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.
CGH is considered as the key technology to integrate synthetic 3D imaging to get best photo‐realistic rendering quality and optimum viewing experience. We present a partial Monte Carlo sampling algorithm that uses a random subset of rays for the calculation of the CGH, reducing the computational cost. The similarity of the images obtained from the CGH with respect to the original one is evaluated as a function of the image resolution and the percentage of rays used. The results obtained are presented for both simulation and experimental set‐up.
This paper presents, as far as the authors are aware, a complete and extended new taxonomy of shape specification modeling techniques and a characterization of shape design systems, all based on the relationship of users’ knowledge to the modeling system they use to generate shapes. In-depth knowledge of this relationship is not usually revealed in the regular university training courses such as bachelor’s, master’s and continuing education. For this reason, we believe that it is necessary to modify the learning process, offering a more global vision of all the currently existing techniques and extending training in those related to algorithmic modeling techniques. We consider the latter to be the most powerful current techniques for modeling complex shapes that cannot be modeled with the usual techniques known to date. Therefore, the most complete training should include everything from the usual geometry to textual programming. This would take us a step further along the way to more powerful design environments. The proposed taxonomy could serve as a guideline to help improve the learning process of students and designers in a complex environment with increasingly powerful requirements and tools. The term “smart” is widely used nowadays, e.g. smart phones, smart cars, smart homes, smart cities... and similar terms such as “smart shape modeling”. Nowadays, the term smart is applied from a marketing point of view, whenever an innovation is used to solve a complex problem. This is the case for what is currently called smart shape modeling. However, in the future; this concept should mean a much better design environment than today. The smart future requires better trained and skilled engineers, architects, designers or technical students. This means that they must be prepared to be able to contribute to the creation of new knowledge, to the use of innovations to solve complex problems of form, and to the extraction of the relevant pieces of intelligence from the growing volume of knowledge and technologies accessible today. Our taxonomy is presented from the point of view of methods that are possibly furthest away from what is considered today as “intelligent shape modeling” to the limit of what is achievable today and which the authors call “Generic Shape Algorithm”. Finally, we discuss the characteristics that a shape modeling system must have to be truly “intelligent”: it must be “proactive” in applying innovative ideas to achieve a solution to a complex problem.
In this paper we study a finite element interpolation method for fitting discontinuous parametric surfaces when the data points are the nodes of a curvilinear grid. Quality control of the interpolating surfaces is also considered, focussing on the display of isophotes and reflection lines using ray tracing techniques. Finally, graphical and numerical examples are given.
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