L. Scandolo
Please Note
17 records found
1
Plastic pollution in the sea is an environmental hazard, negatively impacts marine life, and causes economic damage all over the world. It is estimated that each year 8 million tonnes of plastic are deposited in seas, the vast majority coming from rivers. In recent years, publicly available satellite imagery has been used to attempt to track floating plastic debris, using specialized hand-crafted features. In this work, we present an automatic learning approach based on satellite imagery that can detect floating plastic debris in rivers with high precision. This approach is based on well-proven image segmentation architectures, U-Net (RonnebeRger et al., 2015) and DeeplabV3+ (Chen et al., 2018), which we adapt to process high-dimensional multispectral images. To train and test the approach, we also present a dataset of images from different rivers around the world containing floating plastic debris, which is a key step to creating an automated learning solution. We test the predictive accuracy of our network, showing that our approach can correctly identify floating debris in images from regions not seen in the training set. Our results also show that a more extensive labeled dataset is necessary to generalize the approach to some types of rivers. Furthermore, we also demonstrate how our solution can also be used to monitor single areas over time to understand and predict floating debris accumulation.
Texture Browser
Feature-based Texture Exploration
Texture is a key characteristic in the definition of the physical appearance of an object and a crucial element in the creation process of 3D artists. However, retrieving a texture that matches an intended look from an image collection is difficult. Contrary to most photo collections, for which object recognition has proven quite useful, syntactic descriptions of texture characteristics is not straightforward, and even creating appropriate metadata is a very difficult task. In this paper, we propose a system to help explore large unlabeled collections of texture images. The key insight is that spatially grouping textures sharing similar features can simplify navigation. Our system uses a pre-trained convolutional neural network to extract high-level semantic image features, which are then mapped to a 2-dimensional location using an adaptation of t-SNE, a dimensionality-reduction technique. We describe an interface to visualize and explore the resulting distribution and provide a series of enhanced navigation tools, our prioritized t-SNE, scalable clustering, and multi-resolution embedding, to further facilitate exploration and retrieval tasks. Finally, we also present the results of a user evaluation that demonstrates the effectiveness of our solution.
We introduce the Reduced Immersed Method (RIM) for the real-time simulation of two-way coupled incompressible fluids and elastic solids and the interaction of multiple deformables with (self-)collisions. Our framework is based on a novel discretization of the immersed boundary equations of motion, which model fluid and deformables as a single incompressible medium and their interaction as a unified system on a fixed domain combining Eulerian and Lagrangian terms. One advantage for real-time simulations resulting from this modeling is that two-way coupling phenomena can be faithfully simulated while avoiding costly calculations such as tracking the deforming fluid-solid interfaces and the associated fluid boundary conditions. Our discretization enables the combination of a PIC/FLIP fluid solver with a reduced-order Lagrangian elasticity solver. Crucial for the performance of RIM is the efficient transfer of information between the elasticity and the fluid solver and the synchronization of the Lagrangian and Eulerian settings. We introduce the concept of twin subspaces that enables an efficient reduced-order modeling of the transfer. Our experiments demonstrate that RIM handles complex meshes and highly resolved fluids for large time steps at high framerates on of-the-shelf hardware, even in the presence of high velocities and rapid user interaction. Furthermore, it extends reduced-order elasticity solvers such as Hyper-Reduced Projective Dynamics with natural collision handling.
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Voxel DAGs and Multiresolution Hierarchies
From Large-Scale Scenes to Pre-computed Shadows
Stereoscopic 3D technology gives visual content creators a new dimension of design when creating images and movies. While useful for conveying emotion, laying emphasis on certain parts of the scene, or guiding the viewer's attention, editing stereo content is a challenging task. Not respecting comfort zones or adding incorrect depth cues, for example depth inversion, leads to a poor viewing experience. In this paper, we present a solution for editing stereoscopic content that allows an artist to impose disparity constraints and removes resulting depth conflicts using an optimization scheme. Using our approach, an artist only needs to focus on important high-level indications that are automatically made consistent with the entire scene while avoiding contradictory depth cues and respecting viewer comfort.
We introduce a variational approach for modeling n-symmetry vector and direction fields on surfaces that supports interpolation and alignment constraints, placing singularities and local editing, while providing real-time responses. The approach is based on novel biharmonic and m-harmonic energies for n-fields on surface meshes and the integration of hard constraints to the resulting optimization problems. Real-time computation rates are achieved by a model reduction approach employing a Fourier-like n-vector field decomposition, which associates frequencies and modes to n-vector fields on surfaces. To demonstrate the benefits of the proposed n-field modeling approach, we use it for controlling stroke directions in line-art drawings of surfaces and for the modeling of anisotropic BRDFs, which define the reflection behavior of surfaces.
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