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Noise Reduction Automation of LiDAR Point Clouds for Modeling and Representation of High Voltage Lines in a 3D Virtual Globe 三维虚拟地球中高压线路建模与表示的激光雷达点云降噪自动化
Pub Date : 2018-06-27 DOI: 10.2312/CEIG.20181160
J. Santana, Sebastián Ortega, J. M. Santana, A. Trujillo, J. P. Suárez
Due to the importance of electricity supply, electric companies must inspect their infrastructure in order to guarantee the reliability of the service. In this scenario, many companies use LiDAR technology for modeling the power line corridors and detect possible anomalies and risks. This process is quite expensive in terms of costs and human dependency so, maximizing the automation of the process is critical. In this paper, a method for reducing turbulence-noise in airborne LiDAR point clouds for a posterior visualization of a power line corridor in a virtual 3D-globe is presented. Based on an analysis performed against a set of point clouds that indicates that most noise is composed of a mass which follows the helicopter trajectory, the method attempts to integrate a noise reduction process using the distance between points and the helicopter as cleaning criterion. A comparison between a proposed variation of a classification method using a point cloud manually filtered and the same method variation but integrating the presented noise reduction method is carried out to validate the automation effectiveness. Finally, the resulting model is displayed using a virtual 3D-globe, easing analytical tasks.
由于电力供应的重要性,电力公司必须检查他们的基础设施,以保证服务的可靠性。在这种情况下,许多公司使用激光雷达技术对电力线走廊进行建模,并检测可能的异常和风险。就成本和人力依赖而言,该过程相当昂贵,因此,最大限度地实现该过程的自动化至关重要。本文提出了一种降低机载激光雷达点云湍流噪声的方法,用于虚拟三维地球中电力线走廊的后向可视化。基于对一组点云进行的分析表明,大多数噪声是由跟随直升机轨迹的质量组成的,该方法试图使用点与直升机之间的距离作为清洁标准来整合降噪过程。为了验证自动化的有效性,将采用人工过滤点云的分类方法与集成降噪方法的分类方法进行了比较。最后,使用虚拟3d球体显示生成的模型,简化分析任务。
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引用次数: 0
On the Design of a Mixed-Reality Annotations Tool for the Inspection of Pre-fab Buildings 装配式建筑检测混合现实标注工具的设计
Pub Date : 2018-06-27 DOI: 10.2312/CEIG.20181157
Inma García-Pereira, J. Gimeno, C. Portalés, María Vidal-González, P. Morillo
The introduction of Augmented Reality (AR) and Virtual Reality (VR) in the inspection works carried out during the construction of prefabricated buildings can allow the early detection and elimination of deviations in their quality and energy efficiency. These new tools let us change from the traditional note taking on paper to the use of an AR application that allows to make rich annotations. The later on-site or in-office revision of the information taken as well as the remote communication while the inspection is going on can speed up and optimize the detection of errors and the maintenance of quality through the use of AR and VR. In this paper, the work in progress that is being carried out within the SIRAE project is shown. With it, we intend to implement the use of AR annotations for their visualization and modification in real time or later either in situ (AR) or from any other location (VR). The obtained first lab results are quite promising, since the usability of the system, still in development, augurs an easy adaptation of the workers to the new work tool and a substantial streamlining of the inspection processes.
在预制建筑物建造过程中进行的检查工作中引入增强现实(AR)和虚拟现实(VR),可以及早发现和消除其质量和能源效率的偏差。这些新工具让我们从传统的纸上笔记转变为AR应用程序的使用,AR应用程序允许我们做丰富的注释。后期在现场或办公室对所采集信息的修改,以及在检查过程中进行的远程通信,可以通过使用AR和VR来加快和优化错误的发现和质量的维护。在本文中,显示了SIRAE项目中正在进行的工作。有了它,我们打算实现AR注释的使用,以便实时或稍后在现场(AR)或从任何其他位置(VR)对其进行可视化和修改。获得的第一个实验室结果是相当有希望的,因为系统的可用性,仍在开发中,预示着工人很容易适应新的工作工具,并大大简化了检查过程。
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引用次数: 3
Extending Industrial Digital Twins with Optical Object Tracking 利用光学目标跟踪扩展工业数字孪生
Pub Date : 2017-06-28 DOI: 10.2312/CEIG.20171204
A. Tammaro, Álvaro Segura, A. Moreno, Jairo R. Sánchez
In the last year, the concept of Industry 4.0 and smart factories has increasingly gained more importance. One of the central aspects of this innovation is the coupling of physical systems with a corresponding virtual representation, known as the Digital Twin. This technology enables new powerful applications, such as real-time production optimization or advanced cloud services. To ensure the real-virtual equivalence it is necessary to implement multimodal data acquisition frameworks for each production system using their sensing capabilities, as well as appropriate communication and control architectures. In this paper we extend the concept of the digital twin of a production system adding a virtual representation of its operational environment. In this way the paper describes a proof of concept using an industrial robot, where the objects inside its working volume are captured by an optical tracking system. Detected objects are added to the digital twin model of the cell along with the robot, having in this way a synchronized virtual representation of the complete system that is updated in real time. The paper describes this tracking system as well as the integration of the digital twin in a Web3D based virtual environment that can be accessed from any compatible devices such as PCs, tablets and smartphones.
在过去的一年里,工业4.0和智能工厂的概念越来越受到重视。这种创新的一个核心方面是物理系统与相应的虚拟表示的耦合,称为数字孪生。这项技术可以实现新的强大应用,如实时生产优化或先进的云服务。为了确保真实的虚拟等价,有必要为每个生产系统实施多模式数据采集框架,利用它们的传感能力,以及适当的通信和控制体系结构。在本文中,我们扩展了生产系统的数字孪生的概念,增加了其操作环境的虚拟表示。以这种方式,论文描述了一个使用工业机器人的概念验证,其中其工作体积内的物体被光学跟踪系统捕获。检测到的物体与机器人一起被添加到细胞的数字孪生模型中,以这种方式拥有实时更新的完整系统的同步虚拟表示。本文描述了该跟踪系统以及数字孪生在Web3D虚拟环境中的集成,该虚拟环境可以从任何兼容设备(如pc,平板电脑和智能手机)访问。
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引用次数: 10
Direct Volume Rendering of Stack-Based Terrains 基于堆栈的地形的直接体绘制
Pub Date : 2017-06-28 DOI: 10.2312/ceig.20171207
A. Graciano, Antonio J. Rueda Ruiz, F. Feito-Higueruela
Traditionally, the rendering of volumetric terrain data, as many other scientific 3D data, has been carried out performing direct volume rendering techniques on voxel-based representations. A main problem with this kind of representation is its large memory footprint. Several solutions have emerged in order to reduce the memory consumption and improve the rendering performance. An example of this is the hierarchical data structures for space division based on octrees. Although these representations have produced excellent outcomes, especially for binary datasets, their use in data containing internal structures and organized in a layered style, as in the case of surface-subsurface terrain, still leads to a high memory usage. In this paper, we propose the use of a compact stack-based representation for 3D terrain data, allowing a real-time rendering using classic volume rendering procedures. In contrast with previous work that used this representation as an assistant for rendering purposes, we suggest its use as main data structure maintaining the whole dataset in the GPU in a compact way. Furthermore, the implementation of some visual operations included in geoscientific applications such as borehole visualization, attenuation of material layers or cross sections has been carried out.
传统上,体积地形数据的绘制和许多其他科学3D数据一样,都是在基于体素的表示上执行直接体绘制技术。这种表示的一个主要问题是它占用大量内存。为了减少内存消耗和提高渲染性能,出现了几种解决方案。这方面的一个例子是基于八叉树的空间划分的分层数据结构。尽管这些表示产生了很好的结果,特别是对于二进制数据集,但它们在包含内部结构并以分层方式组织的数据中的使用,如在地表-地下地形的情况下,仍然会导致高内存使用量。在本文中,我们建议使用紧凑的基于堆栈的3D地形数据表示,允许使用经典的体绘制程序进行实时渲染。与之前使用这种表示作为渲染目的助手的工作相反,我们建议将其用作主要数据结构,以紧凑的方式在GPU中维护整个数据集。此外,还实现了一些地球科学应用中包括的可视化操作,如钻孔可视化、物质层或截面衰减。
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引用次数: 0
A Web 3D-Scene Editor of Virtual Reality Exhibitions and 360-degree Videos 虚拟现实展览和360度视频的Web 3d场景编辑器
Pub Date : 2016-09-13 DOI: 10.2312/CEIG.20161308
Vicente Martínez, Alba M. Ríos, F. J. Melero
This work consists in the development of a Web-based system which allows museum managers to generate their own virtual 3D exhibitions, using a two-dimensional graphical user interface. These virtual 3D exhibitions can be displayed interactively in the museum's website, or as a immersive experience in a virtual headset (e.g. Google CardBoard) via a mobile app. We use the SVG specification to edit the exhibition, handling 3D models of the rooms, sculptures and pictures. Furthermore, the user can add to the scene a list of cameras with their respective control points, and then generate several routes through the scene. The scene is rendered in the browser using standard technologies, such as WebGL (ThreeJS) and X3D (X3DOM), and the mobile app is generated via Unity3D. Also, the X3D and MPEG-4 compression standards allow us to transform the scene and its camera routes into 360° videos, where user can manipulate camera orientation while playing the track. Also, audio tracks can be added to each route and hence, inserted in the 360° video.
这项工作包括开发一个基于web的系统,该系统允许博物馆管理员使用二维图形用户界面生成他们自己的虚拟3D展览。这些虚拟3D展览可以在博物馆的网站上进行互动展示,也可以通过移动应用程序在虚拟耳机(例如Google CardBoard)中进行沉浸式体验。我们使用SVG规范编辑展览,处理房间,雕塑和图片的3D模型。此外,用户可以在场景中添加具有各自控制点的相机列表,然后生成通过场景的多条路线。场景使用WebGL (ThreeJS)和X3D (X3DOM)等标准技术在浏览器中渲染,移动应用程序通过Unity3D生成。此外,X3D和MPEG-4压缩标准允许我们将场景及其摄像机路线转换为360°视频,用户可以在播放轨道时操纵摄像机方向。此外,音轨可以添加到每条路线,因此,插入到360°视频。
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引用次数: 0
Controlador de aforo 容量控制器
Pub Date : 2016-09-13 DOI: 10.2312/CEIG.20161325
Francisco R. Feito-Higueruela, José Negrillo-Cárdenas, R. J. Segura, C. J. Ogáyar, J. M. Fuertes, M. J. Lucena
El Centro de Estudios Avanzados en Tecnologias de la Informacion y Comunicacion (CEATIC) de la Universidad de Jaen se enmarca en la estrategia de apoyo a la excelencia investigadora y docente ademas de impulsar la transferencia de conocimiento. El objetivo es desarrollar un centro, sin animo de lucro, que aglutine a grupos de investigacion, recursos y medios instrumentales que permitan el avance del conocimiento, el desarrollo y la innovacion, en el campo de las tecnologias de la informacion y la comunicacion, mediante la educacion, la investigacion cientifica y el desarrollo tecnologico de excelencia.
Jaen大学信息和通信技术高级研究中心(CEATIC)是支持卓越研究和教学战略的一部分,同时促进知识转移。中心的目标是开发一个团体团结的,利润、调查、资源和工具的途径,使知识的进步、发展和创新,在科技领域的信息和沟通,通过教育、调查cientifica和环境署作出的卓越发展。
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引用次数: 1
Knight Lore 20xx: Bringing a Classic Game to Modern Technology 骑士之爱20xx:将经典游戏带入现代技术
Pub Date : 2016-09-13 DOI: 10.2312/CEIG.20161324
Ricard Galvany, G. Patow
This paper reports about the experience, problems encountered, and the solutions found to develop Knight Lore 20XX, an experiment of using Computer Graphics techniques to bring a classic game from the 80's to modern technology.
本文报告了开发《骑士之爱20XX》的经验、遇到的问题以及找到的解决方案,这是一个使用计算机图形技术将80年代的经典游戏带入现代技术的实验。
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引用次数: 0
Ordering Triangles in Triangulated Terrains Over Regular Grids 在规则网格上的三角地形中排序三角形
Pub Date : 2016-09-13 DOI: 10.2312/CEIG.20161313
J. Alonso, R. Joan-Arinyo
In this work we report on a set of rules to visit triangles in triangulated height fields defined over regular grids in a back-to-front order with respect to an arbitrary viewpoint. With the viewpoint, we associate an axis-alligned local reference framework. Projections on the XY plane of the local axis and the bisector of the first and third quadrants define six sectors. Specific visiting rules for collections of triangles that project on each sector are then defined. The experiments conducted show that the implementation of a simple algorithm based on the set of visiting rules defined allows real time interaction when the viewing position moves along an arbitrary 3D path.
在这项工作中,我们报告了一组规则,用于访问在规则网格上定义的三角形高度场中的三角形,这些高度场相对于任意视点以前后顺序定义。对于视点,我们关联一个轴对齐的局部参考框架。本地轴的XY平面上的投影和第一象限和第三象限的平分线定义了六个扇区。然后定义在每个扇区上投影的三角形集合的特定访问规则。实验表明,基于定义的一组访问规则的简单算法的实现可以在观看位置沿任意3D路径移动时实现实时交互。
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引用次数: 0
Procedural Modeling of Terrain from GPS Routes 基于GPS路线的地形程序建模
Pub Date : 2016-09-13 DOI: 10.2312/CEIG.20161321
C. Gasch, M. Chover, I. Remolar, Cristina Rebollo
Procedural modeling techniques provide an easy way for realistic terrain synthesis. There are many methods for this purpose, but few of them provide the necessary constraints to control the final result. The current controlling methods are slow and inaccurate. The goal of this paper is to present a new procedural method to synthesis realistic terrain that fulfills the constraint of a set of consecutive coordinates from GPS routes. In the new method, random terrain generation is based on Perlin noise algorithm. Instead of getting a random value for all points of each octave, the method presents the novelty of solving the needed values of each point to fulfill the coordinates of the GPS route when Perlin algorithm is applied. Points that are not included in the constraint, keep the randomness provided by the original Perlin method. The results show that the method allows, at low computational cost, to integrate different complexity paths with high accuracy while conserving the natural aspect of the procedural generation.
程序建模技术为逼真的地形合成提供了一种简单的方法。有许多方法可以实现这一目的,但很少有方法提供必要的约束来控制最终结果。目前的控制方法既慢又不准确。本文的目标是提出一种新的程序方法来合成满足GPS路线连续坐标集约束的真实地形。在新方法中,随机地形生成基于柏林噪声算法。该方法不是对每个八度程的所有点取随机值,而是在使用Perlin算法时求解每个点的所需值以满足GPS路线坐标的新颖性。不包含在约束中的点,保持原Perlin方法提供的随机性。结果表明,该方法能够以较低的计算成本以较高的精度整合不同的复杂路径,同时保留了程序生成的自然方面。
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引用次数: 1
Spatial Opacity Maps for Direct Volume Rendering of Regions of Interest 空间不透明度地图的直接体绘制感兴趣的地区
Pub Date : 2016-09-13 DOI: 10.2312/CEIG.20161310
A. Aguilera, Alejandro León
Despite the mature state of the volume rendering field, its adoption in medical applications is hindered by its complex parametrization and control, and 2D slice based tools are still preferred for clinical workflows. In this paper, we introduce the concept of spatial opacity maps as an interactive tool for exploring volumetric data focusing on the rendering of features of interest. In a region growing fashion, the maps are dynamically created from a user input on the 2D slices, taking into account not only the density values of the structure but also the topology. Using this approach, an inexperienced user is able to generate meaningful 3D renderings with no need to tweak non-intuitive visualization parameters. The spatial opacity maps are independent of the current visualization parameters and they can be easily plugged into the volume rendering integral and combined with other approaches for region of interest (ROI) visualization. We combine our approach with a simple automatic transfer function generation algorithm to improve the visualization of the contextual data.
尽管体绘制领域处于成熟状态,但其复杂的参数化和控制阻碍了其在医疗应用中的应用,并且基于二维切片的工具仍然是临床工作流程的首选。在本文中,我们介绍了空间不透明度地图的概念,作为一种交互式工具,用于探索专注于感兴趣的特征渲染的体积数据。在区域增长方式中,地图是根据用户在2D切片上的输入动态创建的,不仅要考虑结构的密度值,还要考虑拓扑结构。使用这种方法,一个没有经验的用户能够生成有意义的3D渲染,而无需调整非直观的可视化参数。空间不透明度图不依赖于当前的可视化参数,可以很容易地插入到体绘制积分中,并与其他方法相结合,实现感兴趣区域(ROI)可视化。我们将我们的方法与简单的自动传递函数生成算法相结合,以提高上下文数据的可视化。
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引用次数: 0
期刊
Spanish Computer Graphics Conference
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