6371621
3D object reconstruction from a single 2D line drawing without hidden lines
The human vision system can interpret a single 2D line drawing as a 3D object without much difficulty even if the hidden lines of the object are invisible. Several reconstruction approaches have tried to emulate this ability, but they cannot recover the complete object if the hidden lines of the object are not shown. This paper proposes a novel approach for reconstructing complete 3D objects from line drawings without hidden lines. First, we develop some constraints and properties for the inference of the topology of the invisible edges and vertices of an object. Then we present a reconstruction method based on perceptual symmetry and planarity of the object. We give a number of examples to demonstrate the ability of our approach.
9354577
Identifying Faces in a 2D Line Drawing Representing a Manifold Object
A straightforward way to illustrate a 3D model is to use a line drawing. Faces in a 2D line drawing provide important information for reconstructing its 3D geometry. Manifold objects belong to a class of common solids and most solid systems are based on manifold geometry. In this paper, a new method is proposed for finding faces from single 2D line drawings representing manifolds. The face identification is formulated based on a property of manifolds: each edge of a manifold is shared exactly by two faces. The two main steps in our method are (1) searching for cycles from a line drawing and (2) searching for faces from the cycles. In order to speed up the face identification procedure, a number of properties, most of which relate to planar manifold geometry in line drawings, are presented to identify most of the cycles that are or are not real faces in a drawing, thus reducing the number of unknown cycles in the second searching. Schemes to deal with manifolds with curved faces and manifolds each represented by two or more disjoint graphs are also proposed. The experimental results show that our method can handle manifolds previous methods can handle, as well as those they cannot.
2194421
Degen Generalized Cylinders and Their Properties
Generalized cylinder (GC) has played an important role in computer vision since it was introduced in the 1970s. While studying GC models in human visual perception of shapes from contours, Marr assumed that GC's limbs are planar curves. Later, Koenderink and Ponce pointed out that this assumption does not hold in general by giving some examples. In this paper, we show that straight homogeneous generalized cylinders (SHGCs) and tori (a kind of curved GCs) have planar limbs when viewed from points on specific straight lines. This property leads us to the definition and investigation of a new class of GCs, with the help of the surface model proposed by Degen for geometric modeling. We call them Degen generalized cylinders (DGCs), which include SHGCs, tori, quadrics, cyclides, and more other GCs into one model. Our rigorous discussion is based on projective geometry and homogeneous coordinates. We present some invariant properties of DGCs that reveal the relations among the planar limbs, axes, and contours of DGCs. These properties are useful for recovering DGC descriptions from image contours as well as for some other tasks in computer vision.
16004119
A Graph-Based Method for Face Identification from a Single 2D Line Drawing
The faces in a 2D fine drawing of an object provide important information for the reconstruction of its 3D geometry. In this paper, a graph-based optimization method is proposed for identifying the faces is a line drawing. The face identification is formulated as a maximum weight clique problem. This formulation is proven to be equivalent to the formulation proposed by Shpitalni and Upson (1996). The advantage of our formulation is that it enables one to develop a much faster algorithm to find the faces in a drawing. The significant improvement in speed is derived from two algorithms provided: the depth-first graph search for quickly generating possible faces from a drawing; and the maximum weight clique finding for obtaining the optimal face configurations of the drawing. The experimental results shown that our algorithm generates the same results of face identification as Shpitalni and Lipson's method, but is much faster when dealing with objects of more than 20 faces.
4908568
Insignificant shadow detection for video segmentation
To prevent moving cast shadows from being misunderstood as part of moving objects in change detection based video segmentation, this paper proposes a novel approach to the cast shadow detection based on the edge and region information in multiple frames. First, an initial change detection mask containing moving objects and cast shadows is obtained. Then a Canny edge map is generated. After that, the shadow region is detected and removed through multiframe integration, edge matching, and region growing. Finally, a post processing procedure is used to eliminate noise and tune the boundaries of the objects. Our approach can be used for video segmentation in indoor environment. The experimental results demonstrate its good performance.
2027823
Evolutionary Search for Faces from Line Drawings
Single 2D line drawing is a straightforward method to illustrate 3D objects. The faces of an object depicted by a line drawing give very useful information for the reconstruction of its 3D geometry. Two recently proposed methods for face identification from line drawings are based on two steps: finding a set of circuits that may be faces and searching for real faces from the set according to some criteria. The two steps, however, involve two combinatorial problems. The number of the circuits generated in the first step grows exponentially with the number of edges of a line drawing. These circuits are then used as the input to the second combinatorial search step. When dealing with objects having more faces, the combinatorial explosion prevents these methods from finding solutions within feasible time. This paper proposes a new method to tackle the face identification problem by a variable-length genetic algorithm with a novel heuristic and geometric constraints incorporated for local search. The hybrid GA solves the two combinatorial problems simultaneously. Experimental results show that our algorithm can find the faces of a line drawing having more than 30 faces much more efficiently. In addition, simulated annealing for solving the face identification problem is also implemented for comparison.
46541251
Trustworthy Distributed Algorithm Design to Defend Distance Cheating in Link-Weighted ALM
In link-weighted Application Layer Multicast (ALM), each selfish and strategic end-host receiver may cheat in distance measurement to obtain a better position in the ALM tree. Distance cheating of ALM receivers might lead the ALM tree to be sub-optimal and unstable. We proposed a VCG-based cheat-proof mechanism to defend this kind of cheating behavior in previous work. Based on the theoretical framework, a practical algorithm is designed in this paper, which runs distributedly on ALM receivers. The primary characteristic of the distributed algorithm lies in that it is trustworthy to enforce each selfish receiver to fulfill the algorithm truthfully, which is not considered in other similar studies. Simulations results further suggest that the algorithm is effective in defending distance cheating in link-weighted ALM.
2277517
The World Wide Wisdom Web (W4)
In this talk, I will address the research and development needs for creating the new paradigm shift in Internet computing. In particular, I will present one of the most promising answers to such needs, called World Wide Wisdom Web (W4), and identify several challenges and enabling technologies in building the W4.
18277516
Mesh Optimisation Using Edge Information in Feature-Based Surface Reconstruction
One of the most challenging and fundamental problems in computer vision is to reconstruct a surface model given a set of uncalibrated 2D images. Well-established Structure from Motion (SfM) algorithms often result in a sparse set of 3D surface points, but surface modelling based on sparse 3D points is not easy. In this paper, we present a new method to refine and optimise surface meshes using edge information in the 2D images. We design a meshing – edge point detection – re-meshing scheme that can gradually refine the surface mesh until it best fits the true physical surface of the object being modelled. Our method is tested on real images and satisfactory results are obtained.
9690577
Automatic Camera Calibration and Scene Reconstruction with Scale-Invariant Features
The goal of our research is to robustly reconstruct general 3D scenes from 2D images, with application to automatic model generation in computer graphics and virtual reality. In this paper we aim at producing relatively dense and well-distributed 3D points which can subsequently be used to reconstruct the scene structure. We present novel camera calibration and scene reconstruction using scale-invariant feature points. A generic high-dimensional vector matching scheme is proposed to enhance the efficiency and reduce the computational cost while finding feature correspondences. A framework for structure and motion is also presented that better exploits the advantages of scale-invariant features. In this approach we solve the “phantom points” problem and this greatly reduces the possibility of error propagation. The whole process requires no information other than the input images. The results illustrate that our system is capable of producing accurate scene structure and realistic 3D models within a few minutes.
1787760
Greedy is Good: On Service Tree Placement for In-Network Stream Processing
This paper is concerned with reducing communication costs when executing distributed user tasks in a sensor network. We take a service-oriented abstraction of sensor networks, where a user task is composed of a set of data processing modules (called services) with dependencies. Communications in sensor networks consume significant energy and introduce uncertainty in data fidelity due to high bit error rate. These constraints are abstracted as costs on the communication graph. The goal is to place the services within the sensor network so that the communication cost in performing the task is minimized. In addition, since the lifetime of a node, the quality of network links, and the composition of the service graph may change over time, the quality of the placement must be maintained in the face of these dynamics. In this paper, we take a fresh look at what is generally considered a simple but poor performance approach for service placement, namely the greedy algorithm. We prove that a modified greedy algorithm is guaranteed to have cost at most 8 times the optimum placement. In fact, the guarantee is even stronger if there is a high degree of data reduction in the service graph. The advantage of the greedy placement strategy is that when there are local changes in the service graph or when a hosting node fails, the repair only affects the placement of services that depend on the changes. Simulations suggest that in practice the greedy algorithm finds a low cost placement. Furthermore, the cost of repairing a greedy placement decreases rapidly as a function of the proximity of the services to be aggregated.