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Efficient Rasterization for Edge-Based 3D Object Tracking on Mobile Devices
Etan Kissling, Kenny Mitchell, Thomas Oskam, Markus Gross
Technical Short Paper, SIGGRAPH Asia 2012
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Augmented reality applications on hand-held devices suffer from the limited available processing power. While methods to detect the location of artificially textured markers within the scene are com- monly used, geometric properties of three-dimensional objects are rarely exploited for object tracking. In order to track such geometry efficiently on mobile devices, existing methods must be adapted. By focusing on key behaviors of edge-based models, we present a sparse depth buffer structure to provide an efficient rasterization method. This allows the tracking algorithm to run on a single CPU core of a current-generation hand-held device, while requiring only minimal support from the GPU.
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Real-Time Camera Control for Interactive 3D Applications
PhD Thesis, ETH Zurich 2012
accepted on the recommendation of Prof. Dr. Markus Gross, Prof. Dr. Matthias Zwicker, Dr. Alexander Hornung
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Real-time 3D applications have evolved to the point where they become increasingly
realistic. Several aspects have been subject to extensive research in order to
deliver the maximum amount of realism possible within a limited computation
budged. Examples are rendering or physics. One aspect, however, has not gotten
the attention needed despite its omnipresence in any application, namely camera
control and parametrization. In most interactive applications such as games, the
camera placement and parametrization is either user controlled or pre-scripted by
an artist. Only few attempts have been made to automate and simulate realistic
camera behavior, as it is generally a difficult task. In this dissertation, we attempt
to attack these shortcomings on different levels.
In the first part of this thesis we present a real-time camera control system that uses
a global planning algorithm to compute large, occlusion free camera paths through
complex environments. The algorithm incorporates the visibility of a focus point
into the search strategy, so that a path is chosen along which the focus target will
be in view.
In the second part, this thesis deals with camera parametrization for controlled
stereoscopic rendering. We present an automatic controller for camera convergence
and interaxial separation that specifically addresses challenges in interactive 3D applications
like games. In such applications, unpredictable viewer or object motion
often compromises stereopsis due to excessive binocular disparities. We derive
constraints on the camera separation and convergence that enable our controller to
automatically adapt to any given viewing situation and 3D scene, providing an
exact mapping of the virtual content into a comfortable depth range around the
display.
Finally, the third part of the thesis approaches advanced camera parametrization
and the reproduction of realistic color balancing effects. The input to our algorithm
is a sparse set of desired color correspondences between a source and a target
image. The global color space transformation problem is then solved by computing
a smooth vector field in CIE Lab color space that maps the gamut of the source
to that of the target. Furthermore, we show how the basic per-image matching can
be robustly extended to the temporal domain. This extension renders our method
extremely useful for automatic, consistent embedding of synthetic graphics in
video, as required by applications such as augmented reality.
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Fast and Stable Color Balancing for Images and Augmented Reality
Thomas Oskam, Alexander Hornung, Robert Sumner, Markus Gross
Proceedings of 3DIMPVT 2012
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This paper addresses the problem of globally
balancing colors between images. The input to our algorithm is
a sparse set of desired color correspondences between a source
and a target image. The global color space transformation
problem is then solved by computing a smooth vector field
in CIE Lab color space that maps the gamut of the source to
that of the target. We employ normalized radial basis functions
for which we compute optimized shape parameters based on
the input images, allowing for more faithful and flexible color
matching compared to existing RBF-, regression- or histogrambased
techniques. Furthermore, we show how the basic perimage
matching can be efficiently and robustly extended to
the temporal domain using RANSAC-based correspondence
classification. Besides interactive color balancing for images,
these properties render our method extremely useful for
automatic, consistent embedding of synthetic graphics in video,
as required by applications such as augmented reality.
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OSCAM - Optimized Stereoscopic Camera Control for Interactive 3D
Thomas Oskam, Alexander Hornung, Huw Bowles, Kenny Mitchell, Markus Gross
Proceedings of the ACM SIGGRAPH Asia 2011
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This paper presents a controller for camera convergence and interaxial
separation that specifically addresses challenges in interactive
stereoscopic applications like games. In such applications, unpredictable
viewer- or object-motion often compromises stereopsis due
to excessive binocular disparities. We derive constraints on the
camera separation and convergence that enable our controller to
automatically adapt to any given viewing situation and 3D scene,
providing an exact mapping of the virtual content into a comfortable
depth range around the display. Moreover, we introduce an
interpolation function that linearizes the transformation of stereoscopic
depth over time, minimizing nonlinear visual distortions.
We describe how to implement the complete control mechanism
on the GPU to achieve running times below 0.2ms for full HD.
This provides a practical solution even for demanding real-time
applications. Results of a user study show a significant increase
of stereoscopic comfort, without compromising perceived realism.
Our controller enables ‘fail-safe’ stereopsis, provides intuitive control
to accommodate to personal preferences, and allows to properly
display stereoscopic content on differently sized output devices.
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Visibility Transition Planning for Dynamic Camera Control
Thomas Oskam, Robert Sumner, Nils Thuerey, Markus Gross
Proceedings of the 2009 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
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We present a real-time camera control system that uses a global planning algorithm to compute large, occlusion free camera paths through complex environments. The algorithm incorporates the visibility of a focus point into the search strategy, so that a path is chosen along which the focus target will be in view. The efficiency of our algorithm comes from a visibility-aware roadmap data structure that permits the precomputation of a coarse representation of all collision-free paths through an environment, together with an estimate of the pair-wise visibility between all portions of the scene. Our runtime system executes a path planning algorithm using the precomputed roadmap values to find a coarse path, and then refines the path using a sequence of occlusion maps computed on-the-fly. An iterative smoothing algorithm, together with a physically-based camera model, ensures that the path followed by the camera is smooth in both space and time. Our global planning strategy on the visibility-aware roadmap enables large-scale camera transitions as well as a local third-person camera module that follows a player and avoids obstructed viewpoints. The data structure itself adapts at run-time to dynamic occluders that move in an environment. We demonstrate these capabilities in several realistic game environments.
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Capturing 2D Liquid Phenomena
Serkan Bozyigit, Thomas Oskam, Nils Thuerey, Markus Gross
Master Thesis
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This thesis presents approaches and actions taken to enable capturing of two-dimensional water
phenomena. In order to cope with the three-dimensional nature of water the construction of
a specifically designed tank is shown. Additionally to this tank, a modifiable wedge-shaped
device was built to create interesting splashes upon impact with the liquid. Reducing the threedimensionality
is not only based on the apparatus, but also on subsequent algorithmic steps.
After eliminating illumination and recording difficulties that come along with a high-speed
camera, the k-means segmentation algorithm, known from computer vision, is utilized to finally
reduce the three-dimensional water appearance to two dimensions. In a final step, a graph data
structure is introduced which is paired with a user-controllable tool in order to allow higher
semantics to be added to the data.
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Dynamic Objects in Global Camera Control
Serkan Bozyigit, Thomas Oskam, Markus Gross
Semester Thesis
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This semester thesis presents approaches to extend Oskam’s global camera control in [Osk08]
by dynamic objects. By inspecting the nodes of a precomputed roadmap datastructure and its
connections for intersections with bounding spheres, we are able to make the global camera
control algorithm become aware of moving obstacles in a 3D environment. Furthermore, to
guarantee the continuity of visibility-ensuring properties of the preliminary work, we introduce
a visibility cone structure to satisfy these requirements. Finally, adapting the iterative path postprocessing
algorithm is necessary to make the extension fully comply with the user’s visual
needs.
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Visibility Transition Planning for Real-Time Camera Control
Thomas Oskam, Robert Sumner, Markus Gross
Master Thesis 2008
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This thesis presents an algorithm for visibility transition planning that can compute large, occlusion
free camera paths in real time through complex environments. The algorithm incorporates
the visibility of a focus point into the optimally criteria, so that the chosen path strives to keep
the focus target in view. The efficiency of the algorithm comes from a visibility roadmap data
structure that allows the precomputation of a coarse representation of all collision-free paths
through an environment, together with an estimate of the pair-wise visibility between all portions
of the environment. The runtime system executes a path planning algorithm using the
precomputed roadmap values to find a coarse path that is optimal in terms of visibility up to
the resolution of the roadmap. Next, a more exact visibility estimate is determined by computing
a sequence of occlusion maps along the coarse path. The same path-planning algorithm
is executed on these occlusion maps to ensure optimal visibility on a fine scale. An iterative
smoothing algorithm, together with a physically-based camera model, ensures that the path followed
by the camera is smooth in both space and time. Finally, a dynamic camera controller is
shown that encorporates the visibility transition planning into a real-time re-routing system that
is able to follow a fast paced game character in a complex environment.
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Exploiting Low Level Image Segmentation for Object Recognition
Thomas Oskam, Volker Roth, Joachim Buhmann
Semester Thesis 2007
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There exist many approaches to object recognition of image data. Most of the methods use a topdown
approach to classify the content, as low-level information is often considered inapplicable
or insufficient for this task. The method presented in this work, however, shows a way to exploit
low-level image segmentation for the purpose of categorizing different object classes of still
images. The key idea is to not only use one single segmentation, but a whole set of different
parameterized segmentations of an image as basis for feature extraction. Segment boundaries
are used as paths along which strings of feature vectors are drawn. These strings are pairwise
aligned to create a scoring matrix, which can be transformed into a Mercer kernel for a standard
SVM based classifier.
Despite the inherit problems of low-level segmentations, this method performs very well on
standard benchmark image databases and shows that segmentation indeed can be used for object
recognition.
The first goal of this semester thesis was to create a Matlab framework that implements the
proposed method for object recognition. With this framework as basis, several approaches to
improve scoring results of pairwise alignments, and thus improve the categorization rate, need
to be tested. Also the parameters used for the string alignment can have an impact on the
performance as well. Therefore, the second goal was to examine different combinations of
methods for feature extraction and string alignment with different parameter settings in order to
find out which configurations lead to the highest retrieval rates.
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Reusable Game Camera for 3D Environments
Thomas Oskam, Robert Sumner, Markus Gross
Semester Thesis 2007
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The variety of computer game genres has grown very fast over the last decade. Environments
have become bigger and more complex. Also the intricacy of game play has increased along
with the geometry in a game scene. One problem, which comes along with this, is the control
of the virtual camera. Different situations arise where a simple approach may fail when several
properties of the camera, like low-frequency movement or penetration avoidance, need to be
achieved. Also different types of games require different kinds of camera movements and controls
to enhance the game play. Three types of game cameras are wide spread and cover most
of the genres: First person camera, third person camera, and isometric camera.
This work presents a method to encapsulate a camera module that is capable of performing the
three main camera types simultaneously and still maintains a clean and easy to use interface. A
controller is shown which can be integrated into the game loop, consisting of different camera
control routines by which a physical camera model is guided through the environment. A variant
of the camera simulation loop is also introduced, which provides an interface for ray casting
and bounding volume tests without the camera knowing about the surrounding geometry. This
extended controller is exploited to make the camera automatically avoid line of sight blocker
and collisions depending on the active camera control routine.
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