Geodesic distance-based pose-invariant blind watermarking algorithm for three-dimensional triangular mesh model

Author(s):  
Jen-Sheng Tsai ◽  
Ming-Chou Liao ◽  
Win-Bin Huang ◽  
Yau-Hwang Kuo
2012 ◽  
Vol 446-449 ◽  
pp. 3452-3456
Author(s):  
Xiao Qing Zhang ◽  
Miao Le Hou ◽  
Guang Zhu ◽  
Yun Gang Hu

In order to solve the problem that need exact and scientific data in checking and restoring cultural relics, this paper presents a novel algorithm that statistics defect areas of cultural relics by calculating holes area in the in triangular mesh models.First, build the topological relationship between triangles, vertices and edges and extract boundary using boundary property of triangular mesh. Next, the holes bounding edges are linked in sequence into holes polygon. Finally, distinguish holes boundary and model exterior boundary by means of triangular mesh topological characteristics and the areas of three-dimensional holes polygon are calculated to statistics defect areas of cultural relics through the method of coordinate. Through experiments, it proved that this algorithm was correctly and reasonable.


2012 ◽  
Vol 446-449 ◽  
pp. 3452-3456
Author(s):  
Xiao Qing Zhang ◽  
Miao Le Hou ◽  
Guang Zhu ◽  
Yun Gang Hu

2011 ◽  
Vol 48-49 ◽  
pp. 541-546 ◽  
Author(s):  
Dian Zhu Sun ◽  
Xin Cai Kang ◽  
Yan Rui Li ◽  
Yong Wei Sun

To achieve the accurate and efficient NC milling simulation based on the discrete triangular mesh model, we proposed an algorithm for geometric modeling and intersection. We construct the R*-tree index for upper-surface nodes of mesh model, based on which the nodes within cutting region can be obtained. We compute tool path segments within cutting projection region of node, and calculate the minimum adjustment height of node according to tool path segments within cutting projection region and then change the z-value of node. Thus, we complete the intersection calculation in simulation process. It has been proved by examples that the algorithm for geometric modeling and intersection in NC milling simulation has strong adaptation to tool path segment type and that it can accurately and efficiently reflect the effect of NC simulation process based on the discrete triangular mesh model of rough.


2011 ◽  
Vol 121-126 ◽  
pp. 4249-4253 ◽  
Author(s):  
Zhen Jie Hou ◽  
Li Guo Gu

For decades of research on triangulation, Scattered surface area triangulation has achieved some results, but a lot of algorithms extended to three-dimensional space still have some problems.In this paper I analyzes the existing algorithms and propose a idea based on the Combination of the incremental method and divide algorithm ,which directly realize the triangulation of scattered points in space. Through the triangulation of space scattered point ,it's result eventually meet the triangular mesh model of the reconstruction and the mesh is very uniform. The model reproduce the object model intuitively and clearly. This study provide meaning of the reference and guide in such a work


2009 ◽  
Vol 29 (10) ◽  
pp. 2671-2673 ◽  
Author(s):  
Shao-li ZHANG ◽  
Yi-gang WANG ◽  
Xiao-diao CHEN

2007 ◽  
Vol 6 (8) ◽  
pp. 1286-1289
Author(s):  
Ji Jia ◽  
Zheng Qin ◽  
Junying Chen

Sensors ◽  
2019 ◽  
Vol 19 (21) ◽  
pp. 4680 ◽  
Author(s):  
Linjun Jiang ◽  
Hailun Xia ◽  
Caili Guo

Tracking detailed hand motion is a fundamental research topic in the area of human-computer interaction (HCI) and has been widely studied for decades. Existing solutions with single-model inputs either require tedious calibration, are expensive or lack sufficient robustness and accuracy due to occlusions. In this study, we present a real-time system to reconstruct the exact hand motion by iteratively fitting a triangular mesh model to the absolute measurement of hand from a depth camera under the robust restriction of a simple data glove. We redefine and simplify the function of the data glove to lighten its limitations, i.e., tedious calibration, cumbersome equipment, and hampering movement and keep our system lightweight. For accurate hand tracking, we introduce a new set of degrees of freedom (DoFs), a shape adjustment term for personalizing the triangular mesh model, and an adaptive collision term to prevent self-intersection. For efficiency, we extract a strong pose-space prior to the data glove to narrow the pose searching space. We also present a simplified approach for computing tracking correspondences without the loss of accuracy to reduce computation cost. Quantitative experiments show the comparable or increased accuracy of our system over the state-of-the-art with about 40% improvement in robustness. Besides, our system runs independent of Graphic Processing Unit (GPU) and reaches 40 frames per second (FPS) at about 25% Central Processing Unit (CPU) usage.


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