Test report

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Thomas FORGIONE 2015-03-12 20:46:14 +01:00
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\title{Tests report}
\author{Thomas Forgione, Emilie Jalras, Marion Lenfant, Thierry Malon, Amandine Pailloux}
\makeatletter
\@addtoreset{chapter}{part}
\makeatother
\begin{document}
\maketitle
\tableofcontents
\part{First part : segmentation, camera calibration, skeletonization, detection and matching of keypoints}
\chapter{Segmentation}
\part{Camera calibration, skeletonization, detection and matching of keypoints}
\chapter{Calibration}
\section{External calibration}
@ -440,7 +442,7 @@ $$
\part{Meshing and animation}
\chapter{Meshing}
\section{Meshing the extremities}
\paragraph{} In our mesh the extremities refer to the extrem points of splines which are not part of a junction.
@ -556,7 +558,7 @@ In fact to give a good result it needs to respect some rules that are not comple
In theory to mesh a junction we get the last circle of each spline that join on that point and then we cut the circles in two and mesh the upper points of the circles with the center of the sphere corresponding to the junction projected on the up side of the sphere, idem for the down points. This is possible because consecutive circles are tangent. In reality circles are not tangent there is a little shift or they crossed themselves and we need to link the circles between them.
:
\paragraph{} However the circles need to be apart to have a good looking junction and in the real skeletons that we have it is not the case.
That is why we have created some simple examples of junction with three or four circles to join to be sure that our algorithm is working, it is easier to see than in a complete skeleton with the rest of the mesh.
That is why we have created some simple examples of junction with three or four circles to join to be sure that our algorithm is working, it is easier to see than in a complete skeleton with the rest of the mesh.
Here \ref{3junction} you can see the result with 3 circles not tangent mesh with our algorithm.
\begin{figure}[H]
@ -602,8 +604,34 @@ And last, we have test our junction's algorithm with a 3D-skeleton computed from
\chapter{Animation}
\section{Clicks}
\section{Build branches}
\section{Match points of the mesh with the closest branch}
To test this part, we clicked around the skeleton. We can see that the point
added is the one which is the closest point of the spline. We can also see that
the points are in the correct order.
\begin{figure}[H]
\centering
\includegraphics[scale=0.3]{images/clicks/click1.png}
\includegraphics[scale=0.315]{images/clicks/click2.png}
\caption{Clicks}
\end{figure}
\section{Match vertices of the mesh with the closest branch}
The test of the matching between the vertices and the segments of the skeleton
is tested by using colors. All the vertices associated to the same segment
share the same color, and the following image shows that it works correctly
(especially the gradient of colors near the rotation points).
\begin{figure}[H]
\centering
\includegraphics[scale=0.15]{images/colormesh/capture.png}
\caption{Matching of the vertices of the mesh to the segments}
\end{figure}
\section{Renderer}
This part is only here to show the quality of the renderer and the animation,
and especially the junctions.
\begin{figure}[H]
\centering
\includegraphics[scale=0.15]{images/colormesh/animated.png}
\caption{Matching of the vertices of the mesh to the segments}
\end{figure}
\end{document}

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