scholarly journals 3D Modeling of Transformer Substation Based on Mapping and 2D Images

2016 ◽  
Vol 2016 ◽  
pp. 1-6 ◽  
Author(s):  
Lei Sun ◽  
Xuesong Suo ◽  
Yifan Liu ◽  
Meng Zhang ◽  
Lijuan Han

A new method for building 3D models of transformer substation based on mapping and 2D images is proposed in this paper. This method segments objects of equipment in 2D images by usingk-means algorithm in determining the cluster centers dynamically to segment different shapes and then extracts feature parameters from the divided objects by using FFT and retrieves the similar objects from 3D databases and then builds 3D models by computing the mapping data. The method proposed in this paper can avoid the complex data collection and big workload by using 3D laser scanner. The example analysis shows the method can build coarse 3D models efficiently which can meet the requirements for hazardous area classification and constructions representations of transformer substation.

2018 ◽  
Vol 23 (6) ◽  
pp. 99-113
Author(s):  
Sha LIU ◽  
Feng YANG ◽  
Shunxi WANG ◽  
Yu CHEN

Author(s):  
Guillermo Oliver ◽  
Pablo Gil ◽  
Jose F. Gomez ◽  
Fernando Torres

AbstractIn this paper, we present a robotic workcell for task automation in footwear manufacturing such as sole digitization, glue dispensing, and sole manipulation from different places within the factory plant. We aim to make progress towards shoe industry 4.0. To achieve it, we have implemented a novel sole grasping method, compatible with soles of different shapes, sizes, and materials, by exploiting the particular characteristics of these objects. Our proposal is able to work well with low density point clouds from a single RGBD camera and also with dense point clouds obtained from a laser scanner digitizer. The method computes antipodal grasping points from visual data in both cases and it does not require a previous recognition of sole. It relies on sole contour extraction using concave hulls and measuring the curvature on contour areas. Our method was tested both in a simulated environment and in real conditions of manufacturing at INESCOP facilities, processing 20 soles with different sizes and characteristics. Grasps were performed in two different configurations, obtaining an average score of 97.5% of successful real grasps for soles without heel made with materials of low or medium flexibility. In both cases, the grasping method was tested without carrying out tactile control throughout the task.


2021 ◽  
Author(s):  
Madalyn Massey

Structure-from-Motion (SfM) is a photogrammetry process that creates 3D models from overlapping 2D images. This protocol focuses on its application related to geological and geophysical samples. The samples includes fossil, hand samples and rocks. This is a recommended practice to be used later for the publication on United States Geological Survey website.


1999 ◽  
Author(s):  
Dan Zetu ◽  
Pat Banerjee ◽  
Ali Akgunduz

Abstract The fast construction of a Virtual Factory model without using a CAD package can be made possible by using computer vision techniques. In order to create a realistic Virtual Manufacturing environment, especially when such a model has to be created in correlation to an existing facility, a reliable algorithm that extracts 3D models from camera images is needed, and this requires exact knowledge of the camera location when capturing images. In this paper, we describe an approach for depth recovery from 2D images based on tracking a camera within the environment. We also explore the extension of our telemetry-based algorithm to remote facility management, by tracking and synchronizing human motion on the shop floor with motion of an avatar in a Virtual Environment representing the same shop floor.


Author(s):  
G. Kontogianni ◽  
A. Georgopoulos

Digital technologies have affected significantly many fields of computer graphics such as Games and especially the field of the Serious Games. These games are usually used for educational proposes in many fields such as Health Care, Military applications, Education, Government etc. Especially Digital Cultural Heritage is a scientific area that Serious Games are applied and lately many applications appear in the related literature. Realistic 3D textured models which have been produced using different photogrammetric methods could be a useful tool for the creation of Serious Game applications in order to make the final result more realistic and close to the reality. The basic goal of this paper is how 3D textured models which are produced by photogrammetric methods can be useful for developing a more realistic environment of a Serious Game. The application of this project aims at the creation of an educational game for the Ancient Agora of Athens. The 3D models used vary not only as far as their production methods (i.e. Time of Flight laser scanner, Structure from Motion, Virtual historical reconstruction etc.) is concerned, but also as far as their era as some of them illustrated according to their existing situation and some others according to how these monuments looked like in the past. The Unity 3D<sup>®</sup> game developing environment was used for creating this application, in which all these models were inserted in the same file format. For the application two diachronic virtual tours of the Athenian Agora were produced. The first one illustrates the Agora as it is today and the second one at the 2nd century A.D. Finally the future perspective for the evolution of this game is presented which includes the addition of some questions that the user will be able to answer. Finally an evaluation is scheduled to be performed at the end of the project.


ACTA IMEKO ◽  
2021 ◽  
Vol 10 (1) ◽  
pp. 98
Author(s):  
Valeria Croce ◽  
Gabriella Caroti ◽  
Andrea Piemonte ◽  
Marco Giorgio Bevilacqua

The digitization of Cultural Heritage paves the way for new approaches to surveying and restitution of historical sites. With a view to the management of integrated programs of documentation and conservation, the research is now focusing on the creation of information systems where to link the digital representation of a building to semantic knowledge. With reference to the emblematic case study of the Calci Charterhouse, also known as Pisa Charterhouse, this contribution illustrates an approach to be followed in the transition from 3D survey information, derived from laser scanner and photogrammetric techniques, to the creation of semantically enriched 3D models. The proposed approach is based on the recognition -segmentation and classification- of elements on the original raw point cloud, and on the manual mapping of NURBS elements on it. For this shape recognition process, reference to architectural treatises and vocabularies of classical architecture is a key step. The created building components are finally imported in a H-BIM environment, where they are enriched with semantic information related to historical knowledge, documentary sources and restoration activities.


2021 ◽  
Vol 12 (24) ◽  
pp. 115
Author(s):  
Diego Francisco García-Molina ◽  
Ramón González-Merino ◽  
Jesús Rodero-Pérez ◽  
Bartolomé Carrasco-Hurtado

<p class="VARKeywords">One of the main objectives of heritage management policies is to promote measures aimed at the maintenance, restoration and enhancement of cultural and archaeological assets. To guarantee this, the responsible institutions must promote actions for the dissemination and transference of cultural heritage, as well as promoting actions with the greatest possible rigour, developing scientific and technical studies that support and improve intervention methods. Recent technological advances in fields such as photogrammetry, digital terrestrial scanning and 3D modelling have made a significant contribution to the digital preservation and dissemination of architectural heritage.</p><p class="VARKeywords">European administrations, in their desire of regional development, as well as the central or local governments have notably boosted the recovery of their rich and diverse heritage. A particular case is Priego de Cordoba’s Castle, a stronghold which was one of the most important monumental icons of the Andalusian period.</p><p class="VARKeywords">Currently, this site is the main target of many architectural interventions and a model due to the implementation of last generation techniques in digital preservation. The local archaeological department promotes a large number of interventions and archaeological excavations. This has made a priority to get a qualitative geometrical 3D documentation, and therefore a constantly updated the point cloud (xyzRGB).</p><p class="VARKeywords">This paper is focussed on presenting the results of the digital preservation process through 2D planimetry obtained from photogrammetric technics, 3D models, and geospatial data. These techniques are a previous step to large architectonical intervention planned in Priego de Cordoba’s Castle, in particular, the identified structures as Wall 1 and Tower 1.</p><p class="VARKeywords">Two out of the three studied structures can be found in Wall 1. They correspond to a cobblestone pavement located in the rampart of the Wall 1, which is a post-medieval period; a double-stepped semi-underground path, excavated in the infill of the wall. The third structure studied in this paper consists of a well, which drills vertically the infill of the wall of the Tower 1. This feature is interpreted in the last research as a vertical well to place the weights of the clock sited in this tower until the 19th century.</p><p class="VARKeywords">This work combines two techniques of geometric documentation to obtain a more complete point cloud. The terrestrial laser scanning, and the photogrammetry due to the higher colour performance, along with the completion of the point cloud obtained with the laser scanner. Along with this study, we will analyse the features which will better define the best technique to fit the documentation of the different structures. Their geometric characteristics, the incidence of sunlight or the accessibility will condition the use and choice of the technique.</p><p class="VARKeywords">We have stated that there is software nowadays which makes it easier to access and consult the information through new computing hardware. Besides, we have highlighted the importance of knowledge and synergy from the different stakeholders implied (city council, technological centre and private companies). The final goal consists of making the society aware of the capital importance of digital preservation as well as dissemination of science.</p>


Author(s):  
Jovana Radović

Within the last years terrestrial and airborne laser scanning has become a powerful technique for fast and efficient three-dimensional data acquisition of different kinds of objects. Airborne laser system (LiDAR) collects accurate georeferenced data of extremely large areas very quickly while the terrestrial laser scanner produces dense and geometrically accurate data. The combination of these two segments of laser scanning provides different areas of application. One of the applications is in the process of reconstruction of objects. Objects recorded with laser scanning technology and transferred into the final model represent the basis for building an object as it was original. In this paper, there will be shown two case studies based on usage of airborne and terrestrial laser scanning and processing of the data collected by them.


Author(s):  
Andrew W. Fitzgibbon ◽  
Geoff Cross ◽  
Andrew Zisserman

Digital representation of an artefact is necessary in order to measure, admire and analyse such ancient pieces. For the purpose of storing, recoding and transmitting information, digital photographs may be enough. However, in the examination purposes of an artefact, a 3D presentation is invaluable as it allows the object viewpoint to be modified freely and 3D measurements to be taken on object features. This chapter describes the system by which 3D models from photographs can be acquired, without the need for the calibration of system geometry such as the camera focal length, relative motion of the camera and object, and the relative positions of the camera and object. This system instead computes the representation of all possible objects and camera configurations which are consistent with the given image. The first section discusses how tracking points observed in 2D images allows for the computation of the relative camera and object geometry. The second section discusses the construction of a triangulated 3D model from the object projections. The third section discusses the refinement of the model based on surface texture.


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