Academic literature on the topic '2D/3D Cartography'

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Journal articles on the topic "2D/3D Cartography"

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Petkov, Dobrin, and Temenoujka Bandrova. "Classification of cartographic models according to their content, dimensionality, material of production and types of reality." InterCarto. InterGIS 26, no. 1 (2020): 434–46. http://dx.doi.org/10.35595/2414-9179-2020-1-26-434-446.

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Cartography as one of the most ancient science and practice supply users with cartographic models and deliver them with geospatial information. Now in the days of technological revolution and digital earth we cannot find clearly classification of cartographic models including the latest achievements of science, technics and methodology. Several classifications, mainly of maps are shown and critical review is done. It is visible that no standardization in this field. Cartography as a mathematical science need classification system of its models, data and information. It is needed to everybody who make and use cartographic models. The classification system offers a possible method for selecting a suitable model that can be used to visualize a data set or theory. The point of classification is to take large number of observations and group them into data ranges or classes. This paper represents an information about cartographic models and make attempt to classify them according to their content (general, thematic, specialized), dimensionality (2D, 2.5D, 3D, 4D, multidimensional), material of production (paper / hard base, digital, anaglyph, holographic, web), and types of reality (virtual, augmented, physical). This is done on the base of new cartographic models appeared with technical innovation and computer-aided systems used in cartography nowadays.
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van der Meer, T. W. T., E. Verbree, and P. J. M. van Oosterom. "EFFECTIVE CARTOGRAPHIC METHODS FOR ASSISTING TACTICS CHOICE AND INDOOR DEPLOYMENTS DURING BUILDING FIRES – A CASESTUDY THE DUTCH FIRE BRIGADE." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLII-4 (September 19, 2018): 655–60. http://dx.doi.org/10.5194/isprs-archives-xlii-4-655-2018.

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<p><strong>Abstract.</strong> Information is key for a safe deployment of the fire brigade. Incorrect judgement could lead to decreased effectivity or even casualties. Because of the risks that are posed by building complexity and modern building materials, the Dutch fire brigade is increasingly hesitant to enter the building during a building fire. While no two building fires are the same and personal judgement of the fire brigade will remain necessary, good information supply could aid the commanders in making the right choices. There are a lot of factors that come into play when choosing strategy, tactics and techniques. An effective information system should present the right and up to date information at the right moment, and it should do so in an intuitive and effective manner. Most cartography research has been done for outdoor applications; indoor cartography is in its infancy. This research aims to develop cartographic methods to aid the Dutch fire brigade during building fire deployments. Based on the requirements of the organization a novel approach is introduced: ToggleMaps. This mobile interface combines a main map pane with a reference pane, both in either 2D or 3D and with either a low or a high level of detail. This allows the user to toggle between two states: a detailed 2D overview of a separate building level with its perspective within the 3D reference map, or a more detailed 3D overview of the whole building with a simplified 2D reference map of his current building level.</p>
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Lemenkova, Polina, and Olivier Debeir. "Quantitative Morphometric 3D Terrain Analysis of Japan Using Scripts of GMT and R." Land 12, no. 1 (January 16, 2023): 261. http://dx.doi.org/10.3390/land12010261.

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In this paper, we describe two related scripting methods of cartographic data processing and visualization that provide 2D and 3D mapping of Japan with different algorithm complexity. The first algorithm utilizes Generic Mapping Toolset (GMT), which is known as an advanced console-based program for spatial data processing. The modules of GMT combine the functionality of scripting with the aspects of geoinformatics, which is especially effective for the rapid analysis of large geospatial datasets, multi-format data processing, and mapping in 2D and 3D modes. The second algorithm presents the use of the R programming language for cartographic visualization and spatial analysis. This R method utilizes the packages ‘tmap’, ‘raster’, ‘maps’, and ‘mapdata’ to model the morphometric elements of the Japanese archipelago, such as slope, aspect, hillshade and elevation. The general purpose graphical package ‘ggplot2’ of R was used for mapping the prefectures of Japan. The two scripting approaches demonstrated an established correspondence between the programming languages and cartography determined with the use of scripts for data processing. They outperform several well-known and state-of-the-art GIS methods for mapping due to their high automation of data processing. Cartography has largely reflected recent advances in data science, the rapid development of scripting languages, and transfer in the approaches of data processing. This extends to the shift from the traditional GIS to programming languages. As a response to these new challenges, we demonstrated in this paper the advantages of using scripts in mapping, which consist of repeatability and the flexible applicability of scripts in similar works.
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Said, Farid, Ahmad Wahidiyat, Dyah Darma Andayani, Harifuddin Harifuddin, and Rudi Salam. "Development of Travel Attractions through the Design of Google SketchUp Based Coastal Tourist Map (Pengembangan Daya Tarik Wisata melalui Perancangan Peta Wisata Pantai Berbasis Google SketchUp)." Journal Pekommas 2, no. 2 (November 24, 2017): 185. http://dx.doi.org/10.30818/jpkm.2017.2020209.

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Cartography is a science on making a map or globe. As of now the field of cartography constitute visualization in 2-dimensional form (2D). In order to fix the quality of the cartography, a map similar to thereal situation in three-dimensional visualization (3D) can be created. The research aims to design a beach tourism created by Google SketchUp application. Designing of 3D map is in accordance with the rules of software engineering that starts from planning, modeling and construction. Google SketchUp is an excellent graphics software in the manufacture of physical design such as building design, home design, etc. In addition to ease of building design, the excellence of Google SketchUp also makes it easy to build a 3D design that gives more interesting impression compared to 2D design. The instrument of expert validation performed by 3 experts validator who is a lecturer State University of Makassar. Based on the results from validator clear that the system is proper to use, thus agree with the decent category used as tourism information material which is more interesting attractions. This is evidenced by the utilization of android based applications.Kartografi merupakan suatu ilmu dalam pembuatan peta atau globe. Selama ini bidang ilmu kartografi merupakan visualisasi dalam bentuk dua dimensi (2D). Untuk memperbaiki kualitas kartografi tersebut, maka dapat dibuat peta dalam bentuk visualisasi yang menyerupai dunia nyata yakni peta dalam bentuk tiga dimensi (3D). Penelitian ini bertujuan untuk merancang peta wisata pantai dengan menggunakan aplikasi Google SketchUp. Perancangan desain peta 3D dilakukan dengan kaidah rekayasa perangkat lunak (software engineering) yang dimulai dari proses perencanaan (planning), modeling (perancangan), dan konstruksi (construction). Google SketchUp merupakan software grafis yang sangat andal dalam membuat suatu desain fisik seperti gedung, rumah, dan lain-lain. Selain mempermudah dalam membangun desain, keunggulan dari Google SketchUp juga mempermudah membangun rancangan 3D yang berguna untuk memberikan kesan yang lebih menarik bila dibandingkana aplikasi yang bersifat abstrak atau 2D. Instrumen validasi ahli dilakukan dengan tiga validator yang ahli dibidangnya. Berdasarkan hasil telaah validator, aplikasi ini dinyatakan layak sehingga memenuhi kategori layak digunakan sebagai bahan informasi objek wisata yang lebih menarik. Hal ini dibuktikan dengan pemanfaatan aplikasi berbasis android.
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Papadopoulou, Ermioni-Eirini, Apostolos Papakonstantinou, Nikoletta-Anna Kapogianni, Nikolaos Zouros, and Nikolaos Soulakellis. "VR Multiscale Geovisualization Based on UAS Multitemporal Data: The Case of Geological Monuments." Remote Sensing 14, no. 17 (August 29, 2022): 4259. http://dx.doi.org/10.3390/rs14174259.

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Technological progress in Virtual Reality (VR) and Unmanned Aerial Systems (UASs) offers great advantages in the field of cartography and particularly in the geovisualization of spatial data. This paper investigates the correlation between UAS flight characteristics for data acquisition and the quality of the derived maps and 3D models of geological monuments for VR geovisualization in different scales and timeframes. In this study, we develop a methodology for mapping geoheritage monuments based on different cartographic scales. Each cartographic scale results in diverse orthophotomaps and 3D models. All orthophotomaps and 3D models provide an optimal geovisualization, combining UAS and VR technologies and thus contributing to the multitemporal 3D geovisualization of geological heritage on different cartographic scales. The study area selected was a fossilite ferrous site located in Lesvos Geopark, UNESCO. The study area contains a fossil site surrounding various findings. The three distinct scales that occur are based on the object depicted: (i) the fossilite ferrous site (1:120), (ii) the fossil root system (1:20), and (iii) individual fossils (≥1:10). The methodology followed in the present research consists of three main sections: (a) scale-variant UAS data acquisition, (b) data processing and results (2D–3D maps and models), and (c) 3D geovisualization to VR integration. Each different mapping scale determines the UAS data acquisition parameters (flight pattern, camera orientation and inclination, height of flight) and defines the resolution of the 3D models to be embedded in the VR environment. Due to the intense excavation of the study area, the location was spatiotemporally monitored on the cartographic scale of 1:120. For the continuous monitoring of the study area, four different UASs were also used. Each of them was programmed to fly and acquire images with a constant ground sampling distance (GSD). The data were processed by image-based 3D modeling and computer vision algorithms from which the 3D models and orthophotomaps were created and used in the VR environment. As a result, a VR application visualizing multitemporal data of geoheritage monuments across three cartographic scales was developed.
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Wilken, Rowan, and Julian Thomas. "Vertical geomediation: The automation and platformization of photogrammetry." New Media & Society 24, no. 11 (October 7, 2022): 2531–47. http://dx.doi.org/10.1177/14614448221122214.

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Photogrammetry is the science of using photographs to make measurements and derive three-dimensional (3D) data about objects or terrain from two-dimensional (2D) imaging. In this article we view photogrammetry through the lens of geomedia studies, arguing two things. First, we suggest the accumulation and concentration of photogrammetric capabilities, technologies and knowledge, from the First World War onwards can be understood as both part of the 20th-century creation of a ‘government machine’, and a crucial element within the longer-run ‘cartographic project’. Through both world wars and the post-war period, aerial photogrammetry emerged as a fundamental capability for government-supported geomedia infrastructure and spatial information capture – what we term an extended geomedia infosphere. Second, we examine the critical dynamics of digitization, automation and platformization. These developments, we argue, have led to a redistribution of photogrammetric capabilities and technologies outside governmental cartography, with implications for platforms and geomedia studies.
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Sieber, René, Remo Eichenberger, and Lorenz Hurni. "3D Carto-Graphics – Principles, Methods and Examples for Interactive Atlases." Abstracts of the ICA 1 (July 15, 2019): 1. http://dx.doi.org/10.5194/ica-abs-1-338-2019.

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<p><strong>Abstract.</strong> Atlases are designed to visualize, explore and analyze topographic and thematic information in a geographic environment. As 3D data and real-time display techniques are increasingly available, a trend towards 3D atlases can be observed like the newly released Earth 3D Amazing Atlas (2017) and the Atlas of Switzerland &amp;ndash; online (2016). While creating such interactive 3D atlases, editors are often confronted with the question: How realistic should a cartographic 3D representation look like? Can we introduce some visualization guidelines or even rules to determine the „graphic style“ of cartographic 3D elements? 3D visualizations tend to let users ask for more and more details, leading to photorealistic representations. But photorealism is mostly not suited to pin point the characteristics of a theme; obviously, a creek or a trail would hardly be recognized in a forest area. As Goralski (2009, p.3) states: “3D maps are not meant to be realistic 3D representations of the real world. As in other map types, cartographic rules of abstraction, symbolization and generalization have to be used, to assure efficient transfer of the depicted geographical information, tailored to the purpose, and suitable for the target map user.”</p><p>In our presentation, we will clarify the term of 3D carto-graphics, depict principles, and describe suitable methods and corresponding techniques. In the context of the national Atlas of Switzerland, we will apply and examine these design concepts for 3D representations within the 3D mapping space (Sieber et al. 2013).</p><p>A carto-graphic style for 3D is based on 2D cartographic rules (Imhof 1965) and non-photorealistic computer graphics (Doellner 2012, Bodum 2005). Principles concerning 3D modeling are fundamental for the different representational aspects. In this context, we will discuss principles such as a degree of realism, the level of visual complexity of 3D maps, the graphic quality of map elements, the 3D visualization and symbolization (Near-Far/Distance-Density problem), etc. considering dynamic and real-time applications. As an example of a 3D principle, the <i>visualization</i> should always originate from 3D data; thus a 2D map is a special case of a 3D map (Sieber et al. 2012).</p><p><i>Methods and techniques</i> of 3D modeling affect the whole 3D scene consisting of terrain/topography, and different map objects. We will present some ideas and techniques how to treat 3D topography, and objects like point symbols, charts, lines, areas and solid objects considering real-time interaction. As an example of such methods recommended in the field of 3D topography, DTMs should be based on high-resolution and smoothed TINs applying techniques of low poly height fields (Ferguson 2013). Adaptive DTM smoothing using topographic position index (TPI) and filtering techniques are also taken into consideration (Guisan et al. 1999, Kettunen et al. 2017). For appropriate relief shading, an exemplary approach using smoothing and enhance techniques is suggested (Geisthövel 2017).</p><p>To illustrate the described methods and techniques, we present and discuss characteristic examples from various application fields. Examples may come from cartography, computer graphics, and even from data journalism and info-graphics. In order to demonstrate the feasibility and the usability of this approach, we plan to implement a set of 3D visualizations, which can be interacted with in real-time by means of the Virtual Globe engine of the Atlas of Switzerland &amp;ndash; online.</p>
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Bitelli, G., V. A. Girelli, and A. Lambertini. "INTEGRATED USE OF REMOTE SENSED DATA AND NUMERICAL CARTOGRAPHY FOR THE GENERATION OF 3D CITY MODELS." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLII-2 (May 30, 2018): 97–102. http://dx.doi.org/10.5194/isprs-archives-xlii-2-97-2018.

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3D city models are becoming increasingly popular and important, because they constitute the base for all the visualization, planning, management operations regarding the urban infrastructure. These data are however not available in the majority of cities: in this paper, the possibility to use geospatial data of various kinds with the aim to generate 3D models in urban environment is investigated.<br> In 3D modelling works, the starting data are frequently the 3D point clouds, which are nowadays possible to collect by different sensors mounted on different platforms: LiDAR, imagery from satellite, airborne or unmanned aerial vehicles, mobile mapping systems that integrate several sensors. The processing of the acquired data and consequently the obtainability of models able to provide geometric accuracy and a good visual impact is limited by time, costs and logistic constraints.<br> Nowadays more and more innovative hardware and software solutions can offer to the municipalities and the public authorities the possibility to use available geospatial data, acquired for diverse aims, for the generation of 3D models of buildings and cities, characterized by different level of detail.<br> In the paper two cases of study are presented, both regarding surveys carried out in Emilia Romagna region, Italy, where 2D or 2.5D numerical maps are available. The first one is about the use of oblique aerial images realized by the Municipality for a systematic documentation of the built environment, the second concerns the use of LiDAR data acquired for other purposes; in the two tests, these data were used in conjunction with large scale numerical maps to produce 3D city models.
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Jedlička, Karel. "Third dimension of a map." Abstracts of the ICA 1 (July 15, 2019): 1. http://dx.doi.org/10.5194/ica-abs-1-145-2019.

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<p><strong>Abstract.</strong> A communication of information from its producer to a user can be done in many ways which differs in their effectivity. Although a map is a native communication channel for presenting of spatial data, a presentation of spatial data in 3D environment is a growing alternative in recent years. Therefore this chapter describes basic principles of dealing with third dimension in a map.</p><p>Note that this contribution focuses on matters related purely to GIS. The contribution is <i>not going to describe advanced 3D scene visualization techniques</i> such as shadow modelling, ray-tracing, etc. (as they belong to computer graphics).</p><p>Also a type of display in not addressed in detail. Just to mention in general, having a 3D scene, it can be displayed on:</p><ol><li>Monitor &amp;ndash; then it is perspective visualization. A perception of depth emerges by moving the virtual observer position or line of sight.</li><li>Monitor using passive or active glasses / 3D monitor &amp;ndash; a full stereo perception emerges.</li><li>3D print / hologram &amp;ndash; physical/virtual three-dimensional scene emerges.</li></ol><p>Coming to GIS related issues. First of all, there exists solutions displaying 2.5 dimensional data and they are commonly called 3D GIS as well even if they do not support full 3D objects.</p><p>Next, there are two different types of coordinate systems used: a <i>Cartesian coordinate system</i>, speaking geographically &amp;ndash; a projected coordinate system, e.g. an UTM Zone. Then all coordinates are in the same units (usually meters). More challenging is the other type &amp;ndash; a <i>geographic coordinate system using latitude and longitude</i> locating both objects and phenomena on Earth globe, but <i>metric units</i> for (ellipsoidal or orthometric) <i>height</i> &amp;ndash; then different types of units (angular and metrical) are used for different axes. Such a situation is typical for virtual globes.</p><p>Talking about cartography, there are two main approaches to visualize a 3D scene, photorealistic versus symbolized). Photorealistic approach tends to use real world textures and create an impression as close to real world as possible. The other approach, consisting of applying a cartographic symbols on the scene, challenges contemporary cartography, as not all cartographic techniques can be transferred from 2D to 3D. There can be distinguished among techniques able to apply without a change, techniques need to be adapted and inapplicable techniques.</p><p>And last but not least major issue is that 3D GIS has to deal with large data in a different way than in 2D. Two dimensional GIS deals with large amount of data by a concept of scale dependent rendering (also called a scale dependent map) and using pyramiding and generalization techniques. But important thing is that always the whole thematic layer (or even a map) is represented at one level of detail in one view. When zoom in or out, an appropriate level of pyramid is depicted. A different approach is needed in 3D &amp;ndash; instead of using one zoom level as a threshold for what and how to visualize, the observer position and line of sight have to be taken into account. Then, objects closer to observer have to be presented in more detailed way than objects away, no matter if they are from the same layer or different layers.</p>
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Lütjens, Mona, Thomas Kersten, Boris Dorschel, and Felix Tschirschwitz. "Virtual Reality in Cartography: Immersive 3D Visualization of the Arctic Clyde Inlet (Canada) Using Digital Elevation Models and Bathymetric Data." Multimodal Technologies and Interaction 3, no. 1 (February 20, 2019): 9. http://dx.doi.org/10.3390/mti3010009.

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Due to rapid technological development, virtual reality (VR) is becoming an accessible and important tool for many applications in science, industry, and economy. Being immersed in a 3D environment offers numerous advantages especially for the presentation of geographical data that is usually depicted in 2D maps or pseudo 3D models on the monitor screen. This study investigated advantages, limitations, and possible applications for immersive and intuitive 3D terrain visualizations in VR. Additionally, in view of ever-increasing data volumes, this study developed a workflow to present large scale terrain datasets in VR for current mid-end computers. The developed immersive VR application depicts the Arctic fjord Clyde Inlet in its 160 km × 80 km dimensions at 5 m spatial resolution. Techniques, such as level of detail algorithms, tiling, and level streaming, were applied to run the more than one gigabyte large dataset at an acceptable frame rate. The immersive VR application offered the possibility to explore the terrain with or without water surface by various modes of locomotion. Terrain textures could also be altered and measurements conducted to receive necessary information for further terrain analysis. The potential of VR was assessed in a user survey of persons from six different professions.
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Dissertations / Theses on the topic "2D/3D Cartography"

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Phan, Tan Binh. "On the 3D hollow organ cartography using 2D endoscopic images." Electronic Thesis or Diss., Université de Lorraine, 2020. http://www.theses.fr/2020LORR0135.

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Les algorithmes de « Structure from motion » (SfM, structure reconstituée à l’aide du mouvement) représentent un moyen efficace de construction de surfaces 3D étendues à partir des images d'une scène acquise sous différents points de vue. Ces algorithmes déterminent simultanément le mouvement de la caméra et un nuage de points 3D se trouvant à la surface des objets à reconstruire. Les algorithmes SfM classiques utilisent des méthodes de détection et de mise en correspondance de points caractéristiques pour poursuivre les points homologues à travers les séquences d'images, chaque ensemble de points homologues correspondant à un point 3D à reconstruire. Les algorithmes SfM exploitent les correspondances entre des points homologues pour trouver la structure 3D de la scène et les poses successives de la caméra dans un repère monde arbitraire. Il existe différents algorithmes SfM de référence qui peuvent reconstruire efficacement différents types de scènes lorsque les images comportent suffisamment de textures ou de structures. Cependant, la plupart des solutions existantes ne sont pas appropriées, ou du moins pas optimales, lorsque les séquences d'images contiennent peu de textures. Cette thèse propose deux solutions de type SfM basées sur un flot optique dense pour reconstruire des scènes complexes à partir d’une séquence d’images avec peu de textures et acquises sous des conditions d'éclairage changeantes. Il est notamment montré comment un flot optique précis peut être utilisé de manière optimale grâce à une stratégie de sélection d'images qui maximise le nombre et la taille des groupes de points homologues tout en minimisant les erreurs de localisation des points homologues. La précision des méthodes de cartographie 3D est évaluée sur des fantômes avec des dimensions connues. L’intérêt et la robustesse des méthodes sont démontrés sur des scènes médicales complexes en utilisant un jeu de valeurs constantes pour les paramètres des algorithmes. Les solutions proposées ont permis de reconstruire des organes observés dans différents examens (surface épithéliale de la paroi interne de l'estomac, surface épithéliale interne de la vessie et surface de la peau en dermatologie) et dans diverses modalités (lumière blanche pour tous les examens, lumière vert-bleu en gastroscopie et fluorescence en cystoscopie)
Structure from motion (SfM) algorithms represent an efficient means to construct extended 3D surfaces using images of a scene acquired from different viewpoints. SfM methods simultaneously determine the camera motion and a 3D point cloud lying on the surfaces to be recovered. Classical SfM algorithms use feature point detection and matching methods to track homologous points across the image sequences, each point track corresponding to a 3D point to be reconstructed. The SfM algorithms exploit the correspondences between homologous points to recover the 3D scene structure and the successive camera poses in an arbitrary world coordinate system. There exist different state-of-the-art SfM algorithms which can efficiently reconstruct different types of scenes, under the condition that the images include enough textures or structures. However, most of the existing solutions are inappropriate, or at least not optimal, when the sequences of images are without or only with few textures. This thesis proposes two dense optical flow (DOF)-based SfM solutions to reconstruct complex scenes using images with few textures and acquired under changing illumination conditions. It is notably shown how accurate DOF fields can be optimally used due to an image selection strategy which both maximizes the number and size of homologous point sets, and minimizes the errors in the homologous point localization. The accuracy of the proposed 3D cartography methods is assessed on phantoms with known dimensions. The robustness and the interest of the proposed methods are demonstrated on various complex medical scenes using a constant algorithm parameter set. The proposed solutions reconstructed organs seen in different medical examinations (epithelial surface of the inner stomach wall, inner epithelial bladder surface, and the skin surface in dermatology) and various imaging modalities (white light for all examinations, green-blue light in gastroscopy and fluorescence in cystoscopy)
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Ben, Hamadou Achraf. "Contribution à la cartographie 3D des parois internes de la vessie par cystoscopie à vision active." Phd thesis, Institut National Polytechnique de Lorraine - INPL, 2011. http://tel.archives-ouvertes.fr/tel-00628292.

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La cystoscopie est actuellement l'examen clinique de référence permettant l'exploration visuelle des parois internes de la vessie. Le cystoscope (instrument utilisé pour cet examen) permet d'acquérir une séquence vidéo des parois épithéliales de la vessie. Cependant, chaque image de la séquence vidéo ne visualise qu'une surface réduite de quelques centimètres carrés de la paroi. Les travaux réalisés dans le cadre de cette thèse ont pour objectif de construire une carte 3D reproduisant d'une manière fidèle les formes et les textures des parois internes de la vessie. Une telle représentation de l'intérieur de la vessie permettrait d'améliorer l'interprétation des données acquises lors d'un examen cystoscopique. Pour atteindre cet objectif, un nouvel algorithme flexible est proposé pour le calibrage de systèmes cystoscopiques à vision active. Cet algorithme fournit les paramètres nécessaires à la reconstruction précise de points 3D sur la portion de surface imagée à chaque instant donné de la séquence vidéo cystoscopique. Ainsi, pour chaque acquisition de la séquence vidéo, un ensemble de quelques points 3D/2D et une image 2D est disponible. L'objectif du deuxième algorithme proposé dans cette thèse est de ramener l'ensemble des données obtenues pour une séquence dans un repère global pour générer un nuage de points 3D et une image panoramique 2D représentant respectivement la forme 3D et la texture de la totalité de la paroi imagée dans la séquence vidéo. Cette méthode de cartographie 3D permet l'estimation simultanée des transformations 3D rigides et 2D perspectives liant respectivement les positions du cystoscope et les images de paires d'acquisitions consécutives. Les résultats obtenus sur des fantômes réalistes de vessie montrent que ces algorithmes permettent de calculer des surfaces 3D reproduisant les formes à retrouver.
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Ben, Hamadou Achraf. "Contribution à la cartographie 3D des parois internes de la vessie par cystoscopie à vision active." Electronic Thesis or Diss., Vandoeuvre-les-Nancy, INPL, 2011. http://www.theses.fr/2011INPL051N.

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La cystoscopie est actuellement l'examen clinique de référence permettant l'exploration visuelle des parois internes de la vessie. Le cystoscope (instrument utilisé pour cet examen) permet d'acquérir une séquence vidéo des parois épithéliales de la vessie. Cependant, chaque image de la séquence vidéo ne visualise qu'une surface réduite de quelques centimètres carrés de la paroi. Les travaux réalisés dans le cadre de cette thèse ont pour objectif de construire une carte 3D reproduisant d'une manière fidèle les formes et les textures des parois internes de la vessie. Une telle représentation de l'intérieur de la vessie permettrait d'améliorer l'interprétation des données acquises lors d'un examen cystoscopique. Pour atteindre cet objectif, un nouvel algorithme flexible est proposé pour le calibrage de systèmes cystoscopiques à vision active. Cet algorithme fournit les paramètres nécessaires à la reconstruction précise de points 3D sur la portion de surface imagée à chaque instant donné de la séquence vidéo cystoscopique. Ainsi, pour chaque acquisition de la séquence vidéo, un ensemble de quelques points 3D/2D et une image 2D est disponible. L'objectif du deuxième algorithme proposé dans cette thèse est de ramener l'ensemble des données obtenues pour une séquence dans un repère global pour générer un nuage de points 3D et une image panoramique 2D représentant respectivement la forme 3D et la texture de la totalité de la paroi imagée dans la séquence vidéo. Cette méthode de cartographie 3D permet l'estimation simultanée des transformations 3D rigides et 2D perspectives liant respectivement les positions du cystoscope et les images de paires d'acquisitions consécutives. Les résultats obtenus sur des fantômes réalistes de vessie montrent que ces algorithmes permettent de calculer des surfaces 3D reproduisant les formes à retrouver
Cystoscopy is currently the reference clinical examination for visual exploration of the inner walls of the bladder. A cystoscope (instrument used in this examination) allows for video acquisition of the bladder epithelium. Nonetheless, each frame of the video displays only a small area of few squared centimeters. This work aims to build 3D maps representing the 3D shape and the texture of the inner walls of the bladder. Such maps should improve and facilitate the interpretation of the cystoscopic data. To reach this purpose, a new flexible algorithm is proposed for the calibration of cystoscopic active vision systems. This algorithm provides the required parameters to achieve accurate reconstruction of 3D points on the surface part imaged at each given moment of the video cystoscopy. Thus, available data for each acquisition are a set of few 3D points (and their corresponding 2D projections) and a 2D image. The aim of the second algorithm described in this work is to place all the data obtained for a sequence in a global coordinate system to generate a 3D point cloud and a 2D panoramic image representing respectively the 3D shape and the texture of the bladder wall imaged in the video. This 3D cartography method allows for the simultaneous estimation of 3D rigid transformations and 2D perspective transformations. These transformations give respectively the link between cystoscope positions and between images of consecutive acquisitions. The results obtained on realistic bladder phantoms show that the proposed method generates 3D surfaces recovering the ground truth shapes
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Weibel, Thomas. "Modèles de minimisation d'énergies discrètes pour la cartographie cystoscopique." Phd thesis, Université de Lorraine, 2013. http://tel.archives-ouvertes.fr/tel-00866824.

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L'objectif de cette thèse est de faciliter le diagnostic du cancer de la vessie. Durant une cystoscopie, un endoscope est introduit dans la vessie pour explorer la paroi interne de l'organe qui est visualisée sur un écran. Cependant, le faible champ de vue de l'instrument complique le diagnostic et le suivi des lésions. Cette thèse présente des algorithmes pour la création de cartes bi- et tridimensionnelles à large champ de vue à partir de vidéo-séquences cystoscopiques. En utilisant les avancées récentes dans le domaine de la minimisation d'énergies discrètes, nous proposons des fonctions coût indépendantes des transformations géométriques requises pour recaler de façon robuste et précise des paires d'images avec un faible recouvrement spatial. Ces transformations sont requises pour construire des cartes lorsque des trajectoires d'images se croisent ou se superposent. Nos algorithmes détectent automatiquement de telles trajectoires et réalisent une correction globale de la position des images dans la carte. Finalement, un algorithme de minimisation d'énergie compense les faibles discontinuités de textures restantes et atténue les fortes variations d'illuminations de la scène. Ainsi, les cartes texturées sont uniquement construites avec les meilleures informations (couleurs et textures) pouvant être extraites des données redondantes des vidéo-séquences. Les algorithmes sont évalués quantitativement et qualitativement avec des fantômes réalistes et des données cliniques. Ces tests mettent en lumière la robustesse et la précision de nos algorithmes. La cohérence visuelle des cartes obtenues dépasse celles des méthodes de cartographie de la vessie de la littérature.
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Weibel, Thomas. "Modèles de minimisation d'énergies discrètes pour la cartographie cystoscopique." Electronic Thesis or Diss., Université de Lorraine, 2013. http://www.theses.fr/2013LORR0070.

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L'objectif de cette thèse est de faciliter le diagnostic du cancer de la vessie. Durant une cystoscopie, un endoscope est introduit dans la vessie pour explorer la paroi interne de l'organe qui est visualisée sur un écran. Cependant, le faible champ de vue de l'instrument complique le diagnostic et le suivi des lésions. Cette thèse présente des algorithmes pour la création de cartes bi- et tridimensionnelles à large champ de vue à partir de vidéo-séquences cystoscopiques. En utilisant les avancées récentes dans le domaine de la minimisation d'énergies discrètes, nous proposons des fonctions coût indépendantes des transformations géométriques requises pour recaler de façon robuste et précise des paires d'images avec un faible recouvrement spatial. Ces transformations sont requises pour construire des cartes lorsque des trajectoires d'images se croisent ou se superposent. Nos algorithmes détectent automatiquement de telles trajectoires et réalisent une correction globale de la position des images dans la carte. Finalement, un algorithme de minimisation d'énergie compense les faibles discontinuités de textures restantes et atténue les fortes variations d'illuminations de la scène. Ainsi, les cartes texturées sont uniquement construites avec les meilleures informations (couleurs et textures) pouvant être extraites des données redondantes des vidéo-séquences. Les algorithmes sont évalués quantitativement et qualitativement avec des fantômes réalistes et des données cliniques. Ces tests mettent en lumière la robustesse et la précision de nos algorithmes. La cohérence visuelle des cartes obtenues dépassent celles des méthodes de cartographie de la vessie de la littérature
The aim of this thesis is to facilitate bladder cancer diagnosis. The reference clinical examination is cystoscopy, where an endoscope, inserted into the bladder, allows to visually explore the organ's internal walls on a monitor. The main restriction is the small field of view (FOV) of the instrument, which complicates lesion diagnosis, follow-up and treatment traceability.In this thesis, we propose robust and accurate algorithms to create two- and three-dimensional large FOV maps from cystoscopic video-sequences. Based on recent advances in the field of discrete energy minimization, we propose transformation-invariant cost functions, which allow to robustly register image pairs, related by large viewpoint changes, with sub-pixel accuracy. The transformations linking such image pairs, which current state-of-the-art bladder image registration techniques are unable to robustly estimate, are required to construct maps with several overlapping image trajectories. We detect such overlapping trajectories automatically and perform non-linear global map correction. Finally, the proposed energy minimization based map compositing algorithm compensates small texture misalignments and attenuates strong exposure differences. The obtained textured maps are composed by a maximum of information/quality available from the redundant data of the video-sequence. We evaluate the proposed methods both quantitatively and qualitatively on realistic phantom and clinical data sets. The results demonstrate the robustness of the algorithms, and the obtained maps outperform state-of-the-art approaches in registration accuracy and global map coherence
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Yirci, Murat. "Arrangements 2D pour la Cartographie de l’Espace Public et des Transports." Thesis, Paris Est, 2016. http://www.theses.fr/2016PESC1075/document.

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Cette thèse porte sur le développement facilité d'applications de cartographie et de transport, plus particulièrement sur la génération de réseaux piétonniers pour des applications telles que la navigation, le calcul d'itinéraires, l'analyse d'accessibilité et l'urbanisme. Afin d'atteindre ce but, nous proposons un modèle de données à deux couches qui cartographie l'espace public dans une hiérarchie d'objets géospatiaux sémantisés. A bas niveau, la géométrie 2D des objets géospatiaux est représentée par une partition planaire, modélisée par une structure topologique d'arrangement 2D. Cette représentation permet des traitements géométriques efficaces et efficients, ainsi qu'une maintenance et une validation aisée au fur et à mesure des éditions lorsque la géométrie ou la topologie d'un objet sont modifiées. A haut niveau, les aspects sémantiques et thématiques des objets géospatiaux sont modélisés et gérés. La hiérarchie entre ces objets est maintenue à travers un graphe dirigé acyclique dans lequel les feuilles correspondent à des primitives géométriques de l'arrangement 2D et les noeuds de plus haut niveau représentent les objets géospatiaux sémantiques plus ou moins aggrégés. Nous avons intégré le modèle de données proposé dans un framework SIG nommé StreetMaker en complément d'un ensemble d'algorithmes génériques et de capacités SIG basiques. Ce framework est alors assez riche pour générer automatiquement des graphes de réseau piétonnier. En effet, dans le cadre d'un projet d'analyse d'accessibilité, le flux de traitement proposé a permis de produire avec succès sur deux sites un graphe de réseau piétonnier à partir de données en entrées variées : des cartes vectorielles existantes, des données vectorielles créées semi-automatiquement et des objets vectoriels extraits d'un nuage de points lidar issu d'une acquisition de cartographie mobile.Alors que la modélisation 2D de la surface du sol est suffisante pour les applications SIG 2D, les applications SIG 3D nécessitent des modèles 3D de l'environnement. La modélisation 3D est un sujet très large mais, dans un premier pas vers cette modélisation 3D, nous nous sommes concentrés sur la modélisation semi-automatique d'objets de type cylindre généralisé (tels que les poteaux, les lampadaires, les troncs d'arbre, etc) à partir d'une seule image. Les méthodes et techniques développées sont présentées et discutées
This thesis addresses easy and effective development of mapping and transportation applications which especially focuses on the generation of pedestrian networks for applications like navigation, itinerary calculation, accessibility analysis and urban planning. In order to achieve this goal, we proposed a two layered data model which encodes the public space into a hierarchy of semantic geospatial objects. At the lower level, the 2D geometry of the geospatial objects are captured using a planar partition which is represented as a topological 2D arrangement. This representation of a planar partition allows efficient and effective geometry processing and easy maintenance and validation throughout the editions when the geometry or topology of an object is modified. At the upper layer, the semantic and thematic aspects of geospatial objects are modelled and managed. The hierarchy between these objects is maintained using a directed acyclic graph (DAG) in which the leaf nodes correspond to the geometric primitives of the 2D arrangement and the higher level nodes represent the aggregated semantic geospatial objects at different levels. We integrated the proposed data model into our GIS framework called StreetMaker together with a set of generic algorithms and basic GIS capabilities. This framework is then rich enough to generate pedestrian network graphs automatically. In fact, within an accessibility analysis project, the full proposed pipeline was successfully used on two sites to produce pedestrian network graphs from various types of input data: existing GIS vector maps, semi-automatically created vector data and vector objects extracted from Mobile Mapping lidar point clouds.While modelling 2D ground surfaces may be sufficient for 2D GIS applications, 3D GIS applications require 3D models of the environment. 3D modelling is a very broad topic but as a first step to such 3D models, we focused on the semi-automatic modelling of objects which can be modelled or approximated by generalized cylinders (such as poles, lampposts, tree trunks, etc.) from single images. The developed methods and techniques are presented and discussed
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Biasutti, Pierre. "2D Image Processing Applied to 3D LiDAR Point Clouds." Thesis, Bordeaux, 2019. http://www.theses.fr/2019BORD0161/document.

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L'intérêt toujours grandissant pour les données cartographiques fiables, notamment en milieu urbain, a motivé le développement de systèmes de cartographie mobiles terrestres. Ces systèmes sont conçus pour l'acquisition de données de très haute précision, telles que des nuages de points LiDAR 3D et des images optiques. La multitude de données, ainsi que leur diversité, rendent complexe le traitement des données issues de ce type de systèmes. Cette thèse se place dans le contexte du traitement de l'image appliqué au nuages de points LiDAR 3D issus de ce type de système.Premièrement, nous nous intéressons à des images issues de la projection de nuages de points LiDAR dans des grilles de pixels 2D régulières. Ces projections créent généralement des images éparses, dans lesquelles l'information de certains pixels n'est pas connue. Nous proposons alors différentes méthodes pour des applications telles que la génération d'orthoimages haute résolution, l'imagerie RGB-D et l'estimation de la visibilité des points d'un nuage.De plus, nous proposons d'exploiter la topologie d'acquisition des capteurs LiDAR pour produire des images de faible résolution: les range-images. Ces images offrent une représentation efficace et canonique du nuage de points, tout en étant directement accessibles à partir du nuage de points. Nous montrons comment ces images peuvent être utilisées pour simplifier, voire améliorer, des méthodes pour le recalage multi-modal, la segmentation, la désoccultation et la détection 3D
The ever growing demand for reliable mapping data, especially in urban environments, has motivated the development of "close-range" Mobile Mapping Systems (MMS). These systems acquire high precision data, and in particular 3D LiDAR point clouds and optical images. The large amount of data, along with their diversity, make MMS data processing a very complex task. This thesis lies in the context of 2D image processing applied to 3D LiDAR point clouds acquired with MMS.First, we focus on the projection of the LiDAR point clouds onto 2D pixel grids to create images. Such projections are often sparse because some pixels do not carry any information. We use these projections for different applications such as high resolution orthoimage generation, RGB-D imaging and visibility estimation in point clouds.Moreover, we exploit the topology of LiDAR sensors in order to create low resolution images, named range-images. These images offer an efficient and canonical representation of the point cloud, while being directly accessible from the point cloud. We show how range-images can be used to simplify, and sometimes outperform, methods for multi-modal registration, segmentation, desocclusion and 3D detection
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Monnier, Fabrice. "Amélioration de la localisation 3D de données laser terrestre à l'aide de cartes 2D ou modèles 3D." Thesis, Paris Est, 2014. http://www.theses.fr/2014PEST1114/document.

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Les avancées technologiques dans le domaine informatique (logiciel et matériel) et, en particulier, de la géolocalisation ont permis la démocratisation des modèles numériques. L'arrivée depuis quelques années de véhicules de cartographie mobile a ouvert l'accès à la numérisation 3D mobile terrestre. L'un des avantages de ces nouvelles méthodes d'imagerie de l'environnement urbain est la capacité potentielle de ces systèmes à améliorer les bases de données existantes 2D comme 3D, en particulier leur niveau de détail et la diversité des objets représentés. Les bases de données géographiques sont constituées d'un ensemble de primitives géométriques (généralement des lignes en 2D et des plans ou des triangles en 3D) d'un niveau de détail grossier mais ont l'avantage d'être disponibles sur de vastes zones géographiques. Elles sont issues de la fusion d'informations diverses (anciennes campagnes réalisées manuellement, conception automatisée ou encore hybride) et peuvent donc présenter des erreurs de fabrication. Les systèmes de numérisation mobiles, eux, peuvent acquérir, entre autres, des nuages de points laser. Ces nuages laser garantissent des données d'un niveau de détail très fin pouvant aller jusqu'à plusieurs points au centimètre carré. Acquérir des nuages de points laser présente toutefois des inconvénients :- une quantité de données importante sur de faibles étendues géographiques posant des problèmes de stockage et de traitements pouvant aller jusqu'à plusieurs Téraoctet lors de campagnes d'acquisition importantes- des difficultés d'acquisition inhérentes au fait d'imager l'environnement depuis le sol. Les systèmes de numérisation mobiles présentent eux aussi des limites : en milieu urbain, le signal GPS nécessaire au bon géoréférencement des données peut être perturbé par les multi-trajets voire même stoppé lors de phénomènes de masquage GPS liés à la réduction de la portion de ciel visible pour capter assez de satellites pour en déduire une position spatiale. Améliorer les bases de données existantes grâce aux données acquises par un véhicule de numérisation mobile nécessite une mise en cohérence des deux ensembles. L'objectif principal de ce manuscrit est donc de mettre en place une chaîne de traitements automatique permettant de recaler bases de données géographiques et nuages de points laser terrestre (provenant de véhicules de cartographies mobiles) de la manière la plus fiable possible. Le recalage peut se réaliser de manière différentes. Dans ce manuscrit, nous avons développé une méthode permettant de recaler des nuages laser sur des bases de données, notamment, par la définition d'un modèle de dérive particulièrement adapté aux dérives non-linéaires de ces données mobiles. Nous avons également développé une méthode capable d'utiliser de l'information sémantique pour recaler des bases de données sur des nuages laser mobiles. Les différentes optimisations effectuées sur notre approche nous permettent de recaler des données rapidement pour une approche post-traitements, ce qui permet d'ouvrir l'approche à la gestion de grands volumes de données (milliards de points laser et milliers de primitives géométriques).Le problème du recalage conjoint a été abordé. Notre chaîne de traitements a été testée sur des données simulées et des données réelles provenant de différentes missions effectuées par l'IGN
Technological advances in computer science (software and hardware) and particularly, GPS localization made digital models accessible to all people. In recent years, mobile mapping systems has enabled large scale mobile 3D scanning. One advantage of this technology for the urban environment is the potential ability to improve existing 2D or 3D database, especially their level of detail and variety of represented objects. Geographic database consist of a set of geometric primitives (generally 2D lines and plans or triangles in 3D) with a coarse level of detail but with the advantage of being available over wide geographical areas. They come from the fusion of various information (old campaigns performed manually, automated or hybrid design) wich may lead to manufacturing errors. The mobile mapping systems can acquire laser point clouds. These point clouds guarantee a fine level of detail up to more than one points per square centimeter. But there are some disavantages :- a large amount of data on small geographic areas that may cause problems for storage and treatment of up to several Terabyte during major acquisition,- the inherent acquisition difficulties to image the environment from the ground. In urban areas, the GPS signal required for proper georeferencing data can be disturbed by multipath or even stopped when GPS masking phenomena related to the reduction of the portion of the visible sky to capture enough satellites to find a good localization. Improve existing databases through these dataset acquired by a mobile mapping system requires alignment of these two sets. The main objective of this manuscript is to establish a pipeline of automatic processes to register these datasets together in the most reliable manner. Co-registration this data can be done in different ways. In this manuscript we have focused our work on the registration of mobile laser point cloud on geographical database by using a drift model suitable for the non rigid drift of these kind of mobile data. We have also developped a method to register geographical database containing semantics on mobile point cloud. The different optimization step performed on our methods allows to register the data fast enough for post-processing pipeline, which allows the management of large volumes of data (billions of laser points and thousands geometric primitives). We have also discussed on the problem of joint deformation. Our methods have been tested on simulated data and real data from different mission performed by IGN
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Martins, Renato. "Odométrie visuelle directe et cartographie dense de grands environnements à base d'images panoramiques RGB-D." Thesis, Paris Sciences et Lettres (ComUE), 2017. http://www.theses.fr/2017PSLEM004/document.

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Cette thèse se situe dans le domaine de l'auto-localisation et de la cartographie 3D des caméras RGB-D pour des robots mobiles et des systèmes autonomes avec des caméras RGB-D. Nous présentons des techniques d'alignement et de cartographie pour effectuer la localisation d'une caméra (suivi), notamment pour des caméras avec mouvements rapides ou avec faible cadence. Les domaines d'application possibles sont la réalité virtuelle et augmentée, la localisation de véhicules autonomes ou la reconstruction 3D des environnements.Nous proposons un cadre consistant et complet au problème de localisation et cartographie 3D à partir de séquences d'images RGB-D acquises par une plateforme mobile. Ce travail explore et étend le domaine d'applicabilité des approches de suivi direct dites "appearance-based". Vis-à-vis des méthodes fondées sur l'extraction de primitives, les approches directes permettent une représentation dense et plus précise de la scène mais souffrent d'un domaine de convergence plus faible nécessitant une hypothèse de petits déplacements entre images.Dans la première partie de la thèse, deux contributions sont proposées pour augmenter ce domaine de convergence. Tout d'abord une méthode d'estimation des grands déplacements est développée s'appuyant sur les propriétés géométriques des cartes de profondeurs contenues dans l'image RGB-D. Cette estimation grossière (rough estimation) peut être utilisée pour initialiser la fonction de coût minimisée dans l'approche directe. Une seconde contribution porte sur l'étude des domaines de convergence de la partie photométrique et de la partie géométrique de cette fonction de coût. Il en résulte une nouvelle fonction de coût exploitant de manière adaptative l'erreur photométrique et géométrique en se fondant sur leurs propriétés de convergence respectives.Dans la deuxième partie de la thèse, nous proposons des techniques de régularisation et de fusion pour créer des représentations précises et compactes de grands environnements. La régularisation s'appuie sur une segmentation de l'image sphérique RGB-D en patchs utilisant simultanément les informations géométriques et photométriques afin d'améliorer la précision et la stabilité de la représentation 3D de la scène. Cette segmentation est également adaptée pour la résolution non uniforme des images panoramiques. Enfin les images régularisées sont fusionnées pour créer une représentation compacte de la scène, composée de panoramas RGB-D sphériques distribués de façon optimale dans l'environnement. Ces représentations sont particulièrement adaptées aux applications de mobilité, tâches de navigation autonome et de guidage, car elles permettent un accès en temps constant avec une faible occupation de mémoire qui ne dépendent pas de la taille de l'environnement
This thesis is in the context of self-localization and 3D mapping from RGB-D cameras for mobile robots and autonomous systems. We present image alignment and mapping techniques to perform the camera localization (tracking) notably for large camera motions or low frame rate. Possible domains of application are localization of autonomous vehicles, 3D reconstruction of environments, security or in virtual and augmented reality. We propose a consistent localization and 3D dense mapping framework considering as input a sequence of RGB-D images acquired from a mobile platform. The core of this framework explores and extends the domain of applicability of direct/dense appearance-based image registration methods. With regard to feature-based techniques, direct/dense image registration (or image alignment) techniques are more accurate and allow us a more consistent dense representation of the scene. However, these techniques have a smaller domain of convergence and rely on the assumption that the camera motion is small.In the first part of the thesis, we propose two formulations to relax this assumption. Firstly, we describe a fast pose estimation strategy to compute a rough estimate of large motions, based on the normal vectors of the scene surfaces and on the geometric properties between the RGB-D images. This rough estimation can be used as initialization to direct registration methods for refinement. Secondly, we propose a direct RGB-D camera tracking method that exploits adaptively the photometric and geometric error properties to improve the convergence of the image alignment.In the second part of the thesis, we propose techniques of regularization and fusion to create compact and accurate representations of large scale environments. The regularization is performed from a segmentation of spherical frames in piecewise patches using simultaneously the photometric and geometric information to improve the accuracy and the consistency of the scene 3D reconstruction. This segmentation is also adapted to tackle the non-uniform resolution of panoramic images. Finally, the regularized frames are combined to build a compact keyframe-based map composed of spherical RGB-D panoramas optimally distributed in the environment. These representations are helpful for autonomous navigation and guiding tasks as they allow us an access in constant time with a limited storage which does not depend on the size of the environment
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Books on the topic "2D/3D Cartography"

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Ślusarski, Marek. Metody i modele oceny jakości danych przestrzennych. Publishing House of the University of Agriculture in Krakow, 2017. http://dx.doi.org/10.15576/978-83-66602-30-4.

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The quality of data collected in official spatial databases is crucial in making strategic decisions as well as in the implementation of planning and design works. Awareness of the level of the quality of these data is also important for individual users of official spatial data. The author presents methods and models of description and evaluation of the quality of spatial data collected in public registers. Data describing the space in the highest degree of detail, which are collected in three databases: land and buildings registry (EGiB), geodetic registry of the land infrastructure network (GESUT) and in database of topographic objects (BDOT500) were analyzed. The results of the research concerned selected aspects of activities in terms of the spatial data quality. These activities include: the assessment of the accuracy of data collected in official spatial databases; determination of the uncertainty of the area of registry parcels, analysis of the risk of damage to the underground infrastructure network due to the quality of spatial data, construction of the quality model of data collected in official databases and visualization of the phenomenon of uncertainty in spatial data. The evaluation of the accuracy of data collected in official, large-scale spatial databases was based on a representative sample of data. The test sample was a set of deviations of coordinates with three variables dX, dY and Dl – deviations from the X and Y coordinates and the length of the point offset vector of the test sample in relation to its position recognized as a faultless. The compatibility of empirical data accuracy distributions with models (theoretical distributions of random variables) was investigated and also the accuracy of the spatial data has been assessed by means of the methods resistant to the outliers. In the process of determination of the accuracy of spatial data collected in public registers, the author’s solution was used – resistant method of the relative frequency. Weight functions, which modify (to varying degree) the sizes of the vectors Dl – the lengths of the points offset vector of the test sample in relation to their position recognized as a faultless were proposed. From the scope of the uncertainty of estimation of the area of registry parcels the impact of the errors of the geodetic network points was determined (points of reference and of the higher class networks) and the effect of the correlation between the coordinates of the same point on the accuracy of the determined plot area. The scope of the correction was determined (in EGiB database) of the plots area, calculated on the basis of re-measurements, performed using equivalent techniques (in terms of accuracy). The analysis of the risk of damage to the underground infrastructure network due to the low quality of spatial data is another research topic presented in the paper. Three main factors have been identified that influence the value of this risk: incompleteness of spatial data sets and insufficient accuracy of determination of the horizontal and vertical position of underground infrastructure. A method for estimation of the project risk has been developed (quantitative and qualitative) and the author’s risk estimation technique, based on the idea of fuzzy logic was proposed. Maps (2D and 3D) of the risk of damage to the underground infrastructure network were developed in the form of large-scale thematic maps, presenting the design risk in qualitative and quantitative form. The data quality model is a set of rules used to describe the quality of these data sets. The model that has been proposed defines a standardized approach for assessing and reporting the quality of EGiB, GESUT and BDOT500 spatial data bases. Quantitative and qualitative rules (automatic, office and field) of data sets control were defined. The minimum sample size and the number of eligible nonconformities in random samples were determined. The data quality elements were described using the following descriptors: range, measure, result, and type and unit of value. Data quality studies were performed according to the users needs. The values of impact weights were determined by the hierarchical analytical process method (AHP). The harmonization of conceptual models of EGiB, GESUT and BDOT500 databases with BDOT10k database was analysed too. It was found that the downloading and supplying of the information in BDOT10k creation and update processes from the analyzed registers are limited. An effective approach to providing spatial data sets users with information concerning data uncertainty are cartographic visualization techniques. Based on the author’s own experience and research works on the quality of official spatial database data examination, the set of methods for visualization of the uncertainty of data bases EGiB, GESUT and BDOT500 was defined. This set includes visualization techniques designed to present three types of uncertainty: location, attribute values and time. Uncertainty of the position was defined (for surface, line, and point objects) using several (three to five) visual variables. Uncertainty of attribute values and time uncertainty, describing (for example) completeness or timeliness of sets, are presented by means of three graphical variables. The research problems presented in the paper are of cognitive and application importance. They indicate on the possibility of effective evaluation of the quality of spatial data collected in public registers and may be an important element of the expert system.
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Book chapters on the topic "2D/3D Cartography"

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Thompson, Rodney, and Peter van Oosterom. "Mathematically provable correct implementation of integrated 2D and 3D representations." In Lecture Notes in Geoinformation and Cartography, 247–78. Berlin, Heidelberg: Springer Berlin Heidelberg, 2008. http://dx.doi.org/10.1007/978-3-540-72135-2_15.

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Donaubauer, Andreas, Florian Straub, Nadia Panchaud, and Claude Vessaz. "A 3D Indoor Routing Service with 2D Visualization Based on the Multi-Layered Space-Event Model." In Lecture Notes in Geoinformation and Cartography, 453–69. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-34203-5_25.

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Thompson, Rodney James, and Peter van Oosterom. "Integrated Representation of (Potentially Unbounded) 2D and 3D Spatial Objects for Rigorously Correct Query and Manipulation." In Lecture Notes in Geoinformation and Cartography, 179–96. Berlin, Heidelberg: Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-12670-3_11.

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Kelly, Tom. "CityEngine: An Introduction to Rule-Based Modeling." In Urban Informatics, 637–62. Singapore: Springer Singapore, 2021. http://dx.doi.org/10.1007/978-981-15-8983-6_35.

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AbstractCityEngine is a rule-based urban modeling software package. It offers a flexible pipeline to transform 2D data into 3D urban models. Typical applications include processing 2D urban cartographic geographic information system (GIS) data to create a detailed 3D city model, creating a detailed visualization of a proposed development, or exploring the design space of a potential project. The rule-based core of Esri’s CityEngine has some unique advantages: Huge cities can be created as easily as small ones, while the quality of the models is consistent throughout. Additionally, this rule-based approach means that large design spaces can be explored quickly, interactively, and analytically compared. Such advantages must be carefully balanced against the increased time to create and parameterize the rules and the sometimes stylistic or approximate models created; coming from more traditional workflows, CityEngine’s pipeline can be initially overwhelming. We introduce the principal workflows and the flexibility they afford, sketch the procedural programming language used, and discuss the export pathways available.
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Brovelli, Maria Antonia, Marco Minghini, and Giorgio Zamboni. "Three Dimensional Volunteered Geographic Information." In Geospatial Research, 1881–98. IGI Global, 2016. http://dx.doi.org/10.4018/978-1-4666-9845-1.ch090.

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The dawn of GeoWeb 2.0, the geographic extension of Web 2.0, has opened new possibilities in terms of online dissemination and sharing of geospatial contents, thus laying the foundations for a fruitful development of Volunteered Geographic Information (VGI) systems. The purpose of the study is to investigate the extension of VGI applications, which are quite mature in the traditional bi-dimensional framework, up to the third dimension by means of virtual globes. Inspired by the visionary idea of Digital Earth, virtual globes are changing the way people approach to geographic information on the Web. Unlike the 2D visualization typical of Geographic Information Systems (GIS), virtual globes offer multi-dimensional, fully-realistic content visualization which allows for a much richer user experience. The proposed system should couple a powerful 3D visualization with an increase of public participation thanks to a tool allowing data collecting from mobile devices (e.g. smartphones and tablets). The participative application, built using the open source NASA World Wind virtual globe, is focused on the cultural and tourism heritage of Como city, located in Northern Italy. Users can create and manage customized projects and populate a catalogue of cartographic layers which is available to the entire community. Together with historical maps and the current cartography of the city, the system is also able to manage geo-tagged data, which come from user field-surveys performed through mobile devices in order to report POIs (Points Of Interest). Users can also extend POIs information adding more textual and multimedia contexts (e.g. images, audios and videos) directly on the globe. All in all, the resulting application allows users to create and share contributions as it usually happens on social platforms, additionally providing a realistic 3D representation enhancing the expressive power of data.
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Conference papers on the topic "2D/3D Cartography"

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Daul, C., W. P. C. M. Blondel, A. Ben-Hamadou, R. Miranda-Luna, C. Soussen, D. Wolf, and F. Guillemin. "From 2D towards 3D cartography of hollow organs." In 2010 7th International Conference on Electrical Engineering, Computing Science and Automatic Control (CCE 2010) (Formerly known as ICEEE). IEEE, 2010. http://dx.doi.org/10.1109/iceee.2010.5608606.

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Kralik, Tomas. "REFLECTIVE 2D VISUALIZATION OF 3D OBJECTS USING CARTOGRAPHIC PROJECTION." In 17th International Multidisciplinary Scientific GeoConference SGEM2017. Stef92 Technology, 2017. http://dx.doi.org/10.5593/sgem2017/21/s08.132.

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Моисеенко, Н. А., and Р. Х. Гагаев. "VIRTUAL AND AUGMENTED REALITY CAPABILITIES DEVELOPMENT IN THE FORMATION OF THE FUTURE ENGINEERS." In «ОБРАЗОВАНИЕ БУДУЩЕГО» Материалы III Всероссийской научно-практической конференции с международным участием. Crossref, 2022. http://dx.doi.org/10.34708/gstou.2022.44.27.025.

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С постоянным увеличением производственных мощностей современного мира во многих областях человеческой деятельности произошли изменения в том, как мы проектируем, разрабатываем и производим технологии. Одной из областей, где высокие технологии не перестают творить чудеса и развиваются все быстрее, является гонка за самыми передовыми процессами производства микрочипов. С появлением все более ресурсоемких микрочипов и эффективных архитектур вычислительная мощность постоянно растет. Это поднимает возможности компьютеров в различных областях на новые высоты, одной из которых является 3D-визуализация, которую можно найти во всех аспектах нашей современной жизни, от примитивных видеоигр до картографии и даже симуляторов военного уровня, которые сами по себе повышают потребность в вычислительной мощности и продолжает финансировать исследования и разработки еще более мощных микросхем и производственных процессов, поддерживающих двигатель нашей современной цивилизации. Информационные технологии теперь дают возможность имитировать в компьютерном моделировании с определенной степенью точности процессы из реального мира, основанные на нашем текущем понимании физических моделей. С этой точки зрения, глядя на возможности, предоставляемые современными компьютерами и программной инженерией в области виртуальной реальности и дополненной реальности, можно задаться вопросом о том, в каком направлении могут развиваться различные области нашего взаимосвязанного общества, что и вызывает у нас интерес в этой статье. это образование будущих инженеров, возможности и ограничения технологий виртуальной и дополненной реальности. Результаты этого исследования показывают, что виртуальная реальность помогает учащимся легче визуализировать сложные трехмерные процессы в смоделированной компьютером трехмерной среде, которая в противном случае была бы менее интуитивной и трудоемкой для выполнения в двухмерной среде, что гарантирует более плавную кривую обучения и гарантирует получение навыков. With the constant increase in the manufacturing capacity of the modern world, many areas of human activity saw the evolution in the way we project, develop and manufacture technologies to make these activities easier to accomplish. One field where high-tech doesn’t stop making its wonders and is developing ever faster is the race for the most advanced chip manufacturing processes. With ever more resourceful chips and capable architectures, computing power is always increasing. This pushes the capabilities of computers in different areas to new heights, one of which is 3D visualization and can be found in every aspect of our modern lives from primitive videogames to cartography to even military grade simulations which by themselves increase the demand in computing power and keeps funding the research and development for even more powerful chips and manufacturing processes holding together the motor running our modern civilization. Information technologies now offers the chance to imitate in a computer simulation, to a certain degree of precision, processes fromthe real world based on our current understanding of physical models. From this point, looking at the possibilities given by modern computers and software engineering in the field of virtual reality and augmented reality, one can ask about the direction a variety of fields of our interconnected society might envisage taking, of which our interest in this paper is the education of future engineers, the possibilities and the limits of virtual and augmented reality technologies. The results of this study show that virtual reality helps students more easily visualize complex 3-dimensional processes in a computer simulated 3D environment that would otherwise be less intuitive and time consuming to do in a 2D environment, which guarantees a smoother learning curve and assures skills are obtained.
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Asenova, Maria, Georgi Donchev, and Evgeni Evangelov. "PERSONAL LASER SCANNING TECHNOLOGY FOR 3D MAPPING AND FOREST INVENTORY." In 22nd SGEM International Multidisciplinary Scientific GeoConference 2022. STEF92 Technology, 2022. http://dx.doi.org/10.5593/sgem2022/2.1/s10.41.

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LiDAR technology expands the possibilities for forest inventory using aerial and terrestrial scanning. A technological scheme for terrestrial personal laser scanning (PLS) has been developed in order to extract numerical tree parameters. The aim of the paper is to determine the characteristics of individual trees and average taxation indicators of forest stands via terrestrial PLS method. The PLS system includes Sensor Ouster OS1-16, mounted on a folding monopod and mini PC for control and recording of primary raw data, the base of creation of the 3D cloud of points. Google Cartographer is a system that provides simultaneous localization and 2D and 3D mapping. Cloud 3D model of the forest area was created by SLAM algorithm (Simultaneous Localization and Mapping). The result from SLAM is a 3D point cloud model in local coordinate system, which is transformed to WGS 84 (UTM 35N) coordinates via GPS data captured with LiDAR and IMU data. The 3D model is additionally processed by specialized application software Cloud Compare, LiDAR 360 and 3D Forest. An integrated algorithm is implemented through the software 3D Forest for segmentation of individual trees and determine their dendrometric parameters� height, diameter of the stem at breast height (DBH), structural data for the crown (diameter, length, height, area, volume), stem volume, and other. Study sites are forest stands on the territory of the South-Eastern Forest Enterprise (Sliven, Bulgaria). The sample plots are selected in accordance with the normative requirements for inventory and planning in forest territories of Bulgaria. The strip sampling method is based on a percentage system - limited proportion of the area is measured, on the assumption that the samples are typical of the entire stand. The obtained results for the individual trees are compared with the data from the parallel performed conventional field measurements at the sites. The differences between the measured by field methods and the PLS method tree height and stem diameter DBH of an individual trees and average data of a forest stands are within the normatively permissible limits in the forestry. Application of the PLS method combined with the SLAM algorithm provides the process of forest inventory and with the ability for fast, objective, and accurate measurement of individual trees and forest stands. The PLS method is a new reliable technological approach for 3D forest inventory and study of forest areas. Created 3D cloud models of forest stands are a qualitatively new type of objective data, which is a step towards to the future and creating of a new forestry database in Bulgaria.
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