We present a sequential mosaicing algorithm for a calibrated rotating camera which can for the first time build drift-free, consistent spherical mosaics in real-time, automatically and seamlessly even when previously viewed parts of the scene are re-visited. Our mosaic is composed of elastic triangular tiles attached to a backbone map of feature directions over the unit sphere built using a sequential EKF SLAM (Extend Kalman Filter Simultaneous Localization And Mapping) approach.This method represents a significant advance on previous mosaicing techniques which either require off-line optimization or which work in real-time but use local alignment of nearby images and ultimately drift. We demonstrate the system's real-time performance with real-time mosaicing results from sequences with 360 degrees pan. The system shows good global mosaicing ability despite the challenging conditions: hand-held simple low-resolution webcam, varying natural outdoor illumination, and people moving in the scene.
We present here a visualization environment for the train industry, where engineers, designers or executives can discuss and analyze visual, aesthetics and ergonomic issues of a train model before it is built. Instead of building a full-size real model, which is not too practical at all regarding design modifications, a virtual model is built in the digital realm, thus taking advantage of the flexibility it offers while keeping costs at approximately one third of the real model. The environment is based on a low cost, PC-based, CAVE-like architecture, (which we have named CLS, or CAVE-Like System) and combines static and dynamic computer generated imagery, both with and without stereoscopy for 3D visualization, as well as Augmented Virtuality techniques for the integration of the train with its environment. The system has already been tested and used by the Spanish companies Renfe and CAF in the design of the new Civia train.
Computer holography is a growing research field that must pay attention to two main issues concerning computing effort: the visualization of a 3D virtual scene with photo-realistic quality and the bottleneck related to hologram digitizalition and visualization limits. This work shows a computational approach based on a Monte Carlo path-tracing algorithm, which accounts for both geometrical and physical phenomena involved in hologram generation, and, therefore, makes a feasible estimation of computing time costs. As these holograms also require yet unavailable visualization devices, their behavior needs to be simulated by computer techniques.
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