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2011 International Conference on Virtual Reality and Visualization最新文献

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Multi-view Stereo Reconstruction for Internet Photos 互联网照片的多视角立体重建
Pub Date : 2011-11-04 DOI: 10.1109/ICVRV.2011.22
Sijiao Yu, Yue Qi, Xukun Shen
This paper develops a multi-view stereo approach to reconstruct the shape of a 3D object from a set of Internet photos. The stereo matching technique adopts region growing approach, starting from a set of sparse 3D points reconstructed from structure-from-motion (Sfm), then propagates to the neighbouring areas by the best-first strategy, and produces dense 3D points. View selection and filter algorithms are proposed considering the characteristics of Internet images. Specifically, for each 3D point, we choose a reference image at first which determines the right subset images from unordered sets for optimization. Two filter algorithms, namely Sfm points filter and quality filter which is based on the assumption that depth changes smoothly, are designed to eliminate low-quality reconstructions. We demonstrate our algorithms with several datasets which show that they perform robustly.
本文提出了一种多视点立体方法,用于从一组网络照片中重建三维物体的形状。立体匹配技术采用区域生长的方法,从一组由结构-运动(Sfm)重建的稀疏三维点开始,通过最优优先策略向邻近区域传播,生成密集的三维点。针对网络图像的特点,提出了视图选择和滤波算法。具体来说,对于每个三维点,我们首先选择一个参考图像,从无序集中确定正确的子集图像进行优化。为了消除低质量重构,设计了两种滤波算法,即Sfm点滤波和基于深度平滑变化假设的质量滤波。我们用几个数据集证明了算法的鲁棒性。
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引用次数: 0
Internet Video Search and Repurposing through Face Analysis 基于人脸分析的网络视频搜索与再利用
Pub Date : 2011-11-04 DOI: 10.1109/ICVRV.2011.58
Xin Sun, Xiao Zhang, Shan Wang, Ke-yan Liu, Tong Zhang
With the ever-growing amount of videos on the internet, searching for desired videos in an effective and efficient way remains a challenge. In addition, repurposing videos of interest into new attractive photo/video products has been an open issue. In this paper, we propose a framework for video retrieval and repurposing by leveraging the face information in videos. Since text query cannot express user's intent precisely and it may generate noisy result, an automatic query image generation method is proposed to provide user with visual and intuitive candidate images. Then, based on user-selected query image, videos are re-ranked through content analysis so that videos with higher relevance can emerge to the top. Furthermore, relevant segments and frames are obtained and they can be used to compose customized photo/video products, which provides user with a fresh experience as a creator. In this paper, a prototype of video retrieval and repurposing system is implemented for retrieving videos of celebrities and generating customized products. Experiments have been done on 3416 video clips related to about 103 celebrities downloaded from YouTube. The experimental results show the effectiveness of our proposed method.
随着互联网上视频数量的不断增长,以有效和高效的方式搜索所需的视频仍然是一个挑战。此外,将人们感兴趣的视频重新利用成新的有吸引力的照片/视频产品一直是一个悬而未决的问题。在本文中,我们提出了一个利用视频中的人脸信息进行视频检索和再利用的框架。针对文本查询不能准确表达用户意图且可能产生噪声的问题,提出了一种自动查询图像生成方法,为用户提供可视化、直观的候选图像。然后,根据用户选择的查询图像,通过内容分析对视频进行重新排序,使相关度较高的视频出现在最前面。进而获取相关的片段和框架,用于制作定制化的照片/视频产品,为用户提供一种全新的创作者体验。本文实现了一个视频检索和再利用系统的原型,用于检索名人视频并生成定制产品。对从YouTube上下载的103名名人的3416个视频片段进行了实验。实验结果表明了该方法的有效性。
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引用次数: 0
Curvature-Constrained Feature Graph Extraction 曲率约束特征图提取
Pub Date : 2011-11-04 DOI: 10.1109/ICVRV.2011.31
Li-ru Han
this paper proposes a shape descriptor with a feature graph to highlight both topological structure and geometric features of 3D mesh model. Firstly, the geodesic distance for the computation of an invariant mapping function on a 3D mesh model is adopted to obtain a Reeb graph (RG) skeleton. Secondly, discrete curvature values on the mesh vertices are analyzed to detect the topological changes and to specify the articulated details. Finally, new nodes denoting the articulation features are extracted and used for adaptively updating the original Reeb graph. The enhanced feature graph provides an affine-invariant and visually meaningful skeleton of arbitrary topological shape in a reasonable execution time. A series of experiments has been implemented and shown the robustness and efficiency of the proposed algorithm.
为了突出三维网格模型的拓扑结构和几何特征,提出了一种带有特征图的形状描述符。首先,采用计算三维网格模型上不变映射函数的测地线距离,得到Reeb图(RG)骨架;其次,分析网格顶点上的离散曲率值,检测拓扑变化并指定铰接细节;最后,提取表示铰接特征的新节点并用于自适应更新原始Reeb图。增强的特征图在合理的执行时间内提供了任意拓扑形状的仿射不变且具有视觉意义的骨架。一系列的实验结果表明了该算法的鲁棒性和有效性。
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引用次数: 0
Cybernetics Based Model of Forces with Genotypes 基于控制论的基因型力模型
Pub Date : 2011-11-04 DOI: 10.1109/ICVRV.2011.17
Zhang Wei, Zeng Liang, Li Sikun, Yueshan Xiong, Wanying Xu
In this paper, we propose a cybernetics-based model of forces that integrates personality within it, called GSCP, which can well simulate how the psychological factors impact on the behaviors of entities. The modeling is achieved by introducing a genotype sequence to embed personality of entities into behavior decision-making. In order to decide the next behavior, a decision-making mechanism called Action Selection Logic (ASL) is proposed. In the logic, a concept of potential energy which comes from physics is introduced to describe the motivation of an entity. The task of ASL is to make sure that entities always take the actions which lead to the lowest point of the potential energy surface, which is also called a steady state in cybernetics. Personalities and emotion factors of entities are modeled as genotype sequences which affect the motivation intensity of entities, which ultimately acting upon the choice of actions through ASL. The concept model and the architecture of the GSCP model are presented, and the modeling approach is described in formal language strictly. Finally, simulation results show that entities with different emotions would choose different behaviors, which proves that individual emotional factors have actual impact on motivations and behaviors. Furthermore, the GSCP does not need to maintain a large number of state and mapping rules, and can avoid combinatorial explosion successfully, which make it more flexible and reliable.
在本文中,我们提出了一个基于控制论的力量模型,将人格融入其中,称为GSCP,它可以很好地模拟心理因素如何影响实体的行为。该模型通过引入基因型序列将个体的个性嵌入到行为决策中来实现。为了确定下一步的行为,提出了一种称为动作选择逻辑(ASL)的决策机制。在逻辑学中,引入了来自物理学的势能概念来描述一个实体的动力。ASL的任务是确保实体总是采取导致势能面最低点的动作,这在控制论中也称为稳态。个体的个性和情感因素被建模为影响个体动机强度的基因型序列,而动机强度最终通过手语作用于行为的选择。给出了GSCP模型的概念模型和体系结构,并用形式化语言严格描述了建模方法。最后,仿真结果表明,具有不同情绪的实体会选择不同的行为,这证明了个体情绪因素对动机和行为的实际影响。此外,GSCP不需要维护大量的状态和映射规则,并且能够成功地避免组合爆炸,使其更加灵活可靠。
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引用次数: 0
Local Deformation and Crack Simulation of Plastic Thin Shell 塑性薄壳的局部变形与裂纹模拟
Pub Date : 2011-11-04 DOI: 10.1109/ICVRV.2011.64
Bo Wu, Jiangfan Ning, Jiawen Ma, L. Zeng, Sikun Li
We present a mesh less method for local deformation and crack simulation of plastic thin shell. Although previous mesh less methods have done the similar simulations, there exists a problem that the moment matrix may be singular. And the result is that the shape function cannot be constructed to finish the simulation. Special work is needed to deal with the problem. In this paper, we propose a mesh less method ¨C Local Radial Basis Point Interpolation Method (LRPIM) to carry out the simulation. The shape function is constructed using the radial basis function and it guarantees that the moment is nonsingular without any assistance. Results show that our method is feasible and effective.
提出了一种塑性薄壳局部变形与裂纹模拟的无网格方法。虽然以前的无网格方法已经进行了类似的模拟,但存在矩矩阵奇异的问题。其结果是无法构造形状函数来完成仿真。需要特别的工作来处理这个问题。在本文中,我们提出了一种无网格的方法——局部径向基点插值法(LRPIM)来进行仿真。该形状函数采用径向基函数构造,在不借助任何辅助的情况下保证了矩的非奇异性。结果表明,该方法是可行和有效的。
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引用次数: 0
Collaborative Augmented Reality Ping-Pong Via Markerless Real Rackets 协作增强现实乒乓球通过无标记的真实球拍
Pub Date : 2011-11-04 DOI: 10.1109/ICVRV.2011.63
Yong Yan, Xiaowu Chen, Xin Li
This article proposes a method of constructing a ping-pong system via marker less real rackets in collaborative augmented reality. Except a pair of video cameras, without any other sensors or artificial markers, users can use real rackets to hit virtual ping-pong ball on a virtual table and interact with remote partners in augmented reality scene just as they were playing ping-pong in the same place. First, the real racket can be detected and tracked in real-time in the video captured by a single camera in each site. By 3D registration, the real racket can seamlessly interact with the virtual ping-pong ball and table. Then, a communication scheme is designed for the consistent perception between users in collaborative augmented reality ping-pong system. To achieve real-time interaction, the whole method is implemented in a parallel computing environment through multi-core processors. Experimental results demonstrate that our system can provide consistent perception and natural user interaction with low latency and high precision.
本文提出了一种基于协作增强现实的无标记真实球拍构建乒乓球系统的方法。除了一对摄像机外,无需任何其他传感器或人工标记,用户可以使用真实的球拍在虚拟桌上击打虚拟乒乓球,并在增强现实场景中与远程合作伙伴进行互动,就像他们在同一个地方打乒乓球一样。首先,真实的球拍可以在每个站点的单个摄像机拍摄的视频中实时检测和跟踪。通过3D配准,真实球拍可以与虚拟乒乓球和桌面无缝交互。然后,设计了协作增强现实乒乓系统中用户间一致感知的通信方案。为了实现实时交互,整个方法通过多核处理器在并行计算环境中实现。实验结果表明,该系统可以提供一致的感知和自然的用户交互,具有低延迟和高精度。
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引用次数: 3
Image Based Experiment Scene Builder for Virtual Educational Experiments 基于图像的虚拟教育实验实验场景构建
Pub Date : 2011-11-04 DOI: 10.1109/ICVRV.2011.62
Changjian Chi, Xiaowu Chen, Ziqiang Yang, Guodong Jia
Realism and simplicity of virtual experiment scene building can influence the usage of virtual educational experiment applications. This paper proposes an image based method of experiment scene building for Virtual Educational Experiments. Firstly, virtual educational experiment components are extracted from images of experiment instrument by using the interactive method of object extraction. Then, the corresponding logical model descriptions are attached to the extracted components. Finally, the components required in a specific experiment are inserted into the selected virtual experiment scene and are connected interactively. A routing algorithm based on equivalent connection line is designed to make the generated line connections between components clear and legible. A virtual experiment scene building system, named VE Scene builder, has been implemented and widely used. The feedbacks demonstrated that our system can rapidly generate realistic and legible virtual experiment scene.
虚拟实验场景构建的真实感和简洁性影响着虚拟教育实验应用的使用。提出了一种基于图像的虚拟教育实验场景构建方法。首先,采用对象提取的交互式方法从实验仪器图像中提取虚拟教育实验组件;然后,将相应的逻辑模型描述附加到提取的组件上。最后,将特定实验所需的组件插入选定的虚拟实验场景中,并进行交互连接。设计了一种基于等效连接线的布线算法,使生成的组件间的线路连接清晰易读。虚拟实验场景构建系统VE scene builder已经实现并得到广泛应用。实验结果表明,该系统能够快速生成逼真、清晰的虚拟实验场景。
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引用次数: 1
Fuzzy Feature Visualization of Vector Field by Entropy-Based Texture Adaptation 基于熵的纹理自适应矢量场模糊特征可视化
Pub Date : 2011-11-04 DOI: 10.1109/ICVRV.2011.41
Huaihui Wang, Huaxun Xu, L. Zeng, Sikun Li
Texture control is a challenging issue in texture-based feature visualization. In order to visualize as more information as we can, this paper presents a texture adaptation technique for fuzzy feature visualization of 3D vector field, taking into account information quantity carried by vector field and texture based on extended information entropy. Two definitions of information measurement for 3D vector field and noise texture, MIE and RNIE, are proposed to quantitatively represent the information carried by them. A noise generation algorithm based on three principles derived from minimal differentia of MIE and RNIE is designed to obtain an approximately optimal distribution of noise fragments which shows more details than those used before. A discussion of results is included to demonstrate our algorithm which leads to a more reasonable visualization results based on fuzzy feature measurement and information quantity.
纹理控制是基于纹理的特征可视化中一个具有挑战性的问题。为了可视化尽可能多的信息,本文提出了一种基于扩展信息熵的纹理自适应技术,考虑矢量场和纹理所携带的信息量,实现三维矢量场模糊特征可视化。针对三维矢量场和噪声纹理的信息测量,提出了MIE和RNIE两种定义,以定量表示它们所携带的信息。基于MIE和RNIE最小差分导出的三个原则,设计了一种噪声生成算法,以获得比以前使用的噪声片段更详细的近似最优分布。通过对结果的讨论,验证了该算法在模糊特征度量和信息量的基础上得到了更合理的可视化结果。
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引用次数: 1
Leaf Vein and Contour Extraction from Point Cloud Data 基于点云数据的叶脉和轮廓提取
Pub Date : 2011-11-04 DOI: 10.1109/ICVRV.2011.40
Zhihui Sun, Shenglian Lu, Xinyu Guo, Yuan Tian
Venation and contour of plant leaves are significant for many agronomic applications, such as the identification of plant species, the exploration of genetic relationship among plants and the 3D shape reconstruction of leaves. This paper presents a method for extracting leaf vein and contour from point cloud data. Firstly, leaf veins were extracted by using the curvature information of the point cloud, then the mesh model of plant leaf was constructed and the leaf contour was also extracted using mesh algorithm. The final leaf vein and contour can be obtained after a process combined fitting and repairing to the above extracted leaf veins and edges. The experimental results demonstrate that this method could extract the leaf veins and contour from laser scanned point cloud data.
植物叶片的脉理和轮廓在植物物种鉴定、植物间亲缘关系探索和叶片三维形状重建等农艺研究中具有重要意义。提出了一种从点云数据中提取叶脉和轮廓的方法。首先利用点云的曲率信息提取叶脉,然后构建植物叶片的网格模型,并利用网格算法提取叶片轮廓;对上述提取的叶脉和叶边进行拟合和修复相结合的过程,即可得到最终的叶脉和叶脉轮廓。实验结果表明,该方法可以从激光扫描的点云数据中提取出叶脉和轮廓。
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引用次数: 12
An Adaptive Sampling Based Parallel Volume Rendering Algorithm 一种基于自适应采样的并行体绘制算法
Pub Date : 2011-11-04 DOI: 10.1109/ICVRV.2011.61
Huawei Wang, Li Xiao, Yi Cao
In this paper, a parallel ray-casting volume rendering algorithm based on adaptive sampling is presented for visualizing TB-scale time-varying scientific data. The algorithm samples a data field adaptively according to its inner variation, and thus sets sampling points only in important positions. In order to integrate adaptive sampling into the parallel rendering framework, an efficient method is proposed to handle the resulting unstructured sampling data. The experiments demonstrate that the proposed algorithm can be used to effectively render inner data features in high quality.
本文提出了一种基于自适应采样的并行光线投射体绘制算法,用于tb尺度时变科学数据的可视化。该算法根据数据域的内部变化自适应采样,只在重要位置设置采样点。为了将自适应采样整合到并行渲染框架中,提出了一种有效的方法来处理由此产生的非结构化采样数据。实验结果表明,该算法能够有效、高质量地呈现数据内部特征。
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引用次数: 1
期刊
2011 International Conference on Virtual Reality and Visualization
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