms of appearance and depth cues. Indeed, providing 3D image understanding capabilities to vehicles is an essential target in order to infer scene semantics in urban environments. One of the challenges that arises from the navigation task in naturalistic urban scenarios is the detection of road participants (e.g., cyclists, pedestrians and vehicles). In this regard, this paper tackles the detection and orientation estimation of cars, pedestrians and cyclists, employing the challenging and naturalistic KITTI images. This work proposes 3D-aware features computed from stereo color images in order to capture the appearance and depth peculiarities of the objects in road scenes. The successful part-based object detector, known as DPM, is extended to learn richer models from the 2.5D data (color and disparity), while also carrying out a detailed analysis of the training pipeline. A large set of experiments evaluate the proposals, and the best performing approach is ranked on the KITTI website. Indeed, this is the first work that reports results with stereo data for the KITTI object challenge, achieving increased detection ratios for the classes car and cyclist compared to a baseline DPM.
NASA Astrophysics Data System (ADS)
Luo, Xiongbiao; McLeod, A. Jonathan; Jayarathne, Uditha L.; Pautler, Stephen E.; Schlacta, Christopher M.; Peters, Terry M.
2016-03-01
Three-dimensional (3-D) scene reconstruction from stereoscopic binocular laparoscopic videos is an effective way to expand the limited surgical field and augment the structure visualization of the organ being operated in minimally invasive surgery. However, currently available reconstruction approaches are limited by image noise, occlusions, textureless and blurred structures. In particular, an endoscope inside the body only has the limited light source resulting in illumination non-uniformities in the visualized field. These limitations unavoidably deteriorate the stereo image quality and hence lead to low-resolution and inaccurate disparity maps, resulting in blurred edge structures in 3-D scene reconstruction. This paper proposes an improved stereo correspondence framework that integrates cost-volume filtering with joint upsampling for robust disparity estimation. Joint bilateral upsampling, joint geodesic upsampling, and tree filtering upsampling were compared to enhance the disparity accuracy. The experimental results demonstrate that joint upsampling provides an effective way to boost the disparity estimation and hence to improve the surgical endoscopic scene 3-D reconstruction. Moreover, the bilateral upsampling generally outperforms the other two upsampling methods in disparity estimation.
Procedural 3d Modelling for Traditional Settlements. The Case Study of Central Zagori
NASA Astrophysics Data System (ADS)
Kitsakis, D.; Tsiliakou, E.; Labropoulos, T.; Dimopoulou, E.
2017-02-01
Over the last decades 3D modelling has been a fast growing field in Geographic Information Science, extensively applied in various domains including reconstruction and visualization of cultural heritage, especially monuments and traditional settlements. Technological advances in computer graphics, allow for modelling of complex 3D objects achieving high precision and accuracy. Procedural modelling is an effective tool and a relatively novel method, based on algorithmic modelling concept. It is utilized for the generation of accurate 3D models and composite facade textures from sets of rules which are called Computer Generated Architecture grammars (CGA grammars), defining the objects' detailed geometry, rather than altering or editing the model manually. In this paper, procedural modelling tools have been exploited to generate the 3D model of a traditional settlement in the region of Central Zagori in Greece. The detailed geometries of 3D models derived from the application of shape grammars on selected footprints, and the process resulted in a final 3D model, optimally describing the built environment of Central Zagori, in three levels of Detail (LoD). The final 3D scene was exported and published as 3D web-scene which can be viewed with 3D CityEngine viewer, giving a walkthrough the whole model, same as in virtual reality or game environments. This research work addresses issues regarding textures' precision, LoD for 3D objects and interactive visualization within one 3D scene, as well as the effectiveness of large scale modelling, along with the benefits and drawbacks that derive from procedural modelling techniques in the field of cultural heritage and more specifically on 3D modelling of traditional settlements.
Three-dimensional model-based object recognition and segmentation in cluttered scenes.
Mian, Ajmal S; Bennamoun, Mohammed; Owens, Robyn
2006-10-01
Viewpoint independent recognition of free-form objects and their segmentation in the presence of clutter and occlusions is a challenging task. We present a novel 3D model-based algorithm which performs this task automatically and efficiently. A 3D model of an object is automatically constructed offline from its multiple unordered range images (views). These views are converted into multidimensional table representations (which we refer to as tensors). Correspondences are automatically established between these views by simultaneously matching the tensors of a view with those of the remaining views using a hash table-based voting scheme. This results in a graph of relative transformations used to register the views before they are integrated into a seamless 3D model. These models and their tensor representations constitute the model library. During online recognition, a tensor from the scene is simultaneously matched with those in the library by casting votes. Similarity measures are calculated for the model tensors which receive the most votes. The model with the highest similarity is transformed to the scene and, if it aligns accurately with an object in the scene, that object is declared as recognized and is segmented. This process is repeated until the scene is completely segmented. Experiments were performed on real and synthetic data comprised of 55 models and 610 scenes and an overall recognition rate of 95 percent was achieved. Comparison with the spin images revealed that our algorithm is superior in terms of recognition rate and efficiency.
Augmented reality glass-free three-dimensional display with the stereo camera
NASA Astrophysics Data System (ADS)
Pang, Bo; Sang, Xinzhu; Chen, Duo; Xing, Shujun; Yu, Xunbo; Yan, Binbin; Wang, Kuiru; Yu, Chongxiu
2017-10-01
An improved method for Augmented Reality (AR) glass-free three-dimensional (3D) display based on stereo camera used for presenting parallax contents from different angle with lenticular lens array is proposed. Compared with the previous implementation method of AR techniques based on two-dimensional (2D) panel display with only one viewpoint, the proposed method can realize glass-free 3D display of virtual objects and real scene with 32 virtual viewpoints. Accordingly, viewers can get abundant 3D stereo information from different viewing angles based on binocular parallax. Experimental results show that this improved method based on stereo camera can realize AR glass-free 3D display, and both of virtual objects and real scene have realistic and obvious stereo performance.
Hierarchical, Three-Dimensional Measurement System for Crime Scene Scanning.
Marcin, Adamczyk; Maciej, Sieniło; Robert, Sitnik; Adam, Woźniak
2017-07-01
We present a new generation of three-dimensional (3D) measuring systems, developed for the process of crime scene documentation. This measuring system facilitates the preparation of more insightful, complete, and objective documentation for crime scenes. Our system reflects the actual requirements for hierarchical documentation, and it consists of three independent 3D scanners: a laser scanner for overall measurements, a situational structured light scanner for more minute measurements, and a detailed structured light scanner for the most detailed parts of tscene. Each scanner has its own spatial resolution, of 2.0, 0.3, and 0.05 mm, respectively. The results of interviews we have conducted with technicians indicate that our developed 3D measuring system has significant potential to become a useful tool for forensic technicians. To ensure the maximum compatibility of our measuring system with the standards that regulate the documentation process, we have also performed a metrological validation and designated the maximum permissible length measurement error E MPE for each structured light scanner. In this study, we present additional results regarding documentation processes conducted during crime scene inspections and a training session. © 2017 American Academy of Forensic Sciences.
NASA Technical Reports Server (NTRS)
1997-01-01
Coryphaeus Software, founded in 1989 by former NASA electronic engineer Steve Lakowske, creates real-time 3D software. Designer's Workbench, the company flagship product, is a modeling and simulation tool for the development of both static and dynamic 3D databases. Other products soon followed. Activation, specifically designed for game developers, allows developers to play and test the 3D games before they commit to a target platform. Game publishers can shorten development time and prove the "playability" of the title, maximizing their chances of introducing a smash hit. Another product, EasyT, lets users create massive, realistic representation of Earth terrains that can be viewed and traversed in real time. Finally, EasyScene software control the actions among interactive objects within a virtual world. Coryphaeus products are used on Silican Graphics workstation and supercomputers to simulate real-world performance in synthetic environments. Customers include aerospace, aviation, architectural and engineering firms, game developers, and the entertainment industry.
Effective 3-D surface modeling for geographic information systems
NASA Astrophysics Data System (ADS)
Yüksek, K.; Alparslan, M.; Mendi, E.
2013-11-01
In this work, we propose a dynamic, flexible and interactive urban digital terrain platform (DTP) with spatial data and query processing capabilities of Geographic Information Systems (GIS), multimedia database functionality and graphical modeling infrastructure. A new data element, called Geo-Node, which stores image, spatial data and 3-D CAD objects is developed using an efficient data structure. The system effectively handles data transfer of Geo-Nodes between main memory and secondary storage with an optimized Directional Replacement Policy (DRP) based buffer management scheme. Polyhedron structures are used in Digital Surface Modeling (DSM) and smoothing process is performed by interpolation. The experimental results show that our framework achieves high performance and works effectively with urban scenes independent from the amount of spatial data and image size. The proposed platform may contribute to the development of various applications such as Web GIS systems based on 3-D graphics standards (e.g. X3-D and VRML) and services which integrate multi-dimensional spatial information and satellite/aerial imagery.
Effective 3-D surface modeling for geographic information systems
NASA Astrophysics Data System (ADS)
Yüksek, K.; Alparslan, M.; Mendi, E.
2016-01-01
In this work, we propose a dynamic, flexible and interactive urban digital terrain platform with spatial data and query processing capabilities of geographic information systems, multimedia database functionality and graphical modeling infrastructure. A new data element, called Geo-Node, which stores image, spatial data and 3-D CAD objects is developed using an efficient data structure. The system effectively handles data transfer of Geo-Nodes between main memory and secondary storage with an optimized directional replacement policy (DRP) based buffer management scheme. Polyhedron structures are used in digital surface modeling and smoothing process is performed by interpolation. The experimental results show that our framework achieves high performance and works effectively with urban scenes independent from the amount of spatial data and image size. The proposed platform may contribute to the development of various applications such as Web GIS systems based on 3-D graphics standards (e.g., X3-D and VRML) and services which integrate multi-dimensional spatial information and satellite/aerial imagery.
Real-time visual tracking of less textured three-dimensional objects on mobile platforms
NASA Astrophysics Data System (ADS)
Seo, Byung-Kuk; Park, Jungsik; Park, Hanhoon; Park, Jong-Il
2012-12-01
Natural feature-based approaches are still challenging for mobile applications (e.g., mobile augmented reality), because they are feasible only in limited environments such as highly textured and planar scenes/objects, and they need powerful mobile hardware for fast and reliable tracking. In many cases where conventional approaches are not effective, three-dimensional (3-D) knowledge of target scenes would be beneficial. We present a well-established framework for real-time visual tracking of less textured 3-D objects on mobile platforms. Our framework is based on model-based tracking that efficiently exploits partially known 3-D scene knowledge such as object models and a background's distinctive geometric or photometric knowledge. Moreover, we elaborate on implementation in order to make it suitable for real-time vision processing on mobile hardware. The performance of the framework is tested and evaluated on recent commercially available smartphones, and its feasibility is shown by real-time demonstrations.
Computer 3D site model generation based on aerial images
NASA Astrophysics Data System (ADS)
Zheltov, Sergey Y.; Blokhinov, Yuri B.; Stepanov, Alexander A.; Skryabin, Sergei V.; Sibiriakov, Alexandre V.
1997-07-01
The technology for 3D model design of real world scenes and its photorealistic rendering are current topics of investigation. Development of such technology is very attractive to implement in vast varieties of applications: military mission planning, crew training, civil engineering, architecture, virtual reality entertainments--just a few were mentioned. 3D photorealistic models of urban areas are often discussed now as upgrade from existing 2D geographic information systems. Possibility of site model generation with small details depends on two main factors: available source dataset and computer power resources. In this paper PC based technology is presented, so the scenes of middle resolution (scale of 1:1000) be constructed. Types of datasets are the gray level aerial stereo pairs of photographs (scale of 1:14000) and true color on ground photographs of buildings (scale ca.1:1000). True color terrestrial photographs are also necessary for photorealistic rendering, that in high extent improves human perception of the scene.
A 360-degree floating 3D display based on light field regeneration.
Xia, Xinxing; Liu, Xu; Li, Haifeng; Zheng, Zhenrong; Wang, Han; Peng, Yifan; Shen, Weidong
2013-05-06
Using light field reconstruction technique, we can display a floating 3D scene in the air, which is 360-degree surrounding viewable with correct occlusion effect. A high-frame-rate color projector and flat light field scanning screen are used in the system to create the light field of real 3D scene in the air above the spinning screen. The principle and display performance of this approach are investigated in this paper. The image synthesis method for all the surrounding viewpoints is analyzed, and the 3D spatial resolution and angular resolution of the common display zone are employed to evaluate display performance. The prototype is achieved and the real 3D color animation image has been presented vividly. The experimental results verified the representability of this method.
Virtual reality and 3D animation in forensic visualization.
Ma, Minhua; Zheng, Huiru; Lallie, Harjinder
2010-09-01
Computer-generated three-dimensional (3D) animation is an ideal media to accurately visualize crime or accident scenes to the viewers and in the courtrooms. Based upon factual data, forensic animations can reproduce the scene and demonstrate the activity at various points in time. The use of computer animation techniques to reconstruct crime scenes is beginning to replace the traditional illustrations, photographs, and verbal descriptions, and is becoming popular in today's forensics. This article integrates work in the areas of 3D graphics, computer vision, motion tracking, natural language processing, and forensic computing, to investigate the state-of-the-art in forensic visualization. It identifies and reviews areas where new applications of 3D digital technologies and artificial intelligence could be used to enhance particular phases of forensic visualization to create 3D models and animations automatically and quickly. Having discussed the relationships between major crime types and level-of-detail in corresponding forensic animations, we recognized that high level-of-detail animation involving human characters, which is appropriate for many major crime types but has had limited use in courtrooms, could be useful for crime investigation. © 2010 American Academy of Forensic Sciences.
NASA Astrophysics Data System (ADS)
Weinmann, Martin; Jutzi, Boris; Hinz, Stefan; Mallet, Clément
2015-07-01
3D scene analysis in terms of automatically assigning 3D points a respective semantic label has become a topic of great importance in photogrammetry, remote sensing, computer vision and robotics. In this paper, we address the issue of how to increase the distinctiveness of geometric features and select the most relevant ones among these for 3D scene analysis. We present a new, fully automated and versatile framework composed of four components: (i) neighborhood selection, (ii) feature extraction, (iii) feature selection and (iv) classification. For each component, we consider a variety of approaches which allow applicability in terms of simplicity, efficiency and reproducibility, so that end-users can easily apply the different components and do not require expert knowledge in the respective domains. In a detailed evaluation involving 7 neighborhood definitions, 21 geometric features, 7 approaches for feature selection, 10 classifiers and 2 benchmark datasets, we demonstrate that the selection of optimal neighborhoods for individual 3D points significantly improves the results of 3D scene analysis. Additionally, we show that the selection of adequate feature subsets may even further increase the quality of the derived results while significantly reducing both processing time and memory consumption.
Single-frequency 3D synthetic aperture imaging with dynamic metasurface antennas.
Boyarsky, Michael; Sleasman, Timothy; Pulido-Mancera, Laura; Diebold, Aaron V; Imani, Mohammadreza F; Smith, David R
2018-05-20
Through aperture synthesis, an electrically small antenna can be used to form a high-resolution imaging system capable of reconstructing three-dimensional (3D) scenes. However, the large spectral bandwidth typically required in synthetic aperture radar systems to resolve objects in range often requires costly and complex RF components. We present here an alternative approach based on a hybrid imaging system that combines a dynamically reconfigurable aperture with synthetic aperture techniques, demonstrating the capability to resolve objects in three dimensions (3D), with measurements taken at a single frequency. At the core of our imaging system are two metasurface apertures, both of which consist of a linear array of metamaterial irises that couple to a common waveguide feed. Each metamaterial iris has integrated within it a diode that can be biased so as to switch the element on (radiating) or off (non-radiating), such that the metasurface antenna can produce distinct radiation profiles corresponding to different on/off patterns of the metamaterial element array. The electrically large size of the metasurface apertures enables resolution in range and one cross-range dimension, while aperture synthesis provides resolution in the other cross-range dimension. The demonstrated imaging capabilities of this system represent a step forward in the development of low-cost, high-performance 3D microwave imaging systems.
Real-time detection of moving objects from moving vehicles using dense stereo and optical flow
NASA Technical Reports Server (NTRS)
Talukder, Ashit; Matthies, Larry
2004-01-01
Dynamic scene perception is very important for autonomous vehicles operating around other moving vehicles and humans. Most work on real-time object tracking from moving platforms has used sparse features or assumed flat scene structures. We have recently extended a real-time, dense stereo system to include realtime, dense optical flow, enabling more comprehensive dynamic scene analysis. We describe algorithms to robustly estimate 6-DOF robot egomotion in the presence of moving objects using dense flow and dense stereo. We then use dense stereo and egomotion estimates to identify & other moving objects while the robot itself is moving. We present results showing accurate egomotion estimation and detection of moving people and vehicles under general 6-DOF motion of the robot and independently moving objects. The system runs at 18.3 Hz on a 1.4 GHz Pentium M laptop, computing 160x120 disparity maps and optical flow fields, egomotion, and moving object segmentation. We believe this is a significant step toward general unconstrained dynamic scene analysis for mobile robots, as well as for improved position estimation where GPS is unavailable.
Real-time detection of moving objects from moving vehicles using dense stereo and optical flow
NASA Technical Reports Server (NTRS)
Talukder, Ashit; Matthies, Larry
2004-01-01
Dynamic scene perception is very important for autonomous vehicles operating around other moving vehicles and humans. Most work on real-time object tracking from moving platforms has used sparse features or assumed flat scene structures. We have recently extended a real-time, dense stereo system to include real-time, dense optical flow, enabling more comprehensive dynamic scene analysis. We describe algorithms to robustly estimate 6-DOF robot egomotion in the presence of moving objects using dense flow and dense stereo. We then use dense stereo and egomotion estimates to identity other moving objects while the robot itself is moving. We present results showing accurate egomotion estimation and detection of moving people and vehicles under general 6-DOF motion of the robot and independently moving objects. The system runs at 18.3 Hz on a 1.4 GHz Pentium M laptop, computing 160x120 disparity maps and optical flow fields, egomotion, and moving object segmentation. We believe this is a significant step toward general unconstrained dynamic scene analysis for mobile robots, as well as for improved position estimation where GPS is unavailable.
Real-time Detection of Moving Objects from Moving Vehicles Using Dense Stereo and Optical Flow
NASA Technical Reports Server (NTRS)
Talukder, Ashit; Matthies, Larry
2004-01-01
Dynamic scene perception is very important for autonomous vehicles operating around other moving vehicles and humans. Most work on real-time object tracking from moving platforms has used sparse features or assumed flat scene structures. We have recently extended a real-time. dense stereo system to include realtime. dense optical flow, enabling more comprehensive dynamic scene analysis. We describe algorithms to robustly estimate 6-DOF robot egomotion in the presence of moving objects using dense flow and dense stereo. We then use dense stereo and egomotion estimates to identify other moving objects while the robot itself is moving. We present results showing accurate egomotion estimation and detection of moving people and vehicles under general 6DOF motion of the robot and independently moving objects. The system runs at 18.3 Hz on a 1.4 GHz Pentium M laptop. computing 160x120 disparity maps and optical flow fields, egomotion, and moving object segmentation. We believe this is a significant step toward general unconstrained dynamic scene analysis for mobile robots, as well as for improved position estimation where GPS is unavailable.
Adhikarla, Vamsi Kiran; Sodnik, Jaka; Szolgay, Peter; Jakus, Grega
2015-01-01
This paper reports on the design and evaluation of direct 3D gesture interaction with a full horizontal parallax light field display. A light field display defines a visual scene using directional light beams emitted from multiple light sources as if they are emitted from scene points. Each scene point is rendered individually resulting in more realistic and accurate 3D visualization compared to other 3D displaying technologies. We propose an interaction setup combining the visualization of objects within the Field Of View (FOV) of a light field display and their selection through freehand gesture tracked by the Leap Motion Controller. The accuracy and usefulness of the proposed interaction setup was also evaluated in a user study with test subjects. The results of the study revealed high user preference for free hand interaction with light field display as well as relatively low cognitive demand of this technique. Further, our results also revealed some limitations and adjustments of the proposed setup to be addressed in future work. PMID:25875189
Kwon, M-W; Kim, S-C; Yoon, S-E; Ho, Y-S; Kim, E-S
2015-02-09
A new object tracking mask-based novel-look-up-table (OTM-NLUT) method is proposed and implemented on graphics-processing-units (GPUs) for real-time generation of holographic videos of three-dimensional (3-D) scenes. Since the proposed method is designed to be matched with software and memory structures of the GPU, the number of compute-unified-device-architecture (CUDA) kernel function calls and the computer-generated hologram (CGH) buffer size of the proposed method have been significantly reduced. It therefore results in a great increase of the computational speed of the proposed method and enables real-time generation of CGH patterns of 3-D scenes. Experimental results show that the proposed method can generate 31.1 frames of Fresnel CGH patterns with 1,920 × 1,080 pixels per second, on average, for three test 3-D video scenarios with 12,666 object points on three GPU boards of NVIDIA GTX TITAN, and confirm the feasibility of the proposed method in the practical application of electro-holographic 3-D displays.
Kwon, Min-Woo; Kim, Seung-Cheol; Kim, Eun-Soo
2016-01-20
A three-directional motion-compensation mask-based novel look-up table method is proposed and implemented on graphics processing units (GPUs) for video-rate generation of digital holographic videos of three-dimensional (3D) scenes. Since the proposed method is designed to be well matched with the software and memory structures of GPUs, the number of compute-unified-device-architecture kernel function calls can be significantly reduced. This results in a great increase of the computational speed of the proposed method, allowing video-rate generation of the computer-generated hologram (CGH) patterns of 3D scenes. Experimental results reveal that the proposed method can generate 39.8 frames of Fresnel CGH patterns with 1920×1080 pixels per second for the test 3D video scenario with 12,088 object points on dual GPU boards of NVIDIA GTX TITANs, and they confirm the feasibility of the proposed method in the practical application fields of electroholographic 3D displays.
Matsushima, Kyoji; Sonobe, Noriaki
2018-01-01
Digitized holography techniques are used to reconstruct three-dimensional (3D) images of physical objects using large-scale computer-generated holograms (CGHs). The object field is captured at three wavelengths over a wide area at high densities. Synthetic aperture techniques using single sensors are used for image capture in phase-shifting digital holography. The captured object field is incorporated into a virtual 3D scene that includes nonphysical objects, e.g., polygon-meshed CG models. The synthetic object field is optically reconstructed as a large-scale full-color CGH using red-green-blue color filters. The CGH has a wide full-parallax viewing zone and reconstructs a deep 3D scene with natural motion parallax.
3D visualization of numeric planetary data using JMARS
NASA Astrophysics Data System (ADS)
Dickenshied, S.; Christensen, P. R.; Anwar, S.; Carter, S.; Hagee, W.; Noss, D.
2013-12-01
JMARS (Java Mission-planning and Analysis for Remote Sensing) is a free geospatial application developed by the Mars Space Flight Facility at Arizona State University. Originally written as a mission planning tool for the THEMIS instrument on board the MARS Odyssey Spacecraft, it was released as an analysis tool to the general public in 2003. Since then it has expanded to be used for mission planning and scientific data analysis by additional NASA missions to Mars, the Moon, and Vesta, and it has come to be used by scientists, researchers and students of all ages from more than 40 countries around the world. The public version of JMARS now also includes remote sensing data for Mercury, Venus, Earth, the Moon, Mars, and a number of the moons of Jupiter and Saturn. Additional datasets for asteroids and other smaller bodies are being added as they becomes available and time permits. In addition to visualizing multiple datasets in context with one another, significant effort has been put into on-the-fly projection of georegistered data over surface topography. This functionality allows a user to easily create and modify 3D visualizations of any regional scene where elevation data is available in JMARS. This can be accomplished through the use of global topographic maps or regional numeric data such as HiRISE or HRSC DTMs. Users can also upload their own regional or global topographic dataset and use it as an elevation source for 3D rendering of their scene. The 3D Layer in JMARS allows the user to exaggerate the z-scale of any elevation source to emphasize the vertical variance throughout a scene. In addition, the user can rotate, tilt, and zoom the scene to any desired angle and then illuminate it with an artificial light source. This scene can be easily overlain with additional JMARS datasets such as maps, images, shapefiles, contour lines, or scale bars, and the scene can be easily saved as a graphic image for use in presentations or publications.
Sun, J; Wang, T; Li, Z D; Shao, Y; Zhang, Z Y; Feng, H; Zou, D H; Chen, Y J
2017-12-01
To reconstruct a vehicle-bicycle-cyclist crash accident and analyse the injuries using 3D laser scanning technology, multi-rigid-body dynamics and optimized genetic algorithm, and to provide biomechanical basis for the forensic identification of death cause. The vehicle was measured by 3D laser scanning technology. The multi-rigid-body models of cyclist, bicycle and vehicle were developed based on the measurements. The value range of optimal variables was set. A multi-objective genetic algorithm and the nondominated sorting genetic algorithm were used to find the optimal solutions, which were compared to the record of the surveillance video around the accident scene. The reconstruction result of laser scanning on vehicle was satisfactory. In the optimal solutions found by optimization method of genetic algorithm, the dynamical behaviours of dummy, bicycle and vehicle corresponded to that recorded by the surveillance video. The injury parameters of dummy were consistent with the situation and position of the real injuries on the cyclist in accident. The motion status before accident, damage process by crash and mechanical analysis on the injury of the victim can be reconstructed using 3D laser scanning technology, multi-rigid-body dynamics and optimized genetic algorithm, which have application value in the identification of injury manner and analysis of death cause in traffic accidents. Copyright© by the Editorial Department of Journal of Forensic Medicine
3D reconstruction based on light field images
NASA Astrophysics Data System (ADS)
Zhu, Dong; Wu, Chunhong; Liu, Yunluo; Fu, Dongmei
2018-04-01
This paper proposed a method of reconstructing three-dimensional (3D) scene from two light field images capture by Lytro illium. The work was carried out by first extracting the sub-aperture images from light field images and using the scale-invariant feature transform (SIFT) for feature registration on the selected sub-aperture images. Structure from motion (SFM) algorithm is further used on the registration completed sub-aperture images to reconstruct the three-dimensional scene. 3D sparse point cloud was obtained in the end. The method shows that the 3D reconstruction can be implemented by only two light field camera captures, rather than at least a dozen times captures by traditional cameras. This can effectively solve the time-consuming, laborious issues for 3D reconstruction based on traditional digital cameras, to achieve a more rapid, convenient and accurate reconstruction.
Plenoptic layer-based modeling for image based rendering.
Pearson, James; Brookes, Mike; Dragotti, Pier Luigi
2013-09-01
Image based rendering is an attractive alternative to model based rendering for generating novel views because of its lower complexity and potential for photo-realistic results. To reduce the number of images necessary for alias-free rendering, some geometric information for the 3D scene is normally necessary. In this paper, we present a fast automatic layer-based method for synthesizing an arbitrary new view of a scene from a set of existing views. Our algorithm takes advantage of the knowledge of the typical structure of multiview data to perform occlusion-aware layer extraction. In addition, the number of depth layers used to approximate the geometry of the scene is chosen based on plenoptic sampling theory with the layers placed non-uniformly to account for the scene distribution. The rendering is achieved using a probabilistic interpolation approach and by extracting the depth layer information on a small number of key images. Numerical results demonstrate that the algorithm is fast and yet is only 0.25 dB away from the ideal performance achieved with the ground-truth knowledge of the 3D geometry of the scene of interest. This indicates that there are measurable benefits from following the predictions of plenoptic theory and that they remain true when translated into a practical system for real world data.
DspaceOgre 3D Graphics Visualization Tool
NASA Technical Reports Server (NTRS)
Jain, Abhinandan; Myin, Steven; Pomerantz, Marc I.
2011-01-01
This general-purpose 3D graphics visualization C++ tool is designed for visualization of simulation and analysis data for articulated mechanisms. Examples of such systems are vehicles, robotic arms, biomechanics models, and biomolecular structures. DspaceOgre builds upon the open-source Ogre3D graphics visualization library. It provides additional classes to support the management of complex scenes involving multiple viewpoints and different scene groups, and can be used as a remote graphics server. This software provides improved support for adding programs at the graphics processing unit (GPU) level for improved performance. It also improves upon the messaging interface it exposes for use as a visualization server.
Integrating UAV Flight outputs in Esri's CityEngine for semi-urban areas
NASA Astrophysics Data System (ADS)
Anca, Paula; Vasile, Alexandru; Sandric, Ionut
2016-04-01
One of the most pervasive technologies of recent years, which has crossed over into consumer products due to its lowering prince, is the UAV, commonly known as drones. Besides its ever-more accessible prices and growing functionality, what is truly impressive is the drastic reduction in processing time, from days to ours: from the initial flight preparation to the final output. This paper presents such a workflow and goes further by integrating the outputs into another growing technology: 3D. The software used for this purpose is Esri's CityEngine, which was developed for modeling 3D urban environments using existing 2D GIS data and computer generated architecture (CGA) rules, instead of modeling each feature individually. A semi-urban areas was selected for this study and captured using the E-Bee from Parrot. The output point cloud elevation from the E-Bee flight was transformed into a raster in order to be used as an elevation surface in CityEngine, and the mosaic raster dataset was draped over this surface. In order to model the buildings in this area CGA rules were written using the building footprints, as inputs, in the form of Feature Classes. The extrusion heights for the buildings were also extracted from the point cloud, and realistic textures were draped over the 3D building models. Finally the scene was shared as a 3D web-scene which can be accessed by anyone through a link, without any software besides an internet browser. This can serve as input for Smart City development through further analysis for urban ecology Keywords: 3D, drone, CityEngine, E-Bee, Esri, scene, web-scene
LivePhantom: Retrieving Virtual World Light Data to Real Environments.
Kolivand, Hoshang; Billinghurst, Mark; Sunar, Mohd Shahrizal
2016-01-01
To achieve realistic Augmented Reality (AR), shadows play an important role in creating a 3D impression of a scene. Casting virtual shadows on real and virtual objects is one of the topics of research being conducted in this area. In this paper, we propose a new method for creating complex AR indoor scenes using real time depth detection to exert virtual shadows on virtual and real environments. A Kinect camera was used to produce a depth map for the physical scene mixing into a single real-time transparent tacit surface. Once this is created, the camera's position can be tracked from the reconstructed 3D scene. Real objects are represented by virtual object phantoms in the AR scene enabling users holding a webcam and a standard Kinect camera to capture and reconstruct environments simultaneously. The tracking capability of the algorithm is shown and the findings are assessed drawing upon qualitative and quantitative methods making comparisons with previous AR phantom generation applications. The results demonstrate the robustness of the technique for realistic indoor rendering in AR systems.
LivePhantom: Retrieving Virtual World Light Data to Real Environments
2016-01-01
To achieve realistic Augmented Reality (AR), shadows play an important role in creating a 3D impression of a scene. Casting virtual shadows on real and virtual objects is one of the topics of research being conducted in this area. In this paper, we propose a new method for creating complex AR indoor scenes using real time depth detection to exert virtual shadows on virtual and real environments. A Kinect camera was used to produce a depth map for the physical scene mixing into a single real-time transparent tacit surface. Once this is created, the camera’s position can be tracked from the reconstructed 3D scene. Real objects are represented by virtual object phantoms in the AR scene enabling users holding a webcam and a standard Kinect camera to capture and reconstruct environments simultaneously. The tracking capability of the algorithm is shown and the findings are assessed drawing upon qualitative and quantitative methods making comparisons with previous AR phantom generation applications. The results demonstrate the robustness of the technique for realistic indoor rendering in AR systems. PMID:27930663
Using drone-mounted cameras for on-site body documentation: 3D mapping and active survey.
Urbanová, Petra; Jurda, Mikoláš; Vojtíšek, Tomáš; Krajsa, Jan
2017-12-01
Recent advances in unmanned aerial technology have substantially lowered the cost associated with aerial imagery. As a result, forensic practitioners are today presented with easy low-cost access to aerial photographs at remote locations. The present paper aims to explore boundaries in which the low-end drone technology can operate as professional crime scene equipment, and to test the prospects of aerial 3D modeling in the forensic context. The study was based on recent forensic cases of falls from height admitted for postmortem examinations. Three mock outdoor forensic scenes featuring a dummy, skeletal remains and artificial blood were constructed at an abandoned quarry and subsequently documented using a commercial DJI Phantom 2 drone equipped with a GoPro HERO 4 digital camera. In two of the experiments, the purpose was to conduct aerial and ground-view photography and to process the acquired images with a photogrammetry protocol (using Agisoft PhotoScan ® 1.2.6) in order to generate 3D textured models. The third experiment tested the employment of drone-based video recordings in mapping scattered body parts. The results show that drone-based aerial photography is capable of producing high-quality images, which are appropriate for building accurate large-scale 3D models of a forensic scene. If, however, high-resolution top-down three-dimensional scene documentation featuring details on a corpse or other physical evidence is required, we recommend building a multi-resolution model by processing aerial and ground-view imagery separately. The video survey showed that using an overview recording for seeking out scattered body parts was efficient. In contrast, the less easy-to-spot evidence, such as bloodstains, was detected only after having been marked properly with crime scene equipment. Copyright © 2017 Elsevier B.V. All rights reserved.
An HDR imaging method with DTDI technology for push-broom cameras
NASA Astrophysics Data System (ADS)
Sun, Wu; Han, Chengshan; Xue, Xucheng; Lv, Hengyi; Shi, Junxia; Hu, Changhong; Li, Xiangzhi; Fu, Yao; Jiang, Xiaonan; Huang, Liang; Han, Hongyin
2018-03-01
Conventionally, high dynamic-range (HDR) imaging is based on taking two or more pictures of the same scene with different exposure. However, due to a high-speed relative motion between the camera and the scene, it is hard for this technique to be applied to push-broom remote sensing cameras. For the sake of HDR imaging in push-broom remote sensing applications, the present paper proposes an innovative method which can generate HDR images without redundant image sensors or optical components. Specifically, this paper adopts an area array CMOS (complementary metal oxide semiconductor) with the digital domain time-delay-integration (DTDI) technology for imaging, instead of adopting more than one row of image sensors, thereby taking more than one picture with different exposure. And then a new HDR image by fusing two original images with a simple algorithm can be achieved. By conducting the experiment, the dynamic range (DR) of the image increases by 26.02 dB. The proposed method is proved to be effective and has potential in other imaging applications where there is a relative motion between the cameras and scenes.
a Quadtree Organization Construction and Scheduling Method for Urban 3d Model Based on Weight
NASA Astrophysics Data System (ADS)
Yao, C.; Peng, G.; Song, Y.; Duan, M.
2017-09-01
The increasement of Urban 3D model precision and data quantity puts forward higher requirements for real-time rendering of digital city model. Improving the organization, management and scheduling of 3D model data in 3D digital city can improve the rendering effect and efficiency. This paper takes the complexity of urban models into account, proposes a Quadtree construction and scheduling rendering method for Urban 3D model based on weight. Divide Urban 3D model into different rendering weights according to certain rules, perform Quadtree construction and schedule rendering according to different rendering weights. Also proposed an algorithm for extracting bounding box extraction based on model drawing primitives to generate LOD model automatically. Using the algorithm proposed in this paper, developed a 3D urban planning&management software, the practice has showed the algorithm is efficient and feasible, the render frame rate of big scene and small scene are both stable at around 25 frames.
NASA Astrophysics Data System (ADS)
Zhang, Chun-Sen; Zhang, Meng-Meng; Zhang, Wei-Xing
2017-01-01
This paper outlines a low-cost, user-friendly photogrammetric technique with nonmetric cameras to obtain excavation site digital sequence images, based on photogrammetry and computer vision. Digital camera calibration, automatic aerial triangulation, image feature extraction, image sequence matching, and dense digital differential rectification are used, combined with a certain number of global control points of the excavation site, to reconstruct the high precision of measured three-dimensional (3-D) models. Using the acrobatic figurines in the Qin Shi Huang mausoleum excavation as an example, our method solves the problems of little base-to-height ratio, high inclination, unstable altitudes, and significant ground elevation changes affecting image matching. Compared to 3-D laser scanning, the 3-D color point cloud obtained by this method can maintain the same visual result and has advantages of low project cost, simple data processing, and high accuracy. Structure-from-motion (SfM) is often used to reconstruct 3-D models of large scenes and has lower accuracy if it is a reconstructed 3-D model of a small scene at close range. Results indicate that this method quickly achieves 3-D reconstruction of large archaeological sites and produces heritage site distribution of orthophotos providing a scientific basis for accurate location of cultural relics, archaeological excavations, investigation, and site protection planning. This proposed method has a comprehensive application value.
Cleary, Anne M; Ryals, Anthony J; Nomi, Jason S
2009-12-01
The strange feeling of having been somewhere or done something before--even though there is evidence to the contrary--is called déjà vu. Although déjà vu is beginning to receive attention among scientists (Brown, 2003, 2004), few studies have empirically investigated the phenomenon. We investigated the hypothesis that déjà vu is related to feelings of familiarity and that it can result from similarity between a novel scene and that of a scene experienced in one's past. We used a variation of the recognition-without-recall method of studying familiarity (Cleary, 2004) to examine instances in which participants failed to recall a studied scene in response to a configurally similar novel test scene. In such instances, resemblance to a previously viewed scene increased both feelings of familiarity and of déjà vu. Furthermore, in the absence of recall, resemblance of a novel scene to a previously viewed scene increased the probability of a reported déjà vu state for the novel scene, and feelings of familiarity with a novel scene were directly related to feelings of being in a déjà vu state.
3D Data Mapping and Real-Time Experiment Control and Visualization in Brain Slices.
Navarro, Marco A; Hibbard, Jaime V K; Miller, Michael E; Nivin, Tyler W; Milescu, Lorin S
2015-10-20
Here, we propose two basic concepts that can streamline electrophysiology and imaging experiments in brain slices and enhance data collection and analysis. The first idea is to interface the experiment with a software environment that provides a 3D scene viewer in which the experimental rig, the brain slice, and the recorded data are represented to scale. Within the 3D scene viewer, the user can visualize a live image of the sample and 3D renderings of the recording electrodes with real-time position feedback. Furthermore, the user can control the instruments and visualize their status in real time. The second idea is to integrate multiple types of experimental data into a spatial and temporal map of the brain slice. These data may include low-magnification maps of the entire brain slice, for spatial context, or any other type of high-resolution structural and functional image, together with time-resolved electrical and optical signals. The entire data collection can be visualized within the 3D scene viewer. These concepts can be applied to any other type of experiment in which high-resolution data are recorded within a larger sample at different spatial and temporal coordinates. Copyright © 2015 Biophysical Society. Published by Elsevier Inc. All rights reserved.
Automatic detection of artifacts in converted S3D video
NASA Astrophysics Data System (ADS)
Bokov, Alexander; Vatolin, Dmitriy; Zachesov, Anton; Belous, Alexander; Erofeev, Mikhail
2014-03-01
In this paper we present algorithms for automatically detecting issues specific to converted S3D content. When a depth-image-based rendering approach produces a stereoscopic image, the quality of the result depends on both the depth maps and the warping algorithms. The most common problem with converted S3D video is edge-sharpness mismatch. This artifact may appear owing to depth-map blurriness at semitransparent edges: after warping, the object boundary becomes sharper in one view and blurrier in the other, yielding binocular rivalry. To detect this problem we estimate the disparity map, extract boundaries with noticeable differences, and analyze edge-sharpness correspondence between views. We pay additional attention to cases involving a complex background and large occlusions. Another problem is detection of scenes that lack depth volume: we present algorithms for detecting at scenes and scenes with at foreground objects. To identify these problems we analyze the features of the RGB image as well as uniform areas in the depth map. Testing of our algorithms involved examining 10 Blu-ray 3D releases with converted S3D content, including Clash of the Titans, The Avengers, and The Chronicles of Narnia: The Voyage of the Dawn Treader. The algorithms we present enable improved automatic quality assessment during the production stage.
Modeling and analysis of LWIR signature variability associated with 3D and BRDF effects
NASA Astrophysics Data System (ADS)
Adler-Golden, Steven; Less, David; Jin, Xuemin; Rynes, Peter
2016-05-01
Algorithms for retrieval of surface reflectance, emissivity or temperature from a spectral image almost always assume uniform illumination across the scene and horizontal surfaces with Lambertian reflectance. When these algorithms are used to process real 3-D scenes, the retrieved "apparent" values contain the strong, spatially dependent variations in illumination as well as surface bidirectional reflectance distribution function (BRDF) effects. This is especially problematic with horizontal or near-horizontal viewing, where many observed surfaces are vertical, and where horizontal surfaces can show strong specularity. The goals of this study are to characterize long-wavelength infrared (LWIR) signature variability in a HSI 3-D scene and develop practical methods for estimating the true surface values. We take advantage of synthetic near-horizontal imagery generated with the high-fidelity MultiService Electro-optic Signature (MuSES) model, and compare retrievals of temperature and directional-hemispherical reflectance using standard sky downwelling illumination and MuSES-based non-uniform environmental illumination.
Persistent aerial video registration and fast multi-view mosaicing.
Molina, Edgardo; Zhu, Zhigang
2014-05-01
Capturing aerial imagery at high resolutions often leads to very low frame rate video streams, well under full motion video standards, due to bandwidth, storage, and cost constraints. Low frame rates make registration difficult when an aircraft is moving at high speeds or when global positioning system (GPS) contains large errors or it fails. We present a method that takes advantage of persistent cyclic video data collections to perform an online registration with drift correction. We split the persistent aerial imagery collection into individual cycles of the scene, identify and correct the registration errors on the first cycle in a batch operation, and then use the corrected base cycle as a reference pass to register and correct subsequent passes online. A set of multi-view panoramic mosaics is then constructed for each aerial pass for representation, presentation and exploitation of the 3D dynamic scene. These sets of mosaics are all in alignment to the reference cycle allowing their direct use in change detection, tracking, and 3D reconstruction/visualization algorithms. Stereo viewing with adaptive baselines and varying view angles is realized by choosing a pair of mosaics from a set of multi-view mosaics. Further, the mosaics for the second pass and later can be generated and visualized online as their is no further batch error correction.
Estimating 3D tilt from local image cues in natural scenes
Burge, Johannes; McCann, Brian C.; Geisler, Wilson S.
2016-01-01
Estimating three-dimensional (3D) surface orientation (slant and tilt) is an important first step toward estimating 3D shape. Here, we examine how three local image cues from the same location (disparity gradient, luminance gradient, and dominant texture orientation) should be combined to estimate 3D tilt in natural scenes. We collected a database of natural stereoscopic images with precisely co-registered range images that provide the ground-truth distance at each pixel location. We then analyzed the relationship between ground-truth tilt and image cue values. Our analysis is free of assumptions about the joint probability distributions and yields the Bayes optimal estimates of tilt, given the cue values. Rich results emerge: (a) typical tilt estimates are only moderately accurate and strongly influenced by the cardinal bias in the prior probability distribution; (b) when cue values are similar, or when slant is greater than 40°, estimates are substantially more accurate; (c) when luminance and texture cues agree, they often veto the disparity cue, and when they disagree, they have little effect; and (d) simplifying assumptions common in the cue combination literature is often justified for estimating tilt in natural scenes. The fact that tilt estimates are typically not very accurate is consistent with subjective impressions from viewing small patches of natural scene. The fact that estimates are substantially more accurate for a subset of image locations is also consistent with subjective impressions and with the hypothesis that perceived surface orientation, at more global scales, is achieved by interpolation or extrapolation from estimates at key locations. PMID:27738702
Description of the dynamic infrared background/target simulator (DIBS)
NASA Astrophysics Data System (ADS)
Lujan, Ignacio
1988-01-01
The purpose of the Dynamic Infrared Background/Target Simulator (DIBS) is to project dynamic infrared scenes to a test sensor; e.g., a missile seeker that is sensitive to infrared energy. The projected scene will include target(s) and background. This system was designed to present flicker-free infrared scenes in the 8 micron to 12 micron wavelength region. The major subassemblies of the DIBS are the laser write system (LWS), vanadium dioxide modulator assembly, scene data buffer (SDB), and the optical image translator (OIT). This paper describes the overall concept and design of the infrared scene projector followed by some details of the LWS and VO2 modulator. Also presented are brief descriptions of the SDB and OIT.
A rain pixel recovery algorithm for videos with highly dynamic scenes.
Jie Chen; Lap-Pui Chau
2014-03-01
Rain removal is a very useful and important technique in applications such as security surveillance and movie editing. Several rain removal algorithms have been proposed these years, where photometric, chromatic, and probabilistic properties of the rain have been exploited to detect and remove the rainy effect. Current methods generally work well with light rain and relatively static scenes, when dealing with heavier rainfall in dynamic scenes, these methods give very poor visual results. The proposed algorithm is based on motion segmentation of dynamic scene. After applying photometric and chromatic constraints for rain detection, rain removal filters are applied on pixels such that their dynamic property as well as motion occlusion clue are considered; both spatial and temporal informations are then adaptively exploited during rain pixel recovery. Results show that the proposed algorithm has a much better performance for rainy scenes with large motion than existing algorithms.
Three-dimensional (3D) GIS-based coastline change analysis and display using LIDAR series data
NASA Astrophysics Data System (ADS)
Zhou, G.
This paper presents a method to visualize and analyze topography and topographic changes on coastline area. The study area, Assantage Island Nation Seashore (AINS), is located along a 37-mile stretch of Assateague Island National Seashore in Eastern Shore, VA. The DEMS data sets from 1996 through 2000 for various time intervals, e.g., year-to-year, season-to-season, date-to-date, and a four year (1996-2000) are created. The spatial patterns and volumetric amounts of erosion and deposition of each part on a cell-by-cell basis were calculated. A 3D dynamic display system using ArcView Avenue for visualizing dynamic coastal landforms has been developed. The system was developed into five functional modules: Dynamic Display, Analysis, Chart analysis, Output, and Help. The Display module includes five types of displays: Shoreline display, Shore Topographic Profile, Shore Erosion Display, Surface TIN Display, and 3D Scene Display. Visualized data include rectified and co-registered multispectral Landsat digital image and NOAA/NASA ATM LIDAR data. The system is demonstrated using multitemporal digital satellite and LIDAR data for displaying changes on the Assateague Island National Seashore, Virginia. The analyzed results demonstrated that a further understanding to the study and comparison of the complex morphological changes that occur naturally or human-induced on barrier islands is required.
NASA VERVE: Interactive 3D Visualization Within Eclipse
NASA Technical Reports Server (NTRS)
Cohen, Tamar; Allan, Mark B.
2014-01-01
At NASA, we develop myriad Eclipse RCP applications to provide situational awareness for remote systems. The Intelligent Robotics Group at NASA Ames Research Center has developed VERVE - a high-performance, robot user interface that provides scientists, robot operators, and mission planners with powerful, interactive 3D displays of remote environments.VERVE includes a 3D Eclipse view with an embedded Java Ardor3D scenario, including SWT and mouse controls which interact with the Ardor3D camera and objects in the scene. VERVE also includes Eclipse views for exploring and editing objects in the Ardor3D scene graph, and a HUD (Heads Up Display) framework allows Growl-style notifications and other textual information to be overlayed onto the 3D scene. We use VERVE to listen to telemetry from robots and display the robots and associated scientific data along the terrain they are exploring; VERVE can be used for any interactive 3D display of data.VERVE is now open source. VERVE derives from the prior Viz system, which was developed for Mars Polar Lander (2001) and used for the Mars Exploration Rover (2003) and the Phoenix Lander (2008). It has been used for ongoing research with IRG's K10 and KRex rovers in various locations. VERVE was used on the International Space Station during two experiments in 2013 - Surface Telerobotics, in which astronauts controlled robots on Earth from the ISS, and SPHERES, where astronauts control a free flying robot on board the ISS.We will show in detail how to code with VERVE, how to interact between SWT controls to the Ardor3D scenario, and share example code.
A Multi-Resolution Approach for an Automated Fusion of Different Low-Cost 3D Sensors
Dupuis, Jan; Paulus, Stefan; Behmann, Jan; Plümer, Lutz; Kuhlmann, Heiner
2014-01-01
The 3D acquisition of object structures has become a common technique in many fields of work, e.g., industrial quality management, cultural heritage or crime scene documentation. The requirements on the measuring devices are versatile, because spacious scenes have to be imaged with a high level of detail for selected objects. Thus, the used measuring systems are expensive and require an experienced operator. With the rise of low-cost 3D imaging systems, their integration into the digital documentation process is possible. However, common low-cost sensors have the limitation of a trade-off between range and accuracy, providing either a low resolution of single objects or a limited imaging field. Therefore, the use of multiple sensors is desirable. We show the combined use of two low-cost sensors, the Microsoft Kinect and the David laserscanning system, to achieve low-resolved scans of the whole scene and a high level of detail for selected objects, respectively. Afterwards, the high-resolved David objects are automatically assigned to their corresponding Kinect object by the use of surface feature histograms and SVM-classification. The corresponding objects are fitted using an ICP-implementation to produce a multi-resolution map. The applicability is shown for a fictional crime scene and the reconstruction of a ballistic trajectory. PMID:24763255
A multi-resolution approach for an automated fusion of different low-cost 3D sensors.
Dupuis, Jan; Paulus, Stefan; Behmann, Jan; Plümer, Lutz; Kuhlmann, Heiner
2014-04-24
The 3D acquisition of object structures has become a common technique in many fields of work, e.g., industrial quality management, cultural heritage or crime scene documentation. The requirements on the measuring devices are versatile, because spacious scenes have to be imaged with a high level of detail for selected objects. Thus, the used measuring systems are expensive and require an experienced operator. With the rise of low-cost 3D imaging systems, their integration into the digital documentation process is possible. However, common low-cost sensors have the limitation of a trade-off between range and accuracy, providing either a low resolution of single objects or a limited imaging field. Therefore, the use of multiple sensors is desirable. We show the combined use of two low-cost sensors, the Microsoft Kinect and the David laserscanning system, to achieve low-resolved scans of the whole scene and a high level of detail for selected objects, respectively. Afterwards, the high-resolved David objects are automatically assigned to their corresponding Kinect object by the use of surface feature histograms and SVM-classification. The corresponding objects are fitted using an ICP-implementation to produce a multi-resolution map. The applicability is shown for a fictional crime scene and the reconstruction of a ballistic trajectory.
NASA Astrophysics Data System (ADS)
Kohler, Sophie; Far, Aïcha Beya; Hirsch, Ernest
2007-01-01
This paper presents an original approach for the optimal 3D reconstruction of manufactured workpieces based on a priori planification of the task, enhanced on-line through dynamic adjustment of the lighting conditions, and built around a cognitive intelligent sensory system using so-called Situation Graph Trees. The system takes explicitely structural knowledge related to image acquisition conditions, type of illumination sources, contents of the scene (e. g., CAD models and tolerance information), etc. into account. The principle of the approach relies on two steps. First, a socalled initialization phase, leading to the a priori task plan, collects this structural knowledge. This knowledge is conveniently encoded, as a sub-part, in the Situation Graph Tree building the backbone of the planning system specifying exhaustively the behavior of the application. Second, the image is iteratively evaluated under the control of this Situation Graph Tree. The information describing the quality of the piece to analyze is thus extracted and further exploited for, e. g., inspection tasks. Lastly, the approach enables dynamic adjustment of the Situation Graph Tree, enabling the system to adjust itself to the actual application run-time conditions, thus providing the system with a self-learning capability.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Ross, J.J.
Some of the same space-age signal technology being used to track events 200 miles above the earth is helping petroleum explorationists track down oil and natural gas two miles and more down into the earth. The breakthroughs, which have come in a technique called three-dimensional seismic work, could change the complexion of exploration for oil and natural gas. Thanks to this 3-D seismic approach, explorationists can make dynamic maps of sites miles beneath the surface. Then explorationists can throw these maps on space-age computer systems and manipulate them every which way - homing in sharply on salt domes, faults, sandsmore » and traps associated with oil and natural gas. ''The 3-D seismic scene has exploded within the last two years,'' says, Peiter Tackenberg, Marathon technical consultant who deals with both domestic and international exploration. The 3-D technique has been around for more than a decade, he notes, but recent achievements in space-age computer hardware and software have unlocked its full potential.« less
Graph-based retrospective 4D image construction from free-breathing MRI slice acquisitions
NASA Astrophysics Data System (ADS)
Tong, Yubing; Udupa, Jayaram K.; Ciesielski, Krzysztof C.; McDonough, Joseph M.; Mong, Andrew; Campbell, Robert M.
2014-03-01
4D or dynamic imaging of the thorax has many potential applications [1, 2]. CT and MRI offer sufficient speed to acquire motion information via 4D imaging. However they have different constraints and requirements. For both modalities both prospective and retrospective respiratory gating and tracking techniques have been developed [3, 4]. For pediatric imaging, x-ray radiation becomes a primary concern and MRI remains as the de facto choice. The pediatric subjects we deal with often suffer from extreme malformations of their chest wall, diaphragm, and/or spine, as such patient cooperation needed by some of the gating and tracking techniques are difficult to realize without causing patient discomfort. Moreover, we are interested in the mechanical function of their thorax in its natural form in tidal breathing. Therefore free-breathing MRI acquisition is the ideal modality of imaging for these patients. In our set up, for each coronal (or sagittal) slice position, slice images are acquired at a rate of about 200-300 ms/slice over several natural breathing cycles. This produces typically several thousands of slices which contain both the anatomic and dynamic information. However, it is not trivial to form a consistent and well defined 4D volume from these data. In this paper, we present a novel graph-based combinatorial optimization solution for constructing the best possible 4D scene from such data entirely in the digital domain. Our proposed method is purely image-based and does not need breath holding or any external surrogates or instruments to record respiratory motion or tidal volume. Both adult and children patients' data are used to illustrate the performance of the proposed method. Experimental results show that the reconstructed 4D scenes are smooth and consistent spatially and temporally, agreeing with known shape and motion of the lungs.
Modeling Images of Natural 3D Surfaces: Overview and Potential Applications
NASA Technical Reports Server (NTRS)
Jalobeanu, Andre; Kuehnel, Frank; Stutz, John
2004-01-01
Generative models of natural images have long been used in computer vision. However, since they only describe the of 2D scenes, they fail to capture all the properties of the underlying 3D world. Even though such models are sufficient for many vision tasks a 3D scene model is when it comes to inferring a 3D object or its characteristics. In this paper, we present such a generative model, incorporating both a multiscale surface prior model for surface geometry and reflectance, and an image formation process model based on realistic rendering, the computation of the posterior model parameter densities, and on the critical aspects of the rendering. We also how to efficiently invert the model within a Bayesian framework. We present a few potential applications, such as asteroid modeling and Planetary topography recovery, illustrated by promising results on real images.
[Comparison of bite marks and teeth features using 2D and 3D methods].
Lorkiewicz-Muszyńska, Dorota; Glapiński, Mariusz; Zaba, Czesław; Łabecka, Marzena
2011-01-01
The nature of bite marks is complex. They are found at the scene of crime on different materials and surfaces - not only on human body and corpse, but also on food products and material objects. Human bites on skin are sometimes difficult to interpret and to analyze because of the specific character of skin--elastic and distortable--and because different areas of human body have different surfaces and curvatures. A bite mark left at the scene of crime can be a highly helpful way to lead investigators to criminals. The study was performed to establish: 1) whether bite marks exhibit variations in the accuracy of impressions on different materials, 2) whether it is possible to use the 3D method in the process of identifying an individual based on the comparison of bite marks revealed at the scene, and 3D scans of dental casts, 3) whether application of the 3D method allows for elimination of secondary photographic distortion of bite marks. The authors carried out experiments on simulated cases. Five volunteers bit various materials with different surfaces. Experimental bite marks were collected with emphasis on differentiations of materials. Subsequently, dental impressions were taken from five volunteers in order to prepare five sets of dental casts (the maxilla and mandible. The biting edges of teeth were impressed in wax to create an imprint. The samples of dental casts, corresponding wax bite impressions and bite marks from different materials were scanned with 2D and 3D scanners and photographs were taken. All of these were examined in detail and then compared using different methods (2D and 3D). 1) Bite marks exhibit variations in accuracy of impression on different materials. The most legible reproduction of bite marks was seen on cheese. 2) In comparison of bite marks, the 3D method and 3D scans of dental casts are highly accurate. 3) The 3D method helps to eliminate secondary photographic distortion of bite marks.
Case study: the introduction of stereoscopic games on the Sony PlayStation 3
NASA Astrophysics Data System (ADS)
Bickerstaff, Ian
2012-03-01
A free stereoscopic firmware update on Sony Computer Entertainment's PlayStation® 3 console provides the potential to increase enormously the popularity of stereoscopic 3D in the home. For this to succeed though, a large selection of content has to become available that exploits 3D in the best way possible. In addition to the existing challenges found in creating 3D movies and television programmes, the stereography must compensate for the dynamic and unpredictable environments found in games. Automatically, the software must map the depth range of the scene into the display's comfort zone, while minimising depth compression. This paper presents a range of techniques developed to solve this problem and the challenge of creating twice as many images as the 2D version without excessively compromising the frame rate or image quality. At the time of writing, over 80 stereoscopic PlayStation 3 games have been released and notable titles are used as examples to illustrate how the techniques have been adapted for different game genres. Since the firmware's introduction in 2010, the industry has matured with a large number of developers now producing increasingly sophisticated 3D content. New technologies such as viewer head tracking and head-mounted displays should increase the appeal of 3D in the home still further.
Schofield, Casey A; Weeks, Justin W; Taylor, Lea; Karnedy, Colten
2015-12-30
Social cognition research has relied primarily on photographic emotional stimuli. Such stimuli likely have limited ecological validity in terms of representing real world social interactions. The current study presents evidence for the validity of a new stimuli set of dynamic social SCENES (Skidmore Clips of Emotional and Neutral Expressive Scenarios). To develop these stimuli, ten undergraduate theater students were recruited to portray members of an audience. This audience was configured to display (seven) varying configurations of social feedback, ranging from unequivocally approving to unequivocally disapproving (including three different versions of balanced/neutral scenes). Validity data were obtained from 383 adult participants recruited from Amazon's Mechanical Turk. Each participant viewed three randomly assigned scenes and provided a rating of the perceived criticalness of each scene. Results indicate that the SCENES reflect the intended range of emotionality, and pairwise comparisons suggest that the SCENES capture distinct levels of critical feedback. Overall, the SCENES stimuli set represents a publicly available (www.scenesstimuli.com) resource for researchers interested in measuring social cognition in the presence of dynamic and naturalistic social stimuli. Copyright © 2015 Elsevier Ireland Ltd. All rights reserved.
NASA Technical Reports Server (NTRS)
Walatka, Pamela P.; Clucas, Jean; McCabe, R. Kevin; Plessel, Todd; Potter, R.; Cooper, D. M. (Technical Monitor)
1994-01-01
The Flow Analysis Software Toolkit, FAST, is a software environment for visualizing data. FAST is a collection of separate programs (modules) that run simultaneously and allow the user to examine the results of numerical and experimental simulations. The user can load data files, perform calculations on the data, visualize the results of these calculations, construct scenes of 3D graphical objects, and plot, animate and record the scenes. Computational Fluid Dynamics (CFD) visualization is the primary intended use of FAST, but FAST can also assist in the analysis of other types of data. FAST combines the capabilities of such programs as PLOT3D, RIP, SURF, and GAS into one environment with modules that share data. Sharing data between modules eliminates the drudgery of transferring data between programs. All the modules in the FAST environment have a consistent, highly interactive graphical user interface. Most commands are entered by pointing and'clicking. The modular construction of FAST makes it flexible and extensible. The environment can be custom configured and new modules can be developed and added as needed. The following modules have been developed for FAST: VIEWER, FILE IO, CALCULATOR, SURFER, TOPOLOGY, PLOTTER, TITLER, TRACER, ARCGRAPH, GQ, SURFERU, SHOTET, and ISOLEVU. A utility is also included to make the inclusion of user defined modules in the FAST environment easy. The VIEWER module is the central control for the FAST environment. From VIEWER, the user can-change object attributes, interactively position objects in three-dimensional space, define and save scenes, create animations, spawn new FAST modules, add additional view windows, and save and execute command scripts. The FAST User Guide uses text and FAST MAPS (graphical representations of the entire user interface) to guide the user through the use of FAST. Chapters include: Maps, Overview, Tips, Getting Started Tutorial, a separate chapter for each module, file formats, and system administration.
A knowledge-based object recognition system for applications in the space station
NASA Technical Reports Server (NTRS)
Dhawan, Atam P.
1988-01-01
A knowledge-based three-dimensional (3D) object recognition system is being developed. The system uses primitive-based hierarchical relational and structural matching for the recognition of 3D objects in the two-dimensional (2D) image for interpretation of the 3D scene. At present, the pre-processing, low-level preliminary segmentation, rule-based segmentation, and the feature extraction are completed. The data structure of the primitive viewing knowledge-base (PVKB) is also completed. Algorithms and programs based on attribute-trees matching for decomposing the segmented data into valid primitives were developed. The frame-based structural and relational descriptions of some objects were created and stored in a knowledge-base. This knowledge-base of the frame-based descriptions were developed on the MICROVAX-AI microcomputer in LISP environment. The simulated 3D scene of simple non-overlapping objects as well as real camera data of images of 3D objects of low-complexity have been successfully interpreted.
The Dynamic Photometric Stereo Method Using a Multi-Tap CMOS Image Sensor.
Yoda, Takuya; Nagahara, Hajime; Taniguchi, Rin-Ichiro; Kagawa, Keiichiro; Yasutomi, Keita; Kawahito, Shoji
2018-03-05
The photometric stereo method enables estimation of surface normals from images that have been captured using different but known lighting directions. The classical photometric stereo method requires at least three images to determine the normals in a given scene. However, this method cannot be applied to dynamic scenes because it is assumed that the scene remains static while the required images are captured. In this work, we present a dynamic photometric stereo method for estimation of the surface normals in a dynamic scene. We use a multi-tap complementary metal-oxide-semiconductor (CMOS) image sensor to capture the input images required for the proposed photometric stereo method. This image sensor can divide the electrons from the photodiode from a single pixel into the different taps of the exposures and can thus capture multiple images under different lighting conditions with almost identical timing. We implemented a camera lighting system and created a software application to enable estimation of the normal map in real time. We also evaluated the accuracy of the estimated surface normals and demonstrated that our proposed method can estimate the surface normals of dynamic scenes.
Complete Scene Recovery and Terrain Classification in Textured Terrain Meshes
Song, Wei; Cho, Kyungeun; Um, Kyhyun; Won, Chee Sun; Sim, Sungdae
2012-01-01
Terrain classification allows a mobile robot to create an annotated map of its local environment from the three-dimensional (3D) and two-dimensional (2D) datasets collected by its array of sensors, including a GPS receiver, gyroscope, video camera, and range sensor. However, parts of objects that are outside the measurement range of the range sensor will not be detected. To overcome this problem, this paper describes an edge estimation method for complete scene recovery and complete terrain reconstruction. Here, the Gibbs-Markov random field is used to segment the ground from 2D videos and 3D point clouds. Further, a masking method is proposed to classify buildings and trees in a terrain mesh. PMID:23112653
Advanced Weapon System (AWS) Sensor Prediction Techniques Study. Volume II
1981-09-01
models are suggested. TV. 1-1 ’ICourant Com’p’uter Sctence Report #9 December 1975 Scene Analysis: A Survey Carl Weiman Cou rant Institute of...some crucial differences. In the psycho- logical model of mechanical vision, the aim of scene analysis is to perceive and understand 2-0 images of 3-D...scenes. The meaning of this analogy can be clarified using a rudimentary informational model ; this yields a natural hierarchy from physical
Scene analysis in the natural environment
Lewicki, Michael S.; Olshausen, Bruno A.; Surlykke, Annemarie; Moss, Cynthia F.
2014-01-01
The problem of scene analysis has been studied in a number of different fields over the past decades. These studies have led to important insights into problems of scene analysis, but not all of these insights are widely appreciated, and there remain critical shortcomings in current approaches that hinder further progress. Here we take the view that scene analysis is a universal problem solved by all animals, and that we can gain new insight by studying the problems that animals face in complex natural environments. In particular, the jumping spider, songbird, echolocating bat, and electric fish, all exhibit behaviors that require robust solutions to scene analysis problems encountered in the natural environment. By examining the behaviors of these seemingly disparate animals, we emerge with a framework for studying scene analysis comprising four essential properties: (1) the ability to solve ill-posed problems, (2) the ability to integrate and store information across time and modality, (3) efficient recovery and representation of 3D scene structure, and (4) the use of optimal motor actions for acquiring information to progress toward behavioral goals. PMID:24744740
A Demonstration of ‘Broken’ Visual Space
Gilson, Stuart
2012-01-01
It has long been assumed that there is a distorted mapping between real and ‘perceived’ space, based on demonstrations of systematic errors in judgements of slant, curvature, direction and separation. Here, we have applied a direct test to the notion of a coherent visual space. In an immersive virtual environment, participants judged the relative distance of two squares displayed in separate intervals. On some trials, the virtual scene expanded by a factor of four between intervals although, in line with recent results, participants did not report any noticeable change in the scene. We found that there was no consistent depth ordering of objects that can explain the distance matches participants made in this environment (e.g. A>B>D yet also A
Micro Fourier Transform Profilometry (μFTP): 3D shape measurement at 10,000 frames per second
NASA Astrophysics Data System (ADS)
Zuo, Chao; Tao, Tianyang; Feng, Shijie; Huang, Lei; Asundi, Anand; Chen, Qian
2018-03-01
Fringe projection profilometry is a well-established technique for optical 3D shape measurement. However, in many applications, it is desirable to make 3D measurements at very high speed, especially with fast moving or shape changing objects. In this work, we demonstrate a new 3D dynamic imaging technique, Micro Fourier Transform Profilometry (μFTP), which can realize an acquisition rate up to 10,000 3D frame per second (fps). The high measurement speed is achieved by the number of patterns reduction as well as high-speed fringe projection hardware. In order to capture 3D information in such a short period of time, we focus on the improvement of the phase recovery, phase unwrapping, and error compensation algorithms, allowing to reconstruct an accurate, unambiguous, and distortion-free 3D point cloud with every two projected patterns. We also develop a high-frame-rate fringe projection hardware by pairing a high-speed camera and a DLP projector, enabling binary pattern switching and precisely synchronized image capture at a frame rate up to 20,000 fps. Based on this system, we demonstrate high-quality textured 3D imaging of 4 transient scenes: vibrating cantilevers, rotating fan blades, flying bullet, and bursting balloon, which were previously difficult or even unable to be captured with conventional approaches.
Micro Fourier Transform Profilometry (μFTP): 3D shape measurement at 10,000 frames per second
DOE Office of Scientific and Technical Information (OSTI.GOV)
Zuo, Chao; Tao, Tianyang; Feng, Shijie
We report that fringe projection profilometry is a well-established technique for optical 3D shape measurement. However, in many applications, it is desirable to make 3D measurements at very high speed, especially with fast moving or shape changing objects. In this work, we demonstrate a new 3D dynamic imaging technique, Micro Fourier Transform Profilometry (μFTP), which can realize an acquisition rate up to 10,000 3D frame per second (fps). The high measurement speed is achieved by the number of patterns reduction as well as high-speed fringe projection hardware. In order to capture 3D information in such a short period of time,more » we focus on the improvement of the phase recovery, phase unwrapping, and error compensation algorithms, allowing to reconstruct an accurate, unambiguous, and distortion-free 3D point cloud with every two projected patterns. We also develop a high-frame-rate fringe projection hardware by pairing a high-speed camera and a DLP projector, enabling binary pattern switching and precisely synchronized image capture at a frame rate up to 20,000 fps. Lastly, based on this system, we demonstrate high-quality textured 3D imaging of 4 transient scenes: vibrating cantilevers, rotating fan blades, flying bullet, and bursting balloon, which were previously difficult or even unable to be captured with conventional approaches.« less
Micro Fourier Transform Profilometry (μFTP): 3D shape measurement at 10,000 frames per second
Zuo, Chao; Tao, Tianyang; Feng, Shijie; ...
2017-11-06
We report that fringe projection profilometry is a well-established technique for optical 3D shape measurement. However, in many applications, it is desirable to make 3D measurements at very high speed, especially with fast moving or shape changing objects. In this work, we demonstrate a new 3D dynamic imaging technique, Micro Fourier Transform Profilometry (μFTP), which can realize an acquisition rate up to 10,000 3D frame per second (fps). The high measurement speed is achieved by the number of patterns reduction as well as high-speed fringe projection hardware. In order to capture 3D information in such a short period of time,more » we focus on the improvement of the phase recovery, phase unwrapping, and error compensation algorithms, allowing to reconstruct an accurate, unambiguous, and distortion-free 3D point cloud with every two projected patterns. We also develop a high-frame-rate fringe projection hardware by pairing a high-speed camera and a DLP projector, enabling binary pattern switching and precisely synchronized image capture at a frame rate up to 20,000 fps. Lastly, based on this system, we demonstrate high-quality textured 3D imaging of 4 transient scenes: vibrating cantilevers, rotating fan blades, flying bullet, and bursting balloon, which were previously difficult or even unable to be captured with conventional approaches.« less
Initial Verification of GEOS-4 Aerosols Using CALIPSO and MODIS: Scene Classification
NASA Technical Reports Server (NTRS)
Welton, Ellsworth J.; Colarco, Peter R.; Hlavka, Dennis; Levy, Robert C.; Vaughan, Mark A.; daSilva, Arlindo
2007-01-01
A-train sensors such as MODIS and MISR provide column aerosol properties, and in the process a means of estimating aerosol type (e.g. smoke vs. dust). Correct classification of aerosol type is important because retrievals are often dependent upon selection of the right aerosol model. In addition, aerosol scene classification helps place the retrieved products in context for comparisons and analysis with aerosol transport models. The recent addition of CALIPSO to the A-train now provides a means of classifying aerosol distribution with altitude. CALIPSO level 1 products include profiles of attenuated backscatter at 532 and 1064 nm, and depolarization at 532 nm. Backscatter intensity, wavelength ratio, and depolarization provide information on the vertical profile of aerosol concentration, size, and shape. Thus similar estimates of aerosol type using MODIS or MISR are possible with CALIPSO, and the combination of data from all sensors provides a means of 3D aerosol scene classification. The NASA Goddard Earth Observing System general circulation model and data assimilation system (GEOS-4) provides global 3D aerosol mass for sulfate, sea salt, dust, and black and organic carbon. A GEOS-4 aerosol scene classification algorithm has been developed to provide estimates of aerosol mixtures along the flight track for NASA's Geoscience Laser Altimeter System (GLAS) satellite lidar. GLAS launched in 2003 and did not have the benefit of depolarization measurements or other sensors from the A-train. Aerosol typing from GLAS data alone was not possible, and the GEOS-4 aerosol classifier has been used to identify aerosol type and improve the retrieval of GLAS products. Here we compare 3D aerosol scene classification using CALIPSO and MODIS with the GEOS-4 aerosol classifier. Dust, smoke, and pollution examples will be discussed in the context of providing an initial verification of the 3D GEOS-4 aerosol products. Prior model verification has only been attempted with surface mass comparisons and column optical depth from AERONET and MODIS.
A method of 3D object recognition and localization in a cloud of points
NASA Astrophysics Data System (ADS)
Bielicki, Jerzy; Sitnik, Robert
2013-12-01
The proposed method given in this article is prepared for analysis of data in the form of cloud of points directly from 3D measurements. It is designed for use in the end-user applications that can directly be integrated with 3D scanning software. The method utilizes locally calculated feature vectors (FVs) in point cloud data. Recognition is based on comparison of the analyzed scene with reference object library. A global descriptor in the form of a set of spatially distributed FVs is created for each reference model. During the detection process, correlation of subsets of reference FVs with FVs calculated in the scene is computed. Features utilized in the algorithm are based on parameters, which qualitatively estimate mean and Gaussian curvatures. Replacement of differentiation with averaging in the curvatures estimation makes the algorithm more resistant to discontinuities and poor quality of the input data. Utilization of the FV subsets allows to detect partially occluded and cluttered objects in the scene, while additional spatial information maintains false positive rate at a reasonably low level.
Information Processing Research.
1986-09-01
Kuroe. The 3D MOSAIC Scene Understanding System. In Alan Bundy, Editor, Proceedings of the Eighth International Joint Conference on Artificial ... Artificial Jntelligencel7(1-3):409-460, August, 1981. Given a single picture which is a projection of a three-dimensional scene onto the two...values are detected as outliers by computing the distribution of values over a sliding 80 msec window. During the third pass (based on artificial
ERIC Educational Resources Information Center
Zacharis, Georgios K.; Mikropoulos, Tassos Anastasios; Kalyvioti, Katerina
2016-01-01
Studies showed that two-dimensional (2D) and three-dimensional (3D) educational content contributes to learning. Although there were many studies with 3D stereoscopic learning environments, only a few studies reported on the differences between real, 2D, and 3D scenes, as far as cognitive load and attentional demands were concerned. We used…
Grossberg, Stephen; Srinivasan, Karthik; Yazdanbakhsh, Arash
2015-01-01
How does the brain maintain stable fusion of 3D scenes when the eyes move? Every eye movement causes each retinal position to process a different set of scenic features, and thus the brain needs to binocularly fuse new combinations of features at each position after an eye movement. Despite these breaks in retinotopic fusion due to each movement, previously fused representations of a scene in depth often appear stable. The 3D ARTSCAN neural model proposes how the brain does this by unifying concepts about how multiple cortical areas in the What and Where cortical streams interact to coordinate processes of 3D boundary and surface perception, spatial attention, invariant object category learning, predictive remapping, eye movement control, and learned coordinate transformations. The model explains data from single neuron and psychophysical studies of covert visual attention shifts prior to eye movements. The model further clarifies how perceptual, attentional, and cognitive interactions among multiple brain regions (LGN, V1, V2, V3A, V4, MT, MST, PPC, LIP, ITp, ITa, SC) may accomplish predictive remapping as part of the process whereby view-invariant object categories are learned. These results build upon earlier neural models of 3D vision and figure-ground separation and the learning of invariant object categories as the eyes freely scan a scene. A key process concerns how an object's surface representation generates a form-fitting distribution of spatial attention, or attentional shroud, in parietal cortex that helps maintain the stability of multiple perceptual and cognitive processes. Predictive eye movement signals maintain the stability of the shroud, as well as of binocularly fused perceptual boundaries and surface representations. PMID:25642198
Grossberg, Stephen; Srinivasan, Karthik; Yazdanbakhsh, Arash
2014-01-01
How does the brain maintain stable fusion of 3D scenes when the eyes move? Every eye movement causes each retinal position to process a different set of scenic features, and thus the brain needs to binocularly fuse new combinations of features at each position after an eye movement. Despite these breaks in retinotopic fusion due to each movement, previously fused representations of a scene in depth often appear stable. The 3D ARTSCAN neural model proposes how the brain does this by unifying concepts about how multiple cortical areas in the What and Where cortical streams interact to coordinate processes of 3D boundary and surface perception, spatial attention, invariant object category learning, predictive remapping, eye movement control, and learned coordinate transformations. The model explains data from single neuron and psychophysical studies of covert visual attention shifts prior to eye movements. The model further clarifies how perceptual, attentional, and cognitive interactions among multiple brain regions (LGN, V1, V2, V3A, V4, MT, MST, PPC, LIP, ITp, ITa, SC) may accomplish predictive remapping as part of the process whereby view-invariant object categories are learned. These results build upon earlier neural models of 3D vision and figure-ground separation and the learning of invariant object categories as the eyes freely scan a scene. A key process concerns how an object's surface representation generates a form-fitting distribution of spatial attention, or attentional shroud, in parietal cortex that helps maintain the stability of multiple perceptual and cognitive processes. Predictive eye movement signals maintain the stability of the shroud, as well as of binocularly fused perceptual boundaries and surface representations.
3D modeling of satellite spectral images, radiation budget and energy budget of urban landscapes
NASA Astrophysics Data System (ADS)
Gastellu-Etchegorry, J. P.
2008-12-01
DART EB is a model that is being developed for simulating the 3D (3 dimensional) energy budget of urban and natural scenes, possibly with topography and atmosphere. It simulates all non radiative energy mechanisms (heat conduction, turbulent momentum and heat fluxes, water reservoir evolution, etc.). It uses DART model (Discrete Anisotropic Radiative Transfer) for simulating radiative mechanisms: 3D radiative budget of 3D scenes and their remote sensing images expressed in terms of reflectance or brightness temperature values, for any atmosphere, wavelength, sun/view direction, altitude and spatial resolution. It uses an innovative multispectral approach (ray tracing, exact kernel, discrete ordinate techniques) over the whole optical domain. This paper presents two major and recent improvements of DART for adapting it to urban canopies. (1) Simulation of the geometry and optical characteristics of urban elements (houses, etc.). (2) Modeling of thermal infrared emission by vegetation and urban elements. The new DART version was used in the context of the CAPITOUL project. For that, districts of the Toulouse urban data base (Autocad format) were translated into DART scenes. This allowed us to simulate visible, near infrared and thermal infrared satellite images of Toulouse districts. Moreover, the 3D radiation budget was used by DARTEB for simulating the time evolution of a number of geophysical quantities of various surface elements (roads, walls, roofs). Results were successfully compared with ground measurements of the CAPITOUL project.
Interactive 3d Landscapes on Line
NASA Astrophysics Data System (ADS)
Fanini, B.; Calori, L.; Ferdani, D.; Pescarin, S.
2011-09-01
The paper describes challenges identified while developing browser embedded 3D landscape rendering applications, our current approach and work-flow and how recent development in browser technologies could affect. All the data, even if processed by optimization and decimation tools, result in very huge databases that require paging, streaming and Level-of-Detail techniques to be implemented to allow remote web based real time fruition. Our approach has been to select an open source scene-graph based visual simulation library with sufficient performance and flexibility and adapt it to the web by providing a browser plug-in. Within the current Montegrotto VR Project, content produced with new pipelines has been integrated. The whole Montegrotto Town has been generated procedurally by CityEngine. We used this procedural approach, based on algorithms and procedures because it is particularly functional to create extensive and credible urban reconstructions. To create the archaeological sites we used optimized mesh acquired with laser scanning and photogrammetry techniques whereas to realize the 3D reconstructions of the main historical buildings we adopted computer-graphic software like blender and 3ds Max. At the final stage, semi-automatic tools have been developed and used up to prepare and clusterise 3D models and scene graph routes for web publishing. Vegetation generators have also been used with the goal of populating the virtual scene to enhance the user perceived realism during the navigation experience. After the description of 3D modelling and optimization techniques, the paper will focus and discuss its results and expectations.
Ichihashi, Yasuyuki; Oi, Ryutaro; Senoh, Takanori; Yamamoto, Kenji; Kurita, Taiichiro
2012-09-10
We developed a real-time capture and reconstruction system for three-dimensional (3D) live scenes. In previous research, we used integral photography (IP) to capture 3D images and then generated holograms from the IP images to implement a real-time reconstruction system. In this paper, we use a 4K (3,840 × 2,160) camera to capture IP images and 8K (7,680 × 4,320) liquid crystal display (LCD) panels for the reconstruction of holograms. We investigate two methods for enlarging the 4K images that were captured by integral photography to 8K images. One of the methods increases the number of pixels of each elemental image. The other increases the number of elemental images. In addition, we developed a personal computer (PC) cluster system with graphics processing units (GPUs) for the enlargement of IP images and the generation of holograms from the IP images using fast Fourier transform (FFT). We used the Compute Unified Device Architecture (CUDA) as the development environment for the GPUs. The Fast Fourier transform is performed using the CUFFT (CUDA FFT) library. As a result, we developed an integrated system for performing all processing from the capture to the reconstruction of 3D images by using these components and successfully used this system to reconstruct a 3D live scene at 12 frames per second.
Volume Attenuation and High Frequency Loss as Auditory Depth Cues in Stereoscopic 3D Cinema
NASA Astrophysics Data System (ADS)
Manolas, Christos; Pauletto, Sandra
2014-09-01
Assisted by the technological advances of the past decades, stereoscopic 3D (S3D) cinema is currently in the process of being established as a mainstream form of entertainment. The main focus of this collaborative effort is placed on the creation of immersive S3D visuals. However, with few exceptions, little attention has been given so far to the potential effect of the soundtrack on such environments. The potential of sound both as a means to enhance the impact of the S3D visual information and to expand the S3D cinematic world beyond the boundaries of the visuals is large. This article reports on our research into the possibilities of using auditory depth cues within the soundtrack as a means of affecting the perception of depth within cinematic S3D scenes. We study two main distance-related auditory cues: high-end frequency loss and overall volume attenuation. A series of experiments explored the effectiveness of these auditory cues. Results, although not conclusive, indicate that the studied auditory cues can influence the audience judgement of depth in cinematic 3D scenes, sometimes in unexpected ways. We conclude that 3D filmmaking can benefit from further studies on the effectiveness of specific sound design techniques to enhance S3D cinema.
Mizuhara, Hiroaki; Sato, Naoyuki; Yamaguchi, Yoko
2015-05-01
Neural oscillations are crucial for revealing dynamic cortical networks and for serving as a possible mechanism of inter-cortical communication, especially in association with mnemonic function. The interplay of the slow and fast oscillations might dynamically coordinate the mnemonic cortical circuits to rehearse stored items during working memory retention. We recorded simultaneous EEG-fMRI during a working memory task involving a natural scene to verify whether the cortical networks emerge with the neural oscillations for memory of the natural scene. The slow EEG power was enhanced in association with the better accuracy of working memory retention, and accompanied cortical activities in the mnemonic circuits for the natural scene. Fast oscillation showed a phase-amplitude coupling to the slow oscillation, and its power was tightly coupled with the cortical activities for representing the visual images of natural scenes. The mnemonic cortical circuit with the slow neural oscillations would rehearse the distributed natural scene representations with the fast oscillation for working memory retention. The coincidence of the natural scene representations could be obtained by the slow oscillation phase to create a coherent whole of the natural scene in the working memory. Copyright © 2015 Elsevier Inc. All rights reserved.
Rank preserving sparse learning for Kinect based scene classification.
Tao, Dapeng; Jin, Lianwen; Yang, Zhao; Li, Xuelong
2013-10-01
With the rapid development of the RGB-D sensors and the promptly growing population of the low-cost Microsoft Kinect sensor, scene classification, which is a hard, yet important, problem in computer vision, has gained a resurgence of interest recently. That is because the depth of information provided by the Kinect sensor opens an effective and innovative way for scene classification. In this paper, we propose a new scheme for scene classification, which applies locality-constrained linear coding (LLC) to local SIFT features for representing the RGB-D samples and classifies scenes through the cooperation between a new rank preserving sparse learning (RPSL) based dimension reduction and a simple classification method. RPSL considers four aspects: 1) it preserves the rank order information of the within-class samples in a local patch; 2) it maximizes the margin between the between-class samples on the local patch; 3) the L1-norm penalty is introduced to obtain the parsimony property; and 4) it models the classification error minimization by utilizing the least-squares error minimization. Experiments are conducted on the NYU Depth V1 dataset and demonstrate the robustness and effectiveness of RPSL for scene classification.
Wide-angle vision for road views
NASA Astrophysics Data System (ADS)
Huang, F.; Fehrs, K.-K.; Hartmann, G.; Klette, R.
2013-03-01
The field-of-view of a wide-angle image is greater than (say) 90 degrees, and so contains more information than available in a standard image. A wide field-of-view is more advantageous than standard input for understanding the geometry of 3D scenes, and for estimating the poses of panoramic sensors within such scenes. Thus, wide-angle imaging sensors and methodologies are commonly used in various road-safety, street surveillance, street virtual touring, or street 3D modelling applications. The paper reviews related wide-angle vision technologies by focusing on mathematical issues rather than on hardware.
Memory-guided attention during active viewing of edited dynamic scenes.
Valuch, Christian; König, Peter; Ansorge, Ulrich
2017-01-01
Films, TV shows, and other edited dynamic scenes contain many cuts, which are abrupt transitions from one video shot to the next. Cuts occur within or between scenes, and often join together visually and semantically related shots. Here, we tested to which degree memory for the visual features of the precut shot facilitates shifting attention to the postcut shot. We manipulated visual similarity across cuts, and measured how this affected covert attention (Experiment 1) and overt attention (Experiments 2 and 3). In Experiments 1 and 2, participants actively viewed a target movie that randomly switched locations with a second, distractor movie at the time of the cuts. In Experiments 1 and 2, participants were able to deploy attention more rapidly and accurately to the target movie's continuation when visual similarity was high than when it was low. Experiment 3 tested whether this could be explained by stimulus-driven (bottom-up) priming by feature similarity, using one clip at screen center that was followed by two alternative continuations to the left and right. Here, even the highest similarity across cuts did not capture attention. We conclude that following cuts of high visual similarity, memory-guided attention facilitates the deployment of attention, but this effect is (top-down) dependent on the viewer's active matching of scene content across cuts.
Interactive 2D to 3D stereoscopic image synthesis
NASA Astrophysics Data System (ADS)
Feldman, Mark H.; Lipton, Lenny
2005-03-01
Advances in stereoscopic display technologies, graphic card devices, and digital imaging algorithms have opened up new possibilities in synthesizing stereoscopic images. The power of today"s DirectX/OpenGL optimized graphics cards together with adapting new and creative imaging tools found in software products such as Adobe Photoshop, provide a powerful environment for converting planar drawings and photographs into stereoscopic images. The basis for such a creative process is the focus of this paper. This article presents a novel technique, which uses advanced imaging features and custom Windows-based software that utilizes the Direct X 9 API to provide the user with an interactive stereo image synthesizer. By creating an accurate and interactive world scene with moveable and flexible depth map altered textured surfaces, perspective stereoscopic cameras with both visible frustums and zero parallax planes, a user can precisely model a virtual three-dimensional representation of a real-world scene. Current versions of Adobe Photoshop provide a creative user with a rich assortment of tools needed to highlight elements of a 2D image, simulate hidden areas, and creatively shape them for a 3D scene representation. The technique described has been implemented as a Photoshop plug-in and thus allows for a seamless transition of these 2D image elements into 3D surfaces, which are subsequently rendered to create stereoscopic views.
Skeletal camera network embedded structure-from-motion for 3D scene reconstruction from UAV images
NASA Astrophysics Data System (ADS)
Xu, Zhihua; Wu, Lixin; Gerke, Markus; Wang, Ran; Yang, Huachao
2016-11-01
Structure-from-Motion (SfM) techniques have been widely used for 3D scene reconstruction from multi-view images. However, due to the large computational costs of SfM methods there is a major challenge in processing highly overlapping images, e.g. images from unmanned aerial vehicles (UAV). This paper embeds a novel skeletal camera network (SCN) into SfM to enable efficient 3D scene reconstruction from a large set of UAV images. First, the flight control data are used within a weighted graph to construct a topologically connected camera network (TCN) to determine the spatial connections between UAV images. Second, the TCN is refined using a novel hierarchical degree bounded maximum spanning tree to generate a SCN, which contains a subset of edges from the TCN and ensures that each image is involved in at least a 3-view configuration. Third, the SCN is embedded into the SfM to produce a novel SCN-SfM method, which allows performing tie-point matching only for the actually connected image pairs. The proposed method was applied in three experiments with images from two fixed-wing UAVs and an octocopter UAV, respectively. In addition, the SCN-SfM method was compared to three other methods for image connectivity determination. The comparison shows a significant reduction in the number of matched images if our method is used, which leads to less computational costs. At the same time the achieved scene completeness and geometric accuracy are comparable.
Introducing the depth transfer curve for 3D capture system characterization
NASA Astrophysics Data System (ADS)
Goma, Sergio R.; Atanassov, Kalin; Ramachandra, Vikas
2011-03-01
3D technology has recently made a transition from movie theaters to consumer electronic devices such as 3D cameras and camcorders. In addition to what 2D imaging conveys, 3D content also contains information regarding the scene depth. Scene depth is simulated through the strongest brain depth cue, namely retinal disparity. This can be achieved by capturing an image by horizontally separated cameras. Objects at different depths will be projected with different horizontal displacement on the left and right camera images. These images, when fed separately to either eye, leads to retinal disparity. Since the perception of depth is the single most important 3D imaging capability, an evaluation procedure is needed to quantify the depth capture characteristics. Evaluating depth capture characteristics subjectively is a very difficult task since the intended and/or unintended side effects from 3D image fusion (depth interpretation) by the brain are not immediately perceived by the observer, nor do such effects lend themselves easily to objective quantification. Objective evaluation of 3D camera depth characteristics is an important tool that can be used for "black box" characterization of 3D cameras. In this paper we propose a methodology to evaluate the 3D cameras' depth capture capabilities.
Towards the automatic scanning of indoors with robots.
Adán, Antonio; Quintana, Blanca; Vázquez, Andres S; Olivares, Alberto; Parra, Eduardo; Prieto, Samuel
2015-05-19
This paper is framed in both 3D digitization and 3D data intelligent processing research fields. Our objective is focused on developing a set of techniques for the automatic creation of simple three-dimensional indoor models with mobile robots. The document presents the principal steps of the process, the experimental setup and the results achieved. We distinguish between the stages concerning intelligent data acquisition and 3D data processing. This paper is focused on the first stage. We show how the mobile robot, which carries a 3D scanner, is able to, on the one hand, make decisions about the next best scanner position and, on the other hand, navigate autonomously in the scene with the help of the data collected from earlier scans. After this stage, millions of 3D data are converted into a simplified 3D indoor model. The robot imposes a stopping criterion when the whole point cloud covers the essential parts of the scene. This system has been tested under real conditions indoors with promising results. The future is addressed to extend the method in much more complex and larger scenarios.
Towards the Automatic Scanning of Indoors with Robots
Adán, Antonio; Quintana, Blanca; Vázquez, Andres S.; Olivares, Alberto; Parra, Eduardo; Prieto, Samuel
2015-01-01
This paper is framed in both 3D digitization and 3D data intelligent processing research fields. Our objective is focused on developing a set of techniques for the automatic creation of simple three-dimensional indoor models with mobile robots. The document presents the principal steps of the process, the experimental setup and the results achieved. We distinguish between the stages concerning intelligent data acquisition and 3D data processing. This paper is focused on the first stage. We show how the mobile robot, which carries a 3D scanner, is able to, on the one hand, make decisions about the next best scanner position and, on the other hand, navigate autonomously in the scene with the help of the data collected from earlier scans. After this stage, millions of 3D data are converted into a simplified 3D indoor model. The robot imposes a stopping criterion when the whole point cloud covers the essential parts of the scene. This system has been tested under real conditions indoors with promising results. The future is addressed to extend the method in much more complex and larger scenarios. PMID:25996513
Design and implementation of a 3D ocean virtual reality and visualization engine
NASA Astrophysics Data System (ADS)
Chen, Ge; Li, Bo; Tian, Fenglin; Ji, Pengbo; Li, Wenqing
2012-12-01
In this study, a 3D virtual reality and visualization engine for rendering the ocean, named VV-Ocean, is designed for marine applications. The design goals of VV-Ocean aim at high fidelity simulation of ocean environment, visualization of massive and multidimensional marine data, and imitation of marine lives. VV-Ocean is composed of five modules, i.e. memory management module, resources management module, scene management module, rendering process management module and interaction management module. There are three core functions in VV-Ocean: reconstructing vivid virtual ocean scenes, visualizing real data dynamically in real time, imitating and simulating marine lives intuitively. Based on VV-Ocean, we establish a sea-land integration platform which can reproduce drifting and diffusion processes of oil spilling from sea bottom to surface. Environment factors such as ocean current and wind field have been considered in this simulation. On this platform oil spilling process can be abstracted as movements of abundant oil particles. The result shows that oil particles blend with water well and the platform meets the requirement for real-time and interactive rendering. VV-Ocean can be widely used in ocean applications such as demonstrating marine operations, facilitating maritime communications, developing ocean games, reducing marine hazards, forecasting the weather over oceans, serving marine tourism, and so on. Finally, further technological improvements of VV-Ocean are discussed.
Integrating Depth and Image Sequences for Planetary Rover Mapping Using Rgb-D Sensor
NASA Astrophysics Data System (ADS)
Peng, M.; Wan, W.; Xing, Y.; Wang, Y.; Liu, Z.; Di, K.; Zhao, Q.; Teng, B.; Mao, X.
2018-04-01
RGB-D camera allows the capture of depth and color information at high data rates, and this makes it possible and beneficial integrate depth and image sequences for planetary rover mapping. The proposed mapping method consists of three steps. First, the strict projection relationship among 3D space, depth data and visual texture data is established based on the imaging principle of RGB-D camera, then, an extended bundle adjustment (BA) based SLAM method with integrated 2D and 3D measurements is applied to the image network for high-precision pose estimation. Next, as the interior and exterior elements of RGB images sequence are available, dense matching is completed with the CMPMVS tool. Finally, according to the registration parameters after ICP, the 3D scene from RGB images can be registered to the 3D scene from depth images well, and the fused point cloud can be obtained. Experiment was performed in an outdoor field to simulate the lunar surface. The experimental results demonstrated the feasibility of the proposed method.
The Dynamic Photometric Stereo Method Using a Multi-Tap CMOS Image Sensor †
Yoda, Takuya; Nagahara, Hajime; Taniguchi, Rin-ichiro; Kagawa, Keiichiro; Yasutomi, Keita; Kawahito, Shoji
2018-01-01
The photometric stereo method enables estimation of surface normals from images that have been captured using different but known lighting directions. The classical photometric stereo method requires at least three images to determine the normals in a given scene. However, this method cannot be applied to dynamic scenes because it is assumed that the scene remains static while the required images are captured. In this work, we present a dynamic photometric stereo method for estimation of the surface normals in a dynamic scene. We use a multi-tap complementary metal-oxide-semiconductor (CMOS) image sensor to capture the input images required for the proposed photometric stereo method. This image sensor can divide the electrons from the photodiode from a single pixel into the different taps of the exposures and can thus capture multiple images under different lighting conditions with almost identical timing. We implemented a camera lighting system and created a software application to enable estimation of the normal map in real time. We also evaluated the accuracy of the estimated surface normals and demonstrated that our proposed method can estimate the surface normals of dynamic scenes. PMID:29510599
Ubiquitous Creation of Bas-Relief Surfaces with Depth-of-Field Effects Using Smartphones.
Sohn, Bong-Soo
2017-03-11
This paper describes a new method to automatically generate digital bas-reliefs with depth-of-field effects from general scenes. Most previous methods for bas-relief generation take input in the form of 3D models. However, obtaining 3D models of real scenes or objects is often difficult, inaccurate, and time-consuming. From this motivation, we developed a method that takes as input a set of photographs that can be quickly and ubiquitously captured by ordinary smartphone cameras. A depth map is computed from the input photographs. The value range of the depth map is compressed and used as a base map representing the overall shape of the bas-relief. However, the resulting base map contains little information on details of the scene. Thus, we construct a detail map using pixel values of the input image to express the details. The base and detail maps are blended to generate a new depth map that reflects both overall depth and scene detail information. This map is selectively blurred to simulate the depth-of-field effects. The final depth map is converted to a bas-relief surface mesh. Experimental results show that our method generates a realistic bas-relief surface of general scenes with no expensive manual processing.
Ubiquitous Creation of Bas-Relief Surfaces with Depth-of-Field Effects Using Smartphones
Sohn, Bong-Soo
2017-01-01
This paper describes a new method to automatically generate digital bas-reliefs with depth-of-field effects from general scenes. Most previous methods for bas-relief generation take input in the form of 3D models. However, obtaining 3D models of real scenes or objects is often difficult, inaccurate, and time-consuming. From this motivation, we developed a method that takes as input a set of photographs that can be quickly and ubiquitously captured by ordinary smartphone cameras. A depth map is computed from the input photographs. The value range of the depth map is compressed and used as a base map representing the overall shape of the bas-relief. However, the resulting base map contains little information on details of the scene. Thus, we construct a detail map using pixel values of the input image to express the details. The base and detail maps are blended to generate a new depth map that reflects both overall depth and scene detail information. This map is selectively blurred to simulate the depth-of-field effects. The final depth map is converted to a bas-relief surface mesh. Experimental results show that our method generates a realistic bas-relief surface of general scenes with no expensive manual processing. PMID:28287487
Augmented reality 3D display based on integral imaging
NASA Astrophysics Data System (ADS)
Deng, Huan; Zhang, Han-Le; He, Min-Yang; Wang, Qiong-Hua
2017-02-01
Integral imaging (II) is a good candidate for augmented reality (AR) display, since it provides various physiological depth cues so that viewers can freely change the accommodation and convergence between the virtual three-dimensional (3D) images and the real-world scene without feeling any visual discomfort. We propose two AR 3D display systems based on the theory of II. In the first AR system, a micro II display unit reconstructs a micro 3D image, and the mciro-3D image is magnified by a convex lens. The lateral and depth distortions of the magnified 3D image are analyzed and resolved by the pitch scaling and depth scaling. The magnified 3D image and real 3D scene are overlapped by using a half-mirror to realize AR 3D display. The second AR system uses a micro-lens array holographic optical element (HOE) as an image combiner. The HOE is a volume holographic grating which functions as a micro-lens array for the Bragg-matched light, and as a transparent glass for Bragg mismatched light. A reference beam can reproduce a virtual 3D image from one side and a reference beam with conjugated phase can reproduce the second 3D image from other side of the micro-lens array HOE, which presents double-sided 3D display feature.
Laan, Nick; de Bruin, Karla G.; Slenter, Denise; Wilhelm, Julie; Jermy, Mark; Bonn, Daniel
2015-01-01
Bloodstain Pattern Analysis is a forensic discipline in which, among others, the position of victims can be determined at crime scenes on which blood has been shed. To determine where the blood source was investigators use a straight-line approximation for the trajectory, ignoring effects of gravity and drag and thus overestimating the height of the source. We determined how accurately the location of the origin can be estimated when including gravity and drag into the trajectory reconstruction. We created eight bloodstain patterns at one meter distance from the wall. The origin’s location was determined for each pattern with: the straight-line approximation, our method including gravity, and our method including both gravity and drag. The latter two methods require the volume and impact velocity of each bloodstain, which we are able to determine with a 3D scanner and advanced fluid dynamics, respectively. We conclude that by including gravity and drag in the trajectory calculation, the origin’s location can be determined roughly four times more accurately than with the straight-line approximation. Our study enables investigators to determine if the victim was sitting or standing, or it might be possible to connect wounds on the body to specific patterns, which is important for crime scene reconstruction. PMID:26099070
Laan, Nick; de Bruin, Karla G; Slenter, Denise; Wilhelm, Julie; Jermy, Mark; Bonn, Daniel
2015-06-22
Bloodstain Pattern Analysis is a forensic discipline in which, among others, the position of victims can be determined at crime scenes on which blood has been shed. To determine where the blood source was investigators use a straight-line approximation for the trajectory, ignoring effects of gravity and drag and thus overestimating the height of the source. We determined how accurately the location of the origin can be estimated when including gravity and drag into the trajectory reconstruction. We created eight bloodstain patterns at one meter distance from the wall. The origin's location was determined for each pattern with: the straight-line approximation, our method including gravity, and our method including both gravity and drag. The latter two methods require the volume and impact velocity of each bloodstain, which we are able to determine with a 3D scanner and advanced fluid dynamics, respectively. We conclude that by including gravity and drag in the trajectory calculation, the origin's location can be determined roughly four times more accurately than with the straight-line approximation. Our study enables investigators to determine if the victim was sitting or standing, or it might be possible to connect wounds on the body to specific patterns, which is important for crime scene reconstruction.
NASA Astrophysics Data System (ADS)
Laan, Nick; de Bruin, Karla G.; Slenter, Denise; Wilhelm, Julie; Jermy, Mark; Bonn, Daniel
2015-06-01
Bloodstain Pattern Analysis is a forensic discipline in which, among others, the position of victims can be determined at crime scenes on which blood has been shed. To determine where the blood source was investigators use a straight-line approximation for the trajectory, ignoring effects of gravity and drag and thus overestimating the height of the source. We determined how accurately the location of the origin can be estimated when including gravity and drag into the trajectory reconstruction. We created eight bloodstain patterns at one meter distance from the wall. The origin’s location was determined for each pattern with: the straight-line approximation, our method including gravity, and our method including both gravity and drag. The latter two methods require the volume and impact velocity of each bloodstain, which we are able to determine with a 3D scanner and advanced fluid dynamics, respectively. We conclude that by including gravity and drag in the trajectory calculation, the origin’s location can be determined roughly four times more accurately than with the straight-line approximation. Our study enables investigators to determine if the victim was sitting or standing, or it might be possible to connect wounds on the body to specific patterns, which is important for crime scene reconstruction.
Stereo 3-D Vision in Teaching Physics
ERIC Educational Resources Information Center
Zabunov, Svetoslav
2012-01-01
Stereo 3-D vision is a technology used to present images on a flat surface (screen, paper, etc.) and at the same time to create the notion of three-dimensional spatial perception of the viewed scene. A great number of physical processes are much better understood when viewed in stereo 3-D vision compared to standard flat 2-D presentation. The…
Phase 1 Development Report for the SESSA Toolkit.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Knowlton, Robert G.; Melton, Brad J; Anderson, Robert J.
The Site Exploitation System for Situational Awareness ( SESSA ) tool kit , developed by Sandia National Laboratories (SNL) , is a comprehensive de cision support system for crime scene data acquisition and Sensitive Site Exploitation (SSE). SESSA is an outgrowth of another SNL developed decision support system , the Building R estoration Operations Optimization Model (BROOM), a hardware/software solution for data acquisition, data management, and data analysis. SESSA was designed to meet forensic crime scene needs as defined by the DoD's Military Criminal Investigation Organiza tion (MCIO) . SESSA is a very comprehensive toolki t with a considerable amountmore » of database information managed through a Microsoft SQL (Structured Query Language) database engine, a Geographical Information System (GIS) engine that provides comprehensive m apping capabilities, as well as a an intuitive Graphical User Interface (GUI) . An electronic sketch pad module is included. The system also has the ability to efficiently generate necessary forms for forensic crime scene investigations (e.g., evidence submittal, laboratory requests, and scene notes). SESSA allows the user to capture photos on site, and can read and generate ba rcode labels that limit transcription errors. SESSA runs on PC computers running Windows 7, but is optimized for touch - screen tablet computers running Windows for ease of use at crime scenes and on SSE deployments. A prototype system for 3 - dimensional (3 D) mapping and measur e ments was also developed to complement the SESSA software. The mapping system employs a visual/ depth sensor that captures data to create 3D visualizations of an interior space and to make distance measurements with centimeter - level a ccuracy. Output of this 3D Model Builder module provides a virtual 3D %22walk - through%22 of a crime scene. The 3D mapping system is much less expensive and easier to use than competitive systems. This document covers the basic installation and operation of th e SESSA tool kit in order to give the user enough information to start using the tool kit . SESSA is currently a prototype system and this documentation covers the initial release of the tool kit . Funding for SESSA was provided by the Department of Defense (D oD), Assistant Secretary of Defense for Research and Engineering (ASD(R&E)) Rapid Fielding (RF) organization. The project was managed by the Defense Forensic Science Center (DFSC) , formerly known as the U.S. Army Criminal Investigation Laboratory (USACIL) . ACKNOWLEDGEMENTS The authors wish to acknowledge the funding support for the development of the Site Exploitation System for Situational Awareness (SESSA) toolkit from the Department of Defense (DoD), Assistant Secretary of Defense for Research and Engineering (ASD(R&E)) Rapid Fielding (RF) organization. The project was managed by the Defense Forensic Science Center (DFSC) , formerly known as the U.S. Army Criminal Investigation Laboratory (USACIL). Special thanks to Mr. Garold Warner, of DFSC, who served as the Project Manager. Individuals that worked on the design, functional attributes, algorithm development, system arc hitecture, and software programming include: Robert Knowlton, Brad Melton, Robert Anderson, and Wendy Amai.« less
NASA Astrophysics Data System (ADS)
Tao, Zhu; Shi, Runhe; Zeng, Yuyan; Gao, Wei
2017-09-01
The 3D model is an important part of simulated remote sensing for earth observation. Regarding the small-scale spatial extent of DART software, both the details of the model itself and the number of models of the distribution have an important impact on the scene canopy Normalized Difference Vegetation Index (NDVI).Taking the phragmitesaustralis in the Yangtze Estuary as an example, this paper studied the effect of the P.australias model on the canopy NDVI, based on the previous studies of the model precision, mainly from the cell dimension of the DART software and the density distribution of the P.australias model in the scene, As well as the choice of the density of the P.australiass model under the cost of computer running time in the actual simulation. The DART Cell dimensions and the density of the scene model were set by using the optimal precision model from the existing research results. The simulation results of NDVI with different model densities under different cell dimensions were analyzed by error analysis. By studying the relationship between relative error, absolute error and time costs, we have mastered the density selection method of P.australias model in the simulation of small-scale spatial scale scene. Experiments showed that the number of P.australias in the simulated scene need not be the same as those in the real environment due to the difference between the 3D model and the real scenarios. The best simulation results could be obtained by keeping the density ratio of about 40 trees per square meter, simultaneously, of the visual effects.
Automatic temperature computation for realistic IR simulation
NASA Astrophysics Data System (ADS)
Le Goff, Alain; Kersaudy, Philippe; Latger, Jean; Cathala, Thierry; Stolte, Nilo; Barillot, Philippe
2000-07-01
Polygon temperature computation in 3D virtual scenes is fundamental for IR image simulation. This article describes in detail the temperature calculation software and its current extensions, briefly presented in [1]. This software, called MURET, is used by the simulation workshop CHORALE of the French DGA. MURET is a one-dimensional thermal software, which accurately takes into account the material thermal attributes of three-dimensional scene and the variation of the environment characteristics (atmosphere) as a function of the time. Concerning the environment, absorbed incident fluxes are computed wavelength by wavelength, for each half an hour, druing 24 hours before the time of the simulation. For each polygon, incident fluxes are compsed of: direct solar fluxes, sky illumination (including diffuse solar fluxes). Concerning the materials, classical thermal attributes are associated to several layers, such as conductivity, absorption, spectral emissivity, density, specific heat, thickness and convection coefficients are taken into account. In the future, MURET will be able to simulate permeable natural materials (water influence) and vegetation natural materials (woods). This model of thermal attributes induces a very accurate polygon temperature computation for the complex 3D databases often found in CHORALE simulations. The kernel of MUET consists of an efficient ray tracer allowing to compute the history (over 24 hours) of the shadowed parts of the 3D scene and a library, responsible for the thermal computations. The great originality concerns the way the heating fluxes are computed. Using ray tracing, the flux received in each 3D point of the scene accurately takes into account the masking (hidden surfaces) between objects. By the way, this library supplies other thermal modules such as a thermal shows computation tool.
The capture and recreation of 3D auditory scenes
NASA Astrophysics Data System (ADS)
Li, Zhiyun
The main goal of this research is to develop the theory and implement practical tools (in both software and hardware) for the capture and recreation of 3D auditory scenes. Our research is expected to have applications in virtual reality, telepresence, film, music, video games, auditory user interfaces, and sound-based surveillance. The first part of our research is concerned with sound capture via a spherical microphone array. The advantage of this array is that it can be steered into any 3D directions digitally with the same beampattern. We develop design methodologies to achieve flexible microphone layouts, optimal beampattern approximation and robustness constraint. We also design novel hemispherical and circular microphone array layouts for more spatially constrained auditory scenes. Using the captured audio, we then propose a unified and simple approach for recreating them by exploring the reciprocity principle that is satisfied between the two processes. Our approach makes the system easy to build, and practical. Using this approach, we can capture the 3D sound field by a spherical microphone array and recreate it using a spherical loudspeaker array, and ensure that the recreated sound field matches the recorded field up to a high order of spherical harmonics. For some regular or semi-regular microphone layouts, we design an efficient parallel implementation of the multi-directional spherical beamformer by using the rotational symmetries of the beampattern and of the spherical microphone array. This can be implemented in either software or hardware and easily adapted for other regular or semi-regular layouts of microphones. In addition, we extend this approach for headphone-based system. Design examples and simulation results are presented to verify our algorithms. Prototypes are built and tested in real-world auditory scenes.
Lescroart, Mark D.; Stansbury, Dustin E.; Gallant, Jack L.
2015-01-01
Perception of natural visual scenes activates several functional areas in the human brain, including the Parahippocampal Place Area (PPA), Retrosplenial Complex (RSC), and the Occipital Place Area (OPA). It is currently unclear what specific scene-related features are represented in these areas. Previous studies have suggested that PPA, RSC, and/or OPA might represent at least three qualitatively different classes of features: (1) 2D features related to Fourier power; (2) 3D spatial features such as the distance to objects in a scene; or (3) abstract features such as the categories of objects in a scene. To determine which of these hypotheses best describes the visual representation in scene-selective areas, we applied voxel-wise modeling (VM) to BOLD fMRI responses elicited by a set of 1386 images of natural scenes. VM provides an efficient method for testing competing hypotheses by comparing predictions of brain activity based on encoding models that instantiate each hypothesis. Here we evaluated three different encoding models that instantiate each of the three hypotheses listed above. We used linear regression to fit each encoding model to the fMRI data recorded from each voxel, and we evaluated each fit model by estimating the amount of variance it predicted in a withheld portion of the data set. We found that voxel-wise models based on Fourier power or the subjective distance to objects in each scene predicted much of the variance predicted by a model based on object categories. Furthermore, the response variance explained by these three models is largely shared, and the individual models explain little unique variance in responses. Based on an evaluation of previous studies and the data we present here, we conclude that there is currently no good basis to favor any one of the three alternative hypotheses about visual representation in scene-selective areas. We offer suggestions for further studies that may help resolve this issue. PMID:26594164
Developmental changes in attention to faces and bodies in static and dynamic scenes.
Stoesz, Brenda M; Jakobson, Lorna S
2014-01-01
Typically developing individuals show a strong visual preference for faces and face-like stimuli; however, this may come at the expense of attending to bodies or to other aspects of a scene. The primary goal of the present study was to provide additional insight into the development of attentional mechanisms that underlie perception of real people in naturalistic scenes. We examined the looking behaviors of typical children, adolescents, and young adults as they viewed static and dynamic scenes depicting one or more people. Overall, participants showed a bias to attend to faces more than on other parts of the scenes. Adding motion cues led to a reduction in the number, but an increase in the average duration of face fixations in single-character scenes. When multiple characters appeared in a scene, motion-related effects were attenuated and participants shifted their gaze from faces to bodies, or made off-screen glances. Children showed the largest effects related to the introduction of motion cues or additional characters, suggesting that they find dynamic faces difficult to process, and are especially prone to look away from faces when viewing complex social scenes-a strategy that could reduce the cognitive and the affective load imposed by having to divide one's attention between multiple faces. Our findings provide new insights into the typical development of social attention during natural scene viewing, and lay the foundation for future work examining gaze behaviors in typical and atypical development.
2005-03-24
During its very close flyby of Enceladus on March 9, 2005, NASA Cassini spacecraft took images of parts of the icy moon. This scene is an icy landscape that has been scored by tectonic forces. 3D glasses are necessary to view this image.
Korocsec, D; Holobar, A; Divjak, M; Zazula, D
2005-12-01
Medicine is a difficult thing to learn. Experimenting with real patients should not be the only option; simulation deserves a special attention here. Virtual Reality Modelling Language (VRML) as a tool for building virtual objects and scenes has a good record of educational applications in medicine, especially for static and animated visualisations of body parts and organs. However, to create computer simulations resembling situations in real environments the required level of interactivity and dynamics is difficult to achieve. In the present paper we describe some approaches and techniques which we used to push the limits of the current VRML technology further toward dynamic 3D representation of virtual environments (VEs). Our demonstration is based on the implementation of a virtual baby model, whose vital signs can be controlled from an external Java application. The main contributions of this work are: (a) outline and evaluation of the three-level VRML/Java implementation of the dynamic virtual environment, (b) proposal for a modified VRML Timesensor node, which greatly improves the overall control of system performance, and (c) architecture of the prototype distributed virtual environment for training in neonatal resuscitation comprising the interactive virtual newborn, active bedside monitor for vital signs and full 3D representation of the surgery room.
Neuromorphic Event-Based 3D Pose Estimation
Reverter Valeiras, David; Orchard, Garrick; Ieng, Sio-Hoi; Benosman, Ryad B.
2016-01-01
Pose estimation is a fundamental step in many artificial vision tasks. It consists of estimating the 3D pose of an object with respect to a camera from the object's 2D projection. Current state of the art implementations operate on images. These implementations are computationally expensive, especially for real-time applications. Scenes with fast dynamics exceeding 30–60 Hz can rarely be processed in real-time using conventional hardware. This paper presents a new method for event-based 3D object pose estimation, making full use of the high temporal resolution (1 μs) of asynchronous visual events output from a single neuromorphic camera. Given an initial estimate of the pose, each incoming event is used to update the pose by combining both 3D and 2D criteria. We show that the asynchronous high temporal resolution of the neuromorphic camera allows us to solve the problem in an incremental manner, achieving real-time performance at an update rate of several hundreds kHz on a conventional laptop. We show that the high temporal resolution of neuromorphic cameras is a key feature for performing accurate pose estimation. Experiments are provided showing the performance of the algorithm on real data, including fast moving objects, occlusions, and cases where the neuromorphic camera and the object are both in motion. PMID:26834547
Real-time reliability measure-driven multi-hypothesis tracking using 2D and 3D features
NASA Astrophysics Data System (ADS)
Zúñiga, Marcos D.; Brémond, François; Thonnat, Monique
2011-12-01
We propose a new multi-target tracking approach, which is able to reliably track multiple objects even with poor segmentation results due to noisy environments. The approach takes advantage of a new dual object model combining 2D and 3D features through reliability measures. In order to obtain these 3D features, a new classifier associates an object class label to each moving region (e.g. person, vehicle), a parallelepiped model and visual reliability measures of its attributes. These reliability measures allow to properly weight the contribution of noisy, erroneous or false data in order to better maintain the integrity of the object dynamics model. Then, a new multi-target tracking algorithm uses these object descriptions to generate tracking hypotheses about the objects moving in the scene. This tracking approach is able to manage many-to-many visual target correspondences. For achieving this characteristic, the algorithm takes advantage of 3D models for merging dissociated visual evidence (moving regions) potentially corresponding to the same real object, according to previously obtained information. The tracking approach has been validated using video surveillance benchmarks publicly accessible. The obtained performance is real time and the results are competitive compared with other tracking algorithms, with minimal (or null) reconfiguration effort between different videos.
NASA Astrophysics Data System (ADS)
Shao, Z.; Li, C.; Zhong, S.; Liu, B.; Jiang, H.; Wen, X.
2015-05-01
Building the fine 3D model from outdoor to indoor is becoming a necessity for protecting the cultural tourism resources. However, the existing 3D modelling technologies mainly focus on outdoor areas. Actually, a 3D model should contain detailed descriptions of both its appearance and its internal structure, including architectural components. In this paper, a portable four-camera stereo photographic measurement system is developed, which can provide a professional solution for fast 3D data acquisition, processing, integration, reconstruction and visualization. Given a specific scene or object, it can directly collect physical geometric information such as positions, sizes and shapes of an object or a scene, as well as physical property information such as the materials and textures. On the basis of the information, 3D model can be automatically constructed. The system has been applied to the indooroutdoor seamless modelling of distinctive architecture existing in two typical cultural tourism zones, that is, Tibetan and Qiang ethnic minority villages in Sichuan Jiuzhaigou Scenic Area and Tujia ethnic minority villages in Hubei Shennongjia Nature Reserve, providing a new method and platform for protection of minority cultural characteristics, 3D reconstruction and cultural tourism.
Samothrakis, S; Arvanitis, T N; Plataniotis, A; McNeill, M D; Lister, P F
1997-11-01
Virtual Reality Modelling Language (VRML) is the start of a new era for medicine and the World Wide Web (WWW). Scientists can use VRML across the Internet to explore new three-dimensional (3D) worlds, share concepts and collaborate together in a virtual environment. VRML enables the generation of virtual environments through the use of geometric, spatial and colour data structures to represent 3D objects and scenes. In medicine, researchers often want to interact with scientific data, which in several instances may also be dynamic (e.g. MRI data). This data is often very large and is difficult to visualise. A 3D graphical representation can make the information contained in such large data sets more understandable and easier to interpret. Fast networks and satellites can reliably transfer large data sets from computer to computer. This has led to the adoption of remote tale-working in many applications including medical applications. Radiology experts, for example, can view and inspect in near real-time a 3D data set acquired from a patient who is in another part of the world. Such technology is destined to improve the quality of life for many people. This paper introduces VRML (including some technical details) and discusses the advantages of VRML in application developing.
NASA Astrophysics Data System (ADS)
Li, Wanjing; Schütze, Rainer; Böhler, Martin; Boochs, Frank; Marzani, Franck S.; Voisin, Yvon
2009-06-01
We present an approach to integrate a preprocessing step of the region of interest (ROI) localization into 3-D scanners (laser or stereoscopic). The definite objective is to make the 3-D scanner intelligent enough to localize rapidly in the scene, during the preprocessing phase, the regions with high surface curvature, so that precise scanning will be done only in these regions instead of in the whole scene. In this way, the scanning time can be largely reduced, and the results contain only pertinent data. To test its feasibility and efficiency, we simulated the preprocessing process under an active stereoscopic system composed of two cameras and a video projector. The ROI localization is done in an iterative way. First, the video projector projects a regular point pattern in the scene, and then the pattern is modified iteratively according to the local surface curvature of each reconstructed 3-D point. Finally, the last pattern is used to determine the ROI. Our experiments showed that with this approach, the system is capable to localize all types of objects, including small objects with small depth.
Advances in three-dimensional integral imaging: sensing, display, and applications [Invited].
Xiao, Xiao; Javidi, Bahram; Martinez-Corral, Manuel; Stern, Adrian
2013-02-01
Three-dimensional (3D) sensing and imaging technologies have been extensively researched for many applications in the fields of entertainment, medicine, robotics, manufacturing, industrial inspection, security, surveillance, and defense due to their diverse and significant benefits. Integral imaging is a passive multiperspective imaging technique, which records multiple two-dimensional images of a scene from different perspectives. Unlike holography, it can capture a scene such as outdoor events with incoherent or ambient light. Integral imaging can display a true 3D color image with full parallax and continuous viewing angles by incoherent light; thus it does not suffer from speckle degradation. Because of its unique properties, integral imaging has been revived over the past decade or so as a promising approach for massive 3D commercialization. A series of key articles on this topic have appeared in the OSA journals, including Applied Optics. Thus, it is fitting that this Commemorative Review presents an overview of literature on physical principles and applications of integral imaging. Several data capture configurations, reconstruction, and display methods are overviewed. In addition, applications including 3D underwater imaging, 3D imaging in photon-starved environments, 3D tracking of occluded objects, 3D optical microscopy, and 3D polarimetric imaging are reviewed.
Knowledge-Based Object Detection in Laser Scanning Point Clouds
NASA Astrophysics Data System (ADS)
Boochs, F.; Karmacharya, A.; Marbs, A.
2012-07-01
Object identification and object processing in 3D point clouds have always posed challenges in terms of effectiveness and efficiency. In practice, this process is highly dependent on human interpretation of the scene represented by the point cloud data, as well as the set of modeling tools available for use. Such modeling algorithms are data-driven and concentrate on specific features of the objects, being accessible to numerical models. We present an approach that brings the human expert knowledge about the scene, the objects inside, and their representation by the data and the behavior of algorithms to the machine. This "understanding" enables the machine to assist human interpretation of the scene inside the point cloud. Furthermore, it allows the machine to understand possibilities and limitations of algorithms and to take this into account within the processing chain. This not only assists the researchers in defining optimal processing steps, but also provides suggestions when certain changes or new details emerge from the point cloud. Our approach benefits from the advancement in knowledge technologies within the Semantic Web framework. This advancement has provided a strong base for applications based on knowledge management. In the article we will present and describe the knowledge technologies used for our approach such as Web Ontology Language (OWL), used for formulating the knowledge base and the Semantic Web Rule Language (SWRL) with 3D processing and topologic built-ins, aiming to combine geometrical analysis of 3D point clouds, and specialists' knowledge of the scene and algorithmic processing.
Rice, Katherine; Moriuchi, Jennifer M; Jones, Warren; Klin, Ami
2012-03-01
To examine patterns of variability in social visual engagement and their relationship to standardized measures of social disability in a heterogeneous sample of school-aged children with autism spectrum disorders (ASD). Eye-tracking measures of visual fixation during free-viewing of dynamic social scenes were obtained for 109 children with ASD (mean age, 10.2 ± 3.2 years), 37 of whom were matched with 26 typically-developing (TD) children (mean age, 9.5 ± 2.2 years) on gender, age, and IQ. The smaller subset allowed between-group comparisons, whereas the larger group was used for within-group examinations of ASD heterogeneity. Between-group comparisons revealed significantly attenuated orientation to socially salient aspects of the scenes, with the largest effect size (Cohen's d = 1.5) obtained for reduced fixation on faces. Within-group analyses revealed a robust association between higher fixation on the inanimate environment and greater social disability. However, the associations between fixation on the eyes and mouth and social adaptation varied greatly, even reversing, when comparing different cognitive profile subgroups. Although patterns of social visual engagement with naturalistic social stimuli are profoundly altered in children with ASD, the social adaptivity of these behaviors varies for different groups of children. This variation likely represents different patterns of adaptation and maladaptation that should be traced longitudinally to the first years of life, before complex interactions between early predispositions and compensatory learning take place. We propose that variability in these early mechanisms of socialization may serve as proximal behavioral manifestations of genetic vulnerabilities. Copyright © 2012 American Academy of Child and Adolescent Psychiatry. Published by Elsevier Inc. All rights reserved.
NASA Astrophysics Data System (ADS)
Li, W.; Su, Y.; Harmon, T. C.; Guo, Q.
2013-12-01
Light Detection and Ranging (lidar) is an optical remote sensing technology that measures properties of scattered light to find range and/or other information of a distant object. Due to its ability to generate 3-dimensional data with high spatial resolution and accuracy, lidar technology is being increasingly used in ecology, geography, geology, geomorphology, seismology, remote sensing, and atmospheric physics. In this study we construct a 3-dimentional (3D) radiative transfer model (RTM) using lidar data to simulate the spatial distribution of solar radiation (direct and diffuse) on the surface of water and mountain forests. The model includes three sub-models: a light model simulating the light source, a sensor model simulating the camera, and a scene model simulating the landscape. We use ground-based and airborne lidar data to characterize the 3D structure of the study area, and generate a detailed 3D scene model. The interactions between light and object are simulated using the Monte Carlo Ray Tracing (MCRT) method. A large number of rays are generated from the light source. For each individual ray, the full traveling path is traced until it is absorbed or escapes from the scene boundary. By locating the sensor at different positions and directions, we can simulate the spatial distribution of solar energy at the ground, vegetation and water surfaces. These outputs can then be incorporated into meteorological drivers for hydrologic and energy balance models to improve our understanding of hydrologic processes and ecosystem functions.
High-dynamic-range scene compression in humans
NASA Astrophysics Data System (ADS)
McCann, John J.
2006-02-01
Single pixel dynamic-range compression alters a particular input value to a unique output value - a look-up table. It is used in chemical and most digital photographic systems having S-shaped transforms to render high-range scenes onto low-range media. Post-receptor neural processing is spatial, as shown by the physiological experiments of Dowling, Barlow, Kuffler, and Hubel & Wiesel. Human vision does not render a particular receptor-quanta catch as a unique response. Instead, because of spatial processing, the response to a particular quanta catch can be any color. Visual response is scene dependent. Stockham proposed an approach to model human range compression using low-spatial frequency filters. Campbell, Ginsberg, Wilson, Watson, Daly and many others have developed spatial-frequency channel models. This paper describes experiments measuring the properties of desirable spatial-frequency filters for a variety of scenes. Given the radiances of each pixel in the scene and the observed appearances of objects in the image, one can calculate the visual mask for that individual image. Here, visual mask is the spatial pattern of changes made by the visual system in processing the input image. It is the spatial signature of human vision. Low-dynamic range images with many white areas need no spatial filtering. High-dynamic-range images with many blacks, or deep shadows, require strong spatial filtering. Sun on the right and shade on the left requires directional filters. These experiments show that variable scene- scenedependent filters are necessary to mimic human vision. Although spatial-frequency filters can model human dependent appearances, the problem still remains that an analysis of the scene is still needed to calculate the scene-dependent strengths of each of the filters for each frequency.
Chen, Juan; Sperandio, Irene; Goodale, Melvyn Alan
2015-01-01
Objects rarely appear in isolation in natural scenes. Although many studies have investigated how nearby objects influence perception in cluttered scenes (i.e., crowding), none has studied how nearby objects influence visually guided action. In Experiment 1, we found that participants could scale their grasp to the size of a crowded target even when they could not perceive its size, demonstrating for the first time that neurologically intact participants can use visual information that is not available to conscious report to scale their grasp to real objects in real scenes. In Experiments 2 and 3, we found that changing the eccentricity of the display and the orientation of the flankers had no effect on grasping but strongly affected perception. The differential effects of eccentricity and flanker orientation on perception and grasping show that the known differences in retinotopy between the ventral and dorsal streams are reflected in the way in which people deal with targets in cluttered scenes. © The Author(s) 2014.
Animation Strategies for Smooth Transformations Between Discrete Lods of 3d Building Models
NASA Astrophysics Data System (ADS)
Kada, Martin; Wichmann, Andreas; Filippovska, Yevgeniya; Hermes, Tobias
2016-06-01
The cartographic 3D visualization of urban areas has experienced tremendous progress over the last years. An increasing number of applications operate interactively in real-time and thus require advanced techniques to improve the quality and time response of dynamic scenes. The main focus of this article concentrates on the discussion of strategies for smooth transformation between two discrete levels of detail (LOD) of 3D building models that are represented as restricted triangle meshes. Because the operation order determines the geometrical and topological properties of the transformation process as well as its visual perception by a human viewer, three different strategies are proposed and subsequently analyzed. The simplest one orders transformation operations by the length of the edges to be collapsed, while the other two strategies introduce a general transformation direction in the form of a moving plane. This plane either pushes the nodes that need to be removed, e.g. during the transformation of a detailed LOD model to a coarser one, towards the main building body, or triggers the edge collapse operations used as transformation paths for the cartographic generalization.
Band registration of tuneable frame format hyperspectral UAV imagers in complex scenes
NASA Astrophysics Data System (ADS)
Honkavaara, Eija; Rosnell, Tomi; Oliveira, Raquel; Tommaselli, Antonio
2017-12-01
A recent revolution in miniaturised sensor technology has provided markets with novel hyperspectral imagers operating in the frame format principle. In the case of unmanned aerial vehicle (UAV) based remote sensing, the frame format technology is highly attractive in comparison to the commonly utilised pushbroom scanning technology, because it offers better stability and the possibility to capture stereoscopic data sets, bringing an opportunity for 3D hyperspectral object reconstruction. Tuneable filters are one of the approaches for capturing multi- or hyperspectral frame images. The individual bands are not aligned when operating a sensor based on tuneable filters from a mobile platform, such as UAV, because the full spectrum recording is carried out in the time-sequential principle. The objective of this investigation was to study the aspects of band registration of an imager based on tuneable filters and to develop a rigorous and efficient approach for band registration in complex 3D scenes, such as forests. The method first determines the orientations of selected reference bands and reconstructs the 3D scene using structure-from-motion and dense image matching technologies. The bands, without orientation, are then matched to the oriented bands accounting the 3D scene to provide exterior orientations, and afterwards, hyperspectral orthomosaics, or hyperspectral point clouds, are calculated. The uncertainty aspects of the novel approach were studied. An empirical assessment was carried out in a forested environment using hyperspectral images captured with a hyperspectral 2D frame format camera, based on a tuneable Fabry-Pérot interferometer (FPI) on board a multicopter and supported by a high spatial resolution consumer colour camera. A theoretical assessment showed that the method was capable of providing band registration accuracy better than 0.5-pixel size. The empirical assessment proved the performance and showed that, with the novel method, most parts of the band misalignments were less than the pixel size. Furthermore, it was shown that the performance of the band alignment was dependent on the spatial distance from the reference band.
Modelling Middle Infrared Thermal Imagery from Observed or Simulated Active Fire
NASA Astrophysics Data System (ADS)
Paugam, R.; Gastellu-Etchegorry, J. P.; Mell, W.; Johnston, J.; Filippi, J. B.
2016-12-01
The Fire Radiative Power (FRP) is used in the atmospheric and fire communities to estimate fire emission. For example, the current version of the emission inventory GFAS is using FRP observation from the MODIS sensors to derive daily global distribution of fire emissions. Although the FRP product is widely accepted, most of its theoretical justifications are still based on small scale burns. When up-scaling to large fires effects of view angle, canopy cover, or smoke absorption are still unknown. To cover those questions, we are building a system based on the DART radiative transfer model to simulate the middle infrared radiance emitted by a propagating fire front and propagating in the surrounding scene made of ambient vegetation and plume aerosols. The current version of the system was applied to fire ranging from a 1m2 to 7ha. The 3D fire scene used as input in DART is made of the flame, the vegetation (burnt and unburnt), and the plume. It can be either set up from [i] 3D physical based model scene (ie WFDS, mainly applicable for small scale burn), [ii] coupled 2D fire spread - atmospheric models outputs (eg ForeFire-MesoNH) or [iii] derived from thermal imageries observations (here plume effects are not considered). In the last two cases, as the complexity of physical processes occurring in the flame (in particular soot formation and emission) is not to solved, the flames structures are parameterized with (a) temperature and soot concentration based on empirical derived profiles and (b) 3D triangular shape hull interpolated at the fire front location. Once the 3D fire scene is set up, DART is then used to render thermal imageries in the middle infrared. Using data collected from burns conducted at different scale, the modelled thermal imageries are compared against observations, and effects of view angle are discussed.
High dynamic range adaptive real-time smart camera: an overview of the HDR-ARTiST project
NASA Astrophysics Data System (ADS)
Lapray, Pierre-Jean; Heyrman, Barthélémy; Ginhac, Dominique
2015-04-01
Standard cameras capture only a fraction of the information that is visible to the human visual system. This is specifically true for natural scenes including areas of low and high illumination due to transitions between sunlit and shaded areas. When capturing such a scene, many cameras are unable to store the full Dynamic Range (DR) resulting in low quality video where details are concealed in shadows or washed out by sunlight. The imaging technique that can overcome this problem is called HDR (High Dynamic Range) imaging. This paper describes a complete smart camera built around a standard off-the-shelf LDR (Low Dynamic Range) sensor and a Virtex-6 FPGA board. This smart camera called HDR-ARtiSt (High Dynamic Range Adaptive Real-time Smart camera) is able to produce a real-time HDR live video color stream by recording and combining multiple acquisitions of the same scene while varying the exposure time. This technique appears as one of the most appropriate and cheapest solution to enhance the dynamic range of real-life environments. HDR-ARtiSt embeds real-time multiple captures, HDR processing, data display and transfer of a HDR color video for a full sensor resolution (1280 1024 pixels) at 60 frames per second. The main contributions of this work are: (1) Multiple Exposure Control (MEC) dedicated to the smart image capture with alternating three exposure times that are dynamically evaluated from frame to frame, (2) Multi-streaming Memory Management Unit (MMMU) dedicated to the memory read/write operations of the three parallel video streams, corresponding to the different exposure times, (3) HRD creating by combining the video streams using a specific hardware version of the Devebecs technique, and (4) Global Tone Mapping (GTM) of the HDR scene for display on a standard LCD monitor.
Real-time 3D measurement based on structured light illumination considering camera lens distortion
NASA Astrophysics Data System (ADS)
Feng, Shijie; Chen, Qian; Zuo, Chao; Sun, Jiasong; Yu, ShiLing
2014-12-01
Optical three-dimensional (3-D) profilometry is gaining increasing attention for its simplicity, flexibility, high accuracy, and non-contact nature. Recent advances in imaging sensors and digital projection technology further its progress in high-speed, real-time applications, enabling 3-D shapes reconstruction of moving objects and dynamic scenes. In traditional 3-D measurement system where the processing time is not a key factor, camera lens distortion correction is performed directly. However, for the time-critical high-speed applications, the time-consuming correction algorithm is inappropriate to be performed directly during the real-time process. To cope with this issue, here we present a novel high-speed real-time 3-D coordinates measuring technique based on fringe projection with the consideration of the camera lens distortion. A pixel mapping relation between a distorted image and a corrected one is pre-determined and stored in computer memory for real-time fringe correction. And a method of lookup table (LUT) is introduced as well for fast data processing. Our experimental results reveal that the measurement error of the in-plane coordinates has been reduced by one order of magnitude and the accuracy of the out-plane coordinate been tripled after the distortions being eliminated. Moreover, owing to the merit of the LUT, the 3-D reconstruction can be achieved at 92.34 frames per second.
Methods for comparing 3D surface attributes
NASA Astrophysics Data System (ADS)
Pang, Alex; Freeman, Adam
1996-03-01
A common task in data analysis is to compare two or more sets of data, statistics, presentations, etc. A predominant method in use is side-by-side visual comparison of images. While straightforward, it burdens the user with the task of discerning the differences between the two images. The user if further taxed when the images are of 3D scenes. This paper presents several methods for analyzing the extent, magnitude, and manner in which surfaces in 3D differ in their attributes. The surface geometry are assumed to be identical and only the surface attributes (color, texture, etc.) are variable. As a case in point, we examine the differences obtained when a 3D scene is rendered progressively using radiosity with different form factor calculation methods. The comparison methods include extensions of simple methods such as mapping difference information to color or transparency, and more recent methods including the use of surface texture, perturbation, and adaptive placements of error glyphs.
Referenceless Phase Holography for 3D Imaging
NASA Astrophysics Data System (ADS)
Kreis, Thomas
2017-12-01
Referenceless phase holography generates the full (amplitude and phase) optical field if intensity and phase of this field are given as numerical data. It is based on the interference of two pure phase fields which are produced by reflection of two mutually coherent plane waves at two phase modulating spatial light modulators of the liquid crystal on silicon type. Thus any optical field of any real or artificial 3D scene can be displayed. This means that referenceless phase holography is a promising method for future 3D imaging, e. g. in 3D television. The paper introduces the theory of the method and presents three possible interferometer arrangements, for the first time the Mach-Zehnder and the grating interferometer adapted to this application. The possibilities and problems in calculating the diffraction fields of given 3D scenes are worked out, the best choice and modifications of the algorithms are given. Several novelty experimental examples are given proving the 3D cues depth of field, occlusion and parallax. The benefits and advantages over other holographic approaches are pointed out, open problems and necessary technological developments as well as possibilities and future prospects are discussed.
Use of 3D techniques for virtual production
NASA Astrophysics Data System (ADS)
Grau, Oliver; Price, Marc C.; Thomas, Graham A.
2000-12-01
Virtual production for broadcast is currently mainly used in the form of virtual studios, where the resulting media is a sequence of 2D images. With the steady increase of 3D computing power in home PCs and the technical progress in 3D display technology, the content industry is looking for new kinds of program material, which makes use of 3D technology. The applications range form analysis of sport scenes, 3DTV, up to the creation of fully immersive content. In a virtual studio a camera films one or more actors in a controlled environment. The pictures of the actors can be segmented very accurately in real time using chroma keying techniques. The isolated silhouette can be integrated into a new synthetic virtual environment using a studio mixer. The resulting shape description of the actors is 2D so far. For the realization of more sophisticated optical interactions of the actors with the virtual environment, such as occlusions and shadows, an object-based 3D description of scenes is needed. However, the requirements of shape accuracy, and the kind of representation, differ in accordance with the application. This contribution gives an overview of requirements and approaches for the generation of an object-based 3D description in various applications studied by the BBC R and D department. An enhanced Virtual Studio for 3D programs is proposed that covers a range of applications for virtual production.
ColorChecker at the beach: dangers of sunburn and glare
NASA Astrophysics Data System (ADS)
McCann, John
2014-01-01
In High-Dynamic-Range (HDR) imaging, optical veiling glare sets the limits of accurate scene information recorded by a camera. But, what happens at the beach? Here we have a Low-Dynamic-Range (LDR) scene with maximal glare. Can we calibrate a camera at the beach and not be burnt? We know that we need sunscreen and sunglasses, but what about our cameras? The effect of veiling glare is scene-dependent. When we compare RAW camera digits with spotmeter measurements we find significant differences. As well, these differences vary, depending on where we aim the camera. When we calibrate our camera at the beach we get data that is valid for only that part of that scene. Camera veiling glare is an issue in LDR scenes in uniform illumination with a shaded lens.
NASA Astrophysics Data System (ADS)
Xu, Y.; Sun, Z.; Boerner, R.; Koch, T.; Hoegner, L.; Stilla, U.
2018-04-01
In this work, we report a novel way of generating ground truth dataset for analyzing point cloud from different sensors and the validation of algorithms. Instead of directly labeling large amount of 3D points requiring time consuming manual work, a multi-resolution 3D voxel grid for the testing site is generated. Then, with the help of a set of basic labeled points from the reference dataset, we can generate a 3D labeled space of the entire testing site with different resolutions. Specifically, an octree-based voxel structure is applied to voxelize the annotated reference point cloud, by which all the points are organized by 3D grids of multi-resolutions. When automatically annotating the new testing point clouds, a voting based approach is adopted to the labeled points within multiple resolution voxels, in order to assign a semantic label to the 3D space represented by the voxel. Lastly, robust line- and plane-based fast registration methods are developed for aligning point clouds obtained via various sensors. Benefiting from the labeled 3D spatial information, we can easily create new annotated 3D point clouds of different sensors of the same scene directly by considering the corresponding labels of 3D space the points located, which would be convenient for the validation and evaluation of algorithms related to point cloud interpretation and semantic segmentation.
Multi-scale dynamical behavior of spatially distributed systems: a deterministic point of view
NASA Astrophysics Data System (ADS)
Mangiarotti, S.; Le Jean, F.; Drapeau, L.; Huc, M.
2015-12-01
Physical and biophysical systems are spatially distributed systems. Their behavior can be observed or modelled spatially at various resolutions. In this work, a deterministic point of view is adopted to analyze multi-scale behavior taking a set of ordinary differential equation (ODE) as elementary part of the system.To perform analyses, scenes of study are thus generated based on ensembles of identical elementary ODE systems. Without any loss of generality, their dynamics is chosen chaotic in order to ensure sensitivity to initial conditions, that is, one fundamental property of atmosphere under instable conditions [1]. The Rössler system [2] is used for this purpose for both its topological and algebraic simplicity [3,4].Two cases are thus considered: the chaotic oscillators composing the scene of study are taken either independent, or in phase synchronization. Scale behaviors are analyzed considering the scene of study as aggregations (basically obtained by spatially averaging the signal) or as associations (obtained by concatenating the time series). The global modeling technique is used to perform the numerical analyses [5].One important result of this work is that, under phase synchronization, a scene of aggregated dynamics can be approximated by the elementary system composing the scene, but modifying its parameterization [6]. This is shown based on numerical analyses. It is then demonstrated analytically and generalized to a larger class of ODE systems. Preliminary applications to cereal crops observed from satellite are also presented.[1] Lorenz, Deterministic nonperiodic flow. J. Atmos. Sci., 20, 130-141 (1963).[2] Rössler, An equation for continuous chaos, Phys. Lett. A, 57, 397-398 (1976).[3] Gouesbet & Letellier, Global vector-field reconstruction by using a multivariate polynomial L2 approximation on nets, Phys. Rev. E 49, 4955-4972 (1994).[4] Letellier, Roulin & Rössler, Inequivalent topologies of chaos in simple equations, Chaos, Solitons & Fractals, 28, 337-360 (2006).[5] Mangiarotti, Coudret, Drapeau, & Jarlan, Polynomial search and global modeling, Phys. Rev. E 86(4), 046205 (2012).[6] Mangiarotti, Modélisation globale et Caractérisation Topologique de dynamiques environnementales. Habilitation à Diriger des Recherches, Univ. Toulouse 3 (2014).
A modern approach to storing of 3D geometry of objects in machine engineering industry
NASA Astrophysics Data System (ADS)
Sokolova, E. A.; Aslanov, G. A.; Sokolov, A. A.
2017-02-01
3D graphics is a kind of computer graphics which has absorbed a lot from the vector and raster computer graphics. It is used in interior design projects, architectural projects, advertising, while creating educational computer programs, movies, visual images of parts and products in engineering, etc. 3D computer graphics allows one to create 3D scenes along with simulation of light conditions and setting up standpoints.
Preoperative simulation for the planning of microsurgical clipping of intracranial aneurysms.
Marinho, Paulo; Vermandel, Maximilien; Bourgeois, Philippe; Lejeune, Jean-Paul; Mordon, Serge; Thines, Laurent
2014-12-01
The safety and success of intracranial aneurysm (IA) surgery could be improved through the dedicated application of simulation covering the procedure from the 3-dimensional (3D) description of the surgical scene to the visual representation of the clip application. We aimed in this study to validate the technical feasibility and clinical relevance of such a protocol. All patients preoperatively underwent 3D magnetic resonance imaging and 3D computed tomography angiography to build 3D reconstructions of the brain, cerebral arteries, and surrounding cranial bone. These 3D models were segmented and merged using Osirix, a DICOM image processing application. This provided the surgical scene that was subsequently imported into Blender, a modeling platform for 3D animation. Digitized clips and appliers could then be manipulated in the virtual operative environment, allowing the visual simulation of clipping. This simulation protocol was assessed in a series of 10 IAs by 2 neurosurgeons. The protocol was feasible in all patients. The visual similarity between the surgical scene and the operative view was excellent in 100% of the cases, and the identification of the vascular structures was accurate in 90% of the cases. The neurosurgeons found the simulation helpful for planning the surgical approach (ie, the bone flap, cisternal opening, and arterial tree exposure) in 100% of the cases. The correct number of final clip(s) needed was predicted from the simulation in 90% of the cases. The preoperatively expected characteristics of the optimal clip(s) (ie, their number, shape, size, and orientation) were validated during surgery in 80% of the cases. This study confirmed that visual simulation of IA clipping based on the processing of high-resolution 3D imaging can be effective. This is a new and important step toward the development of a more sophisticated integrated simulation platform dedicated to cerebrovascular surgery.
FPV: fast protein visualization using Java 3D.
Can, Tolga; Wang, Yujun; Wang, Yuan-Fang; Su, Jianwen
2003-05-22
Many tools have been developed to visualize protein structures. Tools that have been based on Java 3D((TM)) are compatible among different systems and they can be run remotely through web browsers. However, using Java 3D for visualization has some performance issues with it. The primary concerns about molecular visualization tools based on Java 3D are in their being slow in terms of interaction speed and in their inability to load large molecules. This behavior is especially apparent when the number of atoms to be displayed is huge, or when several proteins are to be displayed simultaneously for comparison. In this paper we present techniques for organizing a Java 3D scene graph to tackle these problems. We have developed a protein visualization system based on Java 3D and these techniques. We demonstrate the effectiveness of the proposed method by comparing the visualization component of our system with two other Java 3D based molecular visualization tools. In particular, for van der Waals display mode, with the efficient organization of the scene graph, we could achieve up to eight times improvement in rendering speed and could load molecules three times as large as the previous systems could. EPV is freely available with source code at the following URL: http://www.cs.ucsb.edu/~tcan/fpv/
Metric Evaluation Pipeline for 3d Modeling of Urban Scenes
NASA Astrophysics Data System (ADS)
Bosch, M.; Leichtman, A.; Chilcott, D.; Goldberg, H.; Brown, M.
2017-05-01
Publicly available benchmark data and metric evaluation approaches have been instrumental in enabling research to advance state of the art methods for remote sensing applications in urban 3D modeling. Most publicly available benchmark datasets have consisted of high resolution airborne imagery and lidar suitable for 3D modeling on a relatively modest scale. To enable research in larger scale 3D mapping, we have recently released a public benchmark dataset with multi-view commercial satellite imagery and metrics to compare 3D point clouds with lidar ground truth. We now define a more complete metric evaluation pipeline developed as publicly available open source software to assess semantically labeled 3D models of complex urban scenes derived from multi-view commercial satellite imagery. Evaluation metrics in our pipeline include horizontal and vertical accuracy and completeness, volumetric completeness and correctness, perceptual quality, and model simplicity. Sources of ground truth include airborne lidar and overhead imagery, and we demonstrate a semi-automated process for producing accurate ground truth shape files to characterize building footprints. We validate our current metric evaluation pipeline using 3D models produced using open source multi-view stereo methods. Data and software is made publicly available to enable further research and planned benchmarking activities.
Detecting Planar Surfaces in Outdoor Urban Environments
2008-09-01
coplanar or parallel scene points and lines. Sturm and Maybank (18) perform 3D reconstruction given user-provided coplanarity, perpendicularity, and... Maybank , S. J. A method for intactive 3d reconstruction of piercewise planar objects from single images. in BMVC, 1999, 265–274 [19] Schaffalitzky, F
Chen, Long; Tang, Wen; John, Nigel W; Wan, Tao Ruan; Zhang, Jian Jun
2018-05-01
While Minimally Invasive Surgery (MIS) offers considerable benefits to patients, it also imposes big challenges on a surgeon's performance due to well-known issues and restrictions associated with the field of view (FOV), hand-eye misalignment and disorientation, as well as the lack of stereoscopic depth perception in monocular endoscopy. Augmented Reality (AR) technology can help to overcome these limitations by augmenting the real scene with annotations, labels, tumour measurements or even a 3D reconstruction of anatomy structures at the target surgical locations. However, previous research attempts of using AR technology in monocular MIS surgical scenes have been mainly focused on the information overlay without addressing correct spatial calibrations, which could lead to incorrect localization of annotations and labels, and inaccurate depth cues and tumour measurements. In this paper, we present a novel intra-operative dense surface reconstruction framework that is capable of providing geometry information from only monocular MIS videos for geometry-aware AR applications such as site measurements and depth cues. We address a number of compelling issues in augmenting a scene for a monocular MIS environment, such as drifting and inaccurate planar mapping. A state-of-the-art Simultaneous Localization And Mapping (SLAM) algorithm used in robotics has been extended to deal with monocular MIS surgical scenes for reliable endoscopic camera tracking and salient point mapping. A robust global 3D surface reconstruction framework has been developed for building a dense surface using only unorganized sparse point clouds extracted from the SLAM. The 3D surface reconstruction framework employs the Moving Least Squares (MLS) smoothing algorithm and the Poisson surface reconstruction framework for real time processing of the point clouds data set. Finally, the 3D geometric information of the surgical scene allows better understanding and accurate placement AR augmentations based on a robust 3D calibration. We demonstrate the clinical relevance of our proposed system through two examples: (a) measurement of the surface; (b) depth cues in monocular endoscopy. The performance and accuracy evaluations of the proposed framework consist of two steps. First, we have created a computer-generated endoscopy simulation video to quantify the accuracy of the camera tracking by comparing the results of the video camera tracking with the recorded ground-truth camera trajectories. The accuracy of the surface reconstruction is assessed by evaluating the Root Mean Square Distance (RMSD) of surface vertices of the reconstructed mesh with that of the ground truth 3D models. An error of 1.24 mm for the camera trajectories has been obtained and the RMSD for surface reconstruction is 2.54 mm, which compare favourably with previous approaches. Second, in vivo laparoscopic videos are used to examine the quality of accurate AR based annotation and measurement, and the creation of depth cues. These results show the potential promise of our geometry-aware AR technology to be used in MIS surgical scenes. The results show that the new framework is robust and accurate in dealing with challenging situations such as the rapid endoscopy camera movements in monocular MIS scenes. Both camera tracking and surface reconstruction based on a sparse point cloud are effective and operated in real-time. This demonstrates the potential of our algorithm for accurate AR localization and depth augmentation with geometric cues and correct surface measurements in MIS with monocular endoscopes. Copyright © 2018 Elsevier B.V. All rights reserved.
Remote gaze tracking system for 3D environments.
Congcong Liu; Herrup, Karl; Shi, Bertram E
2017-07-01
Eye tracking systems are typically divided into two categories: remote and mobile. Remote systems, where the eye tracker is located near the object being viewed by the subject, have the advantage of being less intrusive, but are typically used for tracking gaze points on fixed two dimensional (2D) computer screens. Mobile systems such as eye tracking glasses, where the eye tracker are attached to the subject, are more intrusive, but are better suited for cases where subjects are viewing objects in the three dimensional (3D) environment. In this paper, we describe how remote gaze tracking systems developed for 2D computer screens can be used to track gaze points in a 3D environment. The system is non-intrusive. It compensates for small head movements by the user, so that the head need not be stabilized by a chin rest or bite bar. The system maps the 3D gaze points of the user onto 2D images from a scene camera and is also located remotely from the subject. Measurement results from this system indicate that it is able to estimate gaze points in the scene camera to within one degree over a wide range of head positions.
Procedural wound geometry and blood flow generation for medical training simulators
NASA Astrophysics Data System (ADS)
Aras, Rifat; Shen, Yuzhong; Li, Jiang
2012-02-01
Efficient application of wound treatment procedures is vital in both emergency room and battle zone scenes. In order to train first responders for such situations, physical casualty simulation kits, which are composed of tens of individual items, are commonly used. Similar to any other training scenarios, computer simulations can be effective means for wound treatment training purposes. For immersive and high fidelity virtual reality applications, realistic 3D models are key components. However, creation of such models is a labor intensive process. In this paper, we propose a procedural wound geometry generation technique that parameterizes key simulation inputs to establish the variability of the training scenarios without the need of labor intensive remodeling of the 3D geometry. The procedural techniques described in this work are entirely handled by the graphics processing unit (GPU) to enable interactive real-time operation of the simulation and to relieve the CPU for other computational tasks. The visible human dataset is processed and used as a volumetric texture for the internal visualization of the wound geometry. To further enhance the fidelity of the simulation, we also employ a surface flow model for blood visualization. This model is realized as a dynamic texture that is composed of a height field and a normal map and animated at each simulation step on the GPU. The procedural wound geometry and the blood flow model are applied to a thigh model and the efficiency of the technique is demonstrated in a virtual surgery scene.
Allocentric information is used for memory-guided reaching in depth: A virtual reality study.
Klinghammer, Mathias; Schütz, Immo; Blohm, Gunnar; Fiehler, Katja
2016-12-01
Previous research has demonstrated that humans use allocentric information when reaching to remembered visual targets, but most of the studies are limited to 2D space. Here, we study allocentric coding of memorized reach targets in 3D virtual reality. In particular, we investigated the use of allocentric information for memory-guided reaching in depth and the role of binocular and monocular (object size) depth cues for coding object locations in 3D space. To this end, we presented a scene with objects on a table which were located at different distances from the observer and served as reach targets or allocentric cues. After free visual exploration of this scene and a short delay the scene reappeared, but with one object missing (=reach target). In addition, the remaining objects were shifted horizontally or in depth. When objects were shifted in depth, we also independently manipulated object size by either magnifying or reducing their size. After the scene vanished, participants reached to the remembered target location on the blank table. Reaching endpoints deviated systematically in the direction of object shifts, similar to our previous results from 2D presentations. This deviation was stronger for object shifts in depth than in the horizontal plane and independent of observer-target-distance. Reaching endpoints systematically varied with changes in object size. Our results suggest that allocentric information is used for coding targets for memory-guided reaching in depth. Thereby, retinal disparity and vergence as well as object size provide important binocular and monocular depth cues. Copyright © 2016 Elsevier Ltd. All rights reserved.
Interactive object modelling based on piecewise planar surface patches.
Prankl, Johann; Zillich, Michael; Vincze, Markus
2013-06-01
Detecting elements such as planes in 3D is essential to describe objects for applications such as robotics and augmented reality. While plane estimation is well studied, table-top scenes exhibit a large number of planes and methods often lock onto a dominant plane or do not estimate 3D object structure but only homographies of individual planes. In this paper we introduce MDL to the problem of incrementally detecting multiple planar patches in a scene using tracked interest points in image sequences. Planar patches are reconstructed and stored in a keyframe-based graph structure. In case different motions occur, separate object hypotheses are modelled from currently visible patches and patches seen in previous frames. We evaluate our approach on a standard data set published by the Visual Geometry Group at the University of Oxford [24] and on our own data set containing table-top scenes. Results indicate that our approach significantly improves over the state-of-the-art algorithms.
Interactive object modelling based on piecewise planar surface patches☆
Prankl, Johann; Zillich, Michael; Vincze, Markus
2013-01-01
Detecting elements such as planes in 3D is essential to describe objects for applications such as robotics and augmented reality. While plane estimation is well studied, table-top scenes exhibit a large number of planes and methods often lock onto a dominant plane or do not estimate 3D object structure but only homographies of individual planes. In this paper we introduce MDL to the problem of incrementally detecting multiple planar patches in a scene using tracked interest points in image sequences. Planar patches are reconstructed and stored in a keyframe-based graph structure. In case different motions occur, separate object hypotheses are modelled from currently visible patches and patches seen in previous frames. We evaluate our approach on a standard data set published by the Visual Geometry Group at the University of Oxford [24] and on our own data set containing table-top scenes. Results indicate that our approach significantly improves over the state-of-the-art algorithms. PMID:24511219
Expedient range enhanced 3-D robot colour vision
NASA Astrophysics Data System (ADS)
Jarvis, R. A.
1983-01-01
Computer vision has been chosen, in many cases, as offering the richest form of sensory information which can be utilized for guiding robotic manipulation. The present investigation is concerned with the problem of three-dimensional (3D) visual interpretation of colored objects in support of robotic manipulation of those objects with a minimum of semantic guidance. The scene 'interpretations' are aimed at providing basic parameters to guide robotic manipulation rather than to provide humans with a detailed description of what the scene 'means'. Attention is given to overall system configuration, hue transforms, a connectivity analysis, plan/elevation segmentations, range scanners, elevation/range segmentation, higher level structure, eye in hand research, and aspects of array and video stream processing.
Classification of Mobile Laser Scanning Point Clouds from Height Features
NASA Astrophysics Data System (ADS)
Zheng, M.; Lemmens, M.; van Oosterom, P.
2017-09-01
The demand for 3D maps of cities and road networks is steadily growing and mobile laser scanning (MLS) systems are often the preferred geo-data acquisition method for capturing such scenes. Because MLS systems are mounted on cars or vans they can acquire billions of points of road scenes within a few hours of survey. Manual processing of point clouds is labour intensive and thus time consuming and expensive. Hence, the need for rapid and automated methods for 3D mapping of dense point clouds is growing exponentially. The last five years the research on automated 3D mapping of MLS data has tremendously intensified. In this paper, we present our work on automated classification of MLS point clouds. In the present stage of the research we exploited three features - two height components and one reflectance value, and achieved an overall accuracy of 73 %, which is really encouraging for further refining our approach.
Valero, Enrique; Adan, Antonio; Cerrada, Carlos
2012-01-01
This paper is focused on the automatic construction of 3D basic-semantic models of inhabited interiors using laser scanners with the help of RFID technologies. This is an innovative approach, in whose field scarce publications exist. The general strategy consists of carrying out a selective and sequential segmentation from the cloud of points by means of different algorithms which depend on the information that the RFID tags provide. The identification of basic elements of the scene, such as walls, floor, ceiling, windows, doors, tables, chairs and cabinets, and the positioning of their corresponding models can then be calculated. The fusion of both technologies thus allows a simplified 3D semantic indoor model to be obtained. This method has been tested in real scenes under difficult clutter and occlusion conditions, and has yielded promising results. PMID:22778609
NASA Astrophysics Data System (ADS)
Wang, Xu-yang; Zhdanov, Dmitry D.; Potemin, Igor S.; Wang, Ying; Cheng, Han
2016-10-01
One of the challenges of augmented reality is a seamless combination of objects of the real and virtual worlds, for example light sources. We suggest a measurement and computation models for reconstruction of light source position. The model is based on the dependence of luminance of the small size diffuse surface directly illuminated by point like source placed at a short distance from the observer or camera. The advantage of the computational model is the ability to eliminate the effects of indirect illumination. The paper presents a number of examples to illustrate the efficiency and accuracy of the proposed method.
CT Image Sequence Analysis for Object Recognition - A Rule-Based 3-D Computer Vision System
Dongping Zhu; Richard W. Conners; Daniel L. Schmoldt; Philip A. Araman
1991-01-01
Research is now underway to create a vision system for hardwood log inspection using a knowledge-based approach. In this paper, we present a rule-based, 3-D vision system for locating and identifying wood defects using topological, geometric, and statistical attributes. A number of different features can be derived from the 3-D input scenes. These features and evidence...
NASA Astrophysics Data System (ADS)
Kutulakos, Kyros N.; O'Toole, Matthew
2015-03-01
Conventional cameras record all light falling on their sensor regardless of the path that light followed to get there. In this paper we give an overview of a new family of computational cameras that offers many more degrees of freedom. These cameras record just a fraction of the light coming from a controllable source, based on the actual 3D light path followed. Photos and live video captured this way offer an unconventional view of everyday scenes in which the effects of scattering, refraction and other phenomena can be selectively blocked or enhanced, visual structures that are too subtle to notice with the naked eye can become apparent, and object appearance can depend on depth. We give an overview of the basic theory behind these cameras and their DMD-based implementation, and discuss three applications: (1) live indirect-only imaging of complex everyday scenes, (2) reconstructing the 3D shape of scenes whose geometry or material properties make them hard or impossible to scan with conventional methods, and (3) acquiring time-of-flight images that are free of multi-path interference.
Mendikute, Alberto; Zatarain, Mikel; Bertelsen, Álvaro; Leizea, Ibai
2017-01-01
Photogrammetry methods are being used more and more as a 3D technique for large scale metrology applications in industry. Optical targets are placed on an object and images are taken around it, where measuring traceability is provided by precise off-process pre-calibrated digital cameras and scale bars. According to the 2D target image coordinates, target 3D coordinates and camera views are jointly computed. One of the applications of photogrammetry is the measurement of raw part surfaces prior to its machining. For this application, post-process bundle adjustment has usually been adopted for computing the 3D scene. With that approach, a high computation time is observed, leading in practice to time consuming and user dependent iterative review and re-processing procedures until an adequate set of images is taken, limiting its potential for fast, easy-to-use, and precise measurements. In this paper, a new efficient procedure is presented for solving the bundle adjustment problem in portable photogrammetry. In-process bundle computing capability is demonstrated on a consumer grade desktop PC, enabling quasi real time 2D image and 3D scene computing. Additionally, a method for the self-calibration of camera and lens distortion has been integrated into the in-process approach due to its potential for highest precision when using low cost non-specialized digital cameras. Measurement traceability is set only by scale bars available in the measuring scene, avoiding the uncertainty contribution of off-process camera calibration procedures or the use of special purpose calibration artifacts. The developed self-calibrated in-process photogrammetry has been evaluated both in a pilot case scenario and in industrial scenarios for raw part measurement, showing a total in-process computing time typically below 1 s per image up to a maximum of 2 s during the last stages of the computed industrial scenes, along with a relative precision of 1/10,000 (e.g., 0.1 mm error in 1 m) with an error RMS below 0.2 pixels at image plane, ranging at the same performance reported for portable photogrammetry with precise off-process pre-calibrated cameras. PMID:28891946
Mendikute, Alberto; Yagüe-Fabra, José A; Zatarain, Mikel; Bertelsen, Álvaro; Leizea, Ibai
2017-09-09
Photogrammetry methods are being used more and more as a 3D technique for large scale metrology applications in industry. Optical targets are placed on an object and images are taken around it, where measuring traceability is provided by precise off-process pre-calibrated digital cameras and scale bars. According to the 2D target image coordinates, target 3D coordinates and camera views are jointly computed. One of the applications of photogrammetry is the measurement of raw part surfaces prior to its machining. For this application, post-process bundle adjustment has usually been adopted for computing the 3D scene. With that approach, a high computation time is observed, leading in practice to time consuming and user dependent iterative review and re-processing procedures until an adequate set of images is taken, limiting its potential for fast, easy-to-use, and precise measurements. In this paper, a new efficient procedure is presented for solving the bundle adjustment problem in portable photogrammetry. In-process bundle computing capability is demonstrated on a consumer grade desktop PC, enabling quasi real time 2D image and 3D scene computing. Additionally, a method for the self-calibration of camera and lens distortion has been integrated into the in-process approach due to its potential for highest precision when using low cost non-specialized digital cameras. Measurement traceability is set only by scale bars available in the measuring scene, avoiding the uncertainty contribution of off-process camera calibration procedures or the use of special purpose calibration artifacts. The developed self-calibrated in-process photogrammetry has been evaluated both in a pilot case scenario and in industrial scenarios for raw part measurement, showing a total in-process computing time typically below 1 s per image up to a maximum of 2 s during the last stages of the computed industrial scenes, along with a relative precision of 1/10,000 (e.g. 0.1 mm error in 1 m) with an error RMS below 0.2 pixels at image plane, ranging at the same performance reported for portable photogrammetry with precise off-process pre-calibrated cameras.
Real-time visual simulation of APT system based on RTW and Vega
NASA Astrophysics Data System (ADS)
Xiong, Shuai; Fu, Chengyu; Tang, Tao
2012-10-01
The Matlab/Simulink simulation model of APT (acquisition, pointing and tracking) system is analyzed and established. Then the model's C code which can be used for real-time simulation is generated by RTW (Real-Time Workshop). Practical experiments show, the simulation result of running the C code is the same as running the Simulink model directly in the Matlab environment. MultiGen-Vega is a real-time 3D scene simulation software system. With it and OpenGL, the APT scene simulation platform is developed and used to render and display the virtual scenes of the APT system. To add some necessary graphics effects to the virtual scenes real-time, GLSL (OpenGL Shading Language) shaders are used based on programmable GPU. By calling the C code, the scene simulation platform can adjust the system parameters on-line and get APT system's real-time simulation data to drive the scenes. Practical application shows that this visual simulation platform has high efficiency, low charge and good simulation effect.
Simulation Studies of the Effect of Forest Spatial Structure on InSAR Signature
NASA Technical Reports Server (NTRS)
Sun, Guoqing; Liu, Dawei; Ranson, K. Jon; Koetz, Benjamin
2007-01-01
The height of scattering phase retrieved from InSAR data is considered being correlated with the tree height and the spatial structure of the forest stand. Though some researchers have used simple backscattering models to estimate tree height from the height of scattering center, the effect of forest spatial structure on InSAR data is not well understood yet. A three-dimensional coherent radar backscattering model for forest canopies based on realistic three-dimensional scene was used to investigate the effect in this paper. The realistic spatial structure of forest canopies was established either by field measurements (stem map) or through use of forest growth model. Field measurements or a forest growth model parameterized using local environmental parameters provides information of forest species composition and tree sizes in certain growth phases. A fractal tree model (L-system) was used to simulate individual 3- D tree structure of different ages or heights. Trees were positioned in a stand in certain patterns resulting in a 3-D medium of discrete scatterers. The radar coherent backscatter model took the 3-D forest scene as input and simulates the coherent radar backscattering signature. Interferometric SAR images of 3D scenes were simulated and heights of scattering phase centers were estimated from the simulated InSAR data. The effects of tree height, crown cover, crown depth, and the spatial distribution patterns of trees on the scattering phase center were analyzed. The results will be presented in the paper.
Online coupled camera pose estimation and dense reconstruction from video
Medioni, Gerard; Kang, Zhuoliang
2016-11-01
A product may receive each image in a stream of video image of a scene, and before processing the next image, generate information indicative of the position and orientation of an image capture device that captured the image at the time of capturing the image. The product may do so by identifying distinguishable image feature points in the image; determining a coordinate for each identified image feature point; and for each identified image feature point, attempting to identify one or more distinguishable model feature points in a three dimensional (3D) model of at least a portion of the scene that appears likely to correspond to the identified image feature point. Thereafter, the product may find each of the following that, in combination, produce a consistent projection transformation of the 3D model onto the image: a subset of the identified image feature points for which one or more corresponding model feature points were identified; and, for each image feature point that has multiple likely corresponding model feature points, one of the corresponding model feature points. The product may update a 3D model of at least a portion of the scene following the receipt of each video image and before processing the next video image base on the generated information indicative of the position and orientation of the image capture device at the time of capturing the received image. The product may display the updated 3D model after each update to the model.
- and Graph-Based Point Cloud Segmentation of 3d Scenes Using Perceptual Grouping Laws
NASA Astrophysics Data System (ADS)
Xu, Y.; Hoegner, L.; Tuttas, S.; Stilla, U.
2017-05-01
Segmentation is the fundamental step for recognizing and extracting objects from point clouds of 3D scene. In this paper, we present a strategy for point cloud segmentation using voxel structure and graph-based clustering with perceptual grouping laws, which allows a learning-free and completely automatic but parametric solution for segmenting 3D point cloud. To speak precisely, two segmentation methods utilizing voxel and supervoxel structures are reported and tested. The voxel-based data structure can increase efficiency and robustness of the segmentation process, suppressing the negative effect of noise, outliers, and uneven points densities. The clustering of voxels and supervoxel is carried out using graph theory on the basis of the local contextual information, which commonly conducted utilizing merely pairwise information in conventional clustering algorithms. By the use of perceptual laws, our method conducts the segmentation in a pure geometric way avoiding the use of RGB color and intensity information, so that it can be applied to more general applications. Experiments using different datasets have demonstrated that our proposed methods can achieve good results, especially for complex scenes and nonplanar surfaces of objects. Quantitative comparisons between our methods and other representative segmentation methods also confirms the effectiveness and efficiency of our proposals.
How visual attention is modified by disparities and textures changes?
NASA Astrophysics Data System (ADS)
Khaustova, Dar'ya; Fournier, Jérome; Wyckens, Emmanuel; Le Meur, Olivier
2013-03-01
The 3D image/video quality of experience is a multidimensional concept that depends on 2D image quality, depth quantity and visual comfort. The relationship between these parameters is not yet clearly defined. From this perspective, we aim to understand how texture complexity, depth quantity and visual comfort influence the way people observe 3D content in comparison with 2D. Six scenes with different structural parameters were generated using Blender software. For these six scenes, the following parameters were modified: texture complexity and the amount of depth changing the camera baseline and the convergence distance at the shooting side. Our study was conducted using an eye-tracker and a 3DTV display. During the eye-tracking experiment, each observer freely examined images with different depth levels and texture complexities. To avoid memory bias, we ensured that each observer had only seen scene content once. Collected fixation data were used to build saliency maps and to analyze differences between 2D and 3D conditions. Our results show that the introduction of disparity shortened saccade length; however fixation durations remained unaffected. An analysis of the saliency maps did not reveal any differences between 2D and 3D conditions for the viewing duration of 20 s. When the whole period was divided into smaller intervals, we found that for the first 4 s the introduced disparity was conducive to the section of saliency regions. However, this contribution is quite minimal if the correlation between saliency maps is analyzed. Nevertheless, we did not find that discomfort (comfort) had any influence on visual attention. We believe that existing metrics and methods are depth insensitive and do not reveal such differences. Based on the analysis of heat maps and paired t-tests of inter-observer visual congruency values we deduced that the selected areas of interest depend on texture complexities.
Manipulating the content of dynamic natural scenes to characterize response in human MT/MST.
Durant, Szonya; Wall, Matthew B; Zanker, Johannes M
2011-09-09
Optic flow is one of the most important sources of information for enabling human navigation through the world. A striking finding from single-cell studies in monkeys is the rapid saturation of response of MT/MST areas with the density of optic flow type motion information. These results are reflected psychophysically in human perception in the saturation of motion aftereffects. We began by comparing responses to natural optic flow scenes in human visual brain areas to responses to the same scenes with inverted contrast (photo negative). This changes scene familiarity while preserving local motion signals. This manipulation had no effect; however, the response was only correlated with the density of local motion (calculated by a motion correlation model) in V1, not in MT/MST. To further investigate this, we manipulated the visible proportion of natural dynamic scenes and found that areas MT and MST did not increase in response over a 16-fold increase in the amount of information presented, i.e., response had saturated. This makes sense in light of the sparseness of motion information in natural scenes, suggesting that the human brain is well adapted to exploit a small amount of dynamic signal and extract information important for survival.
Gloss discrimination and eye movements
NASA Astrophysics Data System (ADS)
Phillips, Jonathan B.; Ferwerda, James A.; Nunziata, Ann
2010-02-01
Human observers are able to make fine discriminations of surface gloss. What cues are they using to perform this task? In previous studies, we identified two reflection-related cues-the contrast of the reflected image (c, contrast gloss) and the sharpness of reflected image (d, distinctness-of-image gloss)--but these were for objects rendered in standard dynamic range (SDR) images with compressed highlights. In ongoing work, we are studying the effects of image dynamic range on perceived gloss, comparing high dynamic range (HDR) images with accurate reflections and SDR images with compressed reflections. In this paper, we first present the basic findings of this gloss discrimination study then present an analysis of eye movement recordings that show where observers were looking during the gloss discrimination task. The results indicate that: 1) image dynamic range has significant influence on perceived gloss, with surfaces presented in HDR images being seen as glossier and more discriminable than their SDR counterparts; 2) observers look at both light source highlights and environmental interreflections when judging gloss; and 3) both of these results are modulated by surface geometry and scene illumination.
Rational-operator-based depth-from-defocus approach to scene reconstruction.
Li, Ang; Staunton, Richard; Tjahjadi, Tardi
2013-09-01
This paper presents a rational-operator-based approach to depth from defocus (DfD) for the reconstruction of three-dimensional scenes from two-dimensional images, which enables fast DfD computation that is independent of scene textures. Two variants of the approach, one using the Gaussian rational operators (ROs) that are based on the Gaussian point spread function (PSF) and the second based on the generalized Gaussian PSF, are considered. A novel DfD correction method is also presented to further improve the performance of the approach. Experimental results are considered for real scenes and show that both approaches outperform existing RO-based methods.
Morphology of drying blood pools
NASA Astrophysics Data System (ADS)
Laan, Nick; Smith, Fiona; Nicloux, Celine; Brutin, David; D-Blood project Collaboration
2016-11-01
Often blood pools are found on crime scenes providing information concerning the events and sequence of events that took place on the scene. However, there is a lack of knowledge concerning the drying dynamics of blood pools. This study focuses on the drying process of blood pools to determine what relevant information can be obtained for the forensic application. We recorded the drying process of blood pools with a camera and measured the weight. We found that the drying process can be separated into five different: coagulation, gelation, rim desiccation, centre desiccation, and final desiccation. Moreover, we found that the weight of the blood pool diminishes similarly and in a reproducible way for blood pools created in various conditions. In addition, we verify that the size of the blood pools is directly related to its volume and the wettability of the surface. Our study clearly shows that blood pools dry in a reproducible fashion. This preliminary work highlights the difficult task that represents blood pool analysis in forensic investigations, and how internal and external parameters influence its dynamics. We conclude that understanding the drying process dynamics would be advancement in timeline reconstitution of events. ANR funded project: D-Blood Project.
Investigation of several aspects of LANDSAT-4 data quality
NASA Technical Reports Server (NTRS)
Wrigley, R. C. (Principal Investigator)
1983-01-01
No insurmountable problems in change detection analysis were found when portions of scenes collected simultaneously by LANDSAT 4 MSS and either LANDSAT 2 or 3. The cause of the periodic noise in LANDSAT 4 MSS images which had a RMS value of approximately 2DN should be corrected in the LANDSAT D instrument before its launch. Analysis of the P-tape of the Arkansas scene shows bands within the same focal plane very well registered except for the thermal band which was misregistered by approximately three 28.5 meter pixels in both directions. It is possible to derive tight confidence bounds for the registration errors. Preliminary analyses of the Sacramento and Arkansas scenes reveals a very high degree of consistency with earlier results for bands 3 vs 1, 3 vs 4, and 3 vs 5. Results are presented in table form. It is suggested that attention be given to the standard deviations of registrations errors to judge whether or not they will be within specification once any known mean registration errors are corrected. Techniques used for MTF analysis of a Washington scene produced noisy results.
NASA Astrophysics Data System (ADS)
Malyutenko, V. K.; Malyutenko, O. Yu.; Leonov, V.; Van Hoof, C.
2009-05-01
The technology for self-supported membraneless polycrystalline SiGe thermal microemitters, their design, and performance are presented. The 128-element arrays with a fill factor of 88% and a 2.5-μm-thick resonant cavity have been grown by low-pressure chemical vapor deposition and fabricated using surface micromachining technology. The 200-nm-thick 60×60 μm2 emitting pixels enforced with a U-shape profile pattern demonstrate a thermal time constant of 2-7 ms and an apparent temperature of 700 K in the 3-5 and 8-12 μm atmospheric transparency windows. The application of the devices to the infrared dynamic scene simulation and their benefit over conventional planar membrane-supported emitters are discussed.
Volumetric segmentation of range images for printed circuit board inspection
NASA Astrophysics Data System (ADS)
Van Dop, Erik R.; Regtien, Paul P. L.
1996-10-01
Conventional computer vision approaches towards object recognition and pose estimation employ 2D grey-value or color imaging. As a consequence these images contain information about projections of a 3D scene only. The subsequent image processing will then be difficult, because the object coordinates are represented with just image coordinates. Only complicated low-level vision modules like depth from stereo or depth from shading can recover some of the surface geometry of the scene. Recent advances in fast range imaging have however paved the way towards 3D computer vision, since range data of the scene can now be obtained with sufficient accuracy and speed for object recognition and pose estimation purposes. This article proposes the coded-light range-imaging method together with superquadric segmentation to approach this task. Superquadric segments are volumetric primitives that describe global object properties with 5 parameters, which provide the main features for object recognition. Besides, the principle axes of a superquadric segment determine the phase of an object in the scene. The volumetric segmentation of a range image can be used to detect missing, false or badly placed components on assembled printed circuit boards. Furthermore, this approach will be useful to recognize and extract valuable or toxic electronic components on printed circuit boards scrap that currently burden the environment during electronic waste processing. Results on synthetic range images with errors constructed according to a verified noise model illustrate the capabilities of this approach.
Constructing a Database from Multiple 2D Images for Camera Pose Estimation and Robot Localization
NASA Technical Reports Server (NTRS)
Wolf, Michael; Ansar, Adnan I.; Brennan, Shane; Clouse, Daniel S.; Padgett, Curtis W.
2012-01-01
The LMDB (Landmark Database) Builder software identifies persistent image features (landmarks) in a scene viewed multiple times and precisely estimates the landmarks 3D world positions. The software receives as input multiple 2D images of approximately the same scene, along with an initial guess of the camera poses for each image, and a table of features matched pair-wise in each frame. LMDB Builder aggregates landmarks across an arbitrarily large collection of frames with matched features. Range data from stereo vision processing can also be passed to improve the initial guess of the 3D point estimates. The LMDB Builder aggregates feature lists across all frames, manages the process to promote selected features to landmarks, and iteratively calculates the 3D landmark positions using the current camera pose estimations (via an optimal ray projection method), and then improves the camera pose estimates using the 3D landmark positions. Finally, it extracts image patches for each landmark from auto-selected key frames and constructs the landmark database. The landmark database can then be used to estimate future camera poses (and therefore localize a robotic vehicle that may be carrying the cameras) by matching current imagery to landmark database image patches and using the known 3D landmark positions to estimate the current pose.
Railway clearance intrusion detection method with binocular stereo vision
NASA Astrophysics Data System (ADS)
Zhou, Xingfang; Guo, Baoqing; Wei, Wei
2018-03-01
In the stage of railway construction and operation, objects intruding railway clearance greatly threaten the safety of railway operation. Real-time intrusion detection is of great importance. For the shortcomings of depth insensitive and shadow interference of single image method, an intrusion detection method with binocular stereo vision is proposed to reconstruct the 3D scene for locating the objects and judging clearance intrusion. The binocular cameras are calibrated with Zhang Zhengyou's method. In order to improve the 3D reconstruction speed, a suspicious region is firstly determined by background difference method of a single camera's image sequences. The image rectification, stereo matching and 3D reconstruction process are only executed when there is a suspicious region. A transformation matrix from Camera Coordinate System(CCS) to Track Coordinate System(TCS) is computed with gauge constant and used to transfer the 3D point clouds into the TCS, then the 3D point clouds are used to calculate the object position and intrusion in TCS. The experiments in railway scene show that the position precision is better than 10mm. It is an effective way for clearance intrusion detection and can satisfy the requirement of railway application.
Object Interpolation in Three Dimensions
ERIC Educational Resources Information Center
Kellman, Philip J.; Garrigan, Patrick; Shipley, Thomas F.
2005-01-01
Perception of objects in ordinary scenes requires interpolation processes connecting visible areas across spatial gaps. Most research has focused on 2-D displays, and models have been based on 2-D, orientation-sensitive units. The authors present a view of interpolation processes as intrinsically 3-D and producing representations of contours and…
Perceived crosstalk assessment on patterned retarder 3D display
NASA Astrophysics Data System (ADS)
Zou, Bochao; Liu, Yue; Huang, Yi; Wang, Yongtian
2014-03-01
CONTEXT: Nowadays, almost all stereoscopic displays suffer from crosstalk, which is one of the most dominant degradation factors of image quality and visual comfort for 3D display devices. To deal with such problems, it is worthy to quantify the amount of perceived crosstalk OBJECTIVE: Crosstalk measurements are usually based on some certain test patterns, but scene content effects are ignored. To evaluate the perceived crosstalk level for various scenes, subjective test may bring a more correct evaluation. However, it is a time consuming approach and is unsuitable for real time applications. Therefore, an objective metric that can reliably predict the perceived crosstalk is needed. A correct objective assessment of crosstalk for different scene contents would be beneficial to the development of crosstalk minimization and cancellation algorithms which could be used to bring a good quality of experience to viewers. METHOD: A patterned retarder 3D display is used to present 3D images in our experiment. By considering the mechanism of this kind of devices, an appropriate simulation of crosstalk is realized by image processing techniques to assign different values of crosstalk to each other between image pairs. It can be seen from the literature that the structures of scenes have a significant impact on the perceived crosstalk, so we first extract the differences of the structural information between original and distorted image pairs through Structural SIMilarity (SSIM) algorithm, which could directly evaluate the structural changes between two complex-structured signals. Then the structural changes of left view and right view are computed respectively and combined to an overall distortion map. Under 3D viewing condition, because of the added value of depth, the crosstalk of pop-out objects may be more perceptible. To model this effect, the depth map of a stereo pair is generated and the depth information is filtered by the distortion map. Moreover, human attention is one of important factors for crosstalk assessment due to the fact that when viewing 3D contents, perceptual salient regions are highly likely to be a major contributor to determining the quality of experience of 3D contents. To take this into account, perceptual significant regions are extracted, and a spatial pooling technique is used to combine structural distortion map, depth map and visual salience map together to predict the perceived crosstalk more precisely. To verify the performance of the proposed crosstalk assessment metric, subjective experiments are conducted with 24 participants viewing and rating 60 simuli (5 scenes * 4 crosstalk levels * 3 camera distances). After an outliers removal and statistical process, the correlation with subjective test is examined using Pearson and Spearman rank-order correlation coefficient. Furthermore, the proposed method is also compared with two traditional 2D metrics, PSNR and SSIM. The objective score is mapped to subjective scale using a nonlinear fitting function to directly evaluate the performance of the metric. RESULIS: After the above-mentioned processes, the evaluation results demonstrate that the proposed metric is highly correlated with the subjective score when compared with the existing approaches. Because the Pearson coefficient of the proposed metric is 90.3%, it is promising for objective evaluation of the perceived crosstalk. NOVELTY: The main goal of our paper is to introduce an objective metric for stereo crosstalk assessment. The novelty contributions are twofold. First, an appropriate simulation of crosstalk by considering the characteristics of patterned retarder 3D display is developed. Second, an objective crosstalk metric based on visual attention model is introduced.
Dataset Curation through Renders and Ontology Matching
2015-09-01
government .001 services .246 furniture store .299 health salon .998 assoc./organization* .029 insurance agency .103 gastronomy .001 gas & automotive .219...Stanley Michael Bileschi. StreetScenes: Towards scene understanding in still images. PhD thesis, Massachusetts Institute of Technology , 2006. 3.5, 4.4...computer animation]. In Compcon’96.’ Technologies for the Information Superhigh- way’Digest of Papers. IEEE, 1996. 2.1 Aharon Bar Hillel and Daphna Weinshall
Temporal consistent depth map upscaling for 3DTV
NASA Astrophysics Data System (ADS)
Schwarz, Sebastian; Sjöström, Mârten; Olsson, Roger
2014-03-01
The ongoing success of three-dimensional (3D) cinema fuels increasing efforts to spread the commercial success of 3D to new markets. The possibilities of a convincing 3D experience at home, such as three-dimensional television (3DTV), has generated a great deal of interest within the research and standardization community. A central issue for 3DTV is the creation and representation of 3D content. Acquiring scene depth information is a fundamental task in computer vision, yet complex and error-prone. Dedicated range sensors, such as the Time of-Flight camera (ToF), can simplify the scene depth capture process and overcome shortcomings of traditional solutions, such as active or passive stereo analysis. Admittedly, currently available ToF sensors deliver only a limited spatial resolution. However, sophisticated depth upscaling approaches use texture information to match depth and video resolution. At Electronic Imaging 2012 we proposed an upscaling routine based on error energy minimization, weighted with edge information from an accompanying video source. In this article we develop our algorithm further. By adding temporal consistency constraints to the upscaling process, we reduce disturbing depth jumps and flickering artifacts in the final 3DTV content. Temporal consistency in depth maps enhances the 3D experience, leading to a wider acceptance of 3D media content. More content in better quality can boost the commercial success of 3DTV.
When anticipation beats accuracy: Threat alters memory for dynamic scenes.
Greenstein, Michael; Franklin, Nancy; Martins, Mariana; Sewack, Christine; Meier, Markus A
2016-05-01
Threat frequently leads to the prioritization of survival-relevant processes. Much of the work examining threat-related processing advantages has focused on the detection of static threats or long-term memory for details. In the present study, we examined immediate memory for dynamic threatening situations. We presented participants with visually neutral, dynamic stimuli using a representational momentum (RM) paradigm, and manipulated threat conceptually. Although the participants in both the threatening and nonthreatening conditions produced classic RM effects, RM was stronger for scenarios involving threat (Exps. 1 and 2). Experiments 2 and 3 showed that this effect does not generalize to the nonthreatening objects within a threatening scene, and that it does not extend to arousing happy situations. Although the increased RM effect for threatening objects by definition reflects reduced accuracy, we argue that this reduced accuracy may be offset by a superior ability to predict, and thereby evade, a moving threat.
Dillon, Moira R.; Spelke, Elizabeth S.
2015-01-01
Research on animals, infants, children, and adults provides evidence that distinct cognitive systems underlie navigation and object recognition. Here we examine whether and how these systems interact when children interpret 2D edge-based perspectival line drawings of scenes and objects. Such drawings serve as symbols early in development, and they preserve scene and object geometry from canonical points of view. Young children show limits when using geometry both in non-symbolic tasks and in symbolic map tasks that present 3D contexts from unusual, unfamiliar points of view. When presented with the familiar viewpoints in perspectival line drawings, however, do children engage more integrated geometric representations? In three experiments, children successfully interpreted line drawings with respect to their depicted scene or object. Nevertheless, children recruited distinct processes when navigating based on the information in these drawings, and these processes depended on the context in which the drawings were presented. These results suggest that children are flexible but limited in using geometric information to form integrated representations of scenes and objects, even when interpreting spatial symbols that are highly familiar and faithful renditions of the visual world. PMID:25441089
A portable low-cost 3D point cloud acquiring method based on structure light
NASA Astrophysics Data System (ADS)
Gui, Li; Zheng, Shunyi; Huang, Xia; Zhao, Like; Ma, Hao; Ge, Chao; Tang, Qiuxia
2018-03-01
A fast and low-cost method of acquiring 3D point cloud data is proposed in this paper, which can solve the problems of lack of texture information and low efficiency of acquiring point cloud data with only one pair of cheap cameras and projector. Firstly, we put forward a scene adaptive design method of random encoding pattern, that is, a coding pattern is projected onto the target surface in order to form texture information, which is favorable for image matching. Subsequently, we design an efficient dense matching algorithm that fits the projected texture. After the optimization of global algorithm and multi-kernel parallel development with the fusion of hardware and software, a fast acquisition system of point-cloud data is accomplished. Through the evaluation of point cloud accuracy, the results show that point cloud acquired by the method proposed in this paper has higher precision. What`s more, the scanning speed meets the demand of dynamic occasion and has better practical application value.
Human machine interface by using stereo-based depth extraction
NASA Astrophysics Data System (ADS)
Liao, Chao-Kang; Wu, Chi-Hao; Lin, Hsueh-Yi; Chang, Ting-Ting; Lin, Tung-Yang; Huang, Po-Kuan
2014-03-01
The ongoing success of three-dimensional (3D) cinema fuels increasing efforts to spread the commercial success of 3D to new markets. The possibilities of a convincing 3D experience at home, such as three-dimensional television (3DTV), has generated a great deal of interest within the research and standardization community. A central issue for 3DTV is the creation and representation of 3D content. Acquiring scene depth information is a fundamental task in computer vision, yet complex and error-prone. Dedicated range sensors, such as the Time of-Flight camera (ToF), can simplify the scene depth capture process and overcome shortcomings of traditional solutions, such as active or passive stereo analysis. Admittedly, currently available ToF sensors deliver only a limited spatial resolution. However, sophisticated depth upscaling approaches use texture information to match depth and video resolution. At Electronic Imaging 2012 we proposed an upscaling routine based on error energy minimization, weighted with edge information from an accompanying video source. In this article we develop our algorithm further. By adding temporal consistency constraints to the upscaling process, we reduce disturbing depth jumps and flickering artifacts in the final 3DTV content. Temporal consistency in depth maps enhances the 3D experience, leading to a wider acceptance of 3D media content. More content in better quality can boost the commercial success of 3DTV.
Calculation of 3D Coordinates of a Point on the Basis of a Stereoscopic System
NASA Astrophysics Data System (ADS)
Mussabayev, R. R.; Kalimoldayev, M. N.; Amirgaliyev, Ye. N.; Tairova, A. T.; Mussabayev, T. R.
2018-05-01
The solution of three-dimensional (3D) coordinate calculation task for a material point is considered. Two flat images (a stereopair) which correspond to the left and to the right viewpoints of a 3D scene are used for this purpose. The stereopair is obtained using two cameras with parallel optical axes. The analytical formulas for calculating 3D coordinates of a material point in the scene were obtained on the basis of analysis of the stereoscopic system optical and geometrical schemes. The detailed presentation of the algorithmic and hardware realization of the given method was discussed with the the practical. The practical module was recommended for the determination of the optical system unknown parameters. The series of experimental investigations were conducted for verification of theoretical results. During these experiments the minor inaccuracies were occurred by space distortions in the optical system and by it discrecity. While using the high quality stereoscopic system, the existing calculation inaccuracy enables to apply the given method for the wide range of practical tasks.
Line segment extraction for large scale unorganized point clouds
NASA Astrophysics Data System (ADS)
Lin, Yangbin; Wang, Cheng; Cheng, Jun; Chen, Bili; Jia, Fukai; Chen, Zhonggui; Li, Jonathan
2015-04-01
Line segment detection in images is already a well-investigated topic, although it has received considerably less attention in 3D point clouds. Benefiting from current LiDAR devices, large-scale point clouds are becoming increasingly common. Most human-made objects have flat surfaces. Line segments that occur where pairs of planes intersect give important information regarding the geometric content of point clouds, which is especially useful for automatic building reconstruction and segmentation. This paper proposes a novel method that is capable of accurately extracting plane intersection line segments from large-scale raw scan points. The 3D line-support region, namely, a point set near a straight linear structure, is extracted simultaneously. The 3D line-support region is fitted by our Line-Segment-Half-Planes (LSHP) structure, which provides a geometric constraint for a line segment, making the line segment more reliable and accurate. We demonstrate our method on the point clouds of large-scale, complex, real-world scenes acquired by LiDAR devices. We also demonstrate the application of 3D line-support regions and their LSHP structures on urban scene abstraction.
NASA Astrophysics Data System (ADS)
Feng, Shijie; Chen, Qian; Zuo, Chao; Sun, Jiasong; Yu, Shi Ling
2014-10-01
Optical three-dimensional (3-D) profilometry is gaining increasing attention for its simplicity, flexibility, high accuracy, and non-contact nature. Recent advances in imaging sensors and digital projection technology further its progress in high-speed, real-time applications, enabling 3-D shapes reconstruction of moving objects and dynamic scenes. However, the camera lens is never perfect and the lens distortion does influence the accuracy of the measurement result, which is often overlooked in the existing real-time 3-D shape measurement systems. To this end, here we present a novel high-speed real-time 3-D coordinates measuring technique based on fringe projection with the consideration of the camera lens distortion. A pixel mapping relation between a distorted image and a corrected one is pre-determined and stored in computer memory for real-time fringe correction. The out-of-plane height is obtained firstly and the acquisition for the two corresponding in-plane coordinates follows on the basis of the solved height. Besides, a method of lookup table (LUT) is introduced as well for fast data processing. Our experimental results reveal that the measurement error of the in-plane coordinates has been reduced by one order of magnitude and the accuracy of the out-plane coordinate been tripled after the distortions being eliminated. Moreover, owing to the generated LUTs, a 3-D reconstruction speed of 92.34 frames per second can be achieved.
NASA Astrophysics Data System (ADS)
Wang, Yao-yao; Zhang, Juan; Zhao, Xue-wei; Song, Li-pei; Zhang, Bo; Zhao, Xing
2018-03-01
In order to improve depth extraction accuracy, a method using moving array lenslet technique (MALT) in pickup stage is proposed, which can decrease the depth interval caused by pixelation. In this method, the lenslet array is moved along the horizontal and vertical directions simultaneously for N times in a pitch to get N sets of elemental images. Computational integral imaging reconstruction method for MALT is taken to obtain the slice images of the 3D scene, and the sum modulus (SMD) blur metric is taken on these slice images to achieve the depth information of the 3D scene. Simulation and optical experiments are carried out to verify the feasibility of this method.
Spatial constraints of stereopsis in video displays
NASA Technical Reports Server (NTRS)
Schor, Clifton
1989-01-01
Recent development in video technology, such as the liquid crystal displays and shutters, have made it feasible to incorporate stereoscopic depth into the 3-D representations on 2-D displays. However, depth has already been vividly portrayed in video displays without stereopsis using the classical artists' depth cues described by Helmholtz (1866) and the dynamic depth cues described in detail by Ittleson (1952). Successful static depth cues include overlap, size, linear perspective, texture gradients, and shading. Effective dynamic cues include looming (Regan and Beverly, 1979) and motion parallax (Rogers and Graham, 1982). Stereoscopic depth is superior to the monocular distance cues under certain circumstances. It is most useful at portraying depth intervals as small as 5 to 10 arc secs. For this reason it is extremely useful in user-video interactions such as telepresence. Objects can be manipulated in 3-D space, for example, while a person who controls the operations views a virtual image of the manipulated object on a remote 2-D video display. Stereopsis also provides structure and form information in camouflaged surfaces such as tree foliage. Motion parallax also reveals form; however, without other monocular cues such as overlap, motion parallax can yield an ambiguous perception. For example, a turning sphere, portrayed as solid by parallax can appear to rotate either leftward or rightward. However, only one direction of rotation is perceived when stereo-depth is included. If the scene is static, then stereopsis is the principal cue for revealing the camouflaged surface structure. Finally, dynamic stereopsis provides information about the direction of motion in depth (Regan and Beverly, 1979). Clearly there are many spatial constraints, including spatial frequency content, retinal eccentricity, exposure duration, target spacing, and disparity gradient, which - when properly adjusted - can greatly enhance stereodepth in video displays.
NASA Astrophysics Data System (ADS)
Zhang, Yujia; Yilmaz, Alper
2016-06-01
Surface reconstruction using coded structured light is considered one of the most reliable techniques for high-quality 3D scanning. With a calibrated projector-camera stereo system, a light pattern is projected onto the scene and imaged by the camera. Correspondences between projected and recovered patterns are computed in the decoding process, which is used to generate 3D point cloud of the surface. However, the indirect illumination effects on the surface, such as subsurface scattering and interreflections, will raise the difficulties in reconstruction. In this paper, we apply maximum min-SW gray code to reduce the indirect illumination effects of the specular surface. We also analysis the errors when comparing the maximum min-SW gray code and the conventional gray code, which justifies that the maximum min-SW gray code has significant superiority to reduce the indirect illumination effects. To achieve sub-pixel accuracy, we project high frequency sinusoidal patterns onto the scene simultaneously. But for specular surface, the high frequency patterns are susceptible to decoding errors. Incorrect decoding of high frequency patterns will result in a loss of depth resolution. Our method to resolve this problem is combining the low frequency maximum min-SW gray code and the high frequency phase shifting code, which achieves dense 3D reconstruction for specular surface. Our contributions include: (i) A complete setup of the structured light based 3D scanning system; (ii) A novel combination technique of the maximum min-SW gray code and phase shifting code. First, phase shifting decoding with sub-pixel accuracy. Then, the maximum min-SW gray code is used to resolve the ambiguity resolution. According to the experimental results and data analysis, our structured light based 3D scanning system enables high quality dense reconstruction of scenes with a small number of images. Qualitative and quantitative comparisons are performed to extract the advantages of our new combined coding method.
Robust Feature Matching in Terrestrial Image Sequences
NASA Astrophysics Data System (ADS)
Abbas, A.; Ghuffar, S.
2018-04-01
From the last decade, the feature detection, description and matching techniques are most commonly exploited in various photogrammetric and computer vision applications, which includes: 3D reconstruction of scenes, image stitching for panoramic creation, image classification, or object recognition etc. However, in terrestrial imagery of urban scenes contains various issues, which include duplicate and identical structures (i.e. repeated windows and doors) that cause the problem in feature matching phase and ultimately lead to failure of results specially in case of camera pose and scene structure estimation. In this paper, we will address the issue related to ambiguous feature matching in urban environment due to repeating patterns.
NASA Astrophysics Data System (ADS)
Lari, Z.; El-Sheimy, N.
2017-09-01
In recent years, the increasing incidence of climate-related disasters has tremendously affected our environment. In order to effectively manage and reduce dramatic impacts of such events, the development of timely disaster management plans is essential. Since these disasters are spatial phenomena, timely provision of geospatial information is crucial for effective development of response and management plans. Due to inaccessibility of the affected areas and limited budget of first-responders, timely acquisition of the required geospatial data for these applications is usually possible only using low-cost imaging and georefencing sensors mounted on unmanned platforms. Despite rapid collection of the required data using these systems, available processing techniques are not yet capable of delivering geospatial information to responders and decision makers in a timely manner. To address this issue, this paper introduces a new technique for dense 3D reconstruction of the affected scenes which can deliver and improve the needed geospatial information incrementally. This approach is implemented based on prior 3D knowledge of the scene and employs computationally-efficient 2D triangulation, feature descriptor, feature matching and point verification techniques to optimize and speed up 3D dense scene reconstruction procedure. To verify the feasibility and computational efficiency of the proposed approach, an experiment using a set of consecutive images collected onboard a UAV platform and prior low-density airborne laser scanning over the same area is conducted and step by step results are provided. A comparative analysis of the proposed approach and an available image-based dense reconstruction technique is also conducted to prove the computational efficiency and competency of this technique for delivering geospatial information with pre-specified accuracy.
ERIC Educational Resources Information Center
Rice, Katherine; Moriuchi, Jennifer M.; Jones, Warren; Klin, Ami
2012-01-01
Objective: To examine patterns of variability in social visual engagement and their relationship to standardized measures of social disability in a heterogeneous sample of school-aged children with autism spectrum disorders (ASD). Method: Eye-tracking measures of visual fixation during free-viewing of dynamic social scenes were obtained for 109…
Research on hyperspectral dynamic scene and image sequence simulation
NASA Astrophysics Data System (ADS)
Sun, Dandan; Liu, Fang; Gao, Jiaobo; Sun, Kefeng; Hu, Yu; Li, Yu; Xie, Junhu; Zhang, Lei
2016-10-01
This paper presents a simulation method of hyperspectral dynamic scene and image sequence for hyperspectral equipment evaluation and target detection algorithm. Because of high spectral resolution, strong band continuity, anti-interference and other advantages, in recent years, hyperspectral imaging technology has been rapidly developed and is widely used in many areas such as optoelectronic target detection, military defense and remote sensing systems. Digital imaging simulation, as a crucial part of hardware in loop simulation, can be applied to testing and evaluation hyperspectral imaging equipment with lower development cost and shorter development period. Meanwhile, visual simulation can produce a lot of original image data under various conditions for hyperspectral image feature extraction and classification algorithm. Based on radiation physic model and material characteristic parameters this paper proposes a generation method of digital scene. By building multiple sensor models under different bands and different bandwidths, hyperspectral scenes in visible, MWIR, LWIR band, with spectral resolution 0.01μm, 0.05μm and 0.1μm have been simulated in this paper. The final dynamic scenes have high real-time and realistic, with frequency up to 100 HZ. By means of saving all the scene gray data in the same viewpoint image sequence is obtained. The analysis results show whether in the infrared band or the visible band, the grayscale variations of simulated hyperspectral images are consistent with the theoretical analysis results.
Moving through a multiplex holographic scene
NASA Astrophysics Data System (ADS)
Mrongovius, Martina
2013-02-01
This paper explores how movement can be used as a compositional element in installations of multiplex holograms. My holographic images are created from montages of hand-held video and photo-sequences. These spatially dynamic compositions are visually complex but anchored to landmarks and hints of the capturing process - such as the appearance of the photographer's shadow - to establish a sense of connection to the holographic scene. Moving around in front of the hologram, the viewer animates the holographic scene. A perception of motion then results from the viewer's bodily awareness of physical motion and the visual reading of dynamics within the scene or movement of perspective through a virtual suggestion of space. By linking and transforming the physical motion of the viewer with the visual animation, the viewer's bodily awareness - including proprioception, balance and orientation - play into the holographic composition. How multiplex holography can be a tool for exploring coupled, cross-referenced and transformed perceptions of movement is demonstrated with a number of holographic image installations. Through this process I expanded my creative composition practice to consider how dynamic and spatial scenes can be conveyed through the fragmented view of a multiplex hologram. This body of work was developed through an installation art practice and was the basis of my recently completed doctoral thesis: 'The Emergent Holographic Scene — compositions of movement and affect using multiplex holographic images'.
Integrity Determination for Image Rendering Vision Navigation
2016-03-01
identifying an object within a scene, tracking a SIFT feature between frames or matching images and/or features for stereo vision applications. This... object level, either in 2-D or 3-D, versus individual features. There is a breadth of information, largely from the machine vision community...matching or image rendering image correspondence approach is based upon using either 2-D or 3-D object models or templates to perform object detection or
ERIC Educational Resources Information Center
Rieger, Jochem W.; Kochy, Nick; Schalk, Franziska; Gruschow, Marcus; Heinze, Hans-Jochen
2008-01-01
The visual system rapidly extracts information about objects from the cluttered natural environment. In 5 experiments, the authors quantified the influence of orientation and semantics on the classification speed of objects in natural scenes, particularly with regard to object-context interactions. Natural scene photographs were presented in an…
JView Visualization for Next Generation Air Transportation System
2011-01-01
hardware graphics acceleration. JView relies on concrete Object Oriented Design (OOD) and programming techniques to provide a robust and venue non...visibility priority of a texture set. A good example of this is you have translucent images that should always be visible over the other textures...elements present in the scene. • Capture Alpha. Allows the alpha color channel ( translucency ) to be saved when capturing images or movies of a 3D scene
Optical system design of dynamic infrared scene projector based on DMD
NASA Astrophysics Data System (ADS)
Lu, Jing; Fu, Yuegang; Liu, Zhiying; Li, Yandong
2014-09-01
Infrared scene simulator is now widely used to simulate infrared scene practicality in the laboratory, which can greatly reduce the research cost of the optical electrical system and offer economical experiment environment. With the advantage of large dynamic range and high spatial resolution, dynamic infrared projection technology, which is the key part of the infrared scene simulator, based on digital micro-mirror device (DMD) has been rapidly developed and widely applied in recent years. In this paper, the principle of the digital micro-mirror device is briefly introduced and the characteristics of the DLP (Digital Light Procession) system based on digital micromirror device (DMD) are analyzed. The projection system worked at 8~12μm with 1024×768 pixel DMD is designed by ZEMAX. The MTF curve is close to the diffraction limited curve and the radius of the spot diagram is smaller than that of the airy disk. The result indicates that the system meets the design requirements.
Thermal Texture Generation and 3d Model Reconstruction Using SFM and Gan
NASA Astrophysics Data System (ADS)
Kniaz, V. V.; Mizginov, V. A.
2018-05-01
Realistic 3D models with textures representing thermal emission of the object are widely used in such fields as dynamic scene analysis, autonomous driving, and video surveillance. Structure from Motion (SfM) methods provide a robust approach for the generation of textured 3D models in the visible range. Still, automatic generation of 3D models from the infrared imagery is challenging due to an absence of the feature points and low sensor resolution. Recent advances in Generative Adversarial Networks (GAN) have proved that they can perform complex image-to-image transformations such as a transformation of day to night and generation of imagery in a different spectral range. In this paper, we propose a novel method for generation of realistic 3D models with thermal textures using the SfM pipeline and GAN. The proposed method uses visible range images as an input. The images are processed in two ways. Firstly, they are used for point matching and dense point cloud generation. Secondly, the images are fed into a GAN that performs the transformation from the visible range to the thermal range. We evaluate the proposed method using real infrared imagery captured with a FLIR ONE PRO camera. We generated a dataset with 2000 pairs of real images captured in thermal and visible range. The dataset is used to train the GAN network and to generate 3D models using SfM. The evaluation of the generated 3D models and infrared textures proved that they are similar to the ground truth model in both thermal emissivity and geometrical shape.
Depth-color fusion strategy for 3-D scene modeling with Kinect.
Camplani, Massimo; Mantecon, Tomas; Salgado, Luis
2013-12-01
Low-cost depth cameras, such as Microsoft Kinect, have completely changed the world of human-computer interaction through controller-free gaming applications. Depth data provided by the Kinect sensor presents several noise-related problems that have to be tackled to improve the accuracy of the depth data, thus obtaining more reliable game control platforms and broadening its applicability. In this paper, we present a depth-color fusion strategy for 3-D modeling of indoor scenes with Kinect. Accurate depth and color models of the background elements are iteratively built, and used to detect moving objects in the scene. Kinect depth data is processed with an innovative adaptive joint-bilateral filter that efficiently combines depth and color by analyzing an edge-uncertainty map and the detected foreground regions. Results show that the proposed approach efficiently tackles main Kinect data problems: distance-dependent depth maps, spatial noise, and temporal random fluctuations are dramatically reduced; objects depth boundaries are refined, and nonmeasured depth pixels are interpolated. Moreover, a robust depth and color background model and accurate moving objects silhouette are generated.
Signature simulation of mixed materials
NASA Astrophysics Data System (ADS)
Carson, Tyler D.; Salvaggio, Carl
2015-05-01
Soil target signatures vary due to geometry, chemical composition, and scene radiometry. Although radiative transfer models and function-fit physical models may describe certain targets in limited depth, the ability to incorporate all three signature variables is difficult. This work describes a method to simulate the transient signatures of soil by first considering scene geometry synthetically created using 3D physics engines. Through the assignment of spectral data from the Nonconventional Exploitation Factors Data System (NEFDS), the synthetic scene is represented as a physical mixture of particles. Finally, first principles radiometry is modeled using the Digital Imaging and Remote Sensing Image Generation (DIRSIG) model. With DIRSIG, radiometric and sensing conditions were systematically manipulated to produce and record goniometric signatures. The implementation of this virtual goniometer allows users to examine how a target bidirectional reflectance distribution function (BRDF) will change with geometry, composition, and illumination direction. By using 3D computer graphics models, this process does not require geometric assumptions that are native to many radiative transfer models. It delivers a discrete method to circumnavigate the significant cost of time and treasure associated with hardware-based goniometric data collections.
Real-time maritime scene simulation for ladar sensors
NASA Astrophysics Data System (ADS)
Christie, Chad L.; Gouthas, Efthimios; Swierkowski, Leszek; Williams, Owen M.
2011-06-01
Continuing interest exists in the development of cost-effective synthetic environments for testing Laser Detection and Ranging (ladar) sensors. In this paper we describe a PC-based system for real-time ladar scene simulation of ships and small boats in a dynamic maritime environment. In particular, we describe the techniques employed to generate range imagery accompanied by passive radiance imagery. Our ladar scene generation system is an evolutionary extension of the VIRSuite infrared scene simulation program and includes all previous features such as ocean wave simulation, the physically-realistic representation of boat and ship dynamics, wake generation and simulation of whitecaps, spray, wake trails and foam. A terrain simulation extension is also under development. In this paper we outline the development, capabilities and limitations of the VIRSuite extensions.
Ma, Liyan; Qiu, Bo; Cui, Mingyue; Ding, Jianwei
2017-01-01
Depth image-based rendering (DIBR), which is used to render virtual views with a color image and the corresponding depth map, is one of the key techniques in the 2D to 3D conversion process. Due to the absence of knowledge about the 3D structure of a scene and its corresponding texture, DIBR in the 2D to 3D conversion process, inevitably leads to holes in the resulting 3D image as a result of newly-exposed areas. In this paper, we proposed a structure-aided depth map preprocessing framework in the transformed domain, which is inspired by recently proposed domain transform for its low complexity and high efficiency. Firstly, our framework integrates hybrid constraints including scene structure, edge consistency and visual saliency information in the transformed domain to improve the performance of depth map preprocess in an implicit way. Then, adaptive smooth localization is cooperated and realized in the proposed framework to further reduce over-smoothness and enhance optimization in the non-hole regions. Different from the other similar methods, the proposed method can simultaneously achieve the effects of hole filling, edge correction and local smoothing for typical depth maps in a united framework. Thanks to these advantages, it can yield visually satisfactory results with less computational complexity for high quality 2D to 3D conversion. Numerical experimental results demonstrate the excellent performances of the proposed method. PMID:28407027
Adaptive foveated single-pixel imaging with dynamic supersampling
Phillips, David B.; Sun, Ming-Jie; Taylor, Jonathan M.; Edgar, Matthew P.; Barnett, Stephen M.; Gibson, Graham M.; Padgett, Miles J.
2017-01-01
In contrast to conventional multipixel cameras, single-pixel cameras capture images using a single detector that measures the correlations between the scene and a set of patterns. However, these systems typically exhibit low frame rates, because to fully sample a scene in this way requires at least the same number of correlation measurements as the number of pixels in the reconstructed image. To mitigate this, a range of compressive sensing techniques have been developed which use a priori knowledge to reconstruct images from an undersampled measurement set. Here, we take a different approach and adopt a strategy inspired by the foveated vision found in the animal kingdom—a framework that exploits the spatiotemporal redundancy of many dynamic scenes. In our system, a high-resolution foveal region tracks motion within the scene, yet unlike a simple zoom, every frame delivers new spatial information from across the entire field of view. This strategy rapidly records the detail of quickly changing features in the scene while simultaneously accumulating detail of more slowly evolving regions over several consecutive frames. This architecture provides video streams in which both the resolution and exposure time spatially vary and adapt dynamically in response to the evolution of the scene. The degree of local frame rate enhancement is scene-dependent, but here, we demonstrate a factor of 4, thereby helping to mitigate one of the main drawbacks of single-pixel imaging techniques. The methods described here complement existing compressive sensing approaches and may be applied to enhance computational imagers that rely on sequential correlation measurements. PMID:28439538
Hybrid-mode read-in integrated circuit for infrared scene projectors
NASA Astrophysics Data System (ADS)
Cho, Min Ji; Shin, Uisub; Lee, Hee Chul
2017-05-01
The infrared scene projector (IRSP) is a tool for evaluating infrared sensors by producing infrared images. Because sensor testing with IRSPs is safer than field testing, the usefulness of IRSPs is widely recognized at present. The important performance characteristics of IRSPs are the thermal resolution and the thermal dynamic range. However, due to an existing trade-off between these requirements, it is often difficult to find a workable balance between them. The conventional read-in integrated circuit (RIIC) can be classified into two types: voltage-mode and current-mode types. An IR emitter driven by a voltage-mode RIIC offers a fine thermal resolution. On the other hand, an emitter driven by the current-mode RIIC has the advantage of a wide thermal dynamic range. In order to provide various scenes, i.e., from highresolution scenes to high-temperature scenes, both of the aforementioned advantages are required. In this paper, a hybridmode RIIC which is selectively operated in two modes is proposed. The mode-selective characteristic of the proposed RIIC allows users to generate high-fidelity scenes regardless of the scene content. A prototype of the hybrid-mode RIIC was fabricated using a 0.18-μm 1-poly 6-metal CMOS process. The thermal range and the thermal resolution of the IR emitter driven by the proposed circuit were calculated based on measured data. The estimated thermal dynamic range of the current mode was from 261K to 790K, and the estimated thermal resolution of the voltage mode at 300K was 23 mK with a 12-bit gray-scale resolution.
The visual light field in real scenes
Xia, Ling; Pont, Sylvia C.; Heynderickx, Ingrid
2014-01-01
Human observers' ability to infer the light field in empty space is known as the “visual light field.” While most relevant studies were performed using images on computer screens, we investigate the visual light field in a real scene by using a novel experimental setup. A “probe” and a scene were mixed optically using a semitransparent mirror. Twenty participants were asked to judge whether the probe fitted the scene with regard to the illumination intensity, direction, and diffuseness. Both smooth and rough probes were used to test whether observers use the additional cues for the illumination direction and diffuseness provided by the 3D texture over the rough probe. The results confirmed that observers are sensitive to the intensity, direction, and diffuseness of the illumination also in real scenes. For some lighting combinations on scene and probe, the awareness of a mismatch between the probe and scene was found to depend on which lighting condition was on the scene and which on the probe, which we called the “swap effect.” For these cases, the observers judged the fit to be better if the average luminance of the visible parts of the probe was closer to the average luminance of the visible parts of the scene objects. The use of a rough instead of smooth probe was found to significantly improve observers' abilities to detect mismatches in lighting diffuseness and directions. PMID:25926970
Embedded, real-time UAV control for improved, image-based 3D scene reconstruction
Jean Liénard; Andre Vogs; Demetrios Gatziolis; Nikolay Strigul
2016-01-01
Unmanned Aerial Vehicles (UAVs) are already broadly employed for 3D modeling of large objects such as trees and monuments via photogrammetry. The usual workflow includes two distinct steps: image acquisition with UAV and computationally demanding postflight image processing. Insufficient feature overlaps across images is a common shortcoming in post-flight image...
fVisiOn: glasses-free tabletop 3D display to provide virtual 3D media naturally alongside real media
NASA Astrophysics Data System (ADS)
Yoshida, Shunsuke
2012-06-01
A novel glasses-free tabletop 3D display, named fVisiOn, floats virtual 3D objects on an empty, flat, tabletop surface and enables multiple viewers to observe raised 3D images from any angle at 360° Our glasses-free 3D image reproduction method employs a combination of an optical device and an array of projectors and produces continuous horizontal parallax in the direction of a circular path located above the table. The optical device shapes a hollow cone and works as an anisotropic diffuser. The circularly arranged projectors cast numerous rays into the optical device. Each ray represents a particular ray that passes a corresponding point on a virtual object's surface and orients toward a viewing area around the table. At any viewpoint on the ring-shaped viewing area, both eyes collect fractional images from different projectors, and all the viewers around the table can perceive the scene as 3D from their perspectives because the images include binocular disparity. The entire principle is installed beneath the table, so the tabletop area remains clear. No ordinary tabletop activities are disturbed. Many people can naturally share the 3D images displayed together with real objects on the table. In our latest prototype, we employed a handmade optical device and an array of over 100 tiny projectors. This configuration reproduces static and animated 3D scenes for a 130° viewing area and allows 5-cm-tall virtual characters to play soccer and dance on the table.
Interior Reconstruction Using the 3d Hough Transform
NASA Astrophysics Data System (ADS)
Dumitru, R.-C.; Borrmann, D.; Nüchter, A.
2013-02-01
Laser scanners are often used to create accurate 3D models of buildings for civil engineering purposes, but the process of manually vectorizing a 3D point cloud is time consuming and error-prone (Adan and Huber, 2011). Therefore, the need to characterize and quantify complex environments in an automatic fashion arises, posing challenges for data analysis. This paper presents a system for 3D modeling by detecting planes in 3D point clouds, based on which the scene is reconstructed at a high architectural level through removing automatically clutter and foreground data. The implemented software detects openings, such as windows and doors and completes the 3D model by inpainting.
3D Visualizations of Abstract DataSets
2010-08-01
contrasts no shadows, drop shadows and drop lines. 15. SUBJECT TERMS 3D displays, 2.5D displays, abstract network visualizations, depth perception , human...altitude perception in airspace management and airspace route planning—simulated reality visualizations that employ altitude and heading as well as...cues employed by display designers for depicting real-world scenes on a flat surface can be applied to create a perception of depth for abstract
Visual Acuity Using Head-fixed Displays During Passive Self and Surround Motion
NASA Technical Reports Server (NTRS)
Wood, Scott J.; Black, F. Owen; Stallings, Valerie; Peters, Brian
2007-01-01
The ability to read head-fixed displays on various motion platforms requires the suppression of vestibulo-ocular reflexes. This study examined dynamic visual acuity while viewing a head-fixed display during different self and surround rotation conditions. Twelve healthy subjects were asked to report the orientation of Landolt C optotypes presented on a micro-display fixed to a rotating chair at 50 cm distance. Acuity thresholds were determined by the lowest size at which the subjects correctly identified 3 of 5 optotype orientations at peak velocity. Visual acuity was compared across four different conditions, each tested at 0.05 and 0.4 Hz (peak amplitude of 57 deg/s). The four conditions included: subject rotated in semi-darkness (i.e., limited to background illumination of the display), subject stationary while visual scene rotated, subject rotated around a stationary visual background, and both subject and visual scene rotated together. Visual acuity performance was greatest when the subject rotated around a stationary visual background; i.e., when both vestibular and visual inputs provided concordant information about the motion. Visual acuity performance was most reduced when the subject and visual scene rotated together; i.e., when the visual scene provided discordant information about the motion. Ranges of 4-5 logMAR step sizes across the conditions indicated the acuity task was sufficient to discriminate visual performance levels. The background visual scene can influence the ability to read head-fixed displays during passive motion disturbances. Dynamic visual acuity using head-fixed displays can provide an operationally relevant screening tool for visual performance during exposure to novel acceleration environments.
Efficient RPG detection in noisy 3D image data
NASA Astrophysics Data System (ADS)
Pipitone, Frank
2011-06-01
We address the automatic detection of Ambush weapons such as rocket propelled grenades (RPGs) from range data which might be derived from multiple camera stereo with textured illumination or by other means. We describe our initial work in a new project involving the efficient acquisition of 3D scene data as well as discrete point invariant techniques to perform real time search for threats to a convoy. The shapes of the jump boundaries in the scene are exploited in this paper, rather than on-surface points, due to the large error typical of depth measurement at long range and the relatively high resolution obtainable in the transverse direction. We describe examples of the generation of a novel range-scaled chain code for detecting and matching jump boundaries.
What is 3D good for? A review of human performance on stereoscopic 3D displays
NASA Astrophysics Data System (ADS)
McIntire, John P.; Havig, Paul R.; Geiselman, Eric E.
2012-06-01
This work reviews the human factors-related literature on the task performance implications of stereoscopic 3D displays, in order to point out the specific performance benefits (or lack thereof) one might reasonably expect to observe when utilizing these displays. What exactly is 3D good for? Relative to traditional 2D displays, stereoscopic displays have been shown to enhance performance on a variety of depth-related tasks. These tasks include judging absolute and relative distances, finding and identifying objects (by breaking camouflage and eliciting perceptual "pop-out"), performing spatial manipulations of objects (object positioning, orienting, and tracking), and navigating. More cognitively, stereoscopic displays can improve the spatial understanding of 3D scenes or objects, improve memory/recall of scenes or objects, and improve learning of spatial relationships and environments. However, for tasks that are relatively simple, that do not strictly require depth information for good performance, where other strong cues to depth can be utilized, or for depth tasks that lie outside the effective viewing volume of the display, the purported performance benefits of 3D may be small or altogether absent. Stereoscopic 3D displays come with a host of unique human factors problems including the simulator-sickness-type symptoms of eyestrain, headache, fatigue, disorientation, nausea, and malaise, which appear to effect large numbers of viewers (perhaps as many as 25% to 50% of the general population). Thus, 3D technology should be wielded delicately and applied carefully; and perhaps used only as is necessary to ensure good performance.
NASA Astrophysics Data System (ADS)
Hannachi, Ammar; Kohler, Sophie; Lallement, Alex; Hirsch, Ernest
2015-04-01
3D modeling of scene contents takes an increasing importance for many computer vision based applications. In particular, industrial applications of computer vision require efficient tools for the computation of this 3D information. Routinely, stereo-vision is a powerful technique to obtain the 3D outline of imaged objects from the corresponding 2D images. As a consequence, this approach provides only a poor and partial description of the scene contents. On another hand, for structured light based reconstruction techniques, 3D surfaces of imaged objects can often be computed with high accuracy. However, the resulting active range data in this case lacks to provide data enabling to characterize the object edges. Thus, in order to benefit from the positive points of various acquisition techniques, we introduce in this paper promising approaches, enabling to compute complete 3D reconstruction based on the cooperation of two complementary acquisition and processing techniques, in our case stereoscopic and structured light based methods, providing two 3D data sets describing respectively the outlines and surfaces of the imaged objects. We present, accordingly, the principles of three fusion techniques and their comparison based on evaluation criterions related to the nature of the workpiece and also the type of the tackled application. The proposed fusion methods are relying on geometric characteristics of the workpiece, which favour the quality of the registration. Further, the results obtained demonstrate that the developed approaches are well adapted for 3D modeling of manufactured parts including free-form surfaces and, consequently quality control applications using these 3D reconstructions.
Static Scene Statistical Non-Uniformity Correction
2015-03-01
Error NUC Non-Uniformity Correction RMSE Root Mean Squared Error RSD Relative Standard Deviation S3NUC Static Scene Statistical Non-Uniformity...Deviation ( RSD ) which normalizes the standard deviation, σ, to the mean estimated value, µ using the equation RS D = σ µ × 100. The RSD plot of the gain...estimates is shown in Figure 4.1(b). The RSD plot shows that after a sample size of approximately 10, the different photocount values and the inclusion
Disparity modification in stereoscopic images for emotional enhancement
NASA Astrophysics Data System (ADS)
Kawai, Takashi; Atsuta, Daiki; Kim, Sanghyun; Häkkinen, Jukka
2015-03-01
This paper describes an experiment that focuses on disparity changes in emotional scenes of stereoscopic (3D) images, in which an examination of the effects on pleasant and arousal was carried out by adding binocular disparity to 2D images that evoke specific emotions, and applying disparity modification based on the disparity analysis of prominent 3D movies. From the results of the experiment, it was found that pleasant and arousal was increased by expanding 3D space to a certain level. In addition, pleasant gradually decreased and arousal gradually increased by expansion of 3D space above a certain level.
Liquid crystal modulator with ultra-wide dynamic range and adjustable driving voltage.
Wang, Xing-jun; Huang, Zhang-di; Feng, Jing; Chen, Xiang-fei; Liang, Xiao; Lu, Yan-qing
2008-08-18
We demonstrated a reflective-type liquid crystal (LC) intensity modulator in 1550 nm telecomm band. An effective way to compensate the residual phase of a LC cell is proposed. With the adjustment of a true zero-order quarter wave plate and enhanced by total internal reflection induced birefringence, over 53 dB dynamic range was achieved, which is much desired for some high-end optical communication, infrared scene projection applications. In addition, the driving voltages were decreased and adjustable. Mechanical and spectral tolerance measurements show that our LC modulator is quite stable. Further applications of our experimental setup were discussed including bio-sensors and high speed modulators.
Supporting Scientific Analysis within Collaborative Problem Solving Environments
NASA Technical Reports Server (NTRS)
Watson, Velvin R.; Kwak, Dochan (Technical Monitor)
2000-01-01
Collaborative problem solving environments for scientists should contain the analysis tools the scientists require in addition to the remote collaboration tools used for general communication. Unfortunately, most scientific analysis tools have been designed for a "stand-alone mode" and cannot be easily modified to work well in a collaborative environment. This paper addresses the questions, "What features are desired in a scientific analysis tool contained within a collaborative environment?", "What are the tool design criteria needed to provide these features?", and "What support is required from the architecture to support these design criteria?." First, the features of scientific analysis tools that are important for effective analysis in collaborative environments are listed. Next, several design criteria for developing analysis tools that will provide these features are presented. Then requirements for the architecture to support these design criteria are listed. Sonic proposed architectures for collaborative problem solving environments are reviewed and their capabilities to support the specified design criteria are discussed. A deficiency in the most popular architecture for remote application sharing, the ITU T. 120 architecture, prevents it from supporting highly interactive, dynamic, high resolution graphics. To illustrate that the specified design criteria can provide a highly effective analysis tool within a collaborative problem solving environment, a scientific analysis tool that contains the specified design criteria has been integrated into a collaborative environment and tested for effectiveness. The tests were conducted in collaborations between remote sites in the US and between remote sites on different continents. The tests showed that the tool (a tool for the visual analysis of computer simulations of physics) was highly effective for both synchronous and asynchronous collaborative analyses. The important features provided by the tool (and made possible by the specified design criteria) are: 1. The tool provides highly interactive, dynamic, high resolution, 3D graphics. 2. All remote scientists can view the same dynamic, high resolution, 3D scenes of the analysis as the analysis is being conducted. 3. The responsiveness of the tool is nearly identical to the responsiveness of the tool in a stand-alone mode. 4. The scientists can transfer control of the analysis between themselves. 5. Any analysis session or segment of an analysis session, whether done individually or collaboratively, can be recorded and posted on the Web for other scientists or students to download and play in either a collaborative or individual mode. 6. The scientist or student who downloaded the session can, individually or collaboratively, modify or extend the session with his/her own "what if" analysis of the data and post his/her version of the analysis back onto the Web. 7. The peak network bandwidth used in the collaborative sessions is only 1K bit/second even though the scientists at all sites are viewing high resolution (1280 x 1024 pixels), dynamic, 3D scenes of the analysis. The links between the specified design criteria and these performance features are presented.
Cichy, Radoslaw Martin; Khosla, Aditya; Pantazis, Dimitrios; Oliva, Aude
2017-01-01
Human scene recognition is a rapid multistep process evolving over time from single scene image to spatial layout processing. We used multivariate pattern analyses on magnetoencephalography (MEG) data to unravel the time course of this cortical process. Following an early signal for lower-level visual analysis of single scenes at ~100 ms, we found a marker of real-world scene size, i.e. spatial layout processing, at ~250 ms indexing neural representations robust to changes in unrelated scene properties and viewing conditions. For a quantitative model of how scene size representations may arise in the brain, we compared MEG data to a deep neural network model trained on scene classification. Representations of scene size emerged intrinsically in the model, and resolved emerging neural scene size representation. Together our data provide a first description of an electrophysiological signal for layout processing in humans, and suggest that deep neural networks are a promising framework to investigate how spatial layout representations emerge in the human brain. PMID:27039703
Research on hyperspectral dynamic scene and image sequence simulation
NASA Astrophysics Data System (ADS)
Sun, Dandan; Gao, Jiaobo; Sun, Kefeng; Hu, Yu; Li, Yu; Xie, Junhu; Zhang, Lei
2016-10-01
This paper presents a simulation method of hyper-spectral dynamic scene and image sequence for hyper-spectral equipment evaluation and target detection algorithm. Because of high spectral resolution, strong band continuity, anti-interference and other advantages, in recent years, hyper-spectral imaging technology has been rapidly developed and is widely used in many areas such as optoelectronic target detection, military defense and remote sensing systems. Digital imaging simulation, as a crucial part of hardware in loop simulation, can be applied to testing and evaluation hyper-spectral imaging equipment with lower development cost and shorter development period. Meanwhile, visual simulation can produce a lot of original image data under various conditions for hyper-spectral image feature extraction and classification algorithm. Based on radiation physic model and material characteristic parameters this paper proposes a generation method of digital scene. By building multiple sensor models under different bands and different bandwidths, hyper-spectral scenes in visible, MWIR, LWIR band, with spectral resolution 0.01μm, 0.05μm and 0.1μm have been simulated in this paper. The final dynamic scenes have high real-time and realistic, with frequency up to 100 HZ. By means of saving all the scene gray data in the same viewpoint image sequence is obtained. The analysis results show whether in the infrared band or the visible band, the grayscale variations of simulated hyper-spectral images are consistent with the theoretical analysis results.
Aircraft path planning for optimal imaging using dynamic cost functions
NASA Astrophysics Data System (ADS)
Christie, Gordon; Chaudhry, Haseeb; Kochersberger, Kevin
2015-05-01
Unmanned aircraft development has accelerated with recent technological improvements in sensing and communications, which has resulted in an "applications lag" for how these aircraft can best be utilized. The aircraft are becoming smaller, more maneuverable and have longer endurance to perform sensing and sampling missions, but operating them aggressively to exploit these capabilities has not been a primary focus in unmanned systems development. This paper addresses a means of aerial vehicle path planning to provide a realistic optimal path in acquiring imagery for structure from motion (SfM) reconstructions and performing radiation surveys. This method will allow SfM reconstructions to occur accurately and with minimal flight time so that the reconstructions can be executed efficiently. An assumption is made that we have 3D point cloud data available prior to the flight. A discrete set of scan lines are proposed for the given area that are scored based on visibility of the scene. Our approach finds a time-efficient path and calculates trajectories between scan lines and over obstacles encountered along those scan lines. Aircraft dynamics are incorporated into the path planning algorithm as dynamic cost functions to create optimal imaging paths in minimum time. Simulations of the path planning algorithm are shown for an urban environment. We also present our approach for image-based terrain mapping, which is able to efficiently perform a 3D reconstruction of a large area without the use of GPS data.
Large holographic 3D display for real-time computer-generated holography
NASA Astrophysics Data System (ADS)
Häussler, R.; Leister, N.; Stolle, H.
2017-06-01
SeeReal's concept of real-time holography is based on Sub-Hologram encoding and tracked Viewing Windows. This solution leads to significant reduction of pixel count and computation effort compared to conventional holography concepts. Since the first presentation of the concept, improved full-color holographic displays were built with dedicated components. The hologram is encoded on a spatial light modulator that is a sandwich of a phase-modulating and an amplitude-modulating liquid-crystal display and that modulates amplitude and phase of light. Further components are based on holographic optical elements for light collimation and focusing which are exposed in photopolymer films. Camera photographs show that only the depth region on which the focus of the camera lens is set is in focus while the other depth regions are out of focus. These photographs demonstrate that the 3D scene is reconstructed in depth and that accommodation of the eye lenses is supported. Hence, the display is a solution to overcome the accommodationconvergence conflict that is inherent for stereoscopic 3D displays. The main components, progress and results of the holographic display with 300 mm x 200 mm active area are described. Furthermore, photographs of holographic reconstructed 3D scenes are shown.
3D virtual environment of Taman Mini Indonesia Indah in a web
NASA Astrophysics Data System (ADS)
Wardijono, B. A.; Wardhani, I. P.; Chandra, Y. I.; Pamungkas, B. U. G.
2018-05-01
Taman Mini Indonesia Indah known as TMII is a largest recreational park based on culture in Indonesia. This park has 250 acres that consist of houses from provinces in Indonesia. In TMII, there are traditional houses of the various provinces in Indonesia. The official website of TMII has informed the traditional houses, but the information was limited to public. To provide information more detail about TMII to the public, this research aims to create and develop virtual traditional houses as 3d graphics models and show it via website. The Virtual Reality (VR) technology was used to display the visualization of the TMII and the surrounding environment. This research used Blender software to create the 3D models and Unity3D software to make virtual reality models that can be showed on a web. This research has successfully created 33 virtual traditional houses of province in Indonesia. The texture of traditional house was taken from original to make the culture house realistic. The result of this research was the website of TMII including virtual culture houses that can be displayed through the web browser. The website consists of virtual environment scenes and internet user can walkthrough and navigates inside the scenes.
Dynamic Textures Modeling via Joint Video Dictionary Learning.
Wei, Xian; Li, Yuanxiang; Shen, Hao; Chen, Fang; Kleinsteuber, Martin; Wang, Zhongfeng
2017-04-06
Video representation is an important and challenging task in the computer vision community. In this paper, we consider the problem of modeling and classifying video sequences of dynamic scenes which could be modeled in a dynamic textures (DT) framework. At first, we assume that image frames of a moving scene can be modeled as a Markov random process. We propose a sparse coding framework, named joint video dictionary learning (JVDL), to model a video adaptively. By treating the sparse coefficients of image frames over a learned dictionary as the underlying "states", we learn an efficient and robust linear transition matrix between two adjacent frames of sparse events in time series. Hence, a dynamic scene sequence is represented by an appropriate transition matrix associated with a dictionary. In order to ensure the stability of JVDL, we impose several constraints on such transition matrix and dictionary. The developed framework is able to capture the dynamics of a moving scene by exploring both sparse properties and the temporal correlations of consecutive video frames. Moreover, such learned JVDL parameters can be used for various DT applications, such as DT synthesis and recognition. Experimental results demonstrate the strong competitiveness of the proposed JVDL approach in comparison with state-of-the-art video representation methods. Especially, it performs significantly better in dealing with DT synthesis and recognition on heavily corrupted data.
Automatic acquisition of motion trajectories: tracking hockey players
NASA Astrophysics Data System (ADS)
Okuma, Kenji; Little, James J.; Lowe, David
2003-12-01
Computer systems that have the capability of analyzing complex and dynamic scenes play an essential role in video annotation. Scenes can be complex in such a way that there are many cluttered objects with different colors, shapes and sizes, and can be dynamic with multiple interacting moving objects and a constantly changing background. In reality, there are many scenes that are complex, dynamic, and challenging enough for computers to describe. These scenes include games of sports, air traffic, car traffic, street intersections, and cloud transformations. Our research is about the challenge of inventing a descriptive computer system that analyzes scenes of hockey games where multiple moving players interact with each other on a constantly moving background due to camera motions. Ultimately, such a computer system should be able to acquire reliable data by extracting the players" motion as their trajectories, querying them by analyzing the descriptive information of data, and predict the motions of some hockey players based on the result of the query. Among these three major aspects of the system, we primarily focus on visual information of the scenes, that is, how to automatically acquire motion trajectories of hockey players from video. More accurately, we automatically analyze the hockey scenes by estimating parameters (i.e., pan, tilt, and zoom) of the broadcast cameras, tracking hockey players in those scenes, and constructing a visual description of the data by displaying trajectories of those players. Many technical problems in vision such as fast and unpredictable players' motions and rapid camera motions make our challenge worth tackling. To the best of our knowledge, there have not been any automatic video annotation systems for hockey developed in the past. Although there are many obstacles to overcome, our efforts and accomplishments would hopefully establish the infrastructure of the automatic hockey annotation system and become a milestone for research in automatic video annotation in this domain.
Tools to Perform Local Dense 3D Reconstruction of Shallow Water Seabed ‡
Avanthey, Loïca; Beaudoin, Laurent; Gademer, Antoine; Roux, Michel
2016-01-01
Tasks such as distinguishing or identifying individual objects of interest require the production of dense local clouds at the scale of these individual objects of interest. Due to the physical and dynamic properties of an underwater environment, the usual dense matching algorithms must be rethought in order to be adaptive. These properties also imply that the scene must be observed at close range. Classic robotized acquisition systems are oversized for local studies in shallow water while the systematic acquisition of data is not guaranteed with divers. We address these two major issues through a multidisciplinary approach. To efficiently acquire on-demand stereoscopic pairs using simple logistics in small areas of shallow water, we devised an agile light-weight dedicated system which is easy to reproduce. To densely match two views in a reliable way, we devised a reconstruction algorithm that automatically accounts for the dynamics, variability and light absorption of the underwater environment. Field experiments in the Mediterranean Sea were used to assess the results. PMID:27196913
Visualization of fluid dynamics at NASA Ames
NASA Technical Reports Server (NTRS)
Watson, Val
1989-01-01
The hardware and software currently used for visualization of fluid dynamics at NASA Ames is described. The software includes programs to create scenes (for example particle traces representing the flow over an aircraft), programs to interactively view the scenes, and programs to control the creation of video tapes and 16mm movies. The hardware includes high performance graphics workstations, a high speed network, digital video equipment, and film recorders.
Matsushima, Kyoji; Nakahara, Sumio
2009-12-01
A large-scale full-parallax computer-generated hologram (CGH) with four billion (2(16) x 2(16)) pixels is created to reconstruct a fine true 3D image of a scene, with occlusions. The polygon-based method numerically generates the object field of a surface object, whose shape is provided by a set of vertex data of polygonal facets, while the silhouette method makes it possible to reconstruct the occluded scene. A novel technique using the segmented frame buffer is presented for handling and propagating large wave fields even in the case where the whole wave field cannot be stored in memory. We demonstrate that the full-parallax CGH, calculated by the proposed method and fabricated by a laser lithography system, reconstructs a fine 3D image accompanied by a strong sensation of depth.
Using 3D Visualization to Communicate Scientific Results to Non-scientists
NASA Astrophysics Data System (ADS)
Whipple, S.; Mellors, R. J.; Sale, J.; Kilb, D.
2002-12-01
If "a picture is worth a thousand words" then an animation is worth millions. 3D animations and visualizations are useful for geoscientists but are perhaps even more valuable for rapidly illustrating standard geoscience ideas and concepts (such as faults, seismicity patterns, and topography) to non-specialists. This is useful not only for purely educational needs but also in rapidly briefing decision makers where time may be critical. As a demonstration of this we juxtapose large geophysical datasets (e.g., Southern California seismicity and topography) with other large societal datasets (such as highways and urban areas), which allows an instant understanding of the correlations. We intend to work out a methodology to aid other datasets such as hospitals and bridges, for example, in an ongoing fashion. The 3D scenes we create from the separate datasets can be "flown" through and individual snapshots that emphasize the concepts of interest are quickly rendered and converted to formats accessible to all. Viewing the snapshots and scenes greatly aids non-specialists comprehension of the problems and tasks at hand. For example, seismicity clusters (such as aftershocks) and faults near urban areas are clearly visible. A simple "fly-by" through our Southern California scene demonstrates simple concepts such as the topographic features due to plate motion along faults, and the demarcation of the North American/Pacific Plate boundary by the complex fault system (e.g., Elsinore, San Jacinto and San Andreas faults) in Southern California.
3D augmented reality with integral imaging display
NASA Astrophysics Data System (ADS)
Shen, Xin; Hua, Hong; Javidi, Bahram
2016-06-01
In this paper, a three-dimensional (3D) integral imaging display for augmented reality is presented. By implementing the pseudoscopic-to-orthoscopic conversion method, elemental image arrays with different capturing parameters can be transferred into the identical format for 3D display. With the proposed merging algorithm, a new set of elemental images for augmented reality display is generated. The newly generated elemental images contain both the virtual objects and real world scene with desired depth information and transparency parameters. The experimental results indicate the feasibility of the proposed 3D augmented reality with integral imaging.
Four-dimensional (4D) tracking of high-temperature microparticles
DOE Office of Scientific and Technical Information (OSTI.GOV)
Wang, Zhehui, E-mail: zwang@lanl.gov; Liu, Q.; Waganaar, W.
High-speed tracking of hot and molten microparticles in motion provides rich information about burning plasmas in magnetic fusion. An exploding-wire apparatus is used to produce moving high-temperature metallic microparticles and to develop four-dimensional (4D) or time-resolved 3D particle tracking techniques. The pinhole camera model and algorithms developed for computer vision are used for scene calibration and 4D reconstructions. 3D positions and velocities are then derived for different microparticles. Velocity resolution approaches 0.1 m/s by using the local constant velocity approximation.
Four-dimensional (4D) tracking of high-temperature microparticles
NASA Astrophysics Data System (ADS)
Wang, Zhehui; Liu, Q.; Waganaar, W.; Fontanese, J.; James, D.; Munsat, T.
2016-11-01
High-speed tracking of hot and molten microparticles in motion provides rich information about burning plasmas in magnetic fusion. An exploding-wire apparatus is used to produce moving high-temperature metallic microparticles and to develop four-dimensional (4D) or time-resolved 3D particle tracking techniques. The pinhole camera model and algorithms developed for computer vision are used for scene calibration and 4D reconstructions. 3D positions and velocities are then derived for different microparticles. Velocity resolution approaches 0.1 m/s by using the local constant velocity approximation.
Four-dimensional (4D) tracking of high-temperature microparticles
Wang, Zhehui; Liu, Qiuguang; Waganaar, Bill; ...
2016-07-08
High-speed tracking of hot and molten microparticles in motion provides rich information about burning plasmas in magnetic fusion. An exploding-wire apparatus is used to produce moving high-temperature metallic microparticles and to develop four-dimensional (4D) or time-resolved 3D particle tracking techniques. The pinhole camera model and algorithms developed for computer vision are used for scene calibration and 4D reconstructions. 3D positions and velocities are then derived for different microparticles. As a result, velocity resolution approaches 0.1 m/s by using the local constant velocity approximation.
Four-dimensional (4D) tracking of high-temperature microparticles.
Wang, Zhehui; Liu, Q; Waganaar, W; Fontanese, J; James, D; Munsat, T
2016-11-01
High-speed tracking of hot and molten microparticles in motion provides rich information about burning plasmas in magnetic fusion. An exploding-wire apparatus is used to produce moving high-temperature metallic microparticles and to develop four-dimensional (4D) or time-resolved 3D particle tracking techniques. The pinhole camera model and algorithms developed for computer vision are used for scene calibration and 4D reconstructions. 3D positions and velocities are then derived for different microparticles. Velocity resolution approaches 0.1 m/s by using the local constant velocity approximation.
Bolliger, Stephan A; Thali, Michael J; Ross, Steffen; Buck, Ursula; Naether, Silvio; Vock, Peter
2008-02-01
The transdisciplinary research project Virtopsy is dedicated to implementing modern imaging techniques into forensic medicine and pathology in order to augment current examination techniques or even to offer alternative methods. Our project relies on three pillars: three-dimensional (3D) surface scanning for the documentation of body surfaces, and both multislice computed tomography (MSCT) and magnetic resonance imaging (MRI) to visualise the internal body. Three-dimensional surface scanning has delivered remarkable results in the past in the 3D documentation of patterned injuries and of objects of forensic interest as well as whole crime scenes. Imaging of the interior of corpses is performed using MSCT and/or MRI. MRI, in addition, is also well suited to the examination of surviving victims of assault, especially choking, and helps visualise internal injuries not seen at external examination of the victim. Apart from the accuracy and three-dimensionality that conventional documentations lack, these techniques allow for the re-examination of the corpse and the crime scene even decades later, after burial of the corpse and liberation of the crime scene. We believe that this virtual, non-invasive or minimally invasive approach will improve forensic medicine in the near future.
Automatic 3D virtual scenes modeling for multisensors simulation
NASA Astrophysics Data System (ADS)
Latger, Jean; Le Goff, Alain; Cathala, Thierry; Larive, Mathieu
2006-05-01
SEDRIS that stands for Synthetic Environment Data Representation and Interchange Specification is a DoD/DMSO initiative in order to federate and make interoperable 3D mocks up in the frame of virtual reality and simulation. This paper shows an original application of SEDRIS concept for research physical multi sensors simulation, when SEDRIS is more classically known for training simulation. CHORALE (simulated Optronic Acoustic Radar battlefield) is used by the French DGA/DCE (Directorate for Test and Evaluation of the French Ministry of Defense) to perform multi-sensors simulations. CHORALE enables the user to create virtual and realistic multi spectral 3D scenes, and generate the physical signal received by a sensor, typically an IR sensor. In the scope of this CHORALE workshop, French DGA has decided to introduce a SEDRIS based new 3D terrain modeling tool that enables to create automatically 3D databases, directly usable by the physical sensor simulation CHORALE renderers. This AGETIM tool turns geographical source data (including GIS facilities) into meshed geometry enhanced with the sensor physical extensions, fitted to the ray tracing rendering of CHORALE, both for the infrared, electromagnetic and acoustic spectrum. The basic idea is to enhance directly the 2D source level with the physical data, rather than enhancing the 3D meshed level, which is more efficient (rapid database generation) and more reliable (can be generated many times, changing some parameters only). The paper concludes with the last current evolution of AGETIM in the scope mission rehearsal for urban war using sensors. This evolution includes indoor modeling for automatic generation of inner parts of buildings.
Holographic space: presence and absence in time
NASA Astrophysics Data System (ADS)
Chang, Yin-Ren; Richardson, Martin
2017-03-01
In terms of contemporary art, time-based media generally refers to artworks that have duration as a dimension and unfold to the viewer over time, that could be a video, slide, film, computer-based technologies or audio. As part of this category, holography pushes this visual-oriented narrative a step further, which brings a real 3D image to invite and allow audiences revisiting the scene of the past, at the moment of recording in space and time. Audiences could also experience the kinetic holographic aesthetics through constantly moving the viewing point or illumination source, which creates dynamic visual effects. In other words, when the audience and hologram remain still, the holographic image can only be perceived statically. This unique form of expression is not created by virtual simulation; the principal of wavefront reconstruction process made holographic art exceptional from other time-based media. This project integrates 3D printing technology to explore the nature of material aesthetics, transiting between material world and holographic space. In addition, this series of creation also reveals the unique temporal quality of a hologram's presence and absence, an ambiguous relationship existing in this media.
Additional Crime Scenes for Projectile Motion Unit
NASA Astrophysics Data System (ADS)
Fullerton, Dan; Bonner, David
2011-12-01
Building students' ability to transfer physics fundamentals to real-world applications establishes a deeper understanding of underlying concepts while enhancing student interest. Forensic science offers a great opportunity for students to apply physics to highly engaging, real-world contexts. Integrating these opportunities into inquiry-based problem solving in a team environment provides a terrific backdrop for fostering communication, analysis, and critical thinking skills. One such activity, inspired jointly by the museum exhibit "CSI: The Experience"2 and David Bonner's TPT article "Increasing Student Engagement and Enthusiasm: A Projectile Motion Crime Scene,"3 provides students with three different crime scenes, each requiring an analysis of projectile motion. In this lesson students socially engage in higher-order analysis of two-dimensional projectile motion problems by collecting information from 3-D scale models and collaborating with one another on its interpretation, in addition to diagramming and mathematical analysis typical to problem solving in physics.
Martin Cichy, Radoslaw; Khosla, Aditya; Pantazis, Dimitrios; Oliva, Aude
2017-06-01
Human scene recognition is a rapid multistep process evolving over time from single scene image to spatial layout processing. We used multivariate pattern analyses on magnetoencephalography (MEG) data to unravel the time course of this cortical process. Following an early signal for lower-level visual analysis of single scenes at ~100ms, we found a marker of real-world scene size, i.e. spatial layout processing, at ~250ms indexing neural representations robust to changes in unrelated scene properties and viewing conditions. For a quantitative model of how scene size representations may arise in the brain, we compared MEG data to a deep neural network model trained on scene classification. Representations of scene size emerged intrinsically in the model, and resolved emerging neural scene size representation. Together our data provide a first description of an electrophysiological signal for layout processing in humans, and suggest that deep neural networks are a promising framework to investigate how spatial layout representations emerge in the human brain. Copyright © 2017 The Authors. Published by Elsevier Inc. All rights reserved.
[Development of a software for 3D virtual phantom design].
Zou, Lian; Xie, Zhao; Wu, Qi
2014-02-01
In this paper, we present a 3D virtual phantom design software, which was developed based on object-oriented programming methodology and dedicated to medical physics research. This software was named Magical Phan tom (MPhantom), which is composed of 3D visual builder module and virtual CT scanner. The users can conveniently construct any complex 3D phantom, and then export the phantom as DICOM 3.0 CT images. MPhantom is a user-friendly and powerful software for 3D phantom configuration, and has passed the real scene's application test. MPhantom will accelerate the Monte Carlo simulation for dose calculation in radiation therapy and X ray imaging reconstruction algorithm research.
NASA Astrophysics Data System (ADS)
Chien, Shao-Chi; Chung, Yu-Wei; Lin, Yi-Hsuan; Huang, Jun-Yi; Chang, Jhih-Ting; He, Cai-Ying; Cheng, Yi-Wen
2012-04-01
This study uses 3D virtual reality technology to create the "Mackay campus of the environmental education and digital cultural 3D navigation system" for local historical sites in the Tamsui (Hoba) area, in hopes of providing tourism information and navigation through historical sites using a 3D navigation system. We used Auto CAD, Sketch Up, and SpaceEyes 3D software to construct the virtual reality scenes and create the school's historical sites, such as the House of Reverends, the House of Maidens, the Residence of Mackay, and the Education Hall. We used this technology to complete the environmental education and digital cultural Mackay campus . The platform we established can indeed achieve the desired function of providing tourism information and historical site navigation. The interactive multimedia style and the presentation of the information will allow users to obtain a direct information response. In addition to showing the external appearances of buildings, the navigation platform can also allow users to enter the buildings to view lifelike scenes and textual information related to the historical sites. The historical sites are designed according to their actual size, which gives users a more realistic feel. In terms of the navigation route, the navigation system does not force users along a fixed route, but instead allows users to freely control the route they would like to take to view the historical sites on the platform.
Semi-autonomous wheelchair system using stereoscopic cameras.
Nguyen, Jordan S; Nguyen, Thanh H; Nguyen, Hung T
2009-01-01
This paper is concerned with the design and development of a semi-autonomous wheelchair system using stereoscopic cameras to assist hands-free control technologies for severely disabled people. The stereoscopic cameras capture an image from both the left and right cameras, which are then processed with a Sum of Absolute Differences (SAD) correlation algorithm to establish correspondence between image features in the different views of the scene. This is used to produce a stereo disparity image containing information about the depth of objects away from the camera in the image. A geometric projection algorithm is then used to generate a 3-Dimensional (3D) point map, placing pixels of the disparity image in 3D space. This is then converted to a 2-Dimensional (2D) depth map allowing objects in the scene to be viewed and a safe travel path for the wheelchair to be planned and followed based on the user's commands. This assistive technology utilising stereoscopic cameras has the purpose of automated obstacle detection, path planning and following, and collision avoidance during navigation. Experimental results obtained in an indoor environment displayed the effectiveness of this assistive technology.
Information-Driven Autonomous Exploration for a Vision-Based Mav
NASA Astrophysics Data System (ADS)
Palazzolo, E.; Stachniss, C.
2017-08-01
Most micro aerial vehicles (MAV) are flown manually by a pilot. When it comes to autonomous exploration for MAVs equipped with cameras, we need a good exploration strategy for covering an unknown 3D environment in order to build an accurate map of the scene. In particular, the robot must select appropriate viewpoints to acquire informative measurements. In this paper, we present an approach that computes in real-time a smooth flight path with the exploration of a 3D environment using a vision-based MAV. We assume to know a bounding box of the object or building to explore and our approach iteratively computes the next best viewpoints using a utility function that considers the expected information gain of new measurements, the distance between viewpoints, and the smoothness of the flight trajectories. In addition, the algorithm takes into account the elapsed time of the exploration run to safely land the MAV at its starting point after a user specified time. We implemented our algorithm and our experiments suggest that it allows for a precise reconstruction of the 3D environment while guiding the robot smoothly through the scene.
Simulation of an oil film at the sea surface and its radiometric properties in the SWIR
NASA Astrophysics Data System (ADS)
Schwenger, Frédéric; Van Eijk, Alexander M. J.
2017-10-01
The knowledge of the optical contrast of an oil layer on the sea under various surface roughness conditions is of great interest for oil slick monitoring techniques. This paper presents a 3D simulation of a dynamic sea surface contaminated by a floating oil film. The simulation considers the damping influence of oil on the ocean waves and its physical properties. It calculates the radiance contrast of the sea surface polluted by the oil film in relation to a clean sea surface for the SWIR spectral band. Our computer simulation combines the 3D simulation of a maritime scene (open clear sea/clear sky) with an oil film at the sea surface. The basic geometry of a clean sea surface is modeled by a composition of smooth wind driven gravity waves. Oil on the sea surface attenuates the capillary and short gravity waves modulating the wave power density spectrum of these waves. The radiance of the maritime scene is calculated in the SWIR spectral band with the emitted sea surface radiance and the specularly reflected sky radiance as components. Wave hiding and shadowing, especially occurring at low viewing angles, are considered. The specular reflection of the sky radiance at the clean sea surface is modeled by an analytical statistical bidirectional reflectance distribution function (BRDF) of the sea surface. For oil at the sea surface, a specific BRDF is used influenced by the reduced surface roughness, i.e., the modulated wave density spectrum. The radiance contrast of an oil film in relation to the clean sea surface is calculated for different viewing angles, wind speeds, and oil types characterized by their specific physical properties.
Effects of Scene Modulation Image Blur and Noise Upon Human Target Acquisition Performance.
1997-06-01
AFRL-HE-WP-TR-1998-0012 UNITED STATES AIR FORCE RESEARCH LABORATORY EFFECTS OF SCENE MODULATION IMAGE BLUR AND NOISE UPON HUMAN TARGET...COVERED INTERIM (July 1996 - August 1996) TITLE AND SUBTITLE Effects of Scene Modulation Image Blur and Noise Upon Human Target Acquisition...dilemma in image transmission and display is that we must compromise between die conflicting constraints of dynamic range and noise . Three target
NASA Fundamental Remote Sensing Science Research Program
NASA Technical Reports Server (NTRS)
1984-01-01
The NASA Fundamental Remote Sensing Research Program is described. The program provides a dynamic scientific base which is continually broadened and from which future applied research and development can draw support. In particular, the overall objectives and current studies of the scene radiation and atmospheric effect characterization (SRAEC) project are reviewed. The SRAEC research can be generically structured into four types of activities including observation of phenomena, empirical characterization, analytical modeling, and scene radiation analysis and synthesis. The first three activities are the means by which the goal of scene radiation analysis and synthesis is achieved, and thus are considered priority activities during the early phases of the current project. Scene radiation analysis refers to the extraction of information describing the biogeophysical attributes of the scene from the spectral, spatial, and temporal radiance characteristics of the scene including the atmosphere. Scene radiation synthesis is the generation of realistic spectral, spatial, and temporal radiance values for a scene with a given set of biogeophysical attributes and atmospheric conditions.
Evaluation of ZY-3 for Dsm and Ortho Image Generation
NASA Astrophysics Data System (ADS)
d'Angelo, P.
2013-04-01
DSM generation using stereo satellites is an important topic for many applications. China has launched the three line ZY-3 stereo mapping satellite last year. This paper evaluates the ZY-3 performance for DSM and orthophoto generation on two scenes east of Munich. The direct georeferencing performance is tested using survey points, and the 3D RMSE is 4.5 m for the scene evaluated in this paper. After image orientation with GCPs and tie points, a DSM is generated using the Semi-Global Matching algorithm. For two 5 × 5 km2 test areas, a LIDAR reference DTM was available. After masking out forest areas, the overall RMSE between ZY-3 DSM and LIDAR reference is 2.0 m (RMSE). Additionally, qualitative comparison between ZY-3 and Cartosat-1 DSMs is performed.
Shape-from-focus by tensor voting.
Hariharan, R; Rajagopalan, A N
2012-07-01
In this correspondence, we address the task of recovering shape-from-focus (SFF) as a perceptual organization problem in 3-D. Using tensor voting, depth hypotheses from different focus operators are validated based on their likelihood to be part of a coherent 3-D surface, thereby exploiting scene geometry and focus information to generate reliable depth estimates. The proposed method is fast and yields significantly better results compared with existing SFF methods.
Full-color large-scaled computer-generated holograms for physical and non-physical objects
NASA Astrophysics Data System (ADS)
Matsushima, Kyoji; Tsuchiyama, Yasuhiro; Sonobe, Noriaki; Masuji, Shoya; Yamaguchi, Masahiro; Sakamoto, Yuji
2017-05-01
Several full-color high-definition CGHs are created for reconstructing 3D scenes including real-existing physical objects. The field of the physical objects are generated or captured by employing three techniques; 3D scanner, synthetic aperture digital holography, and multi-viewpoint images. Full-color reconstruction of high-definition CGHs is realized by RGB color filters. The optical reconstructions are presented for verifying these techniques.
3D Reconstruction in the Presence of Glass and Mirrors by Acoustic and Visual Fusion.
Zhang, Yu; Ye, Mao; Manocha, Dinesh; Yang, Ruigang
2017-07-06
We present a practical and inexpensive method to reconstruct 3D scenes that include transparent and mirror objects. Our work is motivated by the need for automatically generating 3D models of interior scenes, which commonly include glass. These large structures are often invisible to cameras. Existing 3D reconstruction methods for transparent objects are usually not applicable in such a room-sized reconstruction setting. Our simple hardware setup augments a regular depth camera with a single ultrasonic sensor, which is able to measure the distance to any object, including transparent surfaces. The key technical challenge is the sparse sampling rate from the acoustic sensor, which only takes one point measurement per frame. To address this challenge, we take advantage of the fact that the large scale glass structures in indoor environments are usually either piece-wise planar or simple parametric surfaces. Based on these assumptions, we have developed a novel sensor fusion algorithm that first segments the (hybrid) depth map into different categories such as opaque/transparent/infinity (e.g., too far to measure) and then updates the depth map based on the segmentation outcome. We validated our algorithms with a number of challenging cases, including multiple panes of glass, mirrors, and even a curved glass cabinet.
High-immersion three-dimensional display of the numerical computer model
NASA Astrophysics Data System (ADS)
Xing, Shujun; Yu, Xunbo; Zhao, Tianqi; Cai, Yuanfa; Chen, Duo; Chen, Zhidong; Sang, Xinzhu
2013-08-01
High-immersion three-dimensional (3D) displays making them valuable tools for many applications, such as designing and constructing desired building houses, industrial architecture design, aeronautics, scientific research, entertainment, media advertisement, military areas and so on. However, most technologies provide 3D display in the front of screens which are in parallel with the walls, and the sense of immersion is decreased. To get the right multi-view stereo ground image, cameras' photosensitive surface should be parallax to the public focus plane and the cameras' optical axes should be offset to the center of public focus plane both atvertical direction and horizontal direction. It is very common to use virtual cameras, which is an ideal pinhole camera to display 3D model in computer system. We can use virtual cameras to simulate the shooting method of multi-view ground based stereo image. Here, two virtual shooting methods for ground based high-immersion 3D display are presented. The position of virtual camera is determined by the people's eye position in the real world. When the observer stand in the circumcircle of 3D ground display, offset perspective projection virtual cameras is used. If the observer stands out the circumcircle of 3D ground display, offset perspective projection virtual cameras and the orthogonal projection virtual cameras are adopted. In this paper, we mainly discussed the parameter setting of virtual cameras. The Near Clip Plane parameter setting is the main point in the first method, while the rotation angle of virtual cameras is the main point in the second method. In order to validate the results, we use the D3D and OpenGL to render scenes of different viewpoints and generate a stereoscopic image. A realistic visualization system for 3D models is constructed and demonstrated for viewing horizontally, which provides high-immersion 3D visualization. The displayed 3D scenes are compared with the real objects in the real world.
An earth imaging camera simulation using wide-scale construction of reflectance surfaces
NASA Astrophysics Data System (ADS)
Murthy, Kiran; Chau, Alexandra H.; Amin, Minesh B.; Robinson, M. Dirk
2013-10-01
Developing and testing advanced ground-based image processing systems for earth-observing remote sensing applications presents a unique challenge that requires advanced imagery simulation capabilities. This paper presents an earth-imaging multispectral framing camera simulation system called PayloadSim (PaySim) capable of generating terabytes of photorealistic simulated imagery. PaySim leverages previous work in 3-D scene-based image simulation, adding a novel method for automatically and efficiently constructing 3-D reflectance scenes by draping tiled orthorectified imagery over a geo-registered Digital Elevation Map (DEM). PaySim's modeling chain is presented in detail, with emphasis given to the techniques used to achieve computational efficiency. These techniques as well as cluster deployment of the simulator have enabled tuning and robust testing of image processing algorithms, and production of realistic sample data for customer-driven image product development. Examples of simulated imagery of Skybox's first imaging satellite are shown.
Large-scale building scenes reconstruction from close-range images based on line and plane feature
NASA Astrophysics Data System (ADS)
Ding, Yi; Zhang, Jianqing
2007-11-01
Automatic generate 3D models of buildings and other man-made structures from images has become a topic of increasing importance, those models may be in applications such as virtual reality, entertainment industry and urban planning. In this paper we address the main problems and available solution for the generation of 3D models from terrestrial images. We first generate a coarse planar model of the principal scene planes and then reconstruct windows to refine the building models. There are several points of novelty: first we reconstruct the coarse wire frame model use the line segments matching with epipolar geometry constraint; Secondly, we detect the position of all windows in the image and reconstruct the windows by established corner points correspondences between images, then add the windows to the coarse model to refine the building models. The strategy is illustrated on image triple of college building.
Robust position estimation of a mobile vehicle
NASA Astrophysics Data System (ADS)
Conan, Vania; Boulanger, Pierre; Elgazzar, Shadia
1994-11-01
The ability to estimate the position of a mobile vehicle is a key task for navigation over large distances in complex indoor environments such as nuclear power plants. Schematics of the plants are available, but they are incomplete, as real settings contain many objects, such as pipes, cables or furniture, that mask part of the model. The position estimation method described in this paper matches 3-D data with a simple schematic of a plant. It is basically independent of odometry information and viewpoint, robust to noisy data and spurious points and largely insensitive to occlusions. The method is based on a hypothesis/verification paradigm and its complexity is polynomial; it runs in (Omicron) (m4n4), where m represents the number of model patches and n the number of scene patches. Heuristics are presented to speed up the algorithm. Results on real 3-D data show good behavior even when the scene is very occluded.
Light ray field capture using focal plane sweeping and its optical reconstruction using 3D displays.
Park, Jae-Hyeung; Lee, Sung-Keun; Jo, Na-Young; Kim, Hee-Jae; Kim, Yong-Soo; Lim, Hong-Gi
2014-10-20
We propose a method to capture light ray field of three-dimensional scene using focal plane sweeping. Multiple images are captured using a usual camera at different focal distances, spanning the three-dimensional scene. The captured images are then back-projected to four-dimensional spatio-angular space to obtain the light ray field. The obtained light ray field can be visualized either using digital processing or optical reconstruction using various three-dimensional display techniques including integral imaging, layered display, and holography.
Effective biosonar echo-to-clutter rejection ratio in a complex dynamic scene.
Knowles, Jeffrey M; Barchi, Jonathan R; Gaudette, Jason E; Simmons, James A
2015-08-01
Biosonar guidance in a rapidly changing complex scene was examined by flying big brown bats (Eptesicus fuscus) through a Y-shaped maze composed of rows of strongly reflective vertical plastic chains that presented the bat with left and right corridors for passage. Corridors were 80-100 cm wide and 2-4 m long. Using the two-choice Y-shaped paradigm to compensate for left-right bias and spatial memory, a moveable, weakly reflective thin-net barrier randomly blocked the left or right corridor, interspersed with no-barrier trials. Flight path and beam aim were tracked using an array of 24 microphones surrounding the flight room. Each bat flew on a path centered in the entry corridor (base of Y) and then turned into the left or right passage, to land on the far wall or to turn abruptly, reacting to avoid a collision. Broadcasts were broadly beamed in the direction of flight, smoothly leading into an upcoming turn. Duration of broadcasts decreased slowly from 3 to 2 ms during flights to track the chains' progressively closer ranges. Broadcast features and flight velocity changed abruptly about 1 m from the barrier, indicating that echoes from the net were perceived even though they were 18-35 dB weaker than overlapping echoes from surrounding chains.
Single-shot thermal ghost imaging using wavelength-division multiplexing
NASA Astrophysics Data System (ADS)
Deng, Chao; Suo, Jinli; Wang, Yuwang; Zhang, Zhili; Dai, Qionghai
2018-01-01
Ghost imaging (GI) is an emerging technique that reconstructs the target scene from its correlated measurements with a sequence of patterns. Restricted by the multi-shot principle, GI usually requires long acquisition time and is limited in observation of dynamic scenes. To handle this problem, this paper proposes a single-shot thermal ghost imaging scheme via a wavelength-division multiplexing technique. Specifically, we generate thousands of correlated patterns simultaneously by modulating a broadband light source with a wavelength dependent diffuser. These patterns carry the scene's spatial information and then the correlated photons are coupled into a spectrometer for the final reconstruction. This technique increases the speed of ghost imaging and promotes the applications in dynamic ghost imaging with high scalability and compatibility.
Geometric and Colour Data Fusion for Outdoor 3D Models
Merchán, Pilar; Adán, Antonio; Salamanca, Santiago; Domínguez, Vicente; Chacón, Ricardo
2012-01-01
This paper deals with the generation of accurate, dense and coloured 3D models of outdoor scenarios from scanners. This is a challenging research field in which several problems still remain unsolved. In particular, the process of 3D model creation in outdoor scenes may be inefficient if the scene is digitalized under unsuitable technical (specific scanner on-board camera) and environmental (rain, dampness, changing illumination) conditions. We address our research towards the integration of images and range data to produce photorealistic models. Our proposal is based on decoupling the colour integration and geometry reconstruction stages, making them independent and controlled processes. This issue is approached from two different viewpoints. On the one hand, given a complete model (geometry plus texture), we propose a method to modify the original texture provided by the scanner on-board camera with the colour information extracted from external images taken at given moments and under specific environmental conditions. On the other hand, we propose an algorithm to directly assign external images onto the complete geometric model, thus avoiding tedious on-line calibration processes. We present the work conducted on two large Roman archaeological sites dating from the first century A.D., namely, the Theatre of Segobriga and the Fori Porticus of Emerita Augusta, both in Spain. The results obtained demonstrate that our approach could be useful in the digitalization and 3D modelling fields. PMID:22969327
Groen, Iris I A; Silson, Edward H; Baker, Chris I
2017-02-19
Visual scene analysis in humans has been characterized by the presence of regions in extrastriate cortex that are selectively responsive to scenes compared with objects or faces. While these regions have often been interpreted as representing high-level properties of scenes (e.g. category), they also exhibit substantial sensitivity to low-level (e.g. spatial frequency) and mid-level (e.g. spatial layout) properties, and it is unclear how these disparate findings can be united in a single framework. In this opinion piece, we suggest that this problem can be resolved by questioning the utility of the classical low- to high-level framework of visual perception for scene processing, and discuss why low- and mid-level properties may be particularly diagnostic for the behavioural goals specific to scene perception as compared to object recognition. In particular, we highlight the contributions of low-level vision to scene representation by reviewing (i) retinotopic biases and receptive field properties of scene-selective regions and (ii) the temporal dynamics of scene perception that demonstrate overlap of low- and mid-level feature representations with those of scene category. We discuss the relevance of these findings for scene perception and suggest a more expansive framework for visual scene analysis.This article is part of the themed issue 'Auditory and visual scene analysis'. © 2017 The Author(s).
2017-01-01
Visual scene analysis in humans has been characterized by the presence of regions in extrastriate cortex that are selectively responsive to scenes compared with objects or faces. While these regions have often been interpreted as representing high-level properties of scenes (e.g. category), they also exhibit substantial sensitivity to low-level (e.g. spatial frequency) and mid-level (e.g. spatial layout) properties, and it is unclear how these disparate findings can be united in a single framework. In this opinion piece, we suggest that this problem can be resolved by questioning the utility of the classical low- to high-level framework of visual perception for scene processing, and discuss why low- and mid-level properties may be particularly diagnostic for the behavioural goals specific to scene perception as compared to object recognition. In particular, we highlight the contributions of low-level vision to scene representation by reviewing (i) retinotopic biases and receptive field properties of scene-selective regions and (ii) the temporal dynamics of scene perception that demonstrate overlap of low- and mid-level feature representations with those of scene category. We discuss the relevance of these findings for scene perception and suggest a more expansive framework for visual scene analysis. This article is part of the themed issue ‘Auditory and visual scene analysis’. PMID:28044013
Spatial detection of tv channel logos as outliers from the content
NASA Astrophysics Data System (ADS)
Ekin, Ahmet; Braspenning, Ralph
2006-01-01
This paper proposes a purely image-based TV channel logo detection algorithm that can detect logos independently from their motion and transparency features. The proposed algorithm can robustly detect any type of logos, such as transparent and animated, without requiring any temporal constraints whereas known methods have to wait for the occurrence of large motion in the scene and assume stationary logos. The algorithm models logo pixels as outliers from the actual scene content that is represented by multiple 3-D histograms in the YC BC R space. We use four scene histograms corresponding to each of the four corners because the content characteristics change from one image corner to another. A further novelty of the proposed algorithm is that we define image corners and the areas where we compute the scene histograms by a cinematic technique called Golden Section Rule that is used by professionals. The robustness of the proposed algorithm is demonstrated over a dataset of representative TV content.
Recognition Of Complex Three Dimensional Objects Using Three Dimensional Moment Invariants
NASA Astrophysics Data System (ADS)
Sadjadi, Firooz A.
1985-01-01
A technique for the recognition of complex three dimensional objects is presented. The complex 3-D objects are represented in terms of their 3-D moment invariants, algebraic expressions that remain invariant independent of the 3-D objects' orientations and locations in the field of view. The technique of 3-D moment invariants has been used successfully for simple 3-D object recognition in the past. In this work we have extended this method for the representation of more complex objects. Two complex objects are represented digitally; their 3-D moment invariants have been calculated, and then the invariancy of these 3-D invariant moment expressions is verified by changing the orientation and the location of the objects in the field of view. The results of this study have significant impact on 3-D robotic vision, 3-D target recognition, scene analysis and artificial intelligence.
A Multi-modal, Discriminative and Spatially Invariant CNN for RGB-D Object Labeling.
Asif, Umar; Bennamoun, Mohammed; Sohel, Ferdous
2017-08-30
While deep convolutional neural networks have shown a remarkable success in image classification, the problems of inter-class similarities, intra-class variances, the effective combination of multimodal data, and the spatial variability in images of objects remain to be major challenges. To address these problems, this paper proposes a novel framework to learn a discriminative and spatially invariant classification model for object and indoor scene recognition using multimodal RGB-D imagery. This is achieved through three postulates: 1) spatial invariance - this is achieved by combining a spatial transformer network with a deep convolutional neural network to learn features which are invariant to spatial translations, rotations, and scale changes, 2) high discriminative capability - this is achieved by introducing Fisher encoding within the CNN architecture to learn features which have small inter-class similarities and large intra-class compactness, and 3) multimodal hierarchical fusion - this is achieved through the regularization of semantic segmentation to a multi-modal CNN architecture, where class probabilities are estimated at different hierarchical levels (i.e., imageand pixel-levels), and fused into a Conditional Random Field (CRF)- based inference hypothesis, the optimization of which produces consistent class labels in RGB-D images. Extensive experimental evaluations on RGB-D object and scene datasets, and live video streams (acquired from Kinect) show that our framework produces superior object and scene classification results compared to the state-of-the-art methods.
NASA Astrophysics Data System (ADS)
Khaustova, Dar'ya; Fournier, Jérôme; Wyckens, Emmanuel; Le Meur, Olivier
2014-02-01
The aim of this research is to understand the difference in visual attention to 2D and 3D content depending on texture and amount of depth. Two experiments were conducted using an eye-tracker and a 3DTV display. Collected fixation data were used to build saliency maps and to analyze the differences between 2D and 3D conditions. In the first experiment 51 observers participated in the test. Using scenes that contained objects with crossed disparity, it was discovered that such objects are the most salient, even if observers experience discomfort due to the high level of disparity. The goal of the second experiment is to decide whether depth is a determinative factor for visual attention. During the experiment, 28 observers watched the scenes that contained objects with crossed and uncrossed disparities. We evaluated features influencing the saliency of the objects in stereoscopic conditions by using contents with low-level visual features. With univariate tests of significance (MANOVA), it was detected that texture is more important than depth for selection of objects. Objects with crossed disparity are significantly more important for selection processes when compared to 2D. However, objects with uncrossed disparity have the same influence on visual attention as 2D objects. Analysis of eyemovements indicated that there is no difference in saccade length. Fixation durations were significantly higher in stereoscopic conditions for low-level stimuli than in 2D. We believe that these experiments can help to refine existing models of visual attention for 3D content.
Image-Based Localization Aided Indoor Pedestrian Trajectory Estimation Using Smartphones
Zhou, Yan; Zheng, Xianwei; Chen, Ruizhi; Xiong, Hanjiang; Guo, Sheng
2018-01-01
Accurately determining pedestrian location in indoor environments using consumer smartphones is a significant step in the development of ubiquitous localization services. Many different map-matching methods have been combined with pedestrian dead reckoning (PDR) to achieve low-cost and bias-free pedestrian tracking. However, this works only in areas with dense map constraints and the error accumulates in open areas. In order to achieve reliable localization without map constraints, an improved image-based localization aided pedestrian trajectory estimation method is proposed in this paper. The image-based localization recovers the pose of the camera from the 2D-3D correspondences between the 2D image positions and the 3D points of the scene model, previously reconstructed by a structure-from-motion (SfM) pipeline. This enables us to determine the initial location and eliminate the accumulative error of PDR when an image is successfully registered. However, the image is not always registered since the traditional 2D-to-3D matching rejects more and more correct matches when the scene becomes large. We thus adopt a robust image registration strategy that recovers initially unregistered images by integrating 3D-to-2D search. In the process, the visibility and co-visibility information is adopted to improve the efficiency when searching for the correspondences from both sides. The performance of the proposed method was evaluated through several experiments and the results demonstrate that it can offer highly acceptable pedestrian localization results in long-term tracking, with an error of only 0.56 m, without the need for dedicated infrastructures. PMID:29342123
Scene construction in schizophrenia.
Raffard, Stéphane; D'Argembeau, Arnaud; Bayard, Sophie; Boulenger, Jean-Philippe; Van der Linden, Martial
2010-09-01
Recent research has revealed that schizophrenia patients are impaired in remembering the past and imagining the future. In this study, we examined patients' ability to engage in scene construction (i.e., the process of mentally generating and maintaining a complex and coherent scene), which is a key part of retrieving past experiences and episodic future thinking. 24 participants with schizophrenia and 25 healthy controls were asked to imagine new fictitious experiences and described their mental representations of the scenes in as much detail as possible. Descriptions were scored according to various dimensions (e.g., sensory details, spatial reference), and participants also provided ratings of their subjective experience when imagining the scenes (e.g., their sense of presence, the perceived similarity of imagined events to past experiences). Imagined scenes contained less phenomenological details (d = 1.11) and were more fragmented (d = 2.81) in schizophrenia patients compared to controls. Furthermore, positive symptoms were positively correlated to the sense of presence (r = .43) and the perceived similarity of imagined events to past episodes (r = .47), whereas negative symptoms were negatively related to the overall richness of the imagined scenes (r = -.43). The results suggest that schizophrenic patients' impairments in remembering the past and imagining the future are, at least in part, due to deficits in the process of scene construction. The relationships between the characteristics of imagined scenes and positive and negative symptoms could be related to reality monitoring deficits and difficulties in strategic retrieval processes, respectively. Copyright 2010 APA, all rights reserved.
Automated UAV-based mapping for airborne reconnaissance and video exploitation
NASA Astrophysics Data System (ADS)
Se, Stephen; Firoozfam, Pezhman; Goldstein, Norman; Wu, Linda; Dutkiewicz, Melanie; Pace, Paul; Naud, J. L. Pierre
2009-05-01
Airborne surveillance and reconnaissance are essential for successful military missions. Such capabilities are critical for force protection, situational awareness, mission planning, damage assessment and others. UAVs gather huge amount of video data but it is extremely labour-intensive for operators to analyse hours and hours of received data. At MDA, we have developed a suite of tools towards automated video exploitation including calibration, visualization, change detection and 3D reconstruction. The on-going work is to improve the robustness of these tools and automate the process as much as possible. Our calibration tool extracts and matches tie-points in the video frames incrementally to recover the camera calibration and poses, which are then refined by bundle adjustment. Our visualization tool stabilizes the video, expands its field-of-view and creates a geo-referenced mosaic from the video frames. It is important to identify anomalies in a scene, which may include detecting any improvised explosive devices (IED). However, it is tedious and difficult to compare video clips to look for differences manually. Our change detection tool allows the user to load two video clips taken from two passes at different times and flags any changes between them. 3D models are useful for situational awareness, as it is easier to understand the scene by visualizing it in 3D. Our 3D reconstruction tool creates calibrated photo-realistic 3D models from video clips taken from different viewpoints, using both semi-automated and automated approaches. The resulting 3D models also allow distance measurements and line-of- sight analysis.
A Voxel-Based Approach for Imaging Voids in Three-Dimensional Point Clouds
NASA Astrophysics Data System (ADS)
Salvaggio, Katie N.
Geographically accurate scene models have enormous potential beyond that of just simple visualizations in regard to automated scene generation. In recent years, thanks to ever increasing computational efficiencies, there has been significant growth in both the computer vision and photogrammetry communities pertaining to automatic scene reconstruction from multiple-view imagery. The result of these algorithms is a three-dimensional (3D) point cloud which can be used to derive a final model using surface reconstruction techniques. However, the fidelity of these point clouds has not been well studied, and voids often exist within the point cloud. Voids exist in texturally difficult areas, as well as areas where multiple views were not obtained during collection, constant occlusion existed due to collection angles or overlapping scene geometry, or in regions that failed to triangulate accurately. It may be possible to fill in small voids in the scene using surface reconstruction or hole-filling techniques, but this is not the case with larger more complex voids, and attempting to reconstruct them using only the knowledge of the incomplete point cloud is neither accurate nor aesthetically pleasing. A method is presented for identifying voids in point clouds by using a voxel-based approach to partition the 3D space. By using collection geometry and information derived from the point cloud, it is possible to detect unsampled voxels such that voids can be identified. This analysis takes into account the location of the camera and the 3D points themselves to capitalize on the idea of free space, such that voxels that lie on the ray between the camera and point are devoid of obstruction, as a clear line of sight is a necessary requirement for reconstruction. Using this approach, voxels are classified into three categories: occupied (contains points from the point cloud), free (rays from the camera to the point passed through the voxel), and unsampled (does not contain points and no rays passed through the area). Voids in the voxel space are manifested as unsampled voxels. A similar line-of-sight analysis can then be used to pinpoint locations at aircraft altitude at which the voids in the point clouds could theoretically be imaged. This work is based on the assumption that inclusion of more images of the void areas in the 3D reconstruction process will reduce the number of voids in the point cloud that were a result of lack of coverage. Voids resulting from texturally difficult areas will not benefit from more imagery in the reconstruction process, and thus are identified and removed prior to the determination of future potential imaging locations.
A Small-Scale 3D Imaging Platform for Algorithm Performance Evaluation
2007-06-01
between their acquisitions will form the basis for stereo analysis , and thus a 3D perception of the observed scene. Several low cost and economic...incident light versus 2% on a photographic type film [6]. The CCD camera then transforms these patterns of light into electrical signals. First...sources of lux or illumination. Table 1: Lux (Illumination) Quantitative Comparisons. Luminance Example 0.00005 lux Starlight 1 lux Moonlight 10
NASA Astrophysics Data System (ADS)
Shimobaba, Tomoyoshi; Kakue, Takashi; Ito, Tomoyoshi
2014-06-01
We propose acceleration of color computer-generated holograms (CGHs) from three-dimensional (3D) scenes that are expressed as texture (RGB) and depth (D) images. These images are obtained by 3D graphics libraries and RGB-D cameras: for example, OpenGL and Kinect, respectively. We can regard them as two-dimensional (2D) cross-sectional images along the depth direction. The generation of CGHs from the 2D cross-sectional images requires multiple diffraction calculations. If we use convolution-based diffraction such as the angular spectrum method, the diffraction calculation takes a long time and requires large memory usage because the convolution diffraction calculation requires the expansion of the 2D cross-sectional images to avoid the wraparound noise. In this paper, we first describe the acceleration of the diffraction calculation using "Band-limited double-step Fresnel diffraction," which does not require the expansion. Next, we describe color CGH acceleration using color space conversion. In general, color CGHs are generated on RGB color space; however, we need to repeat the same calculation for each color component, so that the computational burden of the color CGH generation increases three-fold, compared with monochrome CGH generation. We can reduce the computational burden by using YCbCr color space because the 2D cross-sectional images on YCbCr color space can be down-sampled without the impairing of the image quality.
Generation of large scale urban environments to support advanced sensor and seeker simulation
NASA Astrophysics Data System (ADS)
Giuliani, Joseph; Hershey, Daniel; McKeown, David, Jr.; Willis, Carla; Van, Tan
2009-05-01
One of the key aspects for the design of a next generation weapon system is the need to operate in cluttered and complex urban environments. Simulation systems rely on accurate representation of these environments and require automated software tools to construct the underlying 3D geometry and associated spectral and material properties that are then formatted for various objective seeker simulation systems. Under an Air Force Small Business Innovative Research (SBIR) contract, we have developed an automated process to generate 3D urban environments with user defined properties. These environments can be composed from a wide variety of source materials, including vector source data, pre-existing 3D models, and digital elevation models, and rapidly organized into a geo-specific visual simulation database. This intermediate representation can be easily inspected in the visible spectrum for content and organization and interactively queried for accuracy. Once the database contains the required contents, it can then be exported into specific synthetic scene generation runtime formats, preserving the relationship between geometry and material properties. To date an exporter for the Irma simulation system developed and maintained by AFRL/Eglin has been created and a second exporter to Real Time Composite Hardbody and Missile Plume (CHAMP) simulation system for real-time use is currently being developed. This process supports significantly more complex target environments than previous approaches to database generation. In this paper we describe the capabilities for content creation for advanced seeker processing algorithms simulation and sensor stimulation, including the overall database compilation process and sample databases produced and exported for the Irma runtime system. We also discuss the addition of object dynamics and viewer dynamics within the visual simulation into the Irma runtime environment.
3D thermography in non-destructive testing of composite structures
NASA Astrophysics Data System (ADS)
Hellstein, Piotr; Szwedo, Mariusz
2016-12-01
The combination of 3D scanners and infrared cameras has lead to the introduction of 3D thermography. Such analysis produces results in the form of three-dimensional thermograms, where the temperatures are mapped on a 3D model reconstruction of the inspected object. All work in the field of 3D thermography focused on its utility in passive thermography inspections. The authors propose a new real-time 3D temperature mapping method, which for the first time can be applied to active thermography analyses. All steps required to utilise 3D thermography are discussed, starting from acquisition of three-dimensional and infrared data, going through image processing and scene reconstruction, finishing with thermal projection and ray-tracing visualisation techniques. The application of the developed method was tested during diagnosis of several industrial composite structures—boats, planes and wind turbine blades.
Autonomous Hazard Checks Leave Patterned Rover Tracks on Mars Stereo
2011-05-18
A dance-step pattern is visible in the wheel tracks near the left edge of this scene recorded by NASA Mars Exploration Rover Opportunity on Mars on April 1, 2011. 3D glasses are necessary to view this image.
Kanda, Hideyuki; Okamura, Tomonori; Turin, Tanvir Chowdhury; Hayakawa, Takehito; Kadowaki, Takashi; Ueshima, Hirotsugu
2006-06-01
Japanese serial television dramas are becoming very popular overseas, particularly in other Asian countries. Exposure to smoking scenes in movies and television dramas has been known to trigger initiation of habitual smoking in young people. Smoking scenes in Japanese dramas may affect the smoking behavior of many young Asians. We examined smoking scenes and smoking-related items in serial television dramas targeting young audiences in Japan during the same season in two consecutive years. Fourteen television dramas targeting the young audience broadcast between July and September in 2001 and 2002 were analyzed. A total of 136 h 42 min of television programs were divided into unit scenes of 3 min (a total of 2734 unit scenes). All the unit scenes were reviewed for smoking scenes and smoking-related items. Of the 2734 3-min unit scenes, 205 (7.5%) were actual smoking scenes and 387 (14.2%) depicted smoking environments with the presence of smoking-related items, such as ash trays. In 185 unit scenes (90.2% of total smoking scenes), actors were shown smoking. Actresses were less frequently shown smoking (9.8% of total smoking scenes). Smoking characters in dramas were in the 20-49 age group in 193 unit scenes (94.1% of total smoking scenes). In 96 unit scenes (46.8% of total smoking scenes), at least one non-smoker was present in the smoking scenes. The smoking locations were mainly indoors, including offices, restaurants and homes (122 unit scenes, 59.6%). The most common smoking-related items shown were ash trays (in 45.5% of smoking-item-related scenes) and cigarettes (in 30.2% of smoking-item-related scenes). Only 3 unit scenes (0.1 % of all scenes) promoted smoking prohibition. This was a descriptive study to examine the nature of smoking scenes observed in Japanese television dramas from a public health perspective.
Steering and positioning targets for HWIL IR testing at cryogenic conditions
NASA Astrophysics Data System (ADS)
Perkes, D. W.; Jensen, G. L.; Higham, D. L.; Lowry, H. S.; Simpson, W. R.
2006-05-01
In order to increase the fidelity of hardware-in-the-loop ground-truth testing, it is desirable to create a dynamic scene of multiple, independently controlled IR point sources. ATK-Mission Research has developed and supplied the steering mirror systems for the 7V and 10V Space Simulation Test Chambers at the Arnold Engineering Development Center (AEDC), Air Force Materiel Command (AFMC). A portion of the 10V system incorporates multiple target sources beam-combined at the focal point of a 20K cryogenic collimator. Each IR source consists of a precision blackbody with cryogenic aperture and filter wheels mounted on a cryogenic two-axis translation stage. This point source target scene is steered by a high-speed steering mirror to produce further complex motion. The scene changes dynamically in order to simulate an actual operational scene as viewed by the System Under Test (SUT) as it executes various dynamic look-direction changes during its flight to a target. Synchronization and real-time hardware-in-the-loop control is accomplished using reflective memory for each subsystem control and feedback loop. This paper focuses on the steering mirror system and the required tradeoffs of optical performance, precision, repeatability and high-speed motion as well as the complications of encoder feedback calibration and operation at 20K.
Mahato, Niladri K; Montuelle, Stephane; Cotton, John; Williams, Susan; Thomas, James; Clark, Brian
2016-05-18
Single or biplanar video radiography and Roentgen stereophotogrammetry (RSA) techniques used for the assessment of in-vivo joint kinematics involves application of ionizing radiation, which is a limitation for clinical research involving human subjects. To overcome this limitation, our long-term goal is to develop a magnetic resonance imaging (MRI)-only, three dimensional (3-D) modeling technique that permits dynamic imaging of joint motion in humans. Here, we present our initial findings, as well as reliability data, for an MRI-only protocol and modeling technique. We developed a morphology-based motion-analysis technique that uses MRI of custom-built solid-body objects to animate and quantify experimental displacements between them. The technique involved four major steps. First, the imaging volume was calibrated using a custom-built grid. Second, 3-D models were segmented from axial scans of two custom-built solid-body cubes. Third, these cubes were positioned at pre-determined relative displacements (translation and rotation) in the magnetic resonance coil and scanned with a T1 and a fast contrast-enhanced pulse sequences. The digital imaging and communications in medicine (DICOM) images were then processed for animation. The fourth step involved importing these processed images into an animation software, where they were displayed as background scenes. In the same step, 3-D models of the cubes were imported into the animation software, where the user manipulated the models to match their outlines in the scene (rotoscoping) and registered the models into an anatomical joint system. Measurements of displacements obtained from two different rotoscoping sessions were tested for reliability using coefficient of variations (CV), intraclass correlation coefficients (ICC), Bland-Altman plots, and Limits of Agreement analyses. Between-session reliability was high for both the T1 and the contrast-enhanced sequences. Specifically, the average CVs for translation were 4.31 % and 5.26 % for the two pulse sequences, respectively, while the ICCs were 0.99 for both. For rotation measures, the CVs were 3.19 % and 2.44 % for the two pulse sequences with the ICCs being 0.98 and 0.97, respectively. A novel biplanar imaging approach also yielded high reliability with mean CVs of 2.66 % and 3.39 % for translation in the x- and z-planes, respectively, and ICCs of 0.97 in both planes. This work provides basic proof-of-concept for a reliable marker-less non-ionizing-radiation-based quasi-dynamic motion quantification technique that can potentially be developed into a tool for real-time joint kinematics analysis.
NASA Astrophysics Data System (ADS)
Wu, J.; Yao, W.; Zhang, J.; Li, Y.
2018-04-01
Labeling 3D point cloud data with traditional supervised learning methods requires considerable labelled samples, the collection of which is cost and time expensive. This work focuses on adopting domain adaption concept to transfer existing trained random forest classifiers (based on source domain) to new data scenes (target domain), which aims at reducing the dependence of accurate 3D semantic labeling in point clouds on training samples from the new data scene. Firstly, two random forest classifiers were firstly trained with existing samples previously collected for other data. They were different from each other by using two different decision tree construction algorithms: C4.5 with information gain ratio and CART with Gini index. Secondly, four random forest classifiers adapted to the target domain are derived through transferring each tree in the source random forest models with two types of operations: structure expansion and reduction-SER and structure transfer-STRUT. Finally, points in target domain are labelled by fusing the four newly derived random forest classifiers using weights of evidence based fusion model. To validate our method, experimental analysis was conducted using 3 datasets: one is used as the source domain data (Vaihingen data for 3D Semantic Labelling); another two are used as the target domain data from two cities in China (Jinmen city and Dunhuang city). Overall accuracies of 85.5 % and 83.3 % for 3D labelling were achieved for Jinmen city and Dunhuang city data respectively, with only 1/3 newly labelled samples compared to the cases without domain adaption.
NASA Astrophysics Data System (ADS)
Painemal, D.; Minnis, P.; Sun-Mack, S.
2013-05-01
The impact of horizontal heterogeneities, liquid water path (LWP from AMSR-E), and cloud fraction (CF) on MODIS cloud effective radius (re), retrieved from the 2.1 μm (re2.1) and 3.8 μm (re3.8) channels, is investigated for warm clouds over the southeast Pacific. Values of re retrieved using the CERES Edition 4 algorithms are averaged at the CERES footprint resolution (~ 20 km), while heterogeneities (Hσ) are calculated as the ratio between the standard deviation and mean 0.64 μm reflectance. The value of re2.1 strongly depends on CF, with magnitudes up to 5 μm larger than those for overcast scenes, whereas re3.8 remains insensitive to CF. For cloudy scenes, both re2.1 and re3.8 increase with Hσ for any given AMSR-E LWP, but re2.1 changes more than for re3.8. Additionally, re3.8 - re2.1 differences are positive (< 1 μm) for homogeneous scenes (Hσ < 0.2) and LWP > 50 g m-2, and negative (up to -4 μm) for larger Hσ. Thus, re3.8 - re2.1 differences are more likely to reflect biases associated with cloud heterogeneities rather than information about the cloud vertical structure. The consequences for MODIS LWP are also discussed.
RESEARCH AND DESIGN ABOUT VERSATILE 3D-CAD ENGINE FOR CONSTRUCTION
NASA Astrophysics Data System (ADS)
Tanaka, Shigenori; Kubota, Satoshi; Kitagawa, Etsuji; Monobe, Kantaro; Nakamura, Kenji
In the construction field of Japan, it is an important subject to build the environment where 3D-CAD data is used for CALS/EC, information construction, and an improvement in productivity. However, in the construction field, 3D-CAD software does not exist under the present circumstances. Then, in order to support development of domestic 3D-CAD software, it is required to develop a 3D-CAD engine. In this research, in order to familiarize the 3D-CAD software at low cost and quickly and build the environment where the 3D-CAD software is utilizable, investigation for designing a 3D-CAD engine is proposed. The target for investigation are the use scene of 3D-CAD, the seeds which accompany 3D-CAD, a standardization trend, existing products, IT component engineering. Based on results of the investigation, the functional requirements for the 3D-CAD engine for the construction field were concluded.
High dynamic range image acquisition based on multiplex cameras
NASA Astrophysics Data System (ADS)
Zeng, Hairui; Sun, Huayan; Zhang, Tinghua
2018-03-01
High dynamic image is an important technology of photoelectric information acquisition, providing higher dynamic range and more image details, and it can better reflect the real environment, light and color information. Currently, the method of high dynamic range image synthesis based on different exposure image sequences cannot adapt to the dynamic scene. It fails to overcome the effects of moving targets, resulting in the phenomenon of ghost. Therefore, a new high dynamic range image acquisition method based on multiplex cameras system was proposed. Firstly, different exposure images sequences were captured with the camera array, using the method of derivative optical flow based on color gradient to get the deviation between images, and aligned the images. Then, the high dynamic range image fusion weighting function was established by combination of inverse camera response function and deviation between images, and was applied to generated a high dynamic range image. The experiments show that the proposed method can effectively obtain high dynamic images in dynamic scene, and achieves good results.
Li, Rui; Zhang, Xiaodong; Li, Hanzhe; Zhang, Liming; Lu, Zhufeng; Chen, Jiangcheng
2018-08-01
Brain control technology can restore communication between the brain and a prosthesis, and choosing a Brain-Computer Interface (BCI) paradigm to evoke electroencephalogram (EEG) signals is an essential step for developing this technology. In this paper, the Scene Graph paradigm used for controlling prostheses was proposed; this paradigm is based on Steady-State Visual Evoked Potentials (SSVEPs) regarding the Scene Graph of a subject's intention. A mathematic model was built to predict SSVEPs evoked by the proposed paradigm and a sinusoidal stimulation method was used to present the Scene Graph stimulus to elicit SSVEPs from subjects. Then, a 2-degree of freedom (2-DOF) brain-controlled prosthesis system was constructed to validate the performance of the Scene Graph-SSVEP (SG-SSVEP)-based BCI. The classification of SG-SSVEPs was detected via the Canonical Correlation Analysis (CCA) approach. To assess the efficiency of proposed BCI system, the performances of traditional SSVEP-BCI system were compared. Experimental results from six subjects suggested that the proposed system effectively enhanced the SSVEP responses, decreased the degradation of SSVEP strength and reduced the visual fatigue in comparison with the traditional SSVEP-BCI system. The average signal to noise ratio (SNR) of SG-SSVEP was 6.31 ± 2.64 dB, versus 3.38 ± 0.78 dB of traditional-SSVEP. In addition, the proposed system achieved good performances in prosthesis control. The average accuracy was 94.58% ± 7.05%, and the corresponding high information transfer rate (IRT) was 19.55 ± 3.07 bit/min. The experimental results revealed that the SG-SSVEP based BCI system achieves the good performance and improved the stability relative to the conventional approach. Copyright © 2018 Elsevier B.V. All rights reserved.
Real-time interactive virtual tour on the World Wide Web (WWW)
NASA Astrophysics Data System (ADS)
Yoon, Sanghyuk; Chen, Hai-jung; Hsu, Tom; Yoon, Ilmi
2003-12-01
Web-based Virtual Tour has become a desirable and demanded application, yet challenging due to the nature of web application's running environment such as limited bandwidth and no guarantee of high computation power on the client side. Image-based rendering approach has attractive advantages over traditional 3D rendering approach in such Web Applications. Traditional approach, such as VRML, requires labor-intensive 3D modeling process, high bandwidth and computation power especially for photo-realistic virtual scenes. QuickTime VR and IPIX as examples of image-based approach, use panoramic photos and the virtual scenes that can be generated from photos directly skipping the modeling process. But, these image-based approaches may require special cameras or effort to take panoramic views and provide only one fixed-point look-around and zooming in-out rather than 'walk around', that is a very important feature to provide immersive experience to virtual tourists. The Web-based Virtual Tour using Tour into the Picture employs pseudo 3D geometry with image-based rendering approach to provide viewers with immersive experience of walking around the virtual space with several snap shots of conventional photos.
Correction techniques for depth errors with stereo three-dimensional graphic displays
NASA Technical Reports Server (NTRS)
Parrish, Russell V.; Holden, Anthony; Williams, Steven P.
1992-01-01
Three-dimensional (3-D), 'real-world' pictorial displays that incorporate 'true' depth cues via stereopsis techniques have proved effective for displaying complex information in a natural way to enhance situational awareness and to improve pilot/vehicle performance. In such displays, the display designer must map the depths in the real world to the depths available with the stereo display system. However, empirical data have shown that the human subject does not perceive the information at exactly the depth at which it is mathematically placed. Head movements can also seriously distort the depth information that is embedded in stereo 3-D displays because the transformations used in mapping the visual scene to the depth-viewing volume (DVV) depend intrinsically on the viewer location. The goal of this research was to provide two correction techniques; the first technique corrects the original visual scene to the DVV mapping based on human perception errors, and the second (which is based on head-positioning sensor input data) corrects for errors induced by head movements. Empirical data are presented to validate both correction techniques. A combination of the two correction techniques effectively eliminates the distortions of depth information embedded in stereo 3-D displays.
Server-based Approach to Web Visualization of Integrated Three-dimensional Brain Imaging Data
Poliakov, Andrew V.; Albright, Evan; Hinshaw, Kevin P.; Corina, David P.; Ojemann, George; Martin, Richard F.; Brinkley, James F.
2005-01-01
The authors describe a client-server approach to three-dimensional (3-D) visualization of neuroimaging data, which enables researchers to visualize, manipulate, and analyze large brain imaging datasets over the Internet. All computationally intensive tasks are done by a graphics server that loads and processes image volumes and 3-D models, renders 3-D scenes, and sends the renderings back to the client. The authors discuss the system architecture and implementation and give several examples of client applications that allow visualization and analysis of integrated language map data from single and multiple patients. PMID:15561787
HDR imaging and color constancy: two sides of the same coin?
NASA Astrophysics Data System (ADS)
McCann, John J.
2011-01-01
At first, we think that High Dynamic Range (HDR) imaging is a technique for improved recordings of scene radiances. Many of us think that human color constancy is a variation of a camera's automatic white balance algorithm. However, on closer inspection, glare limits the range of light we can detect in cameras and on retinas. All scene regions below middle gray are influenced, more or less, by the glare from the bright scene segments. Instead of accurate radiance reproduction, HDR imaging works well because it preserves the details in the scene's spatial contrast. Similarly, on closer inspection, human color constancy depends on spatial comparisons that synthesize appearances from all the scene segments. Can spatial image processing play similar principle roles in both HDR imaging and color constancy?
NASA Astrophysics Data System (ADS)
Khalifa, Aly A.; Aly, Hussein A.; El-Sherif, Ashraf F.
2016-02-01
Near infrared (NIR) dynamic scene projection systems are used to perform hardware in-the-loop (HWIL) testing of a unit under test operating in the NIR band. The common and complex requirement of a class of these units is a dynamic scene that is spatio-temporal variant. In this paper we apply and investigate active external modulation of NIR laser in different ranges of temporal frequencies. We use digital micromirror devices (DMDs) integrated as the core of a NIR projection system to generate these dynamic scenes. We deploy the spatial pattern to the DMD controller to simultaneously yield the required amplitude by pulse width modulation (PWM) of the mirror elements as well as the spatio-temporal pattern. Desired modulation and coding of high stable, high power visible (Red laser at 640 nm) and NIR (Diode laser at 976 nm) using the combination of different optical masks based on DMD were achieved. These spatial versatile active coding strategies for both low and high frequencies in the range of kHz for irradiance of different targets were generated by our system and recorded using VIS-NIR fast cameras. The temporally-modulated laser pulse traces were measured using array of fast response photodetectors. Finally using a high resolution spectrometer, we evaluated the NIR dynamic scene projection system response in terms of preserving the wavelength and band spread of the NIR source after projection.
NASA Astrophysics Data System (ADS)
Le, Minh Tuan; Nguyen, Congdu; Yoon, Dae-Il; Jung, Eun Ku; Kim, Hae-Kwang
2007-12-01
In this paper, we introduce a graphics to Scalable Vector Graphics (SVG) adaptation framework with a mechanism of vector graphics transmission to overcome the shortcoming of real-time representation and interaction experiences of 3D graphics application running on mobile devices. We therefore develop an interactive 3D visualization system based on the proposed framework for rapidly representing a 3D scene on mobile devices without having to download it from the server. Our system scenario is composed of a client viewer and a graphic to SVG adaptation server. The client viewer offers the user to access to the same 3D contents with different devices according to consumer interactions.
NASA Astrophysics Data System (ADS)
Barsai, Gabor
Creating accurate, current digital maps and 3-D scenes is a high priority in today's fast changing environment. The nation's maps are in a constant state of revision, with many alterations or new additions each day. Digital maps have become quite common. Google maps, Mapquest and others are examples. These also have 3-D viewing capability. Many details are now included, such as the height of low bridges, in the attribute data for the objects displayed on digital maps and scenes. To expedite the updating of these datasets, they should be created autonomously, without human intervention, from data streams. Though systems exist that attain fast, or even real-time performance mapping and reconstruction, they are typically restricted to creating sketches from the data stream, and not accurate maps or scenes. The ever increasing amount of image data available from private companies, governments and the internet, suggest the development of an automated system is of utmost importance. The proposed framework can create 3-D views autonomously; which extends the functionality of digital mapping. The first step to creating 3-D views is to reconstruct the scene of the area to be mapped. To reconstruct a scene from heterogeneous sources, the data has to be registered: either to each other or, preferably, to a general, absolute coordinate system. Registering an image is based on the reconstruction of the geometric relationship of the image to the coordinate system at the time of imaging. Registration is the process of determining the geometric transformation parameters of a dataset in one coordinate system, the source, with respect to the other coordinate system, the target. The advantages of fusing these datasets by registration manifests itself by the data contained in the complementary information that different modality datasets have. The complementary characteristics of these systems can be fully utilized only after successful registration of the photogrammetric and alternative data relative to a common reference frame. This research provides a novel approach to finding registration parameters, without the explicit use of conjugate points, but using conjugate features. These features are open or closed free-form linear features, there is no need for a parametric or any other type of representation of these features The proposed method will use different modality datasets of the same area: lidar data, image data and GIS data. There are two datasets: one from the Ohio State University and the other from San Bernardino, California. The reconstruction of scenes from imagery and range data, using laser and radar data, has been an active research area in the fields of photogrammetry and computer vision. Automatic, or just less human intervention, would have a great impact on alleviating the "bottle-neck" that describes the current state of creating knowledge from data. Pixels or laser points, the output of the sensor, represent a discretization of the real world. By themselves, these data points do not contain representative information. The values that are associated with them, intensity values and coordinates, do not define an object, and thus accurate maps are not possible just from data. Data is not an end product, nor does it directly provide answers to applications, although implicitly, the information about the object in question is contained in the data. In some form, the data from the initial data acquisition by the sensor has to be further processed to create useable information, and this information has to be combined with facts, procedures and heuristics that can be used to make inferences for reconstruction. To reconstruct a scene perfectly, whether it is an urban or rural scene, requires prior knowledge, heuristics. Buildings are, usually, smooth surfaces and many buildings are blocky with orthogonal, straight edges and sides; streets are smooth; vegetation is rough, with different shapes and sizes of trees, bushes. This research provides a path to fuse data from lidar, GIS and digital multispectral images and reconstructing the precise 3-D scene model, without human intervention, regardless of the type of data or features in the data. The data are initially registered to each other using GPS/INS initial positional values, then conjugate features are found in the datasets to refine the registration. The novelty of the research is that no conjugate points are necessary in the various datasets, and registration is performed without human intervention. The proposed system uses the original lidar and GIS data and finds edges of buildings with the help of the digital images, utilizing the exterior orientation parameters to project the lidar points onto the edge extracted image/map. These edge points are then utilized to orient and locate the datasets, in a correct position with respect to each other.
Plenoptic image watermarking to preserve copyright
NASA Astrophysics Data System (ADS)
Ansari, A.; Dorado, A.; Saavedra, G.; Martinez Corral, M.
2017-05-01
Common camera loses a huge amount of information obtainable from scene as it does not record the value of individual rays passing a point and it merely keeps the summation of intensities of all the rays passing a point. Plenoptic images can be exploited to provide a 3D representation of the scene and watermarking such images can be helpful to protect the ownership of these images. In this paper we propose a method for watermarking the plenoptic images to achieve this aim. The performance of the proposed method is validated by experimental results and a compromise is held between imperceptibility and robustness.
Immersive Virtual Moon Scene System Based on Panoramic Camera Data of Chang'E-3
NASA Astrophysics Data System (ADS)
Gao, X.; Liu, J.; Mu, L.; Yan, W.; Zeng, X.; Zhang, X.; Li, C.
2014-12-01
The system "Immersive Virtual Moon Scene" is used to show the virtual environment of Moon surface in immersive environment. Utilizing stereo 360-degree imagery from panoramic camera of Yutu rover, the system enables the operator to visualize the terrain and the celestial background from the rover's point of view in 3D. To avoid image distortion, stereo 360-degree panorama stitched by 112 images is projected onto inside surface of sphere according to panorama orientation coordinates and camera parameters to build the virtual scene. Stars can be seen from the Moon at any time. So we render the sun, planets and stars according to time and rover's location based on Hipparcos catalogue as the background on the sphere. Immersing in the stereo virtual environment created by this imaged-based rendering technique, the operator can zoom, pan to interact with the virtual Moon scene and mark interesting objects. Hardware of the immersive virtual Moon system is made up of four high lumen projectors and a huge curve screen which is 31 meters long and 5.5 meters high. This system which take all panoramic camera data available and use it to create an immersive environment, enable operator to interact with the environment and mark interesting objects contributed heavily to establishment of science mission goals in Chang'E-3 mission. After Chang'E-3 mission, the lab with this system will be open to public. Besides this application, Moon terrain stereo animations based on Chang'E-1 and Chang'E-2 data will be showed to public on the huge screen in the lab. Based on the data of lunar exploration,we will made more immersive virtual moon scenes and animations to help the public understand more about the Moon in the future.
Low-cost real-time infrared scene generation for image projection and signal injection
NASA Astrophysics Data System (ADS)
Buford, James A., Jr.; King, David E.; Bowden, Mark H.
1998-07-01
As cost becomes an increasingly important factor in the development and testing of Infrared sensors and flight computer/processors, the need for accurate hardware-in-the- loop (HWIL) simulations is critical. In the past, expensive and complex dedicated scene generation hardware was needed to attain the fidelity necessary for accurate testing. Recent technological advances and innovative applications of established technologies are beginning to allow development of cost-effective replacements for dedicated scene generators. These new scene generators are mainly constructed from commercial-off-the-shelf (COTS) hardware and software components. At the U.S. Army Aviation and Missile Command (AMCOM) Missile Research, Development, and Engineering Center (MRDEC), researchers have developed such a dynamic IR scene generator (IRSG) built around COTS hardware and software. The IRSG is used to provide dynamic inputs to an IR scene projector for in-band seeker testing and for direct signal injection into the seeker or processor electronics. AMCOM MRDEC has developed a second generation IRSG, namely IRSG2, using the latest Silicon Graphics Incorporated (SGI) Onyx2 with Infinite Reality graphics. As reported in previous papers, the SGI Onyx Reality Engine 2 is the platform of the original IRSG that is now referred to as IRSG1. IRSG1 has been in operation and used daily for the past three years on several IR projection and signal injection HWIL programs. Using this second generation IRSG, frame rates have increased from 120 Hz to 400 Hz and intensity resolution from 12 bits to 16 bits. The key features of the IRSGs are real time missile frame rates and frame sizes, dynamic missile-to-target(s) viewpoint updated each frame in real-time by a six-degree-of- freedom (6DOF) system under test (SUT) simulation, multiple dynamic objects (e.g. targets, terrain/background, countermeasures, and atmospheric effects), latency compensation, point-to-extended source anti-aliased targets, and sensor modeling effects. This paper provides a comparison between the IRSG1 and IRSG2 systems and focuses on the IRSG software, real time features, and database development tools.
D Visualization of Mangrove and Aquaculture Conversion in Banate Bay, Iloilo
NASA Astrophysics Data System (ADS)
Domingo, G. A.; Mallillin, M. M.; Perez, A. M. C.; Claridades, A. R. C.; Tamondong, A. M.
2017-10-01
Studies have shown that mangrove forests in the Philippines have been drastically reduced due to conversion to fishponds, salt ponds, reclamation, as well as other forms of industrial development and as of 2011, Iloilo's 95 % mangrove forest was converted to fishponds. In this research, six (6) Landsat images acquired on the years 1973, 1976, 2000, 2006, 2010, and 2016, were classified using Support Vector Machine (SVM) Classification to determine land cover changes, particularly the area change of mangrove and aquaculture from 1976 to 2016. The results of the classification were used as layers for the generation of 3D visualization models using four (4) platforms namely Google Earth, ArcScene, Virtual Terrain Project, and Terragen. A perception survey was conducted among respondents with different levels of expertise in spatial analysis, 3D visualization, as well as in forestry, fisheries, and aquatic resources to assess the usability, effectiveness, and potential of the various platforms used. Change detection showed that largest negative change for mangrove areas happened from 1976 to 2000, with the mangrove area decreasing from 545.374 hectares to 286.935 hectares. Highest increase in fishpond area occurred from 1973 to 1976 rising from 2,930.67 hectares to 3,441.51 hectares. Results of the perception survey showed that ArcScene is preferred for spatial analysis while respondents favored Terragen for 3D visualization and for forestry, fishery and aquatic resources applications.
NASA Technical Reports Server (NTRS)
Barker, Howard W.; Kato, Serji; Wehr, T.
2012-01-01
The main point of this study was to use realistic representations of cloudy atmospheres to assess errors in solar flux estimates associated with 1D radiative transfer models. A scene construction algorithm, developed for the EarthCARE satellite mission, was applied to CloudSat, CALIPSO, and MODIS satellite data thus producing 3D cloudy atmospheres measuring 60 km wide by 13,000 km long at 1 km grid-spacing. Broadband solar fluxes and radiances for each (1 km)2 column where then produced by a Monte Carlo photon transfer model run in both full 3D and independent column approximation mode (i.e., a 1D model).
Leipner, Anja; Dobler, Erika; Braun, Marcel; Sieberth, Till; Ebert, Lars
2017-10-01
3D reconstructions of motor vehicle collisions are used to identify the causes of these events and to identify potential violations of traffic regulations. Thus far, the reconstruction of mirrors has been a problem since they are often based on approximations or inaccurate data. Our aim with this paper was to confirm that structured light scans of a mirror improve the accuracy of simulating the field of view of mirrors. We analyzed the performances of virtual mirror surfaces based on structured light scans using real mirror surfaces and their reflections as references. We used an ATOS GOM III scanner to scan the mirrors and processed the 3D data using Geomagic Wrap. For scene reconstruction and to generate virtual images, we used 3ds Max. We compared the simulated virtual images and photographs of real scenes using Adobe Photoshop. Our results showed that we achieved clear and even mirror results and that the mirrors behaved as expected. The greatest measured deviation between an original photo and the corresponding virtual image was 20 pixels in the transverse direction for an image width of 4256 pixels. We discussed the influences of data processing and alignment of the 3D models on the results. The study was limited to a distance of 1.6m, and the method was not able to simulate an interior mirror. In conclusion, structured light scans of mirror surfaces can be used to simulate virtual mirror surfaces with regard to 3D motor vehicle collision reconstruction. Copyright © 2017 Elsevier B.V. All rights reserved.
Generative technique for dynamic infrared image sequences
NASA Astrophysics Data System (ADS)
Zhang, Qian; Cao, Zhiguo; Zhang, Tianxu
2001-09-01
The generative technique of the dynamic infrared image was discussed in this paper. Because infrared sensor differs from CCD camera in imaging mechanism, it generates the infrared image by incepting the infrared radiation of scene (including target and background). The infrared imaging sensor is affected deeply by the atmospheric radiation, the environmental radiation and the attenuation of atmospheric radiation transfers. Therefore at first in this paper the imaging influence of all kinds of the radiations was analyzed and the calculation formula of radiation was provided, in addition, the passive scene and the active scene were analyzed separately. Then the methods of calculation in the passive scene were provided, and the functions of the scene model, the atmospheric transmission model and the material physical attribute databases were explained. Secondly based on the infrared imaging model, the design idea, the achievable way and the software frame for the simulation software of the infrared image sequence were introduced in SGI workstation. Under the guidance of the idea above, in the third segment of the paper an example of simulative infrared image sequences was presented, which used the sea and sky as background and used the warship as target and used the aircraft as eye point. At last the simulation synthetically was evaluated and the betterment scheme was presented.
Forensic botany as a useful tool in the crime scene: Report of a case.
Margiotta, Gabriele; Bacaro, Giovanni; Carnevali, Eugenia; Severini, Simona; Bacci, Mauro; Gabbrielli, Mario
2015-08-01
The ubiquitous presence of plant species makes forensic botany useful for many criminal cases. Particularly, bryophytes are useful for forensic investigations because many of them are clonal and largely distributed. Bryophyte shoots can easily become attached to shoes and clothes and it is possible to be found on footwear, providing links between crime scene and individuals. We report a case of suicide of a young girl happened in Siena, Tuscany, Italia. The cause of traumatic injuries could be ascribed to suicide, to homicide, or to accident. In absence of eyewitnesses who could testify the dynamics of the event, the crime scene investigation was fundamental to clarify the accident. During the scene analysis, some fragments of Tortula muralis Hedw. and Bryum capillare Hedw were found. The fragments were analyzed by a bryologists in order to compare them with the moss present on the stairs that the victim used immediately before the death. The analysis of these bryophytes found at the crime scene allowed to reconstruct the accident. Even if this evidence, of course, is circumstantial, it can be useful in forensic cases, together with the other evidences, to reconstruct the dynamics of events. Copyright © 2015 Elsevier Ltd and Faculty of Forensic and Legal Medicine. All rights reserved.
NASA Astrophysics Data System (ADS)
Toadere, Florin
2017-12-01
A spectral image processing algorithm that allows the illumination of the scene with different illuminants together with the reconstruction of the scene's reflectance is presented. Color checker spectral image and CIE A (warm light 2700 K), D65 (cold light 6500 K) and Cree TW Series LED T8 (4000 K) are employed for scene illumination. Illuminants used in the simulations have different spectra and, as a result of their illumination, the colors of the scene change. The influence of the illuminants on the reconstruction of the scene's reflectance is estimated. Demonstrative images and reflectance showing the operation of the algorithm are illustrated.
Photogrammetry Tool for Forensic Analysis
NASA Technical Reports Server (NTRS)
Lane, John
2012-01-01
A system allows crime scene and accident scene investigators the ability to acquire visual scene data using cameras for processing at a later time. This system uses a COTS digital camera, a photogrammetry calibration cube, and 3D photogrammetry processing software. In a previous instrument developed by NASA, the laser scaling device made use of parallel laser beams to provide a photogrammetry solution in 2D. This device and associated software work well under certain conditions. In order to make use of a full 3D photogrammetry system, a different approach was needed. When using multiple cubes, whose locations relative to each other are unknown, a procedure that would merge the data from each cube would be as follows: 1. One marks a reference point on cube 1, then marks points on cube 2 as unknowns. This locates cube 2 in cube 1 s coordinate system. 2. One marks reference points on cube 2, then marks points on cube 1 as unknowns. This locates cube 1 in cube 2 s coordinate system. 3. This procedure is continued for all combinations of cubes. 4. The coordinate of all of the found coordinate systems is then merged into a single global coordinate system. In order to achieve maximum accuracy, measurements are done in one of two ways, depending on scale: when measuring the size of objects, the coordinate system corresponding to the nearest cube is used, or when measuring the location of objects relative to a global coordinate system, a merged coordinate system is used. Presently, traffic accident analysis is time-consuming and not very accurate. Using cubes with differential GPS would give absolute positions of cubes in the accident area, so that individual cubes would provide local photogrammetry calibration to objects near a cube.
Disparity modifications and the emotional effects of stereoscopic images
NASA Astrophysics Data System (ADS)
Kawai, Takashi; Atsuta, Daiki; Tomiyama, Yuya; Kim, Sanghyun; Morikawa, Hiroyuki; Mitsuya, Reiko; Häkkinen, Jukka
2014-03-01
This paper describes a study that focuses on disparity changes in emotional scenes of stereoscopic (3D) images, in which an examination of the effects on pleasant and arousal was carried out by adding binocular disparity to 2D images that evoke specific emotions, and applying disparity modification based on the disparity analysis of famous 3D movies. From the results of the experiment, for pleasant, a significant difference was found only for the main effect of the emotions. On the other hand, for arousal, there was a trend of increasing the evaluation values in the order 2D condition, 3D condition and 3D condition applied the disparity modification for happiness, surprise, and fear. This suggests the possibility that binocular disparity and the modification affect arousal.
NASA Astrophysics Data System (ADS)
Folaron, Michelle; Deacutis, Martin; Hegarty, Jennifer; Vollmerhausen, Richard; Schroeder, John; Colby, Frank P.
2007-04-01
US Navy and Marine Corps pilots receive Night Vision Goggle (NVG) training as part of their overall training to maintain the superiority of our forces. This training must incorporate realistic targets; backgrounds; and representative atmospheric and weather effects they may encounter under operational conditions. An approach for pilot NVG training is to use the Night Imaging and Threat Evaluation Laboratory (NITE Lab) concept. The NITE Labs utilize a 10' by 10' static terrain model equipped with both natural and cultural lighting that are used to demonstrate various illumination conditions, and visual phenomena which might be experienced when utilizing night vision goggles. With this technology, the military can safely, systematically, and reliably expose pilots to the large number of potentially dangerous environmental conditions that will be experienced in their NVG training flights. A previous SPIE presentation described our work for NAVAIR to add realistic atmospheric and weather effects to the NVG NITE Lab training facility using the NVG - WDT(Weather Depiction Technology) system (Colby, et al.). NVG -WDT consist of a high end multiprocessor server with weather simulation software, and several fixed and goggle mounted Heads Up Displays (HUDs). Atmospheric and weather effects are simulated using state-of-the-art computer codes such as the WRF (Weather Research μ Forecasting) model; and the US Air Force Research Laboratory MODTRAN radiative transport model. Imagery for a variety of natural and man-made obscurations (e.g. rain, clouds, snow, dust, smoke, chemical releases) are being calculated and injected into the scene observed through the NVG via the fixed and goggle mounted HUDs. This paper expands on the work described in the previous presentation and will describe the 3D Virtual/Augmented Reality Scene - Weather - Atmosphere - Target Simulation part of the NVG - WDT. The 3D virtual reality software is a complete simulation system to generate realistic target - background scenes and display the results in a DirectX environment. This paper will describe our approach and show a brief demonstration of the software capabilities. The work is supported by the SBIR program under contract N61339-06-C-0113.
The use of an image registration technique in the urban growth monitoring
NASA Technical Reports Server (NTRS)
Parada, N. D. J. (Principal Investigator); Foresti, C.; Deoliveira, M. D. L. N.; Niero, M.; Parreira, E. M. D. M. F.
1984-01-01
The use of an image registration program in the studies of urban growth is described. This program permits a quick identification of growing areas with the overlap of the same scene in different periods, and with the use of adequate filters. The city of Brasilia, Brazil, is selected for the test area. The dynamics of Brasilia urban growth are analyzed with the overlap of scenes dated June 1973, 1978 and 1983. The results showed the utilization of the image registration technique for the monitoring of dynamic urban growth.
Eye Movements Reveal the Dynamic Simulation of Speed in Language
ERIC Educational Resources Information Center
Speed, Laura J.; Vigliocco, Gabriella
2014-01-01
This study investigates how speed of motion is processed in language. In three eye-tracking experiments, participants were presented with visual scenes and spoken sentences describing fast or slow events (e.g., "The lion ambled/dashed to the balloon"). Results showed that looking time to relevant objects in the visual scene was affected…
NASA Astrophysics Data System (ADS)
Cvetkovic, Sascha D.; Schirris, Johan; de With, Peter H. N.
2009-01-01
For real-time imaging in surveillance applications, visibility of details is of primary importance to ensure customer confidence. If we display High Dynamic-Range (HDR) scenes whose contrast spans four or more orders of magnitude on a conventional monitor without additional processing, results are unacceptable. Compression of the dynamic range is therefore a compulsory part of any high-end video processing chain because standard monitors are inherently Low- Dynamic Range (LDR) devices with maximally two orders of display dynamic range. In real-time camera processing, many complex scenes are improved with local contrast enhancements, bringing details to the best possible visibility. In this paper, we show how a multi-scale high-frequency enhancement scheme, in which gain is a non-linear function of the detail energy, can be used for the dynamic range compression of HDR real-time video camera signals. We also show the connection of our enhancement scheme to the processing way of the Human Visual System (HVS). Our algorithm simultaneously controls perceived sharpness, ringing ("halo") artifacts (contrast) and noise, resulting in a good balance between visibility of details and non-disturbance of artifacts. The overall quality enhancement, suitable for both HDR and LDR scenes, is based on a careful selection of the filter types for the multi-band decomposition and a detailed analysis of the signal per frequency band.
Programmable personality interface for the dynamic infrared scene generator (IRSG2)
NASA Astrophysics Data System (ADS)
Buford, James A., Jr.; Mobley, Scott B.; Mayhall, Anthony J.; Braselton, William J.
1998-07-01
As scene generator platforms begin to rely specifically on commercial off-the-shelf (COTS) hardware and software components, the need for high speed programmable personality interfaces (PPIs) are required for interfacing to Infrared (IR) flight computer/processors and complex IR projectors in the hardware-in-the-loop (HWIL) simulation facilities. Recent technological advances and innovative applications of established technologies are beginning to allow development of cost effective PPIs to interface to COTS scene generators. At the U.S. Army Aviation and Missile Command (AMCOM) Missile Research, Development, and Engineering Center (MRDEC) researchers have developed such a PPI to reside between the AMCOM MRDEC IR Scene Generator (IRSG) and either a missile flight computer or the dynamic Laser Diode Array Projector (LDAP). AMCOM MRDEC has developed several PPIs for the first and second generation IRSGs (IRSG1 and IRSG2), which are based on Silicon Graphics Incorporated (SGI) Onyx and Onyx2 computers with Reality Engine 2 (RE2) and Infinite Reality (IR/IR2) graphics engines. This paper provides an overview of PPIs designed, integrated, tested, and verified at AMCOM MRDEC, specifically the IRSG2's PPI.
Dynamic binding of visual features by neuronal/stimulus synchrony.
Iwabuchi, A
1998-05-01
When people see a visual scene, certain parts of the visual scene are treated as belonging together and we regard them as a perceptual unit, which is called a "figure". People focus on figures, and the remaining parts of the scene are disregarded as "ground". In Gestalt psychology this process is called "figure-ground segregation". According to current perceptual psychology, a figure is formed by binding various visual features in a scene, and developments in neuroscience have revealed that there are many feature-encoding neurons, which respond to such features specifically. It is not known, however, how the brain binds different features of an object into a coherent visual object representation. Recently, the theory of binding by neuronal synchrony, which argues that feature binding is dynamically mediated by neuronal synchrony of feature-encoding neurons, has been proposed. This review article portrays the problem of figure-ground segregation and features binding, summarizes neurophysiological and psychophysical experiments and theory relevant to feature binding by neuronal/stimulus synchrony, and suggests possible directions for future research on this topic.
Depth estimation using a lightfield camera
NASA Astrophysics Data System (ADS)
Roper, Carissa
The latest innovation to camera design has come in the form of the lightfield, or plenoptic, camera that captures 4-D radiance data rather than just the 2-D scene image via microlens arrays. With the spatial and angular light ray data now recorded on the camera sensor, it is feasible to construct algorithms that can estimate depth of field in different portions of a given scene. There are limitations to the precision due to hardware structure and the sheer number of scene variations that can occur. In this thesis, the potential of digital image analysis and spatial filtering to extract depth information is tested on the commercially available plenoptic camera.
NASA Astrophysics Data System (ADS)
Morris, Joseph W.; Lowry, Mac; Boren, Brett; Towers, James B.; Trimble, Darian E.; Bunfield, Dennis H.
2011-06-01
The US Army Aviation and Missile Research, Development and Engineering Center (AMRDEC) and the Redstone Test Center (RTC) has formed the Scene Generation Development Center (SGDC) to support the Department of Defense (DoD) open source EO/IR Scene Generation initiative for real-time hardware-in-the-loop and all-digital simulation. Various branches of the DoD have invested significant resources in the development of advanced scene and target signature generation codes. The SGDC goal is to maintain unlimited government rights and controlled access to government open source scene generation and signature codes. In addition, the SGDC provides development support to a multi-service community of test and evaluation (T&E) users, developers, and integrators in a collaborative environment. The SGDC has leveraged the DoD Defense Information Systems Agency (DISA) ProjectForge (https://Project.Forge.mil) which provides a collaborative development and distribution environment for the DoD community. The SGDC will develop and maintain several codes for tactical and strategic simulation, such as the Joint Signature Image Generator (JSIG), the Multi-spectral Advanced Volumetric Real-time Imaging Compositor (MAVRIC), and Office of the Secretary of Defense (OSD) Test and Evaluation Science and Technology (T&E/S&T) thermal modeling and atmospherics packages, such as EOView, CHARM, and STAR. Other utility packages included are the ContinuumCore for real-time messaging and data management and IGStudio for run-time visualization and scenario generation.
Shape Matching and Image Segmentation Using Stochastic Labeling
1981-08-01
hierarchique d’Etiquetage Probabiliste," To be presented at AFCET, 3 eme Congres, Reconnaissance Des Formes et Intelligence Artificielle , Sept. 16-18...Tenenbaum, "MSYS: A System for Reasoning About Scenes," Tech. Note 121, Artificial Intelligence Center, SRI Intl., Menlo Park, CA, 1976. [1-6] D. Marr, T...Analysis and Machine Intelligence . [1-10] O.D. Faugeras and M. Berthod, "Using Context in the Global Recognition of a Set of Objects: An Optimization
Survey of Neural Net Paradigms for Specification of Discrete Networks.
1988-01-31
special applications, such as 3-d imaging, scene segmentation, temporal imaging models, nor phonological analysis of speech. The cost of problem...Nov. 1985. ., .U U - - A 1 Bibliography Berge, Claude, "Principles of Combinatorics", Academic Press, 1971 Fischer, Roland, " Deconstructing Reality
Openwebglobe 2: Visualization of Complex 3D-GEODATA in the (mobile) Webbrowser
NASA Astrophysics Data System (ADS)
Christen, M.
2016-06-01
Providing worldwide high resolution data for virtual globes consists of compute and storage intense tasks for processing data. Furthermore, rendering complex 3D-Geodata, such as 3D-City models with an extremely high polygon count and a vast amount of textures at interactive framerates is still a very challenging task, especially on mobile devices. This paper presents an approach for processing, caching and serving massive geospatial data in a cloud-based environment for large scale, out-of-core, highly scalable 3D scene rendering on a web based virtual globe. Cloud computing is used for processing large amounts of geospatial data and also for providing 2D and 3D map data to a large amount of (mobile) web clients. In this paper the approach for processing, rendering and caching very large datasets in the currently developed virtual globe "OpenWebGlobe 2" is shown, which displays 3D-Geodata on nearly every device.
NASA Astrophysics Data System (ADS)
Pezzaniti, J. Larry; Edmondson, Richard; Vaden, Justin; Hyatt, Bryan; Chenault, David B.; Kingston, David; Geulen, Vanilynmae; Newell, Scott; Pettijohn, Brad
2009-02-01
In this paper, we report on the development of a 3D vision system consisting of a flat panel stereoscopic display and auto-converging stereo camera and an assessment of the system's use for robotic driving, manipulation, and surveillance operations. The 3D vision system was integrated onto a Talon Robot and Operator Control Unit (OCU) such that direct comparisons of the performance of a number of test subjects using 2D and 3D vision systems were possible. A number of representative scenarios were developed to determine which tasks benefited most from the added depth perception and to understand when the 3D vision system hindered understanding of the scene. Two tests were conducted at Fort Leonard Wood, MO with noncommissioned officers ranked Staff Sergeant and Sergeant First Class. The scenarios; the test planning, approach and protocols; the data analysis; and the resulting performance assessment of the 3D vision system are reported.
Three-camera stereo vision for intelligent transportation systems
NASA Astrophysics Data System (ADS)
Bergendahl, Jason; Masaki, Ichiro; Horn, Berthold K. P.
1997-02-01
A major obstacle in the application of stereo vision to intelligent transportation system is high computational cost. In this paper, a PC based three-camera stereo vision system constructed with off-the-shelf components is described. The system serves as a tool for developing and testing robust algorithms which approach real-time performance. We present an edge based, subpixel stereo algorithm which is adapted to permit accurate distance measurements to objects in the field of view using a compact camera assembly. Once computed, the 3D scene information may be directly applied to a number of in-vehicle applications, such as adaptive cruise control, obstacle detection, and lane tracking. Moreover, since the largest computational costs is incurred in generating the 3D scene information, multiple applications that leverage this information can be implemented in a single system with minimal cost. On-road applications, such as vehicle counting and incident detection, are also possible. Preliminary in-vehicle road trial results are presented.
Armstrong, Ryan; de Ribaupierre, Sandrine; Eagleson, Roy
2014-04-01
This paper describes the design and development of a software tool for the evaluation and training of surgical residents using an interactive, immersive, virtual environment. Our objective was to develop a tool to evaluate user spatial reasoning skills and knowledge in a neuroanatomical context, as well as to augment their performance through interactivity. In the visualization, manually segmented anatomical surface images of MRI scans of the brain were rendered using a stereo display to improve depth cues. A magnetically tracked wand was used as a 3D input device for localization tasks within the brain. The movement of the wand was made to correspond to movement of a spherical cursor within the rendered scene, providing a reference for localization. Users can be tested on their ability to localize structures within the 3D scene, and their ability to place anatomical features at the appropriate locations within the rendering. Copyright © 2014 Elsevier Ireland Ltd. All rights reserved.
Kauffmann, Louise; Chauvin, Alan; Pichat, Cédric; Peyrin, Carole
2015-10-01
According to current models of visual perception scenes are processed in terms of spatial frequencies following a predominantly coarse-to-fine processing sequence. Low spatial frequencies (LSF) reach high-order areas rapidly in order to activate plausible interpretations of the visual input. This triggers top-down facilitation that guides subsequent processing of high spatial frequencies (HSF) in lower-level areas such as the inferotemporal and occipital cortices. However, dynamic interactions underlying top-down influences on the occipital cortex have never been systematically investigated. The present fMRI study aimed to further explore the neural bases and effective connectivity underlying coarse-to-fine processing of scenes, particularly the role of the occipital cortex. We used sequences of six filtered scenes as stimuli depicting coarse-to-fine or fine-to-coarse processing of scenes. Participants performed a categorization task on these stimuli (indoor vs. outdoor). Firstly, we showed that coarse-to-fine (compared to fine-to-coarse) sequences elicited stronger activation in the inferior frontal gyrus (in the orbitofrontal cortex), the inferotemporal cortex (in the fusiform and parahippocampal gyri), and the occipital cortex (in the cuneus). Dynamic causal modeling (DCM) was then used to infer effective connectivity between these regions. DCM results revealed that coarse-to-fine processing resulted in increased connectivity from the occipital cortex to the inferior frontal gyrus and from the inferior frontal gyrus to the inferotemporal cortex. Critically, we also observed an increase in connectivity strength from the inferior frontal gyrus to the occipital cortex, suggesting that top-down influences from frontal areas may guide processing of incoming signals. The present results support current models of visual perception and refine them by emphasizing the role of the occipital cortex as a cortical site for feedback projections in the neural network underlying coarse-to-fine processing of scenes. Copyright © 2015 Elsevier Inc. All rights reserved.
Low-cost digital dynamic visualization system
NASA Astrophysics Data System (ADS)
Asundi, Anand K.; Sajan, M. R.
1995-05-01
High speed photographic systems like the image rotation camera, the Cranz Schardin camera and the drum camera are typically used for recording and visualization of dynamic events in stress analysis, fluid mechanics, etc. All these systems are fairly expensive and generally not simple to use. Furthermore they are all based on photographic film recording systems requiring time consuming and tedious wet processing of the films. Currently digital cameras are replacing to certain extent the conventional cameras for static experiments. Recently, there is lot of interest in developing and modifying CCD architectures and recording arrangements for dynamic scene analysis. Herein we report the use of a CCD camera operating in the Time Delay and Integration (TDI) mode for digitally recording dynamic scenes. Applications in solid as well as fluid impact problems are presented.
Hogervorst, Maarten A.; Pinkus, Alan R.
2016-01-01
The fusion and enhancement of multiband nighttime imagery for surveillance and navigation has been the subject of extensive research for over two decades. Despite the ongoing efforts in this area there is still only a small number of static multiband test images available for the development and evaluation of new image fusion and enhancement methods. Moreover, dynamic multiband imagery is also currently lacking. To fill this gap we present the TRICLOBS dynamic multi-band image data set containing sixteen registered visual (0.4–0.7μm), near-infrared (NIR, 0.7–1.0μm) and long-wave infrared (LWIR, 8–14μm) motion sequences. They represent different military and civilian surveillance scenarios registered in three different scenes. Scenes include (military and civilian) people that are stationary, walking or running, or carrying various objects. Vehicles, foliage, and buildings or other man-made structures are also included in the scenes. This data set is primarily intended for the development and evaluation of image fusion, enhancement and color mapping algorithms for short-range surveillance applications. The imagery was collected during several field trials with our newly developed TRICLOBS (TRI-band Color Low-light OBServation) all-day all-weather surveillance system. This system registers a scene in the Visual, NIR and LWIR part of the electromagnetic spectrum using three optically aligned sensors (two digital image intensifiers and an uncooled long-wave infrared microbolometer). The three sensor signals are mapped to three individual RGB color channels, digitized, and stored as uncompressed RGB (false) color frames. The TRICLOBS data set enables the development and evaluation of (both static and dynamic) image fusion, enhancement and color mapping algorithms. To allow the development of realistic color remapping procedures, the data set also contains color photographs of each of the three scenes. The color statistics derived from these photographs can be used to define color mappings that give the multi-band imagery a realistic color appearance. PMID:28036328
Toet, Alexander; Hogervorst, Maarten A; Pinkus, Alan R
2016-01-01
The fusion and enhancement of multiband nighttime imagery for surveillance and navigation has been the subject of extensive research for over two decades. Despite the ongoing efforts in this area there is still only a small number of static multiband test images available for the development and evaluation of new image fusion and enhancement methods. Moreover, dynamic multiband imagery is also currently lacking. To fill this gap we present the TRICLOBS dynamic multi-band image data set containing sixteen registered visual (0.4-0.7μm), near-infrared (NIR, 0.7-1.0μm) and long-wave infrared (LWIR, 8-14μm) motion sequences. They represent different military and civilian surveillance scenarios registered in three different scenes. Scenes include (military and civilian) people that are stationary, walking or running, or carrying various objects. Vehicles, foliage, and buildings or other man-made structures are also included in the scenes. This data set is primarily intended for the development and evaluation of image fusion, enhancement and color mapping algorithms for short-range surveillance applications. The imagery was collected during several field trials with our newly developed TRICLOBS (TRI-band Color Low-light OBServation) all-day all-weather surveillance system. This system registers a scene in the Visual, NIR and LWIR part of the electromagnetic spectrum using three optically aligned sensors (two digital image intensifiers and an uncooled long-wave infrared microbolometer). The three sensor signals are mapped to three individual RGB color channels, digitized, and stored as uncompressed RGB (false) color frames. The TRICLOBS data set enables the development and evaluation of (both static and dynamic) image fusion, enhancement and color mapping algorithms. To allow the development of realistic color remapping procedures, the data set also contains color photographs of each of the three scenes. The color statistics derived from these photographs can be used to define color mappings that give the multi-band imagery a realistic color appearance.
NASA Astrophysics Data System (ADS)
den Hollander, Richard J. M.; Bouma, Henri; van Rest, Jeroen H. C.; ten Hove, Johan-Martijn; ter Haar, Frank B.; Burghouts, Gertjan J.
2017-10-01
Video analytics is essential for managing large quantities of raw data that are produced by video surveillance systems (VSS) for the prevention, repression and investigation of crime and terrorism. Analytics is highly sensitive to changes in the scene, and for changes in the optical chain so a VSS with analytics needs careful configuration and prompt maintenance to avoid false alarms. However, there is a trend from static VSS consisting of fixed CCTV cameras towards more dynamic VSS deployments over public/private multi-organization networks, consisting of a wider variety of visual sensors, including pan-tilt-zoom (PTZ) cameras, body-worn cameras and cameras on moving platforms. This trend will lead to more dynamic scenes and more frequent changes in the optical chain, creating structural problems for analytics. If these problems are not adequately addressed, analytics will not be able to continue to meet end users' developing needs. In this paper, we present a three-part solution for managing the performance of complex analytics deployments. The first part is a register containing meta data describing relevant properties of the optical chain, such as intrinsic and extrinsic calibration, and parameters of the scene such as lighting conditions or measures for scene complexity (e.g. number of people). A second part frequently assesses these parameters in the deployed VSS, stores changes in the register, and signals relevant changes in the setup to the VSS administrator. A third part uses the information in the register to dynamically configure analytics tasks based on VSS operator input. In order to support the feasibility of this solution, we give an overview of related state-of-the-art technologies for autocalibration (self-calibration), scene recognition and lighting estimation in relation to person detection. The presented solution allows for rapid and robust deployment of Video Content Analysis (VCA) tasks in large scale ad-hoc networks.
Precision Timing and Measurement for Inference with Laser and Vision
2010-01-01
Robotics 24, 8-9 (2007), 699–722. [84] Nüchter, A., Surmann, H., Lingemann, K., and Hertzberg, J. Semantic scene analysis of scanned 3D indoor...Delaunay based triangulation can be ob- tained. Popping the points back to their 3D locations yields a feature sensitive surface mesh . Sequeira et al... texture maps acquired from cameras, the eye can be fooled into believing that the mesh quality is better than it really is. Range images are used to
NASA Astrophysics Data System (ADS)
Carmona, José Alberto; Espínola, Moisés; Cangas, Adolfo J.; Iribarne, Luis
Mii School is a 3D school simulator developed with Blender and used by psychology researchers for the detection of drugs abuses, bullying and mental disorders in adolescents. The school simulator created is an interactive video game where the players, in this case the students, have to choose, along 17 scenes simulated, the options that better define their personalities. In this paper we present a technical characteristics description and the first results obtained in a real school.
Modeling Airport Ground Operations using Discrete Event Simulation (DES) and X3D Visualization
2008-03-01
scenes. It is written in open-source Java and XML using the Netbeans platform, which gave the features of being suitable as standalone applications...and as a plug-in module for the Netbeans integrated development environment (IDE). X3D Graphics is the tool used for the elaboration the creation of...process is shown in Figure 2. To 20 create a new event graph in Viskit, first, Viskit tool must be launched via Netbeans or from the executable
Fast, accurate, small-scale 3D scene capture using a low-cost depth sensor
Carey, Nicole; Nagpal, Radhika; Werfel, Justin
2017-01-01
Commercially available depth sensing devices are primarily designed for domains that are either macroscopic, or static. We develop a solution for fast microscale 3D reconstruction, using off-the-shelf components. By the addition of lenses, precise calibration of camera internals and positioning, and development of bespoke software, we turn an infrared depth sensor designed for human-scale motion and object detection into a device with mm-level accuracy capable of recording at up to 30Hz. PMID:28758159
Effective biosonar echo-to-clutter rejection ratio in a complex dynamic scene
Knowles, Jeffrey M.; Barchi, Jonathan R.; Gaudette, Jason E.; Simmons, James A.
2015-01-01
Biosonar guidance in a rapidly changing complex scene was examined by flying big brown bats (Eptesicus fuscus) through a Y-shaped maze composed of rows of strongly reflective vertical plastic chains that presented the bat with left and right corridors for passage. Corridors were 80–100 cm wide and 2–4 m long. Using the two-choice Y-shaped paradigm to compensate for left–right bias and spatial memory, a moveable, weakly reflective thin-net barrier randomly blocked the left or right corridor, interspersed with no-barrier trials. Flight path and beam aim were tracked using an array of 24 microphones surrounding the flight room. Each bat flew on a path centered in the entry corridor (base of Y) and then turned into the left or right passage, to land on the far wall or to turn abruptly, reacting to avoid a collision. Broadcasts were broadly beamed in the direction of flight, smoothly leading into an upcoming turn. Duration of broadcasts decreased slowly from 3 to 2 ms during flights to track the chains' progressively closer ranges. Broadcast features and flight velocity changed abruptly about 1 m from the barrier, indicating that echoes from the net were perceived even though they were 18–35 dB weaker than overlapping echoes from surrounding chains. PMID:26328724
An Interactive Virtual 3D Tool for Scientific Exploration of Planetary Surfaces
NASA Astrophysics Data System (ADS)
Traxler, Christoph; Hesina, Gerd; Gupta, Sanjeev; Paar, Gerhard
2014-05-01
In this paper we present an interactive 3D visualization tool for scientific analysis and planning of planetary missions. At the moment scientists have to look at individual camera images separately. There is no tool to combine them in three dimensions and look at them seamlessly as a geologist would do (by walking backwards and forwards resulting in different scales). For this reason a virtual 3D reconstruction of the terrain that can be interactively explored is necessary. Such a reconstruction has to consider multiple scales ranging from orbital image data to close-up surface image data from rover cameras. The 3D viewer allows seamless zooming between these various scales, giving scientists the possibility to relate small surface features (e.g. rock outcrops) to larger geological contexts. For a reliable geologic assessment a realistic surface rendering is important. Therefore the material properties of the rock surfaces will be considered for real-time rendering. This is achieved by an appropriate Bidirectional Reflectance Distribution Function (BRDF) estimated from the image data. The BRDF is implemented to run on the Graphical Processing Unit (GPU) to enable realistic real-time rendering, which allows a naturalistic perception for scientific analysis. Another important aspect for realism is the consideration of natural lighting conditions, which means skylight to illuminate the reconstructed scene. In our case we provide skylights from Mars and Earth, which allows switching between these two modes of illumination. This gives geologists the opportunity to perceive rock outcrops from Mars as they would appear on Earth facilitating scientific assessment. Besides viewing the virtual reconstruction on multiple scales, scientists can also perform various measurements, i.e. geo-coordinates of a selected point or distance between two surface points. Rover or other models can be placed into the scene and snapped onto certain location of the terrain. These are important features to support the planning of rover paths. In addition annotations can be placed directly into the 3D scene, which also serve as landmarks to aid navigation. The presented visualization and planning tool is a valuable asset for scientific analysis of planetary mission data. It complements traditional methods by giving access to an interactive virtual 3D reconstruction, which is realistically rendered. Representative examples and further information about the interactive 3D visualization tool can be found on the FP7-SPACE Project PRoViDE web page http://www.provide-space.eu/interactive-virtual-3d-tool/. The research leading to these results has received funding from the European Union's Seventh Framework Programme (FP7/2007-2013) under grant agreement n° 312377 'PRoViDE'.
Average probability that a "cold hit" in a DNA database search results in an erroneous attribution.
Song, Yun S; Patil, Anand; Murphy, Erin E; Slatkin, Montgomery
2009-01-01
We consider a hypothetical series of cases in which the DNA profile of a crime-scene sample is found to match a known profile in a DNA database (i.e., a "cold hit"), resulting in the identification of a suspect based only on genetic evidence. We show that the average probability that there is another person in the population whose profile matches the crime-scene sample but who is not in the database is approximately 2(N - d)p(A), where N is the number of individuals in the population, d is the number of profiles in the database, and p(A) is the average match probability (AMP) for the population. The AMP is estimated by computing the average of the probabilities that two individuals in the population have the same profile. We show further that if a priori each individual in the population is equally likely to have left the crime-scene sample, then the average probability that the database search attributes the crime-scene sample to a wrong person is (N - d)p(A).
Bornik, Alexander; Urschler, Martin; Schmalstieg, Dieter; Bischof, Horst; Krauskopf, Astrid; Schwark, Thorsten; Scheurer, Eva; Yen, Kathrin
2018-06-01
Three-dimensional (3D) crime scene documentation using 3D scanners and medical imaging modalities like computed tomography (CT) and magnetic resonance imaging (MRI) are increasingly applied in forensic casework. Together with digital photography, these modalities enable comprehensive and non-invasive recording of forensically relevant information regarding injuries/pathologies inside the body and on its surface. Furthermore, it is possible to capture traces and items at crime scenes. Such digitally secured evidence has the potential to similarly increase case understanding by forensic experts and non-experts in court. Unlike photographs and 3D surface models, images from CT and MRI are not self-explanatory. Their interpretation and understanding requires radiological knowledge. Findings in tomography data must not only be revealed, but should also be jointly studied with all the 2D and 3D data available in order to clarify spatial interrelations and to optimally exploit the data at hand. This is technically challenging due to the heterogeneous data representations including volumetric data, polygonal 3D models, and images. This paper presents a novel computer-aided forensic toolbox providing tools to support the analysis, documentation, annotation, and illustration of forensic cases using heterogeneous digital data. Conjoint visualization of data from different modalities in their native form and efficient tools to visually extract and emphasize findings help experts to reveal unrecognized correlations and thereby enhance their case understanding. Moreover, the 3D case illustrations created for case analysis represent an efficient means to convey the insights gained from case analysis to forensic non-experts involved in court proceedings like jurists and laymen. The capability of the presented approach in the context of case analysis, its potential to speed up legal procedures and to ultimately enhance legal certainty is demonstrated by introducing a number of representative forensic cases. Copyright © 2018 The Author(s). Published by Elsevier B.V. All rights reserved.
NASA Astrophysics Data System (ADS)
Shimoni, M.; Haelterman, R.; Lodewyckx, P.
2016-05-01
Land Surface Temperature (LST) and Land Surface Emissivity (LSE) are commonly retrieved from thermal hyperspectral imaging. However, their retrieval is not a straightforward procedure because the mathematical problem is ill-posed. This procedure becomes more challenging in an urban area where the spatial distribution of temperature varies substantially in space and time. For assessing the influence of several spatial variances on the deviation of the temperature in the scene, a statistical model is created. The model was tested using several images from various times in the day and was validated using in-situ measurements. The results highlight the importance of the geometry of the scene and its setting relative to the position of the sun during day time. It also shows that when the position of the sun is in zenith, the main contribution to the thermal distribution in the scene is the thermal capacity of the landcover materials. In this paper we propose a new Temperature and Emissivity Separation (TES) method which integrates 3D surface and landcover information from LIDAR and VNIR hyperspectral imaging data in an attempt to improve the TES procedure for a thermal hyperspectral scene. The experimental results prove the high accuracy of the proposed method in comparison to another conventional TES model.
Automatic 2D-to-3D image conversion using 3D examples from the internet
NASA Astrophysics Data System (ADS)
Konrad, J.; Brown, G.; Wang, M.; Ishwar, P.; Wu, C.; Mukherjee, D.
2012-03-01
The availability of 3D hardware has so far outpaced the production of 3D content. Although to date many methods have been proposed to convert 2D images to 3D stereopairs, the most successful ones involve human operators and, therefore, are time-consuming and costly, while the fully-automatic ones have not yet achieved the same level of quality. This subpar performance is due to the fact that automatic methods usually rely on assumptions about the captured 3D scene that are often violated in practice. In this paper, we explore a radically different approach inspired by our work on saliency detection in images. Instead of relying on a deterministic scene model for the input 2D image, we propose to "learn" the model from a large dictionary of stereopairs, such as YouTube 3D. Our new approach is built upon a key observation and an assumption. The key observation is that among millions of stereopairs available on-line, there likely exist many stereopairs whose 3D content matches that of the 2D input (query). We assume that two stereopairs whose left images are photometrically similar are likely to have similar disparity fields. Our approach first finds a number of on-line stereopairs whose left image is a close photometric match to the 2D query and then extracts depth information from these stereopairs. Since disparities for the selected stereopairs differ due to differences in underlying image content, level of noise, distortions, etc., we combine them by using the median. We apply the resulting median disparity field to the 2D query to obtain the corresponding right image, while handling occlusions and newly-exposed areas in the usual way. We have applied our method in two scenarios. First, we used YouTube 3D videos in search of the most similar frames. Then, we repeated the experiments on a small, but carefully-selected, dictionary of stereopairs closely matching the query. This, to a degree, emulates the results one would expect from the use of an extremely large 3D repository. While far from perfect, the presented results demonstrate that on-line repositories of 3D content can be used for effective 2D-to-3D image conversion. With the continuously increasing amount of 3D data on-line and with the rapidly growing computing power in the cloud, the proposed framework seems a promising alternative to operator-assisted 2D-to-3D conversion.
2D virtual texture on 3D real object with coded structured light
NASA Astrophysics Data System (ADS)
Molinier, Thierry; Fofi, David; Salvi, Joaquim; Gorria, Patrick
2008-02-01
Augmented reality is used to improve color segmentation on human body or on precious no touch artifacts. We propose a technique to project a synthesized texture on real object without contact. Our technique can be used in medical or archaeological application. By projecting a suitable set of light patterns onto the surface of a 3D real object and by capturing images with a camera, a large number of correspondences can be found and the 3D points can be reconstructed. We aim to determine these points of correspondence between cameras and projector from a scene without explicit points and normals. We then project an adjusted texture onto the real object surface. We propose a global and automatic method to virtually texture a 3D real object.
Wave Field Synthesis of moving sources with arbitrary trajectory and velocity profile.
Firtha, Gergely; Fiala, Péter
2017-08-01
The sound field synthesis of moving sound sources is of great importance when dynamic virtual sound scenes are to be reconstructed. Previous solutions considered only virtual sources moving uniformly along a straight trajectory, synthesized employing a linear loudspeaker array. This article presents the synthesis of point sources following an arbitrary trajectory. Under high-frequency assumptions 2.5D Wave Field Synthesis driving functions are derived for arbitrary shaped secondary source contours by adapting the stationary phase approximation to the dynamic description of sources in motion. It is explained how a referencing function should be chosen in order to optimize the amplitude of synthesis on an arbitrary receiver curve. Finally, a finite difference implementation scheme is considered, making the presented approach suitable for real-time applications.
Advanced interactive display formats for terminal area traffic control
NASA Technical Reports Server (NTRS)
Grunwald, Arthur J.
1996-01-01
This report describes the basic design considerations for perspective air traffic control displays. A software framework has been developed for manual viewing parameter setting (MVPS) in preparation for continued, ongoing developments on automated viewing parameter setting (AVPS) schemes. Two distinct modes of MVPS operations are considered, both of which utilize manipulation pointers imbedded in the three-dimensional scene: (1) direct manipulation of the viewing parameters -- in this mode the manipulation pointers act like the control-input device, through which the viewing parameter changes are made. Part of the parameters are rate controlled, and part of them position controlled. This mode is intended for making fast, iterative small changes in the parameters. (2) Indirect manipulation of the viewing parameters -- this mode is intended primarily for introducing large, predetermined changes in the parameters. Requests for changes in viewing parameter setting are entered manually by the operator by moving viewing parameter manipulation pointers on the screen. The motion of these pointers, which are an integral part of the 3-D scene, is limited to the boundaries of the screen. This arrangement has been chosen in order to preserve the correspondence between the spatial lay-outs of the new and the old viewing parameter setting, a feature which contributes to preventing spatial disorientation of the operator. For all viewing operations, e.g. rotation, translation and ranging, the actual change is executed automatically by the system, through gradual transitions with an exponentially damped, sinusoidal velocity profile, in this work referred to as 'slewing' motions. The slewing functions, which eliminate discontinuities in the viewing parameter changes, are designed primarily for enhancing the operator's impression that he, or she, is dealing with an actually existing physical system, rather than an abstract computer-generated scene. The proposed, continued research efforts will deal with the development of automated viewing parameter setting schemes. These schemes employ an optimization strategy, aimed at identifying the best possible vantage point, from which the air traffic control scene can be viewed for a given traffic situation. They determine whether a change in viewing parameter setting is required and determine the dynamic path along which the change to the new viewing parameter setting should take place.
Grossberg, Stephen
2016-01-01
The FACADE model, and its laminar cortical realization and extension in the 3D LAMINART model, have explained, simulated, and predicted many perceptual and neurobiological data about how the visual cortex carries out 3D vision and figure-ground perception, and how these cortical mechanisms enable 2D pictures to generate 3D percepts of occluding and occluded objects. In particular, these models have proposed how border ownership occurs, but have not yet explicitly explained the correlation between multiple properties of border ownership neurons in cortical area V2 that were reported in a remarkable series of neurophysiological experiments by von der Heydt and his colleagues; namely, border ownership, contrast preference, binocular stereoscopic information, selectivity for side-of-figure, Gestalt rules, and strength of attentional modulation, as well as the time course during which such properties arise. This article shows how, by combining 3D LAMINART properties that were discovered in two parallel streams of research, a unified explanation of these properties emerges. This explanation proposes, moreover, how these properties contribute to the generation of consciously seen 3D surfaces. The first research stream models how processes like 3D boundary grouping and surface filling-in interact in multiple stages within and between the V1 interblob—V2 interstripe—V4 cortical stream and the V1 blob—V2 thin stripe—V4 cortical stream, respectively. Of particular importance for understanding figure-ground separation is how these cortical interactions convert computationally complementary boundary and surface mechanisms into a consistent conscious percept, including the critical use of surface contour feedback signals from surface representations in V2 thin stripes to boundary representations in V2 interstripes. Remarkably, key figure-ground properties emerge from these feedback interactions. The second research stream shows how cells that compute absolute disparity in cortical area V1 are transformed into cells that compute relative disparity in cortical area V2. Relative disparity is a more invariant measure of an object's depth and 3D shape, and is sensitive to figure-ground properties. PMID:26858665
Grossberg, Stephen
2015-01-01
The FACADE model, and its laminar cortical realization and extension in the 3D LAMINART model, have explained, simulated, and predicted many perceptual and neurobiological data about how the visual cortex carries out 3D vision and figure-ground perception, and how these cortical mechanisms enable 2D pictures to generate 3D percepts of occluding and occluded objects. In particular, these models have proposed how border ownership occurs, but have not yet explicitly explained the correlation between multiple properties of border ownership neurons in cortical area V2 that were reported in a remarkable series of neurophysiological experiments by von der Heydt and his colleagues; namely, border ownership, contrast preference, binocular stereoscopic information, selectivity for side-of-figure, Gestalt rules, and strength of attentional modulation, as well as the time course during which such properties arise. This article shows how, by combining 3D LAMINART properties that were discovered in two parallel streams of research, a unified explanation of these properties emerges. This explanation proposes, moreover, how these properties contribute to the generation of consciously seen 3D surfaces. The first research stream models how processes like 3D boundary grouping and surface filling-in interact in multiple stages within and between the V1 interblob-V2 interstripe-V4 cortical stream and the V1 blob-V2 thin stripe-V4 cortical stream, respectively. Of particular importance for understanding figure-ground separation is how these cortical interactions convert computationally complementary boundary and surface mechanisms into a consistent conscious percept, including the critical use of surface contour feedback signals from surface representations in V2 thin stripes to boundary representations in V2 interstripes. Remarkably, key figure-ground properties emerge from these feedback interactions. The second research stream shows how cells that compute absolute disparity in cortical area V1 are transformed into cells that compute relative disparity in cortical area V2. Relative disparity is a more invariant measure of an object's depth and 3D shape, and is sensitive to figure-ground properties.
Approach for scene reconstruction from the analysis of a triplet of still images
NASA Astrophysics Data System (ADS)
Lechat, Patrick; Le Mestre, Gwenaelle; Pele, Danielle
1997-03-01
Three-dimensional modeling of a scene from the automatic analysis of 2D image sequences is a big challenge for future interactive audiovisual services based on 3D content manipulation such as virtual vests, 3D teleconferencing and interactive television. We propose a scheme that computes 3D objects models from stereo analysis of image triplets shot by calibrated cameras. After matching the different views with a correlation based algorithm, a depth map referring to a given view is built by using a fusion criterion taking into account depth coherency, visibility constraints and correlation scores. Because luminance segmentation helps to compute accurate object borders and to detect and improve the unreliable depth values, a two steps segmentation algorithm using both depth map and graylevel image is applied to extract the objects masks. First an edge detection segments the luminance image in regions and a multimodal thresholding method selects depth classes from the depth map. Then the regions are merged and labelled with the different depth classes numbers by using a coherence test on depth values according to the rate of reliable and dominant depth values and the size of the regions. The structures of the segmented objects are obtained with a constrained Delaunay triangulation followed by a refining stage. Finally, texture mapping is performed using open inventor or VRML1.0 tools.
Opti-acoustic stereo imaging: on system calibration and 3-D target reconstruction.
Negahdaripour, Shahriar; Sekkati, Hicham; Pirsiavash, Hamed
2009-06-01
Utilization of an acoustic camera for range measurements is a key advantage for 3-D shape recovery of underwater targets by opti-acoustic stereo imaging, where the associated epipolar geometry of optical and acoustic image correspondences can be described in terms of conic sections. In this paper, we propose methods for system calibration and 3-D scene reconstruction by maximum likelihood estimation from noisy image measurements. The recursive 3-D reconstruction method utilized as initial condition a closed-form solution that integrates the advantages of two other closed-form solutions, referred to as the range and azimuth solutions. Synthetic data tests are given to provide insight into the merits of the new target imaging and 3-D reconstruction paradigm, while experiments with real data confirm the findings based on computer simulations, and demonstrate the merits of this novel 3-D reconstruction paradigm.
3D noise-resistant segmentation and tracking of unknown and occluded objects using integral imaging
NASA Astrophysics Data System (ADS)
Aloni, Doron; Jung, Jae-Hyun; Yitzhaky, Yitzhak
2017-10-01
Three dimensional (3D) object segmentation and tracking can be useful in various computer vision applications, such as: object surveillance for security uses, robot navigation, etc. We present a method for 3D multiple-object tracking using computational integral imaging, based on accurate 3D object segmentation. The method does not employ object detection by motion analysis in a video as conventionally performed (such as background subtraction or block matching). This means that the movement properties do not significantly affect the detection quality. The object detection is performed by analyzing static 3D image data obtained through computational integral imaging With regard to previous works that used integral imaging data in such a scenario, the proposed method performs the 3D tracking of objects without prior information about the objects in the scene, and it is found efficient under severe noise conditions.
Application of Stereo Vision to the Reconnection Scaling Experiment
DOE Office of Scientific and Technical Information (OSTI.GOV)
Klarenbeek, Johnny; Sears, Jason A.; Gao, Kevin W.
The measurement and simulation of the three-dimensional structure of magnetic reconnection in astrophysical and lab plasmas is a challenging problem. At Los Alamos National Laboratory we use the Reconnection Scaling Experiment (RSX) to model 3D magnetohydrodynamic (MHD) relaxation of plasma filled tubes. These magnetic flux tubes are called flux ropes. In RSX, the 3D structure of the flux ropes is explored with insertable probes. Stereo triangulation can be used to compute the 3D position of a probe from point correspondences in images from two calibrated cameras. While common applications of stereo triangulation include 3D scene reconstruction and robotics navigation, wemore » will investigate the novel application of stereo triangulation in plasma physics to aid reconstruction of 3D data for RSX plasmas. Several challenges will be explored and addressed, such as minimizing 3D reconstruction errors in stereo camera systems and dealing with point correspondence problems.« less
Sunrise over the Philippine Sea
1984-08-30
41D-32-14 (30 Aug 1984) --- A rainbow-like sunrise over the Philippine Sea greeted the six crew members aboard the Earth-orbiting Space Shuttle Discovery on its first day in space. A 70mm camera was used to record the scene at 3:08:14 p.m. (CDT), August 30, 1984, during Discovery's sixth orbit of a six-day mission. The spacecraft was above a position on Earth centered at 21.1 degrees north and 12.9 degrees east (about 250 miles north - northeast of the Philippine Islands). The scene was shown as one of the Post-Flight Press Conference (PFPC) visuals by the crew on September 12, 1984.
VR Lab ISS Graphics Models Data Package
NASA Technical Reports Server (NTRS)
Paddock, Eddie; Homan, Dave; Bell, Brad; Miralles, Evely; Hoblit, Jeff
2016-01-01
All the ISS models are saved in AC3D model format which is a text based format that can be loaded into blender and exported to other formats from there including FBX. The models are saved in two different levels of detail, one being labeled "LOWRES" and the other labeled "HIRES". There are two ".str" files (HIRES _ scene _ load.str and LOWRES _ scene _ load.str) that give the hierarchical relationship of the different nodes and the models associated with each node for both the "HIRES" and "LOWRES" model sets. All the images used for texturing are stored in Windows ".bmp" format for easy importing.
Real-time 3D change detection of IEDs
NASA Astrophysics Data System (ADS)
Wathen, Mitch; Link, Norah; Iles, Peter; Jinkerson, John; Mrstik, Paul; Kusevic, Kresimir; Kovats, David
2012-06-01
Road-side bombs are a real and continuing threat to soldiers in theater. CAE USA recently developed a prototype Volume based Intelligence Surveillance Reconnaissance (VISR) sensor platform for IED detection. This vehicle-mounted, prototype sensor system uses a high data rate LiDAR (1.33 million range measurements per second) to generate a 3D mapping of roadways. The mapped data is used as a reference to generate real-time change detection on future trips on the same roadways. The prototype VISR system is briefly described. The focus of this paper is the methodology used to process the 3D LiDAR data, in real-time, to detect small changes on and near the roadway ahead of a vehicle traveling at moderate speeds with sufficient warning to stop the vehicle at a safe distance from the threat. The system relies on accurate navigation equipment to geo-reference the reference run and the change-detection run. Since it was recognized early in the project that detection of small changes could not be achieved with accurate navigation solutions alone, a scene alignment algorithm was developed to register the reference run with the change detection run prior to applying the change detection algorithm. Good success was achieved in simultaneous real time processing of scene alignment plus change detection.
Sabokrou, Mohammad; Fayyaz, Mohsen; Fathy, Mahmood; Klette, Reinhard
2017-02-17
This paper proposes a fast and reliable method for anomaly detection and localization in video data showing crowded scenes. Time-efficient anomaly localization is an ongoing challenge and subject of this paper. We propose a cubicpatch- based method, characterised by a cascade of classifiers, which makes use of an advanced feature-learning approach. Our cascade of classifiers has two main stages. First, a light but deep 3D auto-encoder is used for early identification of "many" normal cubic patches. This deep network operates on small cubic patches as being the first stage, before carefully resizing remaining candidates of interest, and evaluating those at the second stage using a more complex and deeper 3D convolutional neural network (CNN). We divide the deep autoencoder and the CNN into multiple sub-stages which operate as cascaded classifiers. Shallow layers of the cascaded deep networks (designed as Gaussian classifiers, acting as weak single-class classifiers) detect "simple" normal patches such as background patches, and more complex normal patches are detected at deeper layers. It is shown that the proposed novel technique (a cascade of two cascaded classifiers) performs comparable to current top-performing detection and localization methods on standard benchmarks, but outperforms those in general with respect to required computation time.
Demonstration of three gorges archaeological relics based on 3D-visualization technology
NASA Astrophysics Data System (ADS)
Xu, Wenli
2015-12-01
This paper mainly focuses on the digital demonstration of three gorges archeological relics to exhibit the achievements of the protective measures. A novel and effective method based on 3D-visualization technology, which includes large-scaled landscape reconstruction, virtual studio, and virtual panoramic roaming, etc, is proposed to create a digitized interactive demonstration system. The method contains three stages: pre-processing, 3D modeling and integration. Firstly, abundant archaeological information is classified according to its history and geographical information. Secondly, build up a 3D-model library with the technology of digital images processing and 3D modeling. Thirdly, use virtual reality technology to display the archaeological scenes and cultural relics vividly and realistically. The present work promotes the application of virtual reality to digital projects and enriches the content of digital archaeology.
Real-time motion artifacts compensation of ToF sensors data on GPU
NASA Astrophysics Data System (ADS)
Lefloch, Damien; Hoegg, Thomas; Kolb, Andreas
2013-05-01
Over the last decade, ToF sensors attracted many computer vision and graphics researchers. Nevertheless, ToF devices suffer from severe motion artifacts for dynamic scenes as well as low-resolution depth data which strongly justifies the importance of a valid correction. To counterbalance this effect, a pre-processing approach is introduced to greatly improve range image data on dynamic scenes. We first demonstrate the robustness of our approach using simulated data to finally validate our method using sensor range data. Our GPU-based processing pipeline enhances range data reliability in real-time.
Comprehensive Understanding for Vegetated Scene Radiance Relationships
NASA Technical Reports Server (NTRS)
Kimes, D. S.; Deering, D. W.
1984-01-01
Directional reflectance distributions spanning the entire existent hemisphere were measured in two field studies; one using a Mark III 3-band radiometer and one using the rapid scanning bidirectional field instrument called PARABOLA. Surfaces measured included corn, soybeans, bare soils, grass lawn, orchard grass, alfalfa, cotton row crops, plowed field, annual grassland, stipa grass, hard wheat, salt plain shrubland, and irrigated wheat. Analysis of field data showed unique reflectance distributions ranging from bare soil to complete vegetation canopies. Physical mechanisms causing these trends were proposed. A 3-D model was developed and is unique in that it predicts: (1) the directional spectral reflectance factors as a function of the sensor's azimuth and zenith angles and the sensor's position above the canopy; (2) the spectral absorption as a function of location within the scene; and (3) the directional spectral radiance as a function of the sensor's location within the scene. Initial verification of the model as applied to a soybean row crop showed that the simulated directional data corresponded relatively well in gross trends to the measured data. The model was expanded to include the anisotropic scattering properties of leaves as a function of the leaf orientation distribution in both the zenith and azimuth angle modes.
NASA Astrophysics Data System (ADS)
Wang, Z.; Li, T.; Pan, L.; Kang, Z.
2017-09-01
With increasing attention for the indoor environment and the development of low-cost RGB-D sensors, indoor RGB-D images are easily acquired. However, scene semantic segmentation is still an open area, which restricts indoor applications. The depth information can help to distinguish the regions which are difficult to be segmented out from the RGB images with similar color or texture in the indoor scenes. How to utilize the depth information is the key problem of semantic segmentation for RGB-D images. In this paper, we propose an Encode-Decoder Fully Convolutional Networks for RGB-D image classification. We use Multiple Kernel Maximum Mean Discrepancy (MK-MMD) as a distance measure to find common and special features of RGB and D images in the network to enhance performance of classification automatically. To explore better methods of applying MMD, we designed two strategies; the first calculates MMD for each feature map, and the other calculates MMD for whole batch features. Based on the result of classification, we use the full connect CRFs for the semantic segmentation. The experimental results show that our method can achieve a good performance on indoor RGB-D image semantic segmentation.
NASA Astrophysics Data System (ADS)
Bechtold, S.; Höfle, B.
2016-06-01
In many technical domains of modern society, there is a growing demand for fast, precise and automatic acquisition of digital 3D models of a wide variety of physical objects and environments. Laser scanning is a popular and widely used technology to cover this demand, but it is also expensive and complex to use to its full potential. However, there might exist scenarios where the operation of a real laser scanner could be replaced by a computer simulation, in order to save time and costs. This includes scenarios like teaching and training of laser scanning, development of new scanner hardware and scanning methods, or generation of artificial scan data sets to support the development of point cloud processing and analysis algorithms. To test the feasibility of this idea, we have developed a highly flexible laser scanning simulation framework named Heidelberg LiDAR Operations Simulator (HELIOS). HELIOS is implemented as a Java library and split up into a core component and multiple extension modules. Extensible Markup Language (XML) is used to define scanner, platform and scene models and to configure the behaviour of modules. Modules were developed and implemented for (1) loading of simulation assets and configuration (i.e. 3D scene models, scanner definitions, survey descriptions etc.), (2) playback of XML survey descriptions, (3) TLS survey planning (i.e. automatic computation of recommended scanning positions) and (4) interactive real-time 3D visualization of simulated surveys. As a proof of concept, we show the results of two experiments: First, a survey planning test in a scene that was specifically created to evaluate the quality of the survey planning algorithm. Second, a simulated TLS scan of a crop field in a precision farming scenario. The results show that HELIOS fulfills its design goals.
NASA Technical Reports Server (NTRS)
2008-01-01
We can determine distances between objects and points of interest in 3-D space to a useful degree of accuracy from a set of camera images by using multiple camera views and reference targets in the camera s field of view (FOV). The core of the software processing is based on the previously developed foreign-object debris vision trajectory software (see KSC Research and Technology 2004 Annual Report, pp. 2 5). The current version of this photogrammetry software includes the ability to calculate distances between any specified point pairs, the ability to process any number of reference targets and any number of camera images, user-friendly editing features, including zoom in/out, translate, and load/unload, routines to help mark reference points with a Find function, while comparing them with the reference point database file, and a comprehensive output report in HTML format. In this system, scene reference targets are replaced by a photogrammetry cube whose exterior surface contains multiple predetermined precision 2-D targets. Precise measurement of the cube s 2-D targets during the fabrication phase eliminates the need for measuring 3-D coordinates of reference target positions in the camera's FOV, using for example a survey theodolite or a Faroarm. Placing the 2-D targets on the cube s surface required the development of precise machining methods. In response, 2-D targets were embedded into the surface of the cube and then painted black for high contrast. A 12-inch collapsible cube was developed for room-size scenes. A 3-inch, solid, stainless-steel photogrammetry cube was also fabricated for photogrammetry analysis of small objects.
NASA Astrophysics Data System (ADS)
Liu, Wanjun; Liang, Xuejian; Qu, Haicheng
2017-11-01
Hyperspectral image (HSI) classification is one of the most popular topics in remote sensing community. Traditional and deep learning-based classification methods were proposed constantly in recent years. In order to improve the classification accuracy and robustness, a dimensionality-varied convolutional neural network (DVCNN) was proposed in this paper. DVCNN was a novel deep architecture based on convolutional neural network (CNN). The input of DVCNN was a set of 3D patches selected from HSI which contained spectral-spatial joint information. In the following feature extraction process, each patch was transformed into some different 1D vectors by 3D convolution kernels, which were able to extract features from spectral-spatial data. The rest of DVCNN was about the same as general CNN and processed 2D matrix which was constituted by by all 1D data. So that the DVCNN could not only extract more accurate and rich features than CNN, but also fused spectral-spatial information to improve classification accuracy. Moreover, the robustness of network on water-absorption bands was enhanced in the process of spectral-spatial fusion by 3D convolution, and the calculation was simplified by dimensionality varied convolution. Experiments were performed on both Indian Pines and Pavia University scene datasets, and the results showed that the classification accuracy of DVCNN improved by 32.87% on Indian Pines and 19.63% on Pavia University scene than spectral-only CNN. The maximum accuracy improvement of DVCNN achievement was 13.72% compared with other state-of-the-art HSI classification methods, and the robustness of DVCNN on water-absorption bands noise was demonstrated.
Integration of real-time 3D capture, reconstruction, and light-field display
NASA Astrophysics Data System (ADS)
Zhang, Zhaoxing; Geng, Zheng; Li, Tuotuo; Pei, Renjing; Liu, Yongchun; Zhang, Xiao
2015-03-01
Effective integration of 3D acquisition, reconstruction (modeling) and display technologies into a seamless systems provides augmented experience of visualizing and analyzing real objects and scenes with realistic 3D sensation. Applications can be found in medical imaging, gaming, virtual or augmented reality and hybrid simulations. Although 3D acquisition, reconstruction, and display technologies have gained significant momentum in recent years, there seems a lack of attention on synergistically combining these components into a "end-to-end" 3D visualization system. We designed, built and tested an integrated 3D visualization system that is able to capture in real-time 3D light-field images, perform 3D reconstruction to build 3D model of the objects, and display the 3D model on a large autostereoscopic screen. In this article, we will present our system architecture and component designs, hardware/software implementations, and experimental results. We will elaborate on our recent progress on sparse camera array light-field 3D acquisition, real-time dense 3D reconstruction, and autostereoscopic multi-view 3D display. A prototype is finally presented with test results to illustrate the effectiveness of our proposed integrated 3D visualization system.
Effects of capacity limits, memory loss, and sound type in change deafness.
Gregg, Melissa K; Irsik, Vanessa C; Snyder, Joel S
2017-11-01
Change deafness, the inability to notice changes to auditory scenes, has the potential to provide insights about sound perception in busy situations typical of everyday life. We determined the extent to which change deafness to sounds is due to the capacity of processing multiple sounds and the loss of memory for sounds over time. We also determined whether these processing limitations work differently for varying types of sounds within a scene. Auditory scenes composed of naturalistic sounds, spectrally dynamic unrecognizable sounds, tones, and noise rhythms were presented in a change-detection task. On each trial, two scenes were presented that were same or different. We manipulated the number of sounds within each scene to measure memory capacity and the silent interval between scenes to measure memory loss. For all sounds, change detection was worse as scene size increased, demonstrating the importance of capacity limits. Change detection to the natural sounds did not deteriorate much as the interval between scenes increased up to 2,000 ms, but it did deteriorate substantially with longer intervals. For artificial sounds, in contrast, change-detection performance suffered even for very short intervals. The results suggest that change detection is generally limited by capacity, regardless of sound type, but that auditory memory is more enduring for sounds with naturalistic acoustic structures.
ERIC Educational Resources Information Center
Shaffer, Rebecca C.; Pedapati, Ernest V.; Shic, Frederick; Gaietto, Kristina; Bowers, Katherine; Wink, Logan K.; Erickson, Craig A.
2017-01-01
In this study, we present an eye-tracking paradigm, adapted from previous work with toddlers, for assessing social-interaction looking preferences in youth ages 5-17 with ASD and typically-developing controls (TDC). Videos of children playing together (Social Scenes, SS) were presented side-by-side with animated geometric shapes (GS). Participants…
Use of LANDSAT imagery for wildlife habitat mapping in northeast and eastcentral Alaska
NASA Technical Reports Server (NTRS)
Laperriere, A. J. (Principal Investigator)
1976-01-01
The author has identified the following significant results. Indications are that Alaskan scenes dated later than about September 5th are unsuitable for vegetational analyses. Such fall data exhibit a limited dynamic range relative to summer scenes and the informational content of the data is reduced such that discrimination between many vegetation types is no longer possible.
Assessing Multiple Object Tracking in Young Children Using a Game
ERIC Educational Resources Information Center
Ryokai, Kimiko; Farzin, Faraz; Kaltman, Eric; Niemeyer, Greg
2013-01-01
Visual tracking of multiple objects in a complex scene is a critical survival skill. When we attempt to safely cross a busy street, follow a ball's position during a sporting event, or monitor children in a busy playground, we rely on our brain's capacity to selectively attend to and track the position of specific objects in a dynamic scene. This…
2D/3D facial feature extraction
NASA Astrophysics Data System (ADS)
Çinar Akakin, Hatice; Ali Salah, Albert; Akarun, Lale; Sankur, Bülent
2006-02-01
We propose and compare three different automatic landmarking methods for near-frontal faces. The face information is provided as 480x640 gray-level images in addition to the corresponding 3D scene depth information. All three methods follow a coarse-to-fine suite and use the 3D information in an assist role. The first method employs a combination of principal component analysis (PCA) and independent component analysis (ICA) features to analyze the Gabor feature set. The second method uses a subset of DCT coefficients for template-based matching. These two methods employ SVM classifiers with polynomial kernel functions. The third method uses a mixture of factor analyzers to learn Gabor filter outputs. We contrast the localization performance separately with 2D texture and 3D depth information. Although the 3D depth information per se does not perform as well as texture images in landmark localization, the 3D information has still a beneficial role in eliminating the background and the false alarms.
3-D movies using microprocessor-controlled optoelectronic spectacles
NASA Astrophysics Data System (ADS)
Jacobs, Ken; Karpf, Ron
2012-02-01
Despite rapid advances in technology, 3-D movies are impractical for general movie viewing. A new approach that opens all content for casual 3-D viewing is needed. 3Deeps--advanced microprocessor controlled optoelectronic spectacles--provides such a new approach to 3-D. 3Deeps works on a different principle than other methods for 3-D. 3-D movies typically use the asymmetry of dual images to produce stereopsis, necessitating costly dual-image content, complex formatting and transmission standards, and viewing via a corresponding selection device. In contrast, all 3Deeps requires to view movies in realistic depth is an illumination asymmetry--a controlled difference in optical density between the lenses. When a 2-D movie has been projected for viewing, 3Deeps converts every scene containing lateral motion into realistic 3-D. Put on 3Deeps spectacles for 3-D viewing, or remove them for viewing in 2-D. 3Deeps works for all analogue and digital 2-D content, by any mode of transmission, and for projection screens, digital or analogue monitors. An example using aerial photography is presented. A movie consisting of successive monoscopic aerial photographs appears in realistic 3-D when viewed through 3Deeps spectacles.
Usability of aerial video footage for 3-D scene reconstruction and structural damage assessment
NASA Astrophysics Data System (ADS)
Cusicanqui, Johnny; Kerle, Norman; Nex, Francesco
2018-06-01
Remote sensing has evolved into the most efficient approach to assess post-disaster structural damage, in extensively affected areas through the use of spaceborne data. For smaller, and in particular, complex urban disaster scenes, multi-perspective aerial imagery obtained with unmanned aerial vehicles and derived dense color 3-D models are increasingly being used. These type of data allow the direct and automated recognition of damage-related features, supporting an effective post-disaster structural damage assessment. However, the rapid collection and sharing of multi-perspective aerial imagery is still limited due to tight or lacking regulations and legal frameworks. A potential alternative is aerial video footage, which is typically acquired and shared by civil protection institutions or news media and which tends to be the first type of airborne data available. Nevertheless, inherent artifacts and the lack of suitable processing means have long limited its potential use in structural damage assessment and other post-disaster activities. In this research the usability of modern aerial video data was evaluated based on a comparative quality and application analysis of video data and multi-perspective imagery (photos), and their derivative 3-D point clouds created using current photogrammetric techniques. Additionally, the effects of external factors, such as topography and the presence of smoke and moving objects, were determined by analyzing two different earthquake-affected sites: Tainan (Taiwan) and Pescara del Tronto (Italy). Results demonstrated similar usabilities for video and photos. This is shown by the short 2 cm of difference between the accuracies of video- and photo-based 3-D point clouds. Despite the low video resolution, the usability of these data was compensated for by a small ground sampling distance. Instead of video characteristics, low quality and application resulted from non-data-related factors, such as changes in the scene, lack of texture, or moving objects. We conclude that not only are current video data more rapidly available than photos, but they also have a comparable ability to assist in image-based structural damage assessment and other post-disaster activities.
Review of infrared scene projector technology-1993
NASA Astrophysics Data System (ADS)
Driggers, Ronald G.; Barnard, Kenneth J.; Burroughs, E. E.; Deep, Raymond G.; Williams, Owen M.
1994-07-01
The importance of testing IR imagers and missile seekers with realistic IR scenes warrants a review of the current technologies used in dynamic infrared scene projection. These technologies include resistive arrays, deformable mirror arrays, mirror membrane devices, liquid crystal light valves, laser writers, laser diode arrays, and CRTs. Other methods include frustrated total internal reflection, thermoelectric devices, galvanic cells, Bly cells, and vanadium dioxide. A description of each technology is presented along with a discussion of their relative benefits and disadvantages. The current state of each methodology is also summarized. Finally, the methods are compared and contrasted in terms of their performance parameters.
The influence of behavioral relevance on the processing of global scene properties: An ERP study.
Hansen, Natalie E; Noesen, Birken T; Nador, Jeffrey D; Harel, Assaf
2018-05-02
Recent work studying the temporal dynamics of visual scene processing (Harel et al., 2016) has found that global scene properties (GSPs) modulate the amplitude of early Event-Related Potentials (ERPs). It is still not clear, however, to what extent the processing of these GSPs is influenced by their behavioral relevance, determined by the goals of the observer. To address this question, we investigated how behavioral relevance, operationalized by the task context impacts the electrophysiological responses to GSPs. In a set of two experiments we recorded ERPs while participants viewed images of real-world scenes, varying along two GSPs, naturalness (manmade/natural) and spatial expanse (open/closed). In Experiment 1, very little attention to scene content was required as participants viewed the scenes while performing an orthogonal fixation-cross task. In Experiment 2 participants saw the same scenes but now had to actively categorize them, based either on their naturalness or spatial expense. We found that task context had very little impact on the early ERP responses to the naturalness and spatial expanse of the scenes: P1, N1, and P2 could distinguish between open and closed scenes and between manmade and natural scenes across both experiments. Further, the specific effects of naturalness and spatial expanse on the ERP components were largely unaffected by their relevance for the task. A task effect was found at the N1 and P2 level, but this effect was manifest across all scene dimensions, indicating a general effect rather than an interaction between task context and GSPs. Together, these findings suggest that the extraction of global scene information reflected in the early ERP components is rapid and very little influenced by top-down observer-based goals. Copyright © 2018 Elsevier Ltd. All rights reserved.
Simulation as an Engine of Physical Scene Understanding
2013-11-05
critical to the origins of intelligence : Researchers in developmental psychology, language, animal cognition, and artificial intelligence (2–6) con- sider...implemented computationally in classic artificial intelligence systems (18–20). However, these systems have not attempted to engage with physical scene un...N00014-09-0124, N00014-07-1-0937, and 1015GNA126; by Qualcomm; and by Intelligence Advanced Research Project Activity Grant D10PC20023. 1. Marr D (1982
Three-dimensional ghost imaging lidar via sparsity constraint
NASA Astrophysics Data System (ADS)
Gong, Wenlin; Zhao, Chengqiang; Yu, Hong; Chen, Mingliang; Xu, Wendong; Han, Shensheng
2016-05-01
Three-dimensional (3D) remote imaging attracts increasing attentions in capturing a target’s characteristics. Although great progress for 3D remote imaging has been made with methods such as scanning imaging lidar and pulsed floodlight-illumination imaging lidar, either the detection range or application mode are limited by present methods. Ghost imaging via sparsity constraint (GISC), enables the reconstruction of a two-dimensional N-pixel image from much fewer than N measurements. By GISC technique and the depth information of targets captured with time-resolved measurements, we report a 3D GISC lidar system and experimentally show that a 3D scene at about 1.0 km range can be stably reconstructed with global measurements even below the Nyquist limit. Compared with existing 3D optical imaging methods, 3D GISC has the capability of both high efficiency in information extraction and high sensitivity in detection. This approach can be generalized in nonvisible wavebands and applied to other 3D imaging areas.
The Deployment of Visual Attention
2006-03-01
targets: Evidence for memory-based control of attention. Psychonomic Bulletin & Review , 11(1), 71-76. Torralba, A. (2003). Modeling global scene...S., Fencsik, D. E., Tran, L., & Wolfe, J. M. (in press). How do we track invisible objects? Psychonomic Bulletin & Review . *Horowitz, T. S. (in press
Brinkley, J F; Bradley, S W; Sundsten, J W; Rosse, C
1997-12-01
Advances in network and imaging technology, coupled with the availability of 3-D datasets such as the Visible Human, provide a unique opportunity for developing information systems in anatomy that can deliver relevant knowledge directly to the clinician, researcher or educator. A software framework is described for developing such a system within a distributed architecture that includes spatial and symbolic anatomy information resources, Web and custom servers, and authoring and end-user client programs. The authoring tools have been used to create 3-D atlases of the brain, knee and thorax that are used both locally and throughout the world. For the one and a half year period from June 1995-January 1997, the on-line atlases were accessed by over 33,000 sites from 94 countries, with an average of over 4000 "hits" per day, and 25,000 hits per day during peak exam periods. The atlases have been linked to by over 500 sites, and have received at least six unsolicited awards by outside rating institutions. The flexibility of the software framework has allowed the information system to evolve with advances in technology and representation methods. Possible new features include knowledge-based image retrieval and tutoring, dynamic generation of 3-D scenes, and eventually, real-time virtual reality navigation through the body. Such features, when coupled with other on-line biomedical information resources, should lead to interesting new ways for managing and accessing structural information in medicine. Copyright 1997 Academic Press.
3D Scene Reconstruction Using Omnidirectional Vision and LiDAR: A Hybrid Approach
Vlaminck, Michiel; Luong, Hiep; Goeman, Werner; Philips, Wilfried
2016-01-01
In this paper, we propose a novel approach to obtain accurate 3D reconstructions of large-scale environments by means of a mobile acquisition platform. The system incorporates a Velodyne LiDAR scanner, as well as a Point Grey Ladybug panoramic camera system. It was designed with genericity in mind, and hence, it does not make any assumption about the scene or about the sensor set-up. The main novelty of this work is that the proposed LiDAR mapping approach deals explicitly with the inhomogeneous density of point clouds produced by LiDAR scanners. To this end, we keep track of a global 3D map of the environment, which is continuously improved and refined by means of a surface reconstruction technique. Moreover, we perform surface analysis on consecutive generated point clouds in order to assure a perfect alignment with the global 3D map. In order to cope with drift, the system incorporates loop closure by determining the pose error and propagating it back in the pose graph. Our algorithm was exhaustively tested on data captured at a conference building, a university campus and an industrial site of a chemical company. Experiments demonstrate that it is capable of generating highly accurate 3D maps in very challenging environments. We can state that the average distance of corresponding point pairs between the ground truth and estimated point cloud approximates one centimeter for an area covering approximately 4000 m2. To prove the genericity of the system, it was tested on the well-known Kitti vision benchmark. The results show that our approach competes with state of the art methods without making any additional assumptions. PMID:27854315
Development and Evaluation of Real-Time Volumetric Compton Gamma-Ray Imaging
NASA Astrophysics Data System (ADS)
Barnowski, Ross Wegner
An approach to gamma-ray imaging has been developed that enables near real-time volumetric (3D) imaging of unknown environments thus improving the utility of gamma-ray imaging for source-search and radiation mapping applications. The approach, herein dubbed scene data fusion (SDF), is based on integrating mobile radiation imagers with real time tracking and scene reconstruction algorithms to enable a mobile mode of operation and 3D localization of gamma-ray sources. The real-time tracking allows the imager to be moved throughout the environment or around a particular object of interest, obtaining the multiple perspectives necessary for standoff 3D imaging. A 3D model of the scene, provided in real-time by a simultaneous localization and mapping (SLAM) algorithm, can be incorporated into the image reconstruction reducing the reconstruction time and improving imaging performance. The SDF concept is demonstrated in this work with a Microsoft Kinect RGB-D sensor, a real-time SLAM solver, and two different mobile gamma-ray imaging platforms. The first is a cart-based imaging platform known as the Volumetric Compton Imager (VCI), comprising two 3D position-sensitive high purity germanium (HPGe) detectors, exhibiting excellent gamma-ray imaging characteristics, but with limited mobility due to the size and weight of the cart. The second system is the High Efficiency Multimodal Imager (HEMI) a hand-portable gamma-ray imager comprising 96 individual cm3 CdZnTe crystals arranged in a two-plane, active-mask configuration. The HEMI instrument has poorer energy and angular resolution than the VCI, but is truly hand-portable, allowing the SDF concept to be tested in multiple environments and for more challenging imaging scenarios. An iterative algorithm based on Compton kinematics is used to reconstruct the gamma-ray source distribution in all three spatial dimensions. Each of the two mobile imaging systems are used to demonstrate SDF for a variety of scenarios, including general search and mapping scenarios with several point gamma-ray sources over the range of energies relevant for Compton imaging. More specific imaging scenarios are also addressed, including directed search and object interrogation scenarios. Finally, the volumetric image quality is quantitatively investigated with respect to the number of Compton events acquired during a measurement, the list-mode uncertainty of the Compton cone data, and the uncertainty in the pose estimate from the real-time tracking algorithm. SDF advances the real-world applicability of gamma-ray imaging for many search, mapping, and verification scenarios by improving the tractability of the gamma-ray image reconstruction and providing context for the 3D localization of gamma-ray sources within the environment in real-time.
Learning Scene Categories from High Resolution Satellite Image for Aerial Video Analysis
DOE Office of Scientific and Technical Information (OSTI.GOV)
Cheriyadat, Anil M
2011-01-01
Automatic scene categorization can benefit various aerial video processing applications. This paper addresses the problem of predicting the scene category from aerial video frames using a prior model learned from satellite imagery. We show that local and global features in the form of line statistics and 2-D power spectrum parameters respectively can characterize the aerial scene well. The line feature statistics and spatial frequency parameters are useful cues to distinguish between different urban scene categories. We learn the scene prediction model from highresolution satellite imagery to test the model on the Columbus Surrogate Unmanned Aerial Vehicle (CSUAV) dataset ollected bymore » high-altitude wide area UAV sensor platform. e compare the proposed features with the popular Scale nvariant Feature Transform (SIFT) features. Our experimental results show that proposed approach outperforms te SIFT model when the training and testing are conducted n disparate data sources.« less
Mender, Bedeho M W; Stringer, Simon M
2015-01-01
We propose and examine a model for how perisaccadic visual receptive field dynamics, observed in a range of primate brain areas such as LIP, FEF, SC, V3, V3A, V2, and V1, may develop through a biologically plausible process of unsupervised visually guided learning. These dynamics are associated with remapping, which is the phenomenon where receptive fields anticipate the consequences of saccadic eye movements. We find that a neural network model using a local associative synaptic learning rule, when exposed to visual scenes in conjunction with saccades, can account for a range of associated phenomena. In particular, our model demonstrates predictive and pre-saccadic remapping, responsiveness shifts around the time of saccades, and remapping from multiple directions.
Mender, Bedeho M. W.; Stringer, Simon M.
2015-01-01
We propose and examine a model for how perisaccadic visual receptive field dynamics, observed in a range of primate brain areas such as LIP, FEF, SC, V3, V3A, V2, and V1, may develop through a biologically plausible process of unsupervised visually guided learning. These dynamics are associated with remapping, which is the phenomenon where receptive fields anticipate the consequences of saccadic eye movements. We find that a neural network model using a local associative synaptic learning rule, when exposed to visual scenes in conjunction with saccades, can account for a range of associated phenomena. In particular, our model demonstrates predictive and pre-saccadic remapping, responsiveness shifts around the time of saccades, and remapping from multiple directions. PMID:25717301
Xia, Xinxing; Zheng, Zhenrong; Liu, Xu; Li, Haifeng; Yan, Caijie
2010-09-10
We utilized a high-frame-rate projector, a rotating mirror, and a cylindrical selective-diffusing screen to present a novel three-dimensional (3D) omnidirectional-view display system without the need for any special viewing aids. The display principle and image size are analyzed, and the common display zone is proposed. The viewing zone for one observation place is also studied. The experimental results verify this method, and a vivid color 3D scene with occlusion and smooth parallax is also demonstrated with the system.
Image-based 3D reconstruction and virtual environmental walk-through
NASA Astrophysics Data System (ADS)
Sun, Jifeng; Fang, Lixiong; Luo, Ying
2001-09-01
We present a 3D reconstruction method, which combines geometry-based modeling, image-based modeling and rendering techniques. The first component is an interactive geometry modeling method which recovery of the basic geometry of the photographed scene. The second component is model-based stereo algorithm. We discus the image processing problems and algorithms of walking through in virtual space, then designs and implement a high performance multi-thread wandering algorithm. The applications range from architectural planning and archaeological reconstruction to virtual environments and cinematic special effects.
NASA Astrophysics Data System (ADS)
Mekuria, Rufael; Cesar, Pablo; Doumanis, Ioannis; Frisiello, Antonella
2015-09-01
Compression of 3D object based video is relevant for 3D Immersive applications. Nevertheless, the perceptual aspects of the degradation introduced by codecs for meshes and point clouds are not well understood. In this paper we evaluate the subjective and objective degradations introduced by such codecs in a state of art 3D immersive virtual room. In the 3D immersive virtual room, users are captured with multiple cameras, and their surfaces are reconstructed as photorealistic colored/textured 3D meshes or point clouds. To test the perceptual effect of compression and transmission, we render degraded versions with different frame rates in different contexts (near/far) in the scene. A quantitative subjective study with 16 users shows that negligible distortion of decoded surfaces compared to the original reconstructions can be achieved in the 3D virtual room. In addition, a qualitative task based analysis in a full prototype field trial shows increased presence, emotion, user and state recognition of the reconstructed 3D Human representation compared to animated computer avatars.
YouDash3D: exploring stereoscopic 3D gaming for 3D movie theaters
NASA Astrophysics Data System (ADS)
Schild, Jonas; Seele, Sven; Masuch, Maic
2012-03-01
Along with the success of the digitally revived stereoscopic cinema, events beyond 3D movies become attractive for movie theater operators, i.e. interactive 3D games. In this paper, we present a case that explores possible challenges and solutions for interactive 3D games to be played by a movie theater audience. We analyze the setting and showcase current issues related to lighting and interaction. Our second focus is to provide gameplay mechanics that make special use of stereoscopy, especially depth-based game design. Based on these results, we present YouDash3D, a game prototype that explores public stereoscopic gameplay in a reduced kiosk setup. It features live 3D HD video stream of a professional stereo camera rig rendered in a real-time game scene. We use the effect to place the stereoscopic effigies of players into the digital game. The game showcases how stereoscopic vision can provide for a novel depth-based game mechanic. Projected trigger zones and distributed clusters of the audience video allow for easy adaptation to larger audiences and 3D movie theater gaming.
Automatic Building Abstraction from Aerial Photogrammetry
NASA Astrophysics Data System (ADS)
Ley, A.; Hänsch, R.; Hellwich, O.
2017-09-01
Multi-view stereo has been shown to be a viable tool for the creation of realistic 3D city models. Nevertheless, it still states significant challenges since it results in dense, but noisy and incomplete point clouds when applied to aerial images. 3D city modelling usually requires a different representation of the 3D scene than these point clouds. This paper applies a fully-automatic pipeline to generate a simplified mesh from a given dense point cloud. The mesh provides a certain level of abstraction as it only consists of relatively large planar and textured surfaces. Thus, it is possible to remove noise, outlier, as well as clutter, while maintaining a high level of accuracy.
Active polarization descattering.
Treibitz, Tali; Schechner, Yoav Y
2009-03-01
Vision in scattering media is important but challenging. Images suffer from poor visibility due to backscattering and attenuation. Most prior methods for scene recovery use active illumination scanners (structured and gated), which can be slow and cumbersome, while natural illumination is inapplicable to dark environments. The current paper addresses the need for a non-scanning recovery method, that uses active scene irradiance. We study the formation of images under widefield artificial illumination. Based on the formation model, the paper presents an approach for recovering the object signal. It also yields rough information about the 3D scene structure. The approach can work with compact, simple hardware, having active widefield, polychromatic polarized illumination. The camera is fitted with a polarization analyzer. Two frames of the scene are taken, with different states of the analyzer or polarizer. A recovery algorithm follows the acquisition. It allows both the backscatter and the object reflection to be partially polarized. It thus unifies and generalizes prior polarization-based methods, which had assumed exclusive polarization of either of these components. The approach is limited to an effective range, due to image noise and illumination falloff. Thus, the limits and noise sensitivity are analyzed. We demonstrate the approach in underwater field experiments.
Situational awareness for unmanned ground vehicles in semi-structured environments
NASA Astrophysics Data System (ADS)
Goodsell, Thomas G.; Snorrason, Magnus; Stevens, Mark R.
2002-07-01
Situational Awareness (SA) is a critical component of effective autonomous vehicles, reducing operator workload and allowing an operator to command multiple vehicles or simultaneously perform other tasks. Our Scene Estimation & Situational Awareness Mapping Engine (SESAME) provides SA for mobile robots in semi-structured scenes, such as parking lots and city streets. SESAME autonomously builds volumetric models for scene analysis. For example, a SES-AME equipped robot can build a low-resolution 3-D model of a row of cars, then approach a specific car and build a high-resolution model from a few stereo snapshots. The model can be used onboard to determine the type of car and locate its license plate, or the model can be segmented out and sent back to an operator who can view it from different viewpoints. As new views of the scene are obtained, the model is updated and changes are tracked (such as cars arriving or departing). Since the robot's position must be accurately known, SESAME also has automated techniques for deter-mining the position and orientation of the camera (and hence, robot) with respect to existing maps. This paper presents an overview of the SESAME architecture and algorithms, including our model generation algorithm.
From tissue to silicon to plastic: three-dimensional printing in comparative anatomy and physiology
Lauridsen, Henrik; Hansen, Kasper; Nørgård, Mathias Ørum; Wang, Tobias; Pedersen, Michael
2016-01-01
Comparative anatomy and physiology are disciplines related to structures and mechanisms in three-dimensional (3D) space. For the past centuries, scientific reports in these fields have relied on written descriptions and two-dimensional (2D) illustrations, but in recent years 3D virtual modelling has entered the scene. However, comprehending complex anatomical structures is hampered by reproduction on flat inherently 2D screens. One way to circumvent this problem is in the production of 3D-printed scale models. We have applied computed tomography and magnetic resonance imaging to produce digital models of animal anatomy well suited to be printed on low-cost 3D printers. In this communication, we report how to apply such technology in comparative anatomy and physiology to aid discovery, description, comprehension and communication, and we seek to inspire fellow researchers in these fields to embrace this emerging technology. PMID:27069653
Depth-tunable three-dimensional display with interactive light field control
NASA Astrophysics Data System (ADS)
Xie, Songlin; Wang, Peng; Sang, Xinzhu; Li, Chenyu; Dou, Wenhua; Xiao, Liquan
2016-07-01
A software-defined depth-tunable three-dimensional (3D) display with interactive 3D depth control is presented. With the proposed post-processing system, the disparity of the multi-view media can be freely adjusted. Benefiting from a wealth of information inherently contains in dense multi-view images captured with parallel arrangement camera array, the 3D light field is built and the light field structure is controlled to adjust the disparity without additional acquired depth information since the light field structure itself contains depth information. A statistical analysis based on the least square is carried out to extract the depth information inherently exists in the light field structure and the accurate depth information can be used to re-parameterize light fields for the autostereoscopic display, and a smooth motion parallax can be guaranteed. Experimental results show that the system is convenient and effective to adjust the 3D scene performance in the 3D display.
Target surface finding using 3D SAR data
NASA Astrophysics Data System (ADS)
Ruiter, Jason R.; Burns, Joseph W.; Subotic, Nikola S.
2005-05-01
Methods of generating more literal, easily interpretable imagery from 3-D SAR data are being studied to provide all weather, near-visual target identification and/or scene interpretation. One method of approaching this problem is to automatically generate shape-based geometric renderings from the SAR data. In this paper we describe the application of the Marching Tetrahedrons surface finding algorithm to 3-D SAR data. The Marching Tetrahedrons algorithm finds a surface through the 3-D data cube, which provides a recognizable representation of the target surface. This algorithm was applied to the public-release X-patch simulations of a backhoe, which provided densely sampled 3-D SAR data sets. The performance of the algorithm to noise and spatial resolution were explored. Surface renderings were readily recognizable over a range of spatial resolution, and maintained their fidelity even under relatively low Signal-to-Noise Ratio (SNR) conditions.
A 3D terrain reconstruction method of stereo vision based quadruped robot navigation system
NASA Astrophysics Data System (ADS)
Ge, Zhuo; Zhu, Ying; Liang, Guanhao
2017-01-01
To provide 3D environment information for the quadruped robot autonomous navigation system during walking through rough terrain, based on the stereo vision, a novel 3D terrain reconstruction method is presented. In order to solve the problem that images collected by stereo sensors have large regions with similar grayscale and the problem that image matching is poor at real-time performance, watershed algorithm and fuzzy c-means clustering algorithm are combined for contour extraction. Aiming at the problem of error matching, duel constraint with region matching and pixel matching is established for matching optimization. Using the stereo matching edge pixel pairs, the 3D coordinate algorithm is estimated according to the binocular stereo vision imaging model. Experimental results show that the proposed method can yield high stereo matching ratio and reconstruct 3D scene quickly and efficiently.
Detailed 3D representations for object recognition and modeling.
Zia, M Zeeshan; Stark, Michael; Schiele, Bernt; Schindler, Konrad
2013-11-01
Geometric 3D reasoning at the level of objects has received renewed attention recently in the context of visual scene understanding. The level of geometric detail, however, is typically limited to qualitative representations or coarse boxes. This is linked to the fact that today's object class detectors are tuned toward robust 2D matching rather than accurate 3D geometry, encouraged by bounding-box-based benchmarks such as Pascal VOC. In this paper, we revisit ideas from the early days of computer vision, namely, detailed, 3D geometric object class representations for recognition. These representations can recover geometrically far more accurate object hypotheses than just bounding boxes, including continuous estimates of object pose and 3D wireframes with relative 3D positions of object parts. In combination with robust techniques for shape description and inference, we outperform state-of-the-art results in monocular 3D pose estimation. In a series of experiments, we analyze our approach in detail and demonstrate novel applications enabled by such an object class representation, such as fine-grained categorization of cars and bicycles, according to their 3D geometry, and ultrawide baseline matching.
High Dynamic Range Imaging Using Multiple Exposures
NASA Astrophysics Data System (ADS)
Hou, Xinglin; Luo, Haibo; Zhou, Peipei; Zhou, Wei
2017-06-01
It is challenging to capture a high-dynamic range (HDR) scene using a low-dynamic range (LDR) camera. This paper presents an approach for improving the dynamic range of cameras by using multiple exposure images of same scene taken under different exposure times. First, the camera response function (CRF) is recovered by solving a high-order polynomial in which only the ratios of the exposures are used. Then, the HDR radiance image is reconstructed by weighted summation of the each radiance maps. After that, a novel local tone mapping (TM) operator is proposed for the display of the HDR radiance image. By solving the high-order polynomial, the CRF can be recovered quickly and easily. Taken the local image feature and characteristic of histogram statics into consideration, the proposed TM operator could preserve the local details efficiently. Experimental result demonstrates the effectiveness of our method. By comparison, the method outperforms other methods in terms of imaging quality.
Coniferous Canopy BRF Simulation Based on 3-D Realistic Scene
NASA Technical Reports Server (NTRS)
Wang, Xin-yun; Guo, Zhi-feng; Qin, Wen-han; Sun, Guo-qing
2011-01-01
It is difficulties for the computer simulation method to study radiation regime at large-scale. Simplified coniferous model was investigate d in the present study. It makes the computer simulation methods such as L-systems and radiosity-graphics combined method (RGM) more powerf ul in remote sensing of heterogeneous coniferous forests over a large -scale region. L-systems is applied to render 3-D coniferous forest scenarios: and RGM model was used to calculate BRF (bidirectional refle ctance factor) in visible and near-infrared regions. Results in this study show that in most cases both agreed well. Meanwhiie at a tree and forest level. the results are also good.
Event-Based Tone Mapping for Asynchronous Time-Based Image Sensor
Simon Chane, Camille; Ieng, Sio-Hoi; Posch, Christoph; Benosman, Ryad B.
2016-01-01
The asynchronous time-based neuromorphic image sensor ATIS is an array of autonomously operating pixels able to encode luminance information with an exceptionally high dynamic range (>143 dB). This paper introduces an event-based methodology to display data from this type of event-based imagers, taking into account the large dynamic range and high temporal accuracy that go beyond available mainstream display technologies. We introduce an event-based tone mapping methodology for asynchronously acquired time encoded gray-level data. A global and a local tone mapping operator are proposed. Both are designed to operate on a stream of incoming events rather than on time frame windows. Experimental results on real outdoor scenes are presented to evaluate the performance of the tone mapping operators in terms of quality, temporal stability, adaptation capability, and computational time. PMID:27642275
ERIC Educational Resources Information Center
Sanocki, Thomas; Sulman, Noah
2013-01-01
Three experiments measured the efficiency of monitoring complex scenes composed of changing objects, or events. All events lasted about 4 s, but in a given block of trials, could be of a single type (single task) or of multiple types (multitask, with a total of four event types). Overall accuracy of detecting target events amid distractors was…
Interactive distributed hardware-accelerated LOD-sprite terrain rendering with stable frame rates
NASA Astrophysics Data System (ADS)
Swan, J. E., II; Arango, Jesus; Nakshatrala, Bala K.
2002-03-01
A stable frame rate is important for interactive rendering systems. Image-based modeling and rendering (IBMR) techniques, which model parts of the scene with image sprites, are a promising technique for interactive systems because they allow the sprite to be manipulated instead of the underlying scene geometry. However, with IBMR techniques a frequent problem is an unstable frame rate, because generating an image sprite (with 3D rendering) is time-consuming relative to manipulating the sprite (with 2D image resampling). This paper describes one solution to this problem, by distributing an IBMR technique into a collection of cooperating threads and executable programs across two computers. The particular IBMR technique distributed here is the LOD-Sprite algorithm. This technique uses a multiple level-of-detail (LOD) scene representation. It first renders a keyframe from a high-LOD representation, and then caches the frame as an image sprite. It renders subsequent spriteframes by texture-mapping the cached image sprite into a lower-LOD representation. We describe a distributed architecture and implementation of LOD-Sprite, in the context of terrain rendering, which takes advantage of graphics hardware. We present timing results which indicate we have achieved a stable frame rate. In addition to LOD-Sprite, our distribution method holds promise for other IBMR techniques.
High-resolution three-dimensional imaging with compress sensing
NASA Astrophysics Data System (ADS)
Wang, Jingyi; Ke, Jun
2016-10-01
LIDAR three-dimensional imaging technology have been used in many fields, such as military detection. However, LIDAR require extremely fast data acquisition speed. This makes the manufacture of detector array for LIDAR system is very difficult. To solve this problem, we consider using compress sensing which can greatly decrease the data acquisition and relax the requirement of a detection device. To use the compressive sensing idea, a spatial light modulator will be used to modulate the pulsed light source. Then a photodetector is used to receive the reflected light. A convex optimization problem is solved to reconstruct the 2D depth map of the object. To improve the resolution in transversal direction, we use multiframe image restoration technology. For each 2D piecewise-planar scene, we move the SLM half-pixel each time. Then the position where the modulated light illuminates will changed accordingly. We repeat moving the SLM to four different directions. Then we can get four low-resolution depth maps with different details of the same plane scene. If we use all of the measurements obtained by the subpixel movements, we can reconstruct a high-resolution depth map of the sense. A linear minimum-mean-square error algorithm is used for the reconstruction. By combining compress sensing and multiframe image restoration technology, we reduce the burden on data analyze and improve the efficiency of detection. More importantly, we obtain high-resolution depth maps of a 3D scene.
2004-12-01
handling using the X10 home automation protocol. Each 3D graphics client renders its scene according to an assigned virtual camera position. By having...control protocol. DMX is a versatile and robust framework which overcomes limitations of the X10 home automation protocol which we are currently using
Canessa, Andrea; Gibaldi, Agostino; Chessa, Manuela; Fato, Marco; Solari, Fabio; Sabatini, Silvio P.
2017-01-01
Binocular stereopsis is the ability of a visual system, belonging to a live being or a machine, to interpret the different visual information deriving from two eyes/cameras for depth perception. From this perspective, the ground-truth information about three-dimensional visual space, which is hardly available, is an ideal tool both for evaluating human performance and for benchmarking machine vision algorithms. In the present work, we implemented a rendering methodology in which the camera pose mimics realistic eye pose for a fixating observer, thus including convergent eye geometry and cyclotorsion. The virtual environment we developed relies on highly accurate 3D virtual models, and its full controllability allows us to obtain the stereoscopic pairs together with the ground-truth depth and camera pose information. We thus created a stereoscopic dataset: GENUA PESTO—GENoa hUman Active fixation database: PEripersonal space STereoscopic images and grOund truth disparity. The dataset aims to provide a unified framework useful for a number of problems relevant to human and computer vision, from scene exploration and eye movement studies to 3D scene reconstruction. PMID:28350382
Omnidirectional structured light in a flexible configuration.
Paniagua, Carmen; Puig, Luis; Guerrero, José J
2013-10-14
Structured light is a perception method that allows us to obtain 3D information from images of the scene by projecting synthetic features with a light emitter. Traditionally, this method considers a rigid configuration, where the position and orientation of the light emitter with respect to the camera are known and calibrated beforehand. In this paper we propose a new omnidirectional structured light system in flexible configuration, which overcomes the rigidness of the traditional structured light systems. We propose the use of an omnidirectional camera combined with a conic pattern light emitter. Since the light emitter is visible in the omnidirectional image, the computation of its location is possible. With this information and the projected conic in the omnidirectional image, we are able to compute the conic reconstruction, i.e., the 3D information of the conic in the space. This reconstruction considers the recovery of the depth and orientation of the scene surface where the conic pattern is projected. One application of our proposed structured light system in flexible configuration consists of a wearable omnicamera with a low-cost laser in hand for visual impaired personal assistance.
Motion video analysis using planar parallax
NASA Astrophysics Data System (ADS)
Sawhney, Harpreet S.
1994-04-01
Motion and structure analysis in video sequences can lead to efficient descriptions of objects and their motions. Interesting events in videos can be detected using such an analysis--for instance independent object motion when the camera itself is moving, figure-ground segregation based on the saliency of a structure compared to its surroundings. In this paper we present a method for 3D motion and structure analysis that uses a planar surface in the environment as a reference coordinate system to describe a video sequence. The motion in the video sequence is described as the motion of the reference plane, and the parallax motion of all the non-planar components of the scene. It is shown how this method simplifies the otherwise hard general 3D motion analysis problem. In addition, a natural coordinate system in the environment is used to describe the scene which can simplify motion based segmentation. This work is a part of an ongoing effort in our group towards video annotation and analysis for indexing and retrieval. Results from a demonstration system being developed are presented.
Beyl, Tim; Nicolai, Philip; Comparetti, Mirko D; Raczkowsky, Jörg; De Momi, Elena; Wörn, Heinz
2016-07-01
Scene supervision is a major tool to make medical robots safer and more intuitive. The paper shows an approach to efficiently use 3D cameras within the surgical operating room to enable for safe human robot interaction and action perception. Additionally the presented approach aims to make 3D camera-based scene supervision more reliable and accurate. A camera system composed of multiple Kinect and time-of-flight cameras has been designed, implemented and calibrated. Calibration and object detection as well as people tracking methods have been designed and evaluated. The camera system shows a good registration accuracy of 0.05 m. The tracking of humans is reliable and accurate and has been evaluated in an experimental setup using operating clothing. The robot detection shows an error of around 0.04 m. The robustness and accuracy of the approach allow for an integration into modern operating room. The data output can be used directly for situation and workflow detection as well as collision avoidance.
Tohira, Hideo; Fatovich, Daniel; Williams, Teresa A; Bremner, Alexandra; Arendts, Glenn; Rogers, Ian R; Celenza, Antonio; Mountain, David; Cameron, Peter; Sprivulis, Peter; Ahern, Tony; Finn, Judith
2016-06-01
The objective of this study was to assess the accuracy and safety of two pre-defined checklists to identify prehospital post-ictal or hypoglycemic patients who could be discharged at the scene. A retrospective cohort study of lower acuity, adult patients attended by paramedics in 2013, and who were either post-ictal or hypoglycemic, was conducted. Two self-care pathway assessment checklists (one each for post-ictal and hypoglycemia) designed as clinical decision tools for paramedics to identify patients suitable for discharge at the scene were used. The intention of the checklists was to provide paramedics with justification to not transport a patient if all checklist criteria were met. Actual patient destination (emergency department [ED] or discharge at the scene) and subsequent events (eg, ambulance requests) were compared between patients who did and did not fulfill the checklists. The performance of the checklists against the destination determined by paramedics was also assessed. Totals of 629 post-ictal and 609 hypoglycemic patients were identified. Of these, 91 (14.5%) and 37 (6.1%) patients fulfilled the respective checklist. Among those who fulfilled the checklist, 25 (27.5%) post-ictal and 18 (48.6%) hypoglycemic patients were discharged at the scene, and 21 (23.1%) and seven (18.9%) were admitted to hospital after ED assessment. Amongst post-ictal patients, those fulfilling the checklist had more subsequent ambulance requests (P=.01) and ED attendances with seizure-related conditions (P=.04) within three days than those who did not. Amongst hypoglycemic patients, there were no significant differences in subsequent events between those who did and did not meet the criteria. Paramedics discharged five times more hypoglycemic patients at the scene than the checklist predicted with no significant differences in the rate of subsequent events. Four deaths (0.66%) occurred within seven days in the hypoglycemic cohort, and none of them were attributed directly to hypoglycemia. The checklists did not accurately identify patients suitable for discharge at the scene within the Emergency Medical Service. Patients who fulfilled the post-ictal checklist made more subsequent health care service requests within three days than those who did not. Both checklists showed similar occurrence of subsequent events to paramedics' decision, but the hypoglycemia checklist identified fewer patients who could be discharged at the scene than paramedics actually discharged. Reliance on these checklists may increase transportations to ED and delay initiation of appropriate treatment at a hospital. Tohira H , Fatovich D , Williams TA , Bremner A , Arendts G , Rogers IR , Celenza A , Mountain D , Cameron P , Sprivulis P , Ahern T , Finn J . Paramedic checklists do not accurately identify post-ictal or hypoglycaemic patients suitable for discharge at the scene. Prehosp Disaster Med. 2016;31(3):282-293.
A Saccade Based Framework for Real-Time Motion Segmentation Using Event Based Vision Sensors
Mishra, Abhishek; Ghosh, Rohan; Principe, Jose C.; Thakor, Nitish V.; Kukreja, Sunil L.
2017-01-01
Motion segmentation is a critical pre-processing step for autonomous robotic systems to facilitate tracking of moving objects in cluttered environments. Event based sensors are low power analog devices that represent a scene by means of asynchronous information updates of only the dynamic details at high temporal resolution and, hence, require significantly less calculations. However, motion segmentation using spatiotemporal data is a challenging task due to data asynchrony. Prior approaches for object tracking using neuromorphic sensors perform well while the sensor is static or a known model of the object to be followed is available. To address these limitations, in this paper we develop a technique for generalized motion segmentation based on spatial statistics across time frames. First, we create micromotion on the platform to facilitate the separation of static and dynamic elements of a scene, inspired by human saccadic eye movements. Second, we introduce the concept of spike-groups as a methodology to partition spatio-temporal event groups, which facilitates computation of scene statistics and characterize objects in it. Experimental results show that our algorithm is able to classify dynamic objects with a moving camera with maximum accuracy of 92%. PMID:28316563