virtual reconstruction
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2022 ◽  
Vol 2022 ◽  
pp. 1-8
Author(s):  
Li Xu ◽  
Ling Bai ◽  
Lei Li

Considering the problems of poor effect, long reconstruction time, large mean square error (MSE), low signal-to-noise ratio (SNR), and structural similarity index (SSIM) of traditional methods in three-dimensional (3D) image virtual reconstruction, the effect of 3D image virtual reconstruction based on visual communication is proposed. Using the distribution set of 3D image visual communication feature points, the feature point components of 3D image virtual reconstruction are obtained. By iterating the 3D image visual communication information, the features of 3D image virtual reconstruction in visual communication are decomposed, and the 3D image visual communication model is constructed. Based on the calculation of the difference of 3D image texture feature points, the spatial position relationship of 3D image feature points after virtual reconstruction is calculated to complete the texture mapping of 3D image. The deep texture feature points of 3D image are extracted. According to the description coefficient of 3D image virtual reconstruction in visual communication, the virtual reconstruction results of 3D image are constrained. The virtual reconstruction algorithm of 3D image is designed to realize the virtual reconstruction of 3D image. The results show that when the number of samples is 200, the virtual reconstruction time of this paper method is 2.1 s, and the system running time is 5 s; the SNR of the virtual reconstruction is 35.5 db. The MSE of 3D image virtual reconstruction is 3%, and the SSIM of virtual reconstruction is 1.38%, which shows that this paper method can effectively improve the ability of 3D image virtual reconstruction.


2021 ◽  
Vol 2021 ◽  
pp. 1-10
Author(s):  
Chuan Lu

Aiming at the problem of low accuracy and poor integrity of traditional Qing Dynasty ancient architecture 3D virtual reconstruction algorithm, a 3D virtual reconstruction algorithm of Qing Dynasty ancient architecture based on image sequence is proposed. Acquire the sequence images of ancient buildings in the Qing Dynasty through the pinhole camera model, analyze the projective space and reconstruction space of the sequence images, redefine the similarity measurement coefficient according to the improved 2DPCA-SIFT feature matching algorithm, match the feature points of the ancient architecture images in the Qing Dynasty, and use random sampling to be consistent. The algorithm solves the basic matrix, removes the interference error in the image reconstruction process, and realizes the design of the three-dimensional reconstruction algorithm through image sequence fusion. The experimental results show that, compared with the existing methods, the completeness of the three-dimensional virtual reconstruction 3D model of ancient Qing Dynasty buildings constructed by the designed algorithm is 87.26% on average, and the completeness and accuracy of the 3D model construction of the subparts of the ancient Qing Dynasty buildings of this method are better. The height of the building fully shows that the designed building has good performance in the construction of the three-dimensional model of ancient buildings in the Qing Dynasty.


Author(s):  
Marta Quintilla Castán ◽  
Luis Agustín Hernández

With current data acquisition techniques, exhaustive documentation of patrimonial goods is generated, which allows obtaining a 3D geometric model, on which data from research from research is generated. As in other fields of architecture, the latest graphic techniques and manipulation of the image, allow a working methodology other than the current one in the patrimonial field. The information systems have been evolving towards technologies developed with open source software, the use of standards, ontologies and the structuring of information and of the 3D model itself under a semantic hierarchy. Interoperability between databases is favored and the maintenance of applications is ensured. The purpose is to support decision-making related to the model and simultaneously, serve multiple purposes such as cataloging, protection, restoration, conservation, maintenance or dissemination, among others. The research carried out for the realization of the survey of the City Council and Lonja of Alcañiz (Teruel), has the aim of expanding the historical knowledge of the buildings and delimiting its possible constructive phases, in order to obtain the geometric reality of the buildings. In this way, provide greater instruments to carry out the drafting work of the set restoration project. 


2021 ◽  
Vol 10 (1) ◽  
pp. 18
Author(s):  
Simone Berto ◽  
Emanuel Demetrescu ◽  
Bruno Fanini ◽  
Jacopo Bonetto ◽  
Giuseppe Salemi

In this work, we will describe the application of the Extended Matrix Framework (EMF) to the 3D reconstruction of the temple on the Roman forum of Nora. EMF represents a specific section of the Extended Matrix (EM) method, developed by the VHLab of the CNR ISPC (Rome), dedicated to the development of software solutions for 3D data management in the field of virtual reconstruction. The combination of EM and EMF allows to: map the reconstructive process, validate the entire workflow (from data ingestion to 3D modelling), manage 3D data, and share outcomes online.


2021 ◽  
Vol 2143 (1) ◽  
pp. 012026
Author(s):  
Fang Zhang ◽  
Mingjiong Li

Abstract With the development and popularization of computer simulation technology, its application in all walks of life has become more and more extensive, and it has also effectively promoted the development of all walks of life. This article analyzes the elements of flat visual communication design, and it decomposes the multi-level structure of user experience effects in flat visual communication design. In addition, the design of plane visual communication requires the aid of a three-dimensional reconstruction system, so this paper also studies the hardware design and software design of the three-dimensional image virtual reconstruction system.


2021 ◽  
Vol 3 ◽  
pp. 1-8
Author(s):  
Markus Berger

Abstract. Almost every map or globe we come into contact with is distorted in some way, be it through cartographic projection, vertical exaggeration or data-driven morphing of distances in cartograms. And yet, once we utilize Virtual Reality technologies to position ourselves in a virtual reconstruction of a real or planned space, we usually default to a strict adherence to its real-world proportions and spatial relations. In search of an alternative conception of how such environments can be explored, this paper investigates a novel way of using the embodiment and high interactivity afforded by current VR technology to let users apply a wide range of transformations to their surroundings. Instead of utilizing a large number of predefined gestures that need to be learned before use, the full state of a user’s hand (including rotation, position, and joint angles) is tracked, directly mapped to a transformation matrix, and then selectively applied to the 3D environment. This is a complex and high-dimensional form of interaction, but through its embodied nature users can develop familiarity with it by unguided trial and error. Once accustomed, they can bend, shear, and manipulate the space around them with a variety of self-discovered gestural interactions. In the course of this paper, we discuss technical considerations, physiological limitations, possible use cases, as well as a number of recognizable gestures that emerged from the space of possible interactions after prolonged use.


2021 ◽  
Author(s):  
Lesley Cherns ◽  
et al.

Details of materials, geological setting, methods, and a movie showing virtual reconstruction of Sigaloceras enodatum.<br>


2021 ◽  
Author(s):  
Lesley Cherns ◽  
et al.

Details of materials, geological setting, methods, and a movie showing virtual reconstruction of Sigaloceras enodatum.<br>


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