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Detection of Printed Circuit Board Defects with Photometric Stereo and Convolutional Neural Networks 基于光立体和卷积神经网络的印刷电路板缺陷检测
Pub Date : 2023-07-01 DOI: 10.24132/csrn.3301.92
Angelika Hable, Marko Matore, Anton Scherr, T. Krivec, D. Gruber
The quality inspection of printed circuit boards (PCBs) is no longer feasible by human inspectors due to accuracy requirements and the processing volume. Automated optical inspection systems must be specifically designed to meet the various inspection requirements. A photometric stereo setup is suitable for the inspection of highly reflective gold areas on PCBs. In this process, several image acquisitions are performed under different illumination directions. This can reveal defects that are not visible under other illumination systems. In this paper, we use a segmented ring light so that image acquisition is possible under four different illumination directions. Using these images, a normal map and a mean image are calculated. The defects on the gold areas of PCBs are detectable in either the normal map, the mean image, or both images. A CNN for classification detects the defects. The input is a 6-dimensional image from normal map and mean image. An accuracy up to 95% can be achieved with the available dataset.
由于精度要求和加工量的原因,印制电路板的质量检测已不再是由人工检测人员进行的。自动光学检测系统必须专门设计以满足各种检测要求。光度立体装置适用于检测pcb上的高反射金区域。在此过程中,在不同的照明方向下进行多次图像采集。这可以揭示在其他照明系统下不可见的缺陷。在本文中,我们使用了一个分段的环形光,使得在四个不同的照明方向下的图像采集成为可能。利用这些图像,计算法线映射和平均图像。在多氯联苯的金区域上的缺陷是可检测的法线图,平均图像,或两者的图像。用于分类的CNN检测缺陷。输入是法线映射和均值图像的6维图像。使用现有数据集,准确率可达95%。
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引用次数: 0
Detail Preserving Non-rigid Shape Correspondences 保留非刚性形状对应的细节
Pub Date : 2023-07-01 DOI: 10.24132/csrn.3301.36
Manika Bindal, Venkatesh Kamat
Understanding shapes is an organic process for us (humans) as this is fundamental to our interaction with the surrounding world. However, it is daunting for the machines. Any shape analysis task, particularly non-rigid shape correspondence is challenging due to the ever-increasing resolution of datasets available. Shape Correspondence refers to finding a mapping among various shape elements. The functional map framework deals with this problem efficiently by not processing the shapes directly but rather specifying an additional structure on each shape and then performing analysis in the spectral domain of the shapes. To determine the domain, the Laplace-Beltrami operator has been utilized generally due to its capability of capturing the global geometry of the shape. However, it tends to smoothen out high-frequency features of shape, which results in failure to capture fine details and sharp features of shape for the analysis. To capture such high-frequency sharp features of the shape, this work proposes to utilize a Hamiltonian operator with gaussian curvature as an intrinsic potential function to identify the domain. Computationally it is defined at no additional cost, keeps global structural information of the shape intact and preserves sharp details of the shape in order to compute a better point-to-point correspondence map between shapes.
对我们(人类)来说,理解形状是一个有机的过程,因为这是我们与周围世界互动的基础。然而,这对机器来说是令人生畏的。由于可用数据集的分辨率不断提高,任何形状分析任务,特别是非刚性形状对应都具有挑战性。形状对应是指在各种形状元素之间找到一个映射。功能映射框架不直接处理形状,而是在每个形状上指定一个附加结构,然后在形状的谱域中进行分析,从而有效地解决了这一问题。为了确定区域,拉普拉斯-贝尔特拉米算子由于其能够捕获形状的全局几何形状而被广泛使用。然而,它往往会平滑形状的高频特征,导致无法捕捉到精细的细节和形状的尖锐特征进行分析。为了捕捉这种形状的高频尖锐特征,本工作提出利用具有高斯曲率的哈密顿算子作为内禀势函数来识别域。在计算上,它的定义没有额外的成本,保持形状的全局结构信息完整,并保留形状的清晰细节,以便计算更好的形状之间的点对点对应映射。
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引用次数: 0
Real-Time Reflection Reduction from Glasses in Videoconferences 视频会议中眼镜的实时反射减少
Pub Date : 2023-07-01 DOI: 10.24132/csrn.3301.20
Marc-André Tucholke, Marie Christoph, Lasse Anders, Raven Ochlich, S. Grogorick, M. Eisemann
Surrounding lighting conditions cannot always be sufficiently controlled during videoconferences, yielding situations in which disturbing reflections might appear on the participants glasses. In this article, we present a retrained neural network to convincingly reduce such reflections. For real time performance we propose an asynchronous processing pipeline accompanied by a head pose-based caching strategy to reuse intermediate processing results. The implementation as virtual webcam allows the system to be used with arbitrary videoconferencing systems.
在视频会议期间,周围的照明条件并不总是得到充分的控制,因此可能会在参与者的眼镜上出现令人不安的反射。在本文中,我们提出了一个重新训练的神经网络来令人信服地减少这种反射。为了提高实时性能,我们提出了一种异步处理管道,并采用基于头部姿态的缓存策略来重用中间处理结果。作为虚拟网络摄像头的实现允许系统与任意视频会议系统一起使用。
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引用次数: 0
Optimised Light Rendering through Old Glass 通过旧玻璃优化光渲染
Pub Date : 2023-07-01 DOI: 10.24132/csrn.3301.30
Quentin Huan, F. Rousselle, C. Renaud
We propose a rendering method for efficiently computing the transmitted caustics produced by a glass panel with arbitrary surface deformations, characteristic of old glass used in 3D reconstructions in virtual heritage. Using Fermat"s principle of least time, we generalize the concept of Next Event Estimation to allow light sampling through two displaced refractive interfaces, which amount to numerically finding all stationary points of an objective function. Our work allows for an efficient estimation of the caustic while staying inside a standard Monte Carlo pathtracing framework. Our specific geometrical context allows our solver to converge significantly faster than the more general method Specular Manifold Sampling, while scaling well with the number of panels present in the scene.
我们提出了一种有效计算具有任意表面变形的玻璃面板产生的透射散散的渲染方法,该方法具有虚拟遗产三维重建中使用的旧玻璃的特征。利用费马最小时间原理,我们将下一事件估计的概念推广到允许光通过两个移位的折射界面进行采样,这相当于在数值上找到目标函数的所有平稳点。我们的工作允许在保持在一个标准的蒙特卡罗路径跟踪框架内有效地估计焦散。我们特定的几何环境允许我们的求解器比更一般的方法Specular Manifold Sampling收敛得更快,同时可以很好地缩放场景中出现的面板数量。
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引用次数: 0
The Usage of the BP-Layers Stereo Matching Algorithm with the EBCA Camera Set BP-Layers立体匹配算法在EBCA相机集上的应用
Pub Date : 2023-07-01 DOI: 10.24132/csrn.3301.35
A. Kaczmarek
This paper is concerned with applying a stereo matching algorithm called BP-Layers to a set of many cameras. BP Layers is designed for obtaining disparity maps from stereo cameras. The algorithm takes advantage of convolutional natural networks. This paper presents using this algorithm with a set called Equal Baseline Camera Array. This set consists of up to five cameras with one central camera and other ones aground it. Such a set has similar advantages as a stereo camera. In particular this equipment is suitable for providing 3D vision for autonomous robots operating outdoors. The research presented in this paper shows the extent to which results of using BP Layers are improving because of using the EBCA set instead of a stereo camera.
本文关注的是将一种称为BP-Layers的立体匹配算法应用于一组多摄像机。BP Layers是为从立体摄像机获取视差图而设计的。该算法利用了卷积自然网络。本文将该算法应用于一组等基线相机阵列。这套装置由5个摄像机组成,其中一个中央摄像机和其他几个地面摄像机。这种装置与立体摄像机有相似的优点。该设备特别适合为在户外操作的自主机器人提供3D视觉。本文的研究表明,由于使用EBCA集而不是立体摄像机,使用BP层的结果得到了一定程度的改善。
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引用次数: 0
Autograsping Pose of Virtual Hand Model Using the Signed Distance Field Real-time Sampling with Fine-tuning 基于签名距离场实时采样和微调的虚拟手模型自动抓取姿态
Pub Date : 2023-07-01 DOI: 10.24132/csrn.3301.27
Marcin Puchalski, Bożena Woźna-Szcześniak
Virtual hands have a wide range of applications, including education, medical simulation, training, animation, and gaming. In education and training, they can be used to teach complex procedures or simulate realistic scenarios. This extends to medical training and therapy to simulate real-life surgical procedures and physical rehabilitation exercises. In animation, they can be used to generate believable pre-computed or real-time hand poses and grasping animations. In games, they can be used to control virtual objects and perform actions such as shooting a gun or~throwing a ball. In consumer-grade VR setups, virtual hand manipulation is usually approximated by employing controller button states, which can result in unnatural final hand positions. One solution to this problem is the use of~pre-recorded hand poses or auto-grasping using physics-based collision detection. However, this approach has limitations, such as not taking into account non-convex parts of objects, and can have a significant impact on~performance. In this paper, we propose a new approach that utilizes a snapshot of the Signed Distance Field (SDF) of the area below the user"s hand during the grab action. By sampling this 3D matrix during the finger-bending phase, we obtain information about the distance of each finger part to the object surface. We compare our solution with those relying on physics collision detection, considering both visual results and computational impact.
虚拟手有广泛的应用,包括教育、医疗模拟、培训、动画和游戏。在教育和培训中,它们可以用来教授复杂的程序或模拟现实场景。这延伸到医疗培训和治疗,以模拟现实生活中的外科手术和物理康复练习。在动画中,它们可以用来生成可信的预计算或实时手的姿势和抓取动画。在游戏中,它们可以用来控制虚拟物体并执行射击或投球等动作。在消费级VR设置中,虚拟手操作通常通过使用控制器按钮状态来近似,这可能导致不自然的最终手位置。这个问题的一个解决方案是使用预先记录的手部姿势或使用基于物理的碰撞检测的自动抓取。然而,这种方法有局限性,比如没有考虑到对象的非凸部分,并且可能对性能产生重大影响。在本文中,我们提出了一种新的方法,利用在抓取动作中用户手下方区域的签名距离域(SDF)的快照。通过在手指弯曲阶段对这个三维矩阵进行采样,我们获得了每个手指部分到物体表面的距离信息。我们将我们的解决方案与那些依赖于物理碰撞检测的解决方案进行比较,同时考虑视觉结果和计算影响。
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引用次数: 0
Versatile Input View Selection for Efficient Immersive Video Transmission 高效沉浸式视频传输的多功能输入视图选择
Pub Date : 2023-07-01 DOI: 10.24132/csrn.3301.31
Dominika Klóska, A. Dziembowski, Jarosław Samelak
In this paper we deal with the problem of the optimal selection of input views, which are transmitted within an immersive video bitstream. Due to limited bitrate and pixel rate, only a subset of input views available on the encoder side can be fully transmitted to the decoder. Remaining views are – in the simplest approach – omitted or – in the newest immersive video encoding standard (MPEG immersive video, MIV) – pruned in order to remove less important information. Selecting proper views for transmission is crucial in terms of the quality of immersive video system user’s experience. In the paper we have analyzed which input views have to be selected for providing the best possible quality of virtual views, independently on the viewport requested by the viewer. Moreover, we have proposed an algorithm, which takes into account a non-uniform probability of user’s viewing direction, allowing for the increase of the subjective quality of virtual navigation for omnidirectional content.
本文研究了在沉浸式视频比特流中传输的输入视图的最优选择问题。由于比特率和像素率的限制,只有编码器端可用的输入视图子集可以完全传输到解码器。剩下的视图——用最简单的方法——被省略,或者——用最新的沉浸式视频编码标准(MPEG沉浸式视频,MIV)——被修剪,以去除不太重要的信息。选择合适的视角传输对于沉浸式视频系统的用户体验质量至关重要。在本文中,我们分析了必须选择哪些输入视图来提供最佳的虚拟视图质量,独立于观看者所要求的视口。此外,我们提出了一种算法,该算法考虑了用户观看方向的非均匀概率,从而提高了全向内容虚拟导航的主观质量。
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引用次数: 0
Texture Spectral Similarity Criteria Comparison 纹理光谱相似度标准比较
Pub Date : 2023-07-01 DOI: 10.24132/csrn.3301.13
Michal Havlícek, M. Haindl
Criteria capable of texture spectral similarity evaluation are presented and compared. From the fifteen evaluated criteria, only four criteria guarantee zero or minimal spectral ranking errors. Such criteria can support texture modeling algorithms by comparing the modeled texture with corresponding synthetic simulations. Another possible application is the development of texture retrieval, classification, or texture acquisition system. These criteria thoroughly test monotonicity and mutual correlation on specifically designed extensive monotonously degrading experiments.
提出并比较了纹理光谱相似性评价准则。从15个评估标准中,只有4个标准保证零或最小的光谱排序误差。这些准则可以通过将建模的纹理与相应的合成模拟进行比较来支持纹理建模算法。另一个可能的应用是纹理检索、分类或纹理采集系统的开发。这些准则在专门设计的大量单调退化实验中彻底检验了单调性和相互相关性。
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引用次数: 0
Perceptions of Colour Pickers in Virtual Reality Art-Making 虚拟现实艺术创作中色彩选择者的感知
Pub Date : 2023-07-01 DOI: 10.24132/csrn.3301.8
M. Alex, B. Wünsche, Danielle M Lottridge
Virtual reality art is reshaping digital art experiences, especially with the recent release of multiplayer 3D art applications, but may elicit different first impressions across different age groups which can impact their uptake. In particular, popular colour pickers based on HSV colour spaces may appeal differently to younger and older adults. We investigate first impressions of colour selection when shown with a discrete picker or a continuous HSV picker via an online survey with 63 adults and 24 older adults. We found that the discrete picker was seen as having more positive hedonic qualities overall; there were no differences between perceptions of adults and older adults. We discuss the implications of our findings for colour selection tools in virtual reality art-making.
虚拟现实艺术正在重塑数字艺术体验,特别是最近发布的多人3D艺术应用程序,但可能会引起不同年龄组的不同第一印象,这可能会影响他们的接受程度。特别是,基于HSV色彩空间的流行选色器可能对年轻人和老年人有不同的吸引力。我们通过对63名成年人和24名老年人的在线调查,调查了当显示离散拾取器或连续HSV拾取器时,颜色选择的第一印象。我们发现,总体而言,离散拾取者被认为具有更积极的享乐品质;对成年人和老年人的看法没有差异。我们讨论了我们的研究结果对虚拟现实艺术创作中颜色选择工具的影响。
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引用次数: 0
Accuracy of Legendre Moments for Image Representation 图像表示的勒让德矩精度
Pub Date : 2023-07-01 DOI: 10.24132/csrn.3301.29
César Bustacara-Medina, Enrique Ruiz-García
Existing works on orthogonal moments are mainly focused on optimizing classical orthogonal Cartesian moments, such as Legendre moments, Gauss-Hermite moments, Gegenbauer moments, and Chebyshev moments. Research in this area generally includes accurate calculation, fast computation, robustness/invariance optimization, and the application of orthogonal moments. This paper presents the inclusion of the integration method proposed by Holoborodko to calculate the Legendre moments. The results obtained are compared with the traditional equation and the methods proposed by Hosny and Pawlak to approximate the integration computation.
现有的正交矩研究主要集中在经典直角笛卡尔矩的优化上,如Legendre矩、Gauss-Hermite矩、Gegenbauer矩、Chebyshev矩等。该领域的研究一般包括精确计算、快速计算、鲁棒/不变性优化以及正交矩的应用。本文提出了包含Holoborodko提出的计算勒让德矩的积分方法。将所得结果与传统方程以及Hosny和Pawlak提出的近似积分计算方法进行了比较。
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引用次数: 0
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Computer Science Research Notes
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