3d surfaces
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Author(s):  
К.Г. Резников ◽  
С.Н. Медведев

Представлена реализация программного обеспечения для построения трехмерных поверхностей с использованием трассировки лучей, выполняемого в веб-браузере персонального компьютера или смартфона. Подход веб-приложений стал широко применим в последние годы из-за развития сети Интернет. Современные веб-браузеры имеют достаточную вычислительную мощность для реализации сложных веб-приложений, а не ограничиваются только веб-сайтами. В процессе разработки были изучены различные методы построения поверхностей и методы визуализации, чтобы подобрать наиболее оптимальные для реализации веб-приложения. Были проанализированы и представлены базовые способы создания трехмерных поверхностей. Выделены ключевые различия каркасного и полигонального способа задания поверхности. Рассмотрен ряд моделей с процедурно вычисляемыми поверхностями. Подробно описан кинематический способ образования поверхностей, а также описан разработанный алгоритм для преобразования кинематических моделей в поверхность с использованием полигональной сетки. Подробно описан процесс визуализации и метод трассировки лучей. Продемонстрирован способ работы с видеочипом и распараллеливанию вычислений для оптимизации веб-приложения с помощью библиотеки GPU.js. Представлена структура веб-приложения с описанием главных каталогов проекта. Структура проекта основана на фреймворке Vue.js, благодаря чему функционал веб-приложения позволяет безгранично расширять. Для демонстрации работы веб-приложения представлен пример пошагового задания кинематической поверхности и визуализации на сцене с применением графических эффектов, таких как закраска и освещение, а также представлен пример с визуализацией множества объектов на сцене The article presents the implementation of software for rendering 3D-surfaces using ray tracing, running in a web browser of computers or smartphones. The web application approach has become widespread in recent years due to the development of the Internet. Modern web browsers have enough processing power to run complex web applications and are not limited to just websites. During the development process, various methods for constructing surfaces and visualization methods were analyzed to choose the most optimal solution for web applications. We analyzed and presented basic methods of creating 3D surfaces. We highlighted the key differences between wireframe and polygonal methods of surface definition. We considered several models with dynamic surface computation. We described the kinematic method of surface formation in detail and the developed algorithm for transforming kinematic models into a surface using a polygonal mesh. We described in detail the rendering process and ray tracing method. We demonstrated a way of working with a video chip and parallelizing computations to optimize a web application using the GPU.js library. We presented the structure of a web application with a description of the main project directories. The project structure is based on the Vue.js framework. The framework allows one to endlessly expand the functionality of a web application. The article presents how the web application works and example of step-by-step creation of a kinematic surface and rendering on a scene using graphic effects such as shading and lighting. Also it contains an example of rendering many objects on a scene


2021 ◽  
Vol 2021 ◽  
pp. 334-341
Author(s):  
G. Popescu ◽  
S. Olaru ◽  
C. Grosu ◽  
I. Badea

Adolescence is a period of transition from childhood to adulthood, defined by major changes in physical, behavioural and social plan. The interest of teenagers for computer technology is in a perpetual growing and shopping online is one of their favourite activities. The garment industry is extremely competitive in terms of virtual simulation, consisting of 3D virtual bodies, virtual garments and virtual try-on systems. The paper presents the advanced method of designing 2D patterns, started from the 3D surfaces, obtained by real scanning of several teenager bodies. The development of a jacket model for girls, by using Optitex software with its high-performance modules 3D Flattening, 3D Simulations and PDS, based on the anthropometric standard for children, SR 13546: 2012, will be presented. These modules enable the designer to preview the shape of the product and its fitting to the body dimensions, which offer the possibility of developing to an infinite number of clothing collections just by changing the characteristics of the material, various seams, accessories or colours.


2021 ◽  
Vol 26 ◽  
pp. 681-696 ◽  
Author(s):  
Jack Swanborough ◽  
Min-Koo Kim ◽  
Eva Agapaki ◽  
Ioannis Brilakis

The task of reading drawings on construction sites has significant efficiency and cost problems. Recent products utilising laser projectors attempt to address the issue of drawing comprehension by projecting full scale versions of the drawings onto 3D surfaces, giving an in-place representation of the steps required to complete a task. However, they only allow projection in red or green at a single brightness level due to the inherent constraints of using a laser-based system, which could cause problems depending on the surface to be projected on and the ambient conditions. Thus, there is a need for a solution that is able to adjust the visualisation parameters of the displayed information based on the surface being projected onto. This study presents a system that automatically changes the visualisation parameters based on the colour and texture of the current surface to make drawings visible under any planar-like surfaces. The proposed system consists of software and hardware, and the software algorithm contains of two parts 1) the optimisation run that computes and updates the visualisation parameters and 2) the detection loop which runs continually and checks if the optimisation run needs to be triggered or not. In order to verify the proposed system, tests on 8 subjects with 4 background surfaces commonly found on site were performed. The test subjects were timed to find 10 bolt holes projected onto the surface using the optimisation system, which was then compared to a control case of black lines projected onto a white background. The system allowed users to complete the task on the real-world backgrounds in the same time as the control case, with the system resulting in up to a 600% decrease in recognition time on some backgrounds.


2021 ◽  
Vol 40 (5) ◽  
pp. 1-8
Author(s):  
Stefan Lengauer ◽  
Ivan Sipiran ◽  
Reinhold Preiner ◽  
Tobias Schreck ◽  
Benjamin Bustos

2021 ◽  
Vol 40 (3) ◽  
pp. 1-15
Author(s):  
Shi-Sheng Huang ◽  
Ze-Yu Ma ◽  
Tai-Jiang Mu ◽  
Hongbo Fu ◽  
Shi-Min Hu

Online 3D semantic segmentation, which aims to perform real-time 3D scene reconstruction along with semantic segmentation, is an important but challenging topic. A key challenge is to strike a balance between efficiency and segmentation accuracy. There are very few deep-learning-based solutions to this problem, since the commonly used deep representations based on volumetric-grids or points do not provide efficient 3D representation and organization structure for online segmentation. Observing that on-surface supervoxels, i.e., clusters of on-surface voxels, provide a compact representation of 3D surfaces and brings efficient connectivity structure via supervoxel clustering, we explore a supervoxel-based deep learning solution for this task. To this end, we contribute a novel convolution operation (SVConv) directly on supervoxels. SVConv can efficiently fuse the multi-view 2D features and 3D features projected on supervoxels during the online 3D reconstruction, and leads to an effective supervoxel-based convolutional neural network, termed as Supervoxel-CNN , enabling 2D-3D joint learning for 3D semantic prediction. With the Supervoxel-CNN , we propose a clustering-then-prediction online 3D semantic segmentation approach. The extensive evaluations on the public 3D indoor scene datasets show that our approach significantly outperforms the existing online semantic segmentation systems in terms of efficiency or accuracy.


2021 ◽  
Author(s):  
H Lieng ◽  
T Pouli ◽  
E Reinhard ◽  
J Kosinka ◽  
Neil Dodgson

A typical goal when enhancing the contrast of images is to increase the perceived contrast without altering the original feel of the image. Such contrast enhancement can be achieved by modelling Cornsweet profiles into the image. We demonstrate that previous methods aiming to model Cornsweet profiles for contrast enhancement, often employing the unsharp mask operator, are not robust to image content. To achieve robustness, we propose a fundamentally different vector-centric approach with Cornsweet surfaces. Cornsweet surfaces are parametrised 3D surfaces (2D in space, 1D in luminance enhancement) that are extruded or depressed in the luminance dimension to create countershading that respects image structure. In contrast to previous methods, our method is robust against the topology of the edges to be enhanced and the relative luminance across those edges. In user trials, our solution was significantly preferred over the most related contrast enhancement method. © 2014 Elsevier Ltd.


2021 ◽  
Author(s):  
H Lieng ◽  
T Pouli ◽  
E Reinhard ◽  
J Kosinka ◽  
Neil Dodgson

A typical goal when enhancing the contrast of images is to increase the perceived contrast without altering the original feel of the image. Such contrast enhancement can be achieved by modelling Cornsweet profiles into the image. We demonstrate that previous methods aiming to model Cornsweet profiles for contrast enhancement, often employing the unsharp mask operator, are not robust to image content. To achieve robustness, we propose a fundamentally different vector-centric approach with Cornsweet surfaces. Cornsweet surfaces are parametrised 3D surfaces (2D in space, 1D in luminance enhancement) that are extruded or depressed in the luminance dimension to create countershading that respects image structure. In contrast to previous methods, our method is robust against the topology of the edges to be enhanced and the relative luminance across those edges. In user trials, our solution was significantly preferred over the most related contrast enhancement method. © 2014 Elsevier Ltd.


2021 ◽  
Vol 40 (3) ◽  
pp. 1-17
Author(s):  
Rahul Arora ◽  
Karan Singh

Complex 3D curves can be created by directly drawing mid-air in immersive environments (Augmented and Virtual Realities). Drawing mid-air strokes precisely on the surface of a 3D virtual object, however, is difficult, necessitating a projection of the mid-air stroke onto the user “intended” surface curve. We present the first detailed investigation of the fundamental problem of 3D stroke projection in VR. An assessment of the design requirements of real-time drawing of curves on 3D objects in VR is followed by the definition and classification of multiple techniques for 3D stroke projection. We analyze the advantages and shortcomings of these approaches both theoretically and via practical pilot testing. We then formally evaluate the two most promising techniques spraycan and mimicry with 20 users in VR. The study shows a strong qualitative and quantitative user preference for our novel stroke mimicry projection algorithm. We further illustrate the effectiveness and utility of stroke mimicry to draw complex 3D curves on surfaces for various artistic and functional design applications.


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