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Showing papers by "Akihiro Sugimoto published in 2014"


BookDOI
01 Jan 2014
TL;DR: Inverse skeletal strokes, a method for straightening warped vector artworks, takes a user stroke to help understanding the structure of an input artwork, and parametrize the artwork with respect to the optimized stroke.
Abstract: The skeletal stroke method is a general brush tool which can take a straight vector artwork as “ink”. It is easy to apply, but it is limited by the requirement of straight inputs. To offer additional input options, we present inverse skeletal strokes, a method for straightening warped vector artworks. Our method takes a user stroke to help understanding the structure of an input artwork. The key-idea is finding a set of arcs which show the “directional trend” of the artwork, and map the artwork into a new version in which these arcs are straightened. We propose a measure representing the degree of parallelism between two arcs. Using this measure, we select a set of arcs from the input artwork which are approximately parallel to the given user stroke. This is a condensed representation of a user’s intention. Then we transform the user stroke with the goal to maximize the degree of parallelism to each of the selected approximately parallel arcs. At last, we parametrize the artwork with respect to the optimized stroke, and map it into a straight version.

4 citations


Book ChapterDOI
06 Sep 2014
TL;DR: In this paper, a two-stage strategy is proposed to build in details a large scale 3D model with minimal deformations where the first stage creates accurate small-scale 3D scenes in real-time from short subsequences of RGB-D images while the second stage re-organises all the results from the first step in a geometrically consistent manner to reduce deformations as much as possible.
Abstract: The frame-to-global-model approach is widely used for accurate 3D modeling from sequences of RGB-D images. Because still no perfect camera tracking system exists, the accumulation of small errors generated when registering and integrating successive RGB-D images causes deformations of the 3D model being built up. In particular, the deformations become significant when the scale of the scene to model is large. To tackle this problem, we propose a two-stage strategy to build in details a large-scale 3D model with minimal deformations where the first stage creates accurate small-scale 3D scenes in real-time from short subsequences of RGB-D images while the second stage re-organises all the results from the first stage in a geometrically consistent manner to reduce deformations as much as possible. By employing planar patches as the 3D scene representation, our proposed method runs in real-time to build accurate 3D models with minimal deformations even for large-scale scenes. Our experiments using real data confirm the effectiveness of our proposed method.

4 citations