988 resultados para 3D vision


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A complete and highly robust 3D reconstruction algorithm based on stereo vision is presented. The developed system is capable of reconstructing dimensionally accurate 3D models of the objects and is very simple and cost effective due to its prominent software dependency and minimal hardware involvevment unlike existing systems.

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During the image formation process of the camera, explicit 3D information about the scene or objects in the scene are lost. Therefore, 3D structure or depth information has to be inferred implicitly from the 2D intensity images. This problem is com- monly referred to as 3D reconstruction. In this work a complete 3D reconstruction algorithm is presented, capable of reconstructing dimensionally accurate 3D models of the objects, based on stereo vision and multi-resolution analysis. The developed system uses a reference depth model of the objects under observation to improve the disparity maps, estimated. Only a few features are extracted from that reference model, which are the relative location of the discontinuities and the z-dimensional extremes of objects depth. The maximum error deviation of the estimated depth along the surfaces is less than 0.5mm and along the discontinuities is less than 1.5mm. The developed system is invariant to illuminative variations, and orientation, location and scaling of the objects under consideration, which makes the developed system highly robust.

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Despite Wheatstone’s academic interests in the device, the stereoscope languished somewhat as an optical toy. Yet the advent of 3D screen-spaces for home and mass entertainment suggests today’s consumers and practitioners of screen culture hold the view that screen culture will be ‘improved’ through 3D imaging technologies. Like cinema and photography, stereoscopic 3D imaging has the potential to transform visual culture. But what is transformed, as optics and electronic imaging techniques deliver Alice in Wonderland in 3D? This paper links the advent of 3D cinema and TV to the notion that vision is itself a ‘technology of the visual’. As such, our innate binocular stereoacuity is ripe for exploitation by developers of 3D imaging technologies. I argue that contemporary 3D imaging marks an epistemological visual-perceptual shift: toward screenspaces becoming spaces for potential action. Such a shift entails seeing as doing rather than seeing as thinking. 3D imaging exploits binocular vision’s spatial acuity (stereopsis), but is effective only for objects within near distal space. The 3D effect tapers off dramatically for objects only some metres away, because the two retinal images lack significant lateral disparity (difference) to trigger stereopsis: the imagery flattens out and becomes ‘monoscopic’. Information available from conventional 2D media entails a peculiarly unspecified spatiality. Perceptually, the contents of a conventional cinematic screen are like those of a painting: they are situated neither near nor far, and constitute a shared and ambiguous visual space. Our own eyes are like those of a cat: frontally placed for predatory action. The visuality of 3D screen-spaces assumes a perceptuality of the near-by and close at hand, since this is the structure of the visible information to which stereopsis is adapted to respond. Noting the binocular acuity of predatory animals, as well as some etymological links, this paper examines the implications of perceptually ‘capturing’ the sensation of visually solid objects in one’s immediate space. Stereopsis is about decisive action within an immediate environment: but it also presupposes the single viewpoint of an active observer toward which the 3D imagery is targeted.

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Objective: To evaluate two cases of intermittent exotropia (IX(T)) treated by vision therapy the efficacy of the treatment by complementing the clinical examination with a 3-D video-oculography to register and to evidence the potential applicability of this technology for such purpose. Methods: We report the binocular alignment changes occurring after vision therapy in a woman of 36 years with an IX(T) of 25 prism diopters (Δ) at far and 18 Δ at near and a child of 10 years with 8 Δ of IX(T) in primary position associated to 6 Δ of left eye hypotropia. Both patients presented good visual acuity with correction in both eyes. Instability of ocular deviation was evident by VOG analysis, revealing also the presence of vertical and torsional components. Binocular vision therapy was prescribed and performed including different types of vergence, accommodation, and consciousness of diplopia training. Results: After therapy, excellent ranges of fusional vergence and a “to-the-nose” near point of convergence were obtained. The 3-D VOG examination (Sensoro Motoric Instruments, Teltow, Germany) confirmed the compensation of the deviation with a high level of stability of binocular alignment. Significant improvement could be observed after therapy in the vertical and torsional components that were found to become more stable. Patients were very satisfied with the outcome obtained by vision therapy. Conclusion: 3D-VOG is a useful technique for providing an objective register of the compensation of the ocular deviation and the stability of the binocular alignment achieved after vision therapy in cases of IX(T), providing a detailed analysis of vertical and torsional improvements.

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Continuum robots offer better maneuverability and inherent compliance and are well-suited for surgical applications as catheters, where gentle interaction with the environment is desired. However, sensing their shape and tip position is a challenge as traditional sensors can not be employed in the way they are in rigid robotic manipulators. In this paper, a high speed vision-based shape sensing algorithm for real-time 3D reconstruction of continuum robots based on the views of two arbitrary positioned cameras is presented. The algorithm is based on the closed-form analytical solution of the reconstruction of quadratic curves in 3D space from two arbitrary perspective projections. High-speed image processing algorithms are developed for the segmentation and feature extraction from the images. The proposed algorithms are experimentally validated for accuracy by measuring the tip position, length and bending and orientation angles for known circular and elliptical catheter shaped tubes. Sensitivity analysis is also carried out to evaluate the robustness of the algorithm. Experimental results demonstrate good accuracy (maximum errors of  ±0.6 mm and  ±0.5 deg), performance (200 Hz), and robustness (maximum absolute error of 1.74 mm, 3.64 deg for the added noises) of the proposed high speed algorithms.

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This paper presents a prototype tracking system for tracking people in enclosed indoor environments where there is a high rate of occlusions. The system uses a stereo camera for acquisition, and is capable of disambiguating occlusions using a combination of depth map analysis, a two step ellipse fitting people detection process, the use of motion models and Kalman filters and a novel fit metric, based on computationally simple object statistics. Testing shows that our fit metric outperforms commonly used position based metrics and histogram based metrics, resulting in more accurate tracking of people.

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The design of a building is a complicated process, having to formulate diverse components through unique tasks involving different personalities and organisations in order to satisfy multi-faceted client requirements. To do this successfully, the project team must encapsulate an integrated design that accommodates various social, economic and legislative factors. Therefore, in this era of increasing global competition integrated design has been increasingly recognised as a solution to deliver value to clients.----- The ‘From 3D to nD modelling’ project at the University of Salford aims to support integrated design; to enable and equip the design and construction industry with a tool that allows users to create, share, contemplate and apply knowledge from multiple perspectives of user requirements (accessibility, maintainability, sustainability, acoustics, crime, energy simulation, scheduling, costing etc.). Thus taking the concept of 3-dimensional computer modelling of the built environment to an almost infinite number of dimensions, to cope with whole-life construction and asset management issues in the design of modern buildings. This paper reports on the development of a vision for how integrated environments that will allow nD-enabled construction and asset management to be undertaken. The project is funded by a four-year platform grant from the Engineering and Physical Sciences Research Council (EPSRC) in the UK; thus awarded to a multi-disciplinary research team, to enable flexibility in the research strategy and to produce leading innovation. This paper reports on the development of a business process and IT vision for how integrated environments will allow nD-enabled construction and asset management to be undertaken. It further develops many of the key issues of a future vision arising from previous CIB W78 conferences.

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One of the major challenges facing a present day game development company is the removal of bugs from such complex virtual environments. This work presents an approach for measuring the correctness of synthetic scenes generated by a rendering system of a 3D application, such as a computer game. Our approach builds a database of labelled point clouds representing the spatiotemporal colour distribution for the objects present in a sequence of bug-free frames. This is done by converting the position that the pixels take over time into the 3D equivalent points with associated colours. Once the space of labelled points is built, each new image produced from the same game by any rendering system can be analysed by measuring its visual inconsistency in terms of distance from the database. Objects within the scene can be relocated (manually or by the application engine); yet the algorithm is able to perform the image analysis in terms of the 3D structure and colour distribution of samples on the surface of the object. We applied our framework to the publicly available game RacingGame developed for Microsoft(R) Xna(R). Preliminary results show how this approach can be used to detect a variety of visual artifacts generated by the rendering system in a professional quality game engine.

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We present a technique for high-dynamic range stereo for outdoor mobile robot applications. Stereo pairs are captured at a number of different exposures (exposure bracketing), and combined by projecting the 3D points into a common coordinate frame, and building a 3D occupancy map. We present experimental results for static scenes with constant and dynamic lighting as well as outdoor operation with variable and high contrast lighting conditions.