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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
181

Structure from Motion with Unstructured RGBD Data

Svensson, Niclas January 2021 (has links)
This thesis covers the topic of depth- assisted Structure from Motion (SfM). When performing classic SfM, the goal is to reconstruct a 3D scene using only a set of unstructured RGB images. What is attempted to be achieved in this thesis is adding the depth dimension to the problem formulation, and consequently create a system that can receive a set of RGBD images. The problem has been addressed by modifying an already existing SfM pipeline and in particular, its Bundle Adjustment (BA) process. Comparisons between the modified framework and the baseline framework resulted in conclusions regarding the impact of the modifications. The results show mainly two things. First of all, the accuracy of the framework is increased in most situations. The difference is the most significant when the captured scene only is covered from a small sector. However, noisy data can cause the modified pipeline to decrease in performance. Secondly, the run time of the framework is significantly reduced. A discussion of how to modify other parts of the pipeline is covered in the conclusion of the report. / Följande examensarbete behandlar ämnet djupassisterad Struktur genom Rörelse (eng. SfM). Vid klassisk SfM är målet att återskapa en 3D scen, endast med hjälp av en sekvens av oordnade RGB bilder. I djupassiterad SfM adderas djupinformationen till problemformulering och följaktligen har ett system som kan motta RGBD bilder skapats. Problemet har lösts genom att modifiera en befintlig SfM- mjukvara och mer specifikt dess Buntjustering (eng. BA). Resultatet från den modifierade mjukvaran jämförs med resultatet av originalutgåvan för att dra slutsatser rådande modifikationens påverkan på prestandan. Resultaten visar huvudsakligen två saker. Först och främst, den modifierade mjukvaran producerar resultat med högre noggrannhet i de allra flesta fall. Skillnaden är som allra störst när bilderna är tagna från endast en liten sektor som omringar scenen. Data med brus kan dock försämra systemets prestanda aningen jämfört med orginalsystemet. För det andra, så minskar exekutionstiden betydligt. Slutligen diskuteras hur mjukvaran kan vidareutvecklas för att ytterligare förbättra resultaten.
182

VR systems for memory assessment and depth perception

Cárdenas Delgado, Sonia Elizabeth 15 January 2018 (has links)
La evolución de la tecnología de Realidad Virtual (RV) ha contribuido en todos los campos, incluyendo la psicología. Esta evolución implica mejoras tanto en hardware como en software, que permiten experiencias más inmersivas. En un entorno de RV los usuarios pueden percibir la sensación de "presencia" y sentirse "inmersos". Estas sensaciones son posibles utilizando HMDs. Hoy en día, el desarrollo de los HMDs se ha centrado en mejorar sus características técnicas para ofrecer inmersión total. En psicología, los entornos de RV son una herramienta de investigación. Hay algunas aplicaciones para evaluar la memoria espacial que utilizan métodos básicos de interacción. Sin embargo, sistemas de RV que incorporen estereoscopía y movimiento físico todavía no se han explotado en psicología. En esta tesis, se ha desarrollado un nuevo sistema de RV que combina características inmersivas, interactivas y de movimiento. El sistema de RV (tarea en un laberinto virtual) se ha utilizado para evaluar la memoria espacial y la percepción de profundidad. Se han integrado dos tipos diferentes de interacción: una basada en locomoción que consistió en pedalear en una bicicleta fija (condición1) y otra estacionaria usando un gamepad (condición2). El sistema integró dos tipos de visualización: 1) Oculus Rift (OR); 2) Una gran pantalla estéreo. Se diseñaron dos estudios. El primer estudio (N=89) evaluó la memoria espacial a corto plazo usando el OR y los dos tipos de interacción. Los resultados indican que existían diferencias significativas entre ambas condiciones. Los participantes que utilizaron la condición2 obtuvieron mejor rendimiento que los que utilizaron la tarea en la condición1. Sin embargo, no se encontraron diferencias significativas en las puntuaciones de satisfacción e interacción entre ambas condiciones. El desempeño en la tarea correlacionó con el desempeño en las pruebas neuropsicológicas clásicas, revelando la verosimilitud entre ellas. El segundo estudio (N=59) incluyó participantes con y sin estereopsis. Este estudio evaluó la percepción de profundidad comparando los dos sistemas de visualización. Los participantes realizaron la tarea usando la condición2. Los resultados mostraron que las diferentes características del sistema de visualización no influyeron en el rendimiento en la tarea entre los participantes con y sin estereopsis. Se encontraron diferencias significativas a favor del HMD entre las dos condiciones y entre los dos grupos de participantes respecto a la percepción de profundidad. Los participantes que no tenían estereopsis y no podían percibir la profundidad cuando utilizaban otros sistemas de visualización, tuvieron la ilusión de percepción de profundidad cuando utilizaron el OR. El estudio sugiere que para las personas que no tienen estereopsis, el seguimiento de la cabeza influye en gran medida en la experiencia 3D. Los resultados estadísticos de ambos estudios han demostrado que el sistema de RV desarrollado es una herramienta apropiada para evaluar la memoria espacial a corto plazo y la percepción de profundidad. Por lo tanto, los sistemas de RV que combinan inmersión total, interacción y movimiento pueden ser una herramienta útil para la evaluación de procesos cognitivos humanos como la memoria. De estos estudios se han extraído las siguientes conclusiones generales: 1) La tecnología de RV y la inmersión proporcionada por los actuales HMDs son herramientas adecuadas para aplicaciones psicológicas, en particular, la evaluación de la memoria espacial a corto plazo; 2) Un sistema de RV como el presentado podría ser utilizado como herramienta para evaluar o entrenar adultos en habilidades relacionadas con la memoria espacial a corto plazo; 3) Los dos tipos de interacción utilizados para la navegación en el laberinto virtual podrían ser útiles para su uso con diferentes colectivos; 4) El OR permite que los usuarios sin estereopsis puedan percibir l / The evolution of Virtual Reality (VR) technology has contributed in all fields, including psychology. This evolution involves improvements in hardware and software allowing more immersive experiences. In a VR environment users can perceive the sensation of "presence" and feel "immersed". These sensations are possible using VR devices as HMDs. Nowadays, the development of the HMDs has focused on improving their technical features to offer full immersion. In psychology, VR environments are research tools because they allow the use of new paradigms that are not possible to employ in a real environment. There are some applications for assessing spatial memory that use basic methods of HCI. However, VR systems that incorporate stereoscopy and physical movement have not yet been exploited in psychology. In this thesis, a novel VR system combining immersive, interactive and motion features was developed. This system was used for the assessment of the spatial memory and the evaluation of depth perception. For this system, a virtual maze task was designed and implemented. In this system, two different types of interaction were integrated: a locomotion-based interaction pedaling a fixed bicycle (condition1), and a stationary interaction using a gamepad (condition2). This system integrated two types of display systems: 1) The Oculus Rift; 2) A large stereo screen. Two studies were designed to determine the efficacy of the VR system using physical movement and immersion. The first study (N=89) assessed the spatial short term memory using the Oculus Rift and the two types of interaction The results showed that there were statistically significant differences between both conditions. The participants who performed the condition2 got better performance than participants who performed the condition1. However, there were no statistically significant differences in satisfaction and interaction scores between both conditions. The performance on the task correlated with the performance on other classical neuropsychological tests, revealing a verisimilitude between them. The second study (N=59) involved participants who had and who had not stereopsis. This study assessed the depth perception by comparing the two display systems. The participants performed the task using the condition2. The results showed that the different features of the display system did not influence the performance on the task between the participants with and without stereopsis. Statistically significant differences were found in favor of the HMD between the two conditions and between the two groups of participants regard to depth perception. The participants who did not have stereopsis and could not perceive the depth when they used other display systems (e.g. CAVE); however, they had the illusion of depth perception when they used the Oculus Rift. The study suggests that for the people who did not have stereopsis, the head tracking largely influences the 3D experience. The statistical results of both studies have proven that the VR system developed for this research is an appropriate tool to assess the spatial short-term memory and the depth perception. Therefore, the VR systems that combine full immersion, interaction and movement can be a helpful tool for the assessment of human cognitive processes as the memory. General conclusions from these studies are: 1) The VR technology and immersion provided by current HMDs are appropriate tools for psychological applications, in particular, the assessment of spatial short-term memory; 2) A VR system like the one presented in this thesis could be used as a tool to assess or train adults in skills related to spatial short-term memory; 3) The two types of interaction (condition1 and condition2) used for navigation within the virtual maze could be helpful to use with different collectives; 4) The Oculus Rift allows that the users without stereopsis can perceive the depth perception of 3D objects and have rich 3D experiences. / L'evolució de la tecnologia de Realitat Virtual (RV) ha contribuït en tots els camps, incloent la psicologia. Aquesta evolució implica millores en el maquinari i el programari que permeten experiències més immersives. En un entorn de RV, els usuaris poden percebre la sensació de "presència" i sentir-se "immersos". Aquestes sensacions són possibles utilitzant HMDs. Avui dia, el desenvolupament dels HMDs s'ha centrat a millorar les seves característiques tècniques per oferir immersió plena. En la psicologia, els entorns de RV són eines de recerca. Hi ha algunes aplicacions per avaluar la memòria espacial que utilitzen mètodes bàsics d'interacció. Tanmateix, sistemes de RV que incorporen estereoscòpia i moviment físic no s'han explotat en psicologia. En aquesta tesi, s'ha desenvolupat un sistema de RV novell que combina immersió, interacció i moviment. El sistema (tasca en un laberint virtual) s'ha utilitzat per a l'avaluació de la memòria espacial i la percepció de profunditat. S'han integrat dos tipus d'interacció: una interacció basada en locomoció pedalejant una bicicleta fixa (condició1), i l'altra una interacció estacionària usant un gamepad (condició2). S'han integrat dos tipus de sistemes de pantalla: 1) L'Oculus Rift; 2) Una gran pantalla estereoscòpica. Dos estudis van ser dissenyats. El primer estudi (N=89) va avaluar la memòria a curt termini i espacial utilitzant l'Oculus Rift i els dos tipus d'interacció. Els resultats indiquen que hi havia diferències significatives entre les dues condicions. Els participants que van utilitzar la condició2 van obtenir millor rendiment que els participants que van utilitzar la condició1. Tanmateix, no hi havia diferències significatives dins satisfacció i puntuacions d'interacció entre les dues condicions. El rendiment de la tasca va correlacionar amb el rendiment en les proves neuropsicològiques clàssiques, revelant versemblança entre elles. El segon estudi (N=59) va implicar participants que van tenir i que van haver-hi no estereopsis. Aquest estudi va avaluar la percepció de profunditat comparant els dos sistemes de pantalla. Els participants realitzen la tasca utilitzant la condició2. Els resultats van mostrar que les diferents característiques del sistema de pantalla no va influir en el rendiment en la tasca entre els participants qui tenien i els qui no tenien estereopsis. Diferències significatives van ser trobades a favor del HMD entre les dues condicions i entre els dos grups de participants. Els participants que no van tenir estereopsis i no podien percebre la profunditat quan van utilitzar altres sistemes de pantalla (per exemple, CAVE), van tenir la il.lusió de percepció de profunditat quan van utilitzar l'Oculus Rift. L'estudi suggereix que per les persones que no van tenir estereopsis, el seguiment del cap influeix en gran mesura en l'experiència 3D. Els resultats estadístics dels dos estudis han provat que el sistema de RV desenvolupat per aquesta recerca és una eina apropiada per avaluar la memòria espacial a curt termini i la percepció de profunditat. Per això, els sistemes de RV que combinen immersió plena, interacció i moviment poden ser una eina útil per la avaluació de processos cognitius humans com la memòria Les conclusions generals que s'han extret d'aquests estudis, són les següents: 1) La tecnologia de RV i la immersió proporcionada pels HMDs són eines apropiades per aplicacions psicològiques, en particular, la avaluació de memòria espacial a curt termini; 2) Un sistema de RV com el presentat podria ser utilitzat com a eina per avaluar o entrenar adults en habilitats relacionades amb la memòria espacial a curt termini; 3) Els dos tipus d'interacció utilitzats per navegació dins del laberint virtual podrien ser útils per al seu ús amb diferent col.lectius; 3) L'Oculus Rift permet que els usuaris que no tenen estereopsis puguen percebre la percepció de profunditat dels objectes 3D i tenir / Cárdenas Delgado, SE. (2017). VR systems for memory assessment and depth perception [Tesis doctoral]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/94629
183

Ein generisches Abbildungsmodell für Stereokamerasysteme / Modellierung, Kalibrierung, Evaluierung und Anwendung

Luber, Andreas 19 January 2015 (has links)
In den letzten Jahren kommen immer mehr nicht perspektivische Kamerasysteme beim maschinellen Sehen zur Anwendung, die vor allem ein deutlich erweitertes Blickfeld bieten. Das klassische perspektivische Abbildungsmodell lässt sich hier häufig nicht mehr erfolgreich anwenden. In dieser Arbeit wird ein generisches Abbildungsmodell vorgestellt, welches übliche Kamerasysteme akkurat modellieren kann. Solche Kamerasysteme schließen insbesondere klassische perspektivische Systeme, aber auch Fischaugen- und Spiegellinsen-Kamerasysteme ein. Die Nutzung eines einheitlichen Abbildungsmodells ermöglicht schließlich eine einfache Verwendung und Kalibrierung von heterogenen Stereokamerasystemen, also einer Kombination von unterschiedlichen Kameratypen, die vorteilhafte Eigenschaften gegenüber klassischen Stereosystemen bieten. Nicht zuletzt trägt die in dieser Arbeit vorgestellte einheitliche Modellierung und Kalibrierung von Mono- und Stereokamerasystemen dazu bei, Fehler durch falschen Umgang oder falsche Wahl von Methoden der Modellierung oder Kalibrierung zu vermeiden und den Kamerakalibrierprozess insgesamt zu vereinfachen. In dieser Arbeit wurden verschiedene Ansätze der Modellierung untersucht und evaluiert. Es wurde eine generische Modellierung vorgeschlagen, die die untersuchten spezifischen Abbildungsmodelle vollständig ersetzen kann. Für die Kalibrierung nicht linearer Abbildungsmodelle wurde eine einheitliche Methode zur Startwertbestimmung vorgeschlagen und evaluiert. Die Genauigkeit der Kalibrierung mittels einheitlicher Methoden wurde anhand diverser realer Kamerasysteme untersucht und bewertet. Es konnte gezeigt werden, dass die dabei auftretenden Fehler deutlich im Subpixelbereich liegen. Durch Erweiterung des klassischen Konzepts der Epipolargeometrie um die generische Abbildungsmodellierung konnten schließlich heterogene Stereokamerasysteme kalibriert und genaue Stereomodelle abgeleitet werden. / The application of perspective camera systems in photogrammetry and computer vision is state of the art. In recent years non-perspective and especially omnidirectional camera systems have increasingly been used in close-range photogrammetry tasks. In general, the perspective camera model, i.e. pinhole model, cannot be applied when using non-perspective camera systems. However, several camera models for different omnidirectional camera systems are proposed in literature. Using different types of cameras in a heterogeneous camera system may lead to an advantageous combination. The advantages of different camera systems, e.g. field of view and resolution, result in a new enhanced camera system. If these different kinds of cameras can be modeled, using a unified camera model, the total calibration process can be simplified. Sometimes it is not possible to give the specific camera model in advance. In these cases a generic approach is helpful too. Furthermore, a simple stereo reconstruction becomes possible when using a fisheye and a perspective camera for example. In this work camera models for perspective, wide-angle and omnidirectional camera systems were evaluated. A generic camera model were introduced that fully substitutes specific camera models. The crucial initialization of the model''s parameters is conducted using a new generic method that is independent of the particular camera system. The accuracy of this generic camera calibration approach is validated by the calibration of a dozen of real camera systems up to subpixel accuracy. Finally, it has been shown that a unified method of modeling, parameter approximation and calibration of interior and exterior orientation can be applied to a generic stereo system to derive precise 3D object data.
184

Smooth Central and Non-Central Camera Models in Object Space

Rueß, Dominik 24 January 2024 (has links)
In den letzten Jahren sind immer mehr erschwingliche Kamera-Sensoren mit einer zunehmenden Vielfalt optischer Abbildungsfunktionen verfügbar geworden. Low-Cost-Optiken können aufgrund höherer Toleranzen und unterschiedlicher optischer Materialien von der gewünschten Lochkamera Metrik abweichen. Weitwinkel- und Fischaugenobjektive, verzerrende katadioptrische Objektive (spiegelnd und refraktiv) und andere ungewöhnliche Objektive weichen von der Annahme des Modells einer Lochkamera mit einer Brennweite ab. Actionkameras können die gesamte Umgebung mit zwei Objektiven abbilden, diese entsprechen meist nicht mehr dem Lochkameramodell. Kameras werden auch für Messaufgaben hinter zusätzlichen optischen Elementen eingesetzt. Die vorliegende Arbeit erweitert die ersten Erkenntnisse im Bereich der differenzierbaren (glatten) Kameramodelle ohne Einschränkungen. Viele existierende Modelle sind auf bestimmte Objektivtypen spezialisiert. In dieser Arbeit werden mehrere solcher allgemeinen Modelle eingeführt, ohne dass eine global feste Brennweite und spezielle Anforderungen an die Symmetrie der Abbildung erforderlich sind. Eine Einführung alternativer Fehlermetriken im Objektraum bringt auch enorme Rechenvorteile, da eine Abbildungsrichtung analytisch berechnet und viele der Berechnungsergebnisse konstant gehalten werden können. Zur Initialisierung solcher Modelle wird in dieser Arbeit eine generische lineare Kamera vorgestellt. Das wesentliche Merkmal dabei ist eine künstliche Transformation in höhere Dimensionen, welche mit linearen Verfahren weiterverwendet werden. Sie modellieren bereits nichtlineare Verzerrungen und Asymmetrien. Eine Multikamera-Kalibrierungssoftware wird ebenfalls beschrieben und implementiert. Das Ergebnis der Arbeit ist ein theoretischer Rahmen für glatte Kameramodelle im Objektraum selbst – anstelle der Abbildung in den Bildraum – mit mehreren konkreten Modellvorschlägen, Implementierungen und dem angepassten und erweiterten Kalibrierungsprozess. / In recent years, more and more affordable camera sensors with an increasing variety of optical imaging features have become available. Low-cost optics may deviate from the desired pinhole metric due to higher tolerances and different optical materials. Wide-angle and fisheye lenses, distorting catadioptric lenses (specular and refractive) and other unusual lenses deviate from the single focal pinhole camera model assumption, which is sometimes intentional. Action cameras can map the entire environment using two lenses, these usually no longer correspond to the pinhole camera model. Cameras are also used for measuring tasks behind additional optical elements – with unforeseeable deviations in the line of sight. The present work expands the first findings in the field of differentiable (smooth) camera models without constraints. Many existing models specialise in certain types of lenses. In this work, several such general models are introduced without requiring fixed global focal length and symmetry requirements. An introduction of alternative error metrics in the object space also gives enormous computational advantages, since one imaging direction can be calculated analytically and many of the calculation results can be kept constant. For the generation of meaningful starting values of such models, this work introduces a generic linear camera. The essential feature of is an artificial transformation into higher dimensions. These transformed coordinates can then continue to be used with linear methods. They already model non-linear distortions and asymmetries. A multi-camera calibration software that efficiently implements these models is also described and implemented. The result of the work is a theoretical framework for smooth camera models in the object space itself - instead of the established mapping into the image space - with several concrete model proposals, implementations and the adapted and extended calibration process.
185

An Ocean Stereo Telemetry System Based on PC104 Industrial Control Computer and Iridium Communication

Jiehua, Liu, Dongkai, Yang, Qishan, Zhang 10 1900 (has links)
ITC/USA 2005 Conference Proceedings / The Forty-First Annual International Telemetering Conference and Technical Exhibition / October 24-27, 2005 / Riviera Hotel & Convention Center, Las Vegas, Nevada / To monitor ocean resources and environment, we develop an ocean stereo telemetry system built on a PC104 industrial control computer, which is carried by a buoy on the ocean. All monitoring instruments communicate with the computer by six serial ports in virtue of time division multiple access and are synchronized by GPS time to collect data. All monitoring data is archived and compressed in format of RINEX (Receiver Independent Exchange). The uploading data and downloading control command to and from monitoring center is transferred by Iridium communication in automatic retransmission request and broken-point continuing mechanism.
186

NOVEL DENSE STEREO ALGORITHMS FOR HIGH-QUALITY DEPTH ESTIMATION FROM IMAGES

Wang, Liang 01 January 2012 (has links)
This dissertation addresses the problem of inferring scene depth information from a collection of calibrated images taken from different viewpoints via stereo matching. Although it has been heavily investigated for decades, depth from stereo remains a long-standing challenge and popular research topic for several reasons. First of all, in order to be of practical use for many real-time applications such as autonomous driving, accurate depth estimation in real-time is of great importance and one of the core challenges in stereo. Second, for applications such as 3D reconstruction and view synthesis, high-quality depth estimation is crucial to achieve photo realistic results. However, due to the matching ambiguities, accurate dense depth estimates are difficult to achieve. Last but not least, most stereo algorithms rely on identification of corresponding points among images and only work effectively when scenes are Lambertian. For non-Lambertian surfaces, the "brightness constancy" assumption is no longer valid. This dissertation contributes three novel stereo algorithms that are motivated by the specific requirements and limitations imposed by different applications. In addressing high speed depth estimation from images, we present a stereo algorithm that achieves high quality results while maintaining real-time performance. We introduce an adaptive aggregation step in a dynamic-programming framework. Matching costs are aggregated in the vertical direction using a computationally expensive weighting scheme based on color and distance proximity. We utilize the vector processing capability and parallelism in commodity graphics hardware to speed up this process over two orders of magnitude. In addressing high accuracy depth estimation, we present a stereo model that makes use of constraints from points with known depths - the Ground Control Points (GCPs) as referred to in stereo literature. Our formulation explicitly models the influences of GCPs in a Markov Random Field. A novel regularization prior is naturally integrated into a global inference framework in a principled way using the Bayes rule. Our probabilistic framework allows GCPs to be obtained from various modalities and provides a natural way to integrate information from various sensors. In addressing non-Lambertian reflectance, we introduce a new invariant for stereo correspondence which allows completely arbitrary scene reflectance (bidirectional reflectance distribution functions - BRDFs). This invariant can be used to formulate a rank constraint on stereo matching when the scene is observed by several lighting configurations in which only the lighting intensity varies.
187

Sabina Spielrein i verklighet och fiktion : Kvinnorepresentationer i centrum för en studie av pjäsen Namn: Spielrein Sabina

Sarachu, Åsa January 2006 (has links)
<p>This thesis discusses how a historic woman is represented on stage today. The woman in mind is Sabina Spielrein, and she is portrayed in a play called: Name: Spielrein Sabina. She was born in the late 19th century and made a significant impact on the development in psycho-analysis. Since her letters, diaries and fragments was found 1977, and later on in 1982, nu-merous of people have been fascinated regarding her life, especially with her relation to Jung and Freud. One of my arguments is that there could be another story to tell, as she is living in a context when women were organized and struggled for their rights on many levels. It is a period when a new type of women is formulated, with new visions on society, morals and sexuality. This New Woman discourse was intense all over Europe.</p><p>With representation as a theoretical instrument it was possible to see how this play challenges several typical women images. By using the character Sabina I have looked at (stereo) types such as: the good daughter, the mad woman, the genius, the mistress, the wife and the mother. Putting Sabina Spielrein in focus has also made it possible to discuss around cultural power, how it works and the importance of who is in charge.</p>
188

Shape Estimation under General Reflectance and Transparency

Morris, Nigel Jed Wesley 31 August 2011 (has links)
In recent years there has been significant progress in increasing the scope, accuracy and flexibility of 3D photography methods. However there are still significant open problems where complex optical properties of mirroring or transparent objects cause many assumptions of traditional algorithms to break down. In this work we present three approaches that attempt to deal with some of these challenges using a few camera views and simple illumination. First, we consider the problem of reconstructing the 3D position and surface normal of points on a time-varying refractive surface. We show that two viewpoints are sufficient to solve this problem in the general case, even if the refractive index is unknown. We introduce a novel ``stereo matching'' criterion called refractive disparity, appropriate for refractive scenes, and develop an optimization-based algorithm for individually reconstructing the position and normal of each point projecting to a pixel in the input views. Second, we present a new method for reconstructing the exterior surface of a complex transparent scene with inhomogeneous interior. We capture images from each viewpoint while moving a proximal light source to a 2D or 3D set of positions giving a 2D (or 3D) dataset per pixel, called the scatter-trace. The key is that while light transport within a transparent scene's interior can be exceedingly complex, a pixel's scatter trace has a highly-constrained geometry that reveals the direct surface reflection, and leads to a simple ``Scatter-trace stereo'' algorithm for computing the exterior surface geometry. Finally, we develop a reconstruction system for scenes with reflectance properties ranging from diffuse to specular. We capture images of the scene as it is illuminated by a planar, spatially non-uniform light source. Then we show that if the source is translated to a parallel position away from the scene, a particular scene point integrates a magnified region of light from the plane. We observe this magnification at each pixel and show how it relates to the source-relative depth of the surface. Next we show how calibration relating the camera and source planes allows for robustness to specular objects and recovery of 3D surface points.
189

Segmentation Based Depth Extraction for Stereo Image and Video Sequence

Zhang, Yu 24 August 2012 (has links)
3D representation nowadays has attracted much more public attention than ever before. One of the most important techniques in this field is depth extraction. In this thesis, we first introduce a well-known stereo matching method using color segmentation and belief propagation, and make an implementation of this framework. The color-segmentation based stereo matching method performs well recently, since this method can keep the object boundaries accurate, which is very important to depth map. Based on the implemented framework of segmentation based stereo matching, we proposed a color segmentation based 2D-to-3D video conversion method using high quality motion information. In our proposed scheme, the original depth map is generated from motion parallax by optical flow calculation. After that we employ color segmentation and plane estimation to optimize the original depth map to get an improved depth map with sharp object boundaries. We also make some adjustments for optical flow calculation to improve its efficiency and accuracy. By using the motion vectors extracted from compressed video as initial values for optical flow calculation, the calculated motion vectors are more accurate within a shorter time compared with the same process without initial values. The experimental results shows that our proposed method indeed gives much more accurate depth maps with high quality edge information. Optical flow with initial values provides good original depth map, and color segmentation with plane estimation further improves the depth map by sharpening its boundaries.
190

Experimental and Computational Assessment of Mechanical Circulatory Assistance of a Patient-Specific Fontan Vessel Configuration

Chopski, Steven 10 October 2013 (has links)
The treatment of single ventricle anomalies is a formidable challenge for clinical teams caring for patients with congenital heart disease. Those patients fortunate to survive surgical palliation contend with lifelong physical limitations and late stage pathophysiology. A mechanical blood pump specifically designed to increase pressure in the great veins would augment flow through the lungs and provide hemodynamic stability until a donor heart is located. To support the development of such medical devices, this research characterized the fluid dynamics of mechanical assistance in the Fontan circulation by performing numerical analyses and particle image velocimetry (PIV) studies in a patient-specific in vitro model. This project investigated the performance of three pump prototype configurations. ANSYS-CFX was used to conduct the computational studies for a range of operating conditions and degrees of Fontan dysfunction. Pressure generation, blood trauma predictions, shear stresses, fluid streamlines, and velocity profiles were examined. Three-dimensional PIV studies were completed and compared to the numerical estimations. Computational findings and experimental data correlated to within literature expectations. Blood damage levels, shear stresses, and fluid residence times remained reasonable or below threshold limits. The blood pump configurations met expectations by achieving target design specifications for clinical application. The pumps enhanced the rate of hydraulic power gain in the cavopulmonary circuit, reduced inferior vena cava pressure, and minimally increased pulmonary arterial pressure. The blood pump with the twisted protective stent produced the most rapid increase in the rate of power gain and the highest pressure generation. The PIV measurements illustrated a strong dependency of the fluid dynamics on the patient-specific vessel geometry and the particular pump design. The pump having the twisted cage outperformed the other designs and had a dominating impact on the blood flow distribution in the cavopulmonary circuit. A strong rotational component in the flow was observed leaving the pumps. These results confirm that mechanical cavopulmonary assistance is a viable therapeutic option. Significant knowledge into a new class of blood pumps and how these pumps interact with a single ventricle physiology was gained, thus advancing the state-of-the-art in mechanical circulatory support and addressing a significant human health problem.

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