3,526 research outputs found

    A survey of real-time crowd rendering

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    In this survey we review, classify and compare existing approaches for real-time crowd rendering. We first overview character animation techniques, as they are highly tied to crowd rendering performance, and then we analyze the state of the art in crowd rendering. We discuss different representations for level-of-detail (LoD) rendering of animated characters, including polygon-based, point-based, and image-based techniques, and review different criteria for runtime LoD selection. Besides LoD approaches, we review classic acceleration schemes, such as frustum culling and occlusion culling, and describe how they can be adapted to handle crowds of animated characters. We also discuss specific acceleration techniques for crowd rendering, such as primitive pseudo-instancing, palette skinning, and dynamic key-pose caching, which benefit from current graphics hardware. We also address other factors affecting performance and realism of crowds such as lighting, shadowing, clothing and variability. Finally we provide an exhaustive comparison of the most relevant approaches in the field.Peer ReviewedPostprint (author's final draft

    Configuration Space and Visibility Graph Generation from Geometric Workspaces for UAVs

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    Geometric Path-Planning Algorithm in Cluttered 2D Environments Using Convex Hulls

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    Routing or path planning is the problem of finding a collision-free path in an environment usually scattered with multiple objects. Finding the shortest route in a planar (2D) or spatial (3D) environment has a variety of applications such as robot motion planning, navigating autonomous vehicles, routing of cables, wires, and harnesses in vehicles, routing of pipes in chemical process plants, etc. The problem often times is decomposed into two main sub-problems: modeling and representation of the workspace geometrically and optimization of the path. Geometric modeling and representation of the workspace are paramount in any path planning problem since it builds the data structures and provides the means for solving the optimization problem. The optimization aspect of the path planning involves satisfying some constraints, the most important of which is to avoid intersections with the interior of any object and optimizing one or more criteria. The most common criterion in path planning problems is to minimize the length of the path between a source and a destination point of the workspace while other criteria such as minimizing the number of links or curves could also be taken into account. Planar path planning is mainly about modeling the workspace of the problem as a collision-free graph. The graph is, later on, searched for the optimal path using network optimization techniques such as branch-and-bound or search algorithms such as Dijkstra\u27s. Previous methods developed to construct the collision-free graph explore the entire workspace of the problem which usually results in some unnecessary information that has no value but to increase the time complexity of the algorithm, hence, affecting the efficiency significantly. For example, the fastest known algorithm to construct the visibility graph, which is the most common method of modeling the collision-free space, in a workspace with a total of n vertices has a time complexity of order O(n2). In this research, first, the 2D workspace of the problem is modeled using the tessellated format of the objects in a CAD software which facilitates handling of any free-form object. Then, an algorithm is developed to construct the collision-free graph of the workspace using the convex hulls of the intersecting obstacles. The proposed algorithm focuses only on a portion of the workspace involved in the straight line connecting the source and destination points. Considering the worst case that all the objects of the workspace are intersecting, the algorithm yields a time complexity of O(nlog(n/f)), with n being the total number of vertices and f being the number of objects. The collision-free graph is later searched for the shortest path between the two given nodes using a search algorithm known as Dijkstra\u27s

    Picture theory: algorithms and software

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    This thesis is concerned with developing and implementing algorithms based upon the geometry of pictures. Spherical pictures have been used in many areas of combinatorial group theory, and particularly, they have shown to be a useful method when studying the second homotopy module, 1T2, of a presentation ([3],[4],[7],[12],[41] and [64]). Computational programs that implement picture theoretical and design algorithms could advance the areas in which picture theory can be used, due to the much faster time taken to derive results than that of manual calculations. A variety of algorithms are presented. A data structure has been devised to represent spherical pictures. A method is given that verifies that a given data structure represents a picture, or set of pictures, over a group presentation. This method includes a new planarity testing algorithm, which can be performed on any graph. A computational algorithm has been implemented that determines if a given presentation defines a group extension. This work is based upon the algorithm of Baik et al. [1] which has been developed using the theory of pictures. A 3-presentation for a group G is given by , where P is a presentation for G and s is a set of generators for 1T2. The set s can be described in a number of ways. An algorithm is given that produces a generating set of spherical pictures for 1T2 when s is given in the form of identity sequences. Conversely, if s is given in terms of spherical pictures, then the corresponding identity sequences that describe 1T2 can be determined. The above algorithms are contained in the Spherical PIcture Editor (SPICE). SPICE is a software package that enables a user to manually draw pictures over group presentations and, for these pictures, call the algorithms described above. It also contains a library of generating pictures for the non abelian groups of order at most 30. Furthermore, a method has been implemented that automatically draws a spherical picture from a corresponding identity sequence. Again, this new graph drawing technique can be performed on any arbitrary graph

    Automatic Reconstruction of Parametric, Volumetric Building Models from 3D Point Clouds

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    Planning, construction, modification, and analysis of buildings requires means of representing a building's physical structure and related semantics in a meaningful way. With the rise of novel technologies and increasing requirements in the architecture, engineering and construction (AEC) domain, two general concepts for representing buildings have gained particular attention in recent years. First, the concept of Building Information Modeling (BIM) is increasingly used as a modern means for representing and managing a building's as-planned state digitally, including not only a geometric model but also various additional semantic properties. Second, point cloud measurements are now widely used for capturing a building's as-built condition by means of laser scanning techniques. A particular challenge and topic of current research are methods for combining the strengths of both point cloud measurements and Building Information Modeling concepts to quickly obtain accurate building models from measured data. In this thesis, we present our recent approaches to tackle the intermeshed challenges of automated indoor point cloud interpretation using targeted segmentation methods, and the automatic reconstruction of high-level, parametric and volumetric building models as the basis for further usage in BIM scenarios. In contrast to most reconstruction methods available at the time, we fundamentally base our approaches on BIM principles and standards, and overcome critical limitations of previous approaches in order to reconstruct globally plausible, volumetric, and parametric models.Automatische Rekonstruktion von parametrischen, volumetrischen GebĂ€udemodellen aus 3D Punktwolken FĂŒr die Planung, Konstruktion, Modifikation und Analyse von GebĂ€uden werden Möglichkeiten zur sinnvollen ReprĂ€sentation der physischen GebĂ€udestruktur sowie dazugehöriger Semantik benötigt. Mit dem Aufkommen neuer Technologien und steigenden Anforderungen im Bereich von Architecture, Engineering and Construction (AEC) haben zwei Konzepte fĂŒr die ReprĂ€sentation von GebĂ€uden in den letzten Jahren besondere Aufmerksamkeit erlangt. Erstens wird das Konzept des Building Information Modeling (BIM) zunehmend als ein modernes Mittel zur digitalen Abbildung und Verwaltung "As-Planned"-Zustands von GebĂ€uden verwendet, welches nicht nur ein geometrisches Modell sondern auch verschiedene zusĂ€tzliche semantische Eigenschaften beinhaltet. Zweitens werden Punktwolkenmessungen inzwischen hĂ€ufig zur Aufnahme des "As-Built"-Zustands mittels Laser-Scan-Techniken eingesetzt. Eine besondere Herausforderung und Thema aktueller Forschung ist die Entwicklung von Methoden zur Vereinigung der StĂ€rken von Punktwolken und Konzepten des Building Information Modeling um schnell akkurate GebĂ€udemodelle aus den gemessenen Daten zu erzeugen. In dieser Dissertation prĂ€sentieren wir unsere aktuellen AnsĂ€tze um die miteinander verwobenen Herausforderungen anzugehen, Punktwolken mithilfe geeigneter Segmentierungsmethoden automatisiert zu interpretieren, sowie hochwertige, parametrische und volumetrische GebĂ€udemodelle als Basis fĂŒr die Verwendung im BIM-Umfeld zu rekonstruieren. Im Gegensatz zu den meisten derzeit verfĂŒgbaren Rekonstruktionsverfahren basieren unsere AnsĂ€tze grundlegend auf Prinzipien und Standards aus dem BIM-Umfeld und ĂŒberwinden kritische EinschrĂ€nkungen bisheriger AnsĂ€tze um vollstĂ€ndig plausible, volumetrische und parametrische Modelle zu erzeugen.</p

    What's the Situation with Intelligent Mesh Generation: A Survey and Perspectives

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    Intelligent Mesh Generation (IMG) represents a novel and promising field of research, utilizing machine learning techniques to generate meshes. Despite its relative infancy, IMG has significantly broadened the adaptability and practicality of mesh generation techniques, delivering numerous breakthroughs and unveiling potential future pathways. However, a noticeable void exists in the contemporary literature concerning comprehensive surveys of IMG methods. This paper endeavors to fill this gap by providing a systematic and thorough survey of the current IMG landscape. With a focus on 113 preliminary IMG methods, we undertake a meticulous analysis from various angles, encompassing core algorithm techniques and their application scope, agent learning objectives, data types, targeted challenges, as well as advantages and limitations. We have curated and categorized the literature, proposing three unique taxonomies based on key techniques, output mesh unit elements, and relevant input data types. This paper also underscores several promising future research directions and challenges in IMG. To augment reader accessibility, a dedicated IMG project page is available at \url{https://github.com/xzb030/IMG_Survey}

    Efficient From-Point Visibility for Global Illumination in Virtual Scenes with Participating Media

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    Sichtbarkeitsbestimmung ist einer der fundamentalen Bausteine fotorealistischer Bildsynthese. Da die Berechnung der Sichtbarkeit allerdings Ă€ußerst kostspielig zu berechnen ist, wird nahezu die gesamte Berechnungszeit darauf verwendet. In dieser Arbeit stellen wir neue Methoden zur Speicherung, Berechnung und Approximation von Sichtbarkeit in Szenen mit streuenden Medien vor, die die Berechnung erheblich beschleunigen, dabei trotzdem qualitativ hochwertige und artefaktfreie Ergebnisse liefern
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