191 research outputs found

    ViSUS: Visualization Streams for Ultimate Scalability

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    Cost-driven framework for progressive compression of textured meshes

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    International audienceRecent advances in digitization of geometry and radiometry generate in routine massive amounts of surface meshes with texture or color attributes. This large amount of data can be compressed using a progressive approach which provides at decoding low complexity levels of details (LoDs) that are continuously refined until retrieving the original model. The goal of such a progressive mesh compression algorithm is to improve the overall quality of the transmission for the user, by optimizing the rate-distortion trade-off. In this paper, we introduce a novel meaningful measure for the cost of a progressive transmission of a textured mesh by observing that the rate-distortion curve is in fact a staircase, which enables an effective comparison and optimization of progressive transmissions in the first place. We contribute a novel generic framework which utilizes the cost function to encode triangle surface meshes via multiplexing several geometry reduction steps (mesh decimation via half-edge or full-edge collapse operators, xyz quantization reduction and uv quantization reduction). This framework can also deal with textures by multiplexing an additional texture reduction step. We also design a texture atlas that enables us to preserve texture seams during decimation while not impairing the quality of resulting LODs. For encoding the inverse mesh decimation steps we further contribute a significant improvement over the state-of-the-art in terms of rate-distortion performance and yields a compression-rate of 22:1, on average. Finally, we propose a unique single-rate alternative solution using a selection scheme of a subset among LODs, optimized for our cost function, and provided with our atlas that enables interleaved progressive texture refinements

    Doctor of Philosophy

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    dissertationDataflow pipeline models are widely used in visualization systems. Despite recent advancements in parallel architecture, most systems still support only a single CPU or a small collection of CPUs such as a SMP workstation. Even for systems that are specifically tuned towards parallel visualization, their execution models only provide support for data-parallelism while ignoring taskparallelism and pipeline-parallelism. With the recent popularization of machines equipped with multicore CPUs and multi-GPU units, these visualization systems are undoubtedly falling further behind in reaching maximum efficiency. On the other hand, there exist several libraries that can schedule program executions on multiple CPUs and/or multiple GPUs. However, due to differences in executing a task graph and a pipeline along with their APIs being considerably low-level, it still remains a challenge to integrate these run-time libraries into current visualization systems. Thus, there is a need for a redesigned dataflow architecture to fully support and exploit the power of highly parallel machines in large-scale visualization. The new design must be able to schedule executions on heterogeneous platforms while at the same time supporting arbitrarily large datasets through the use of streaming data structures. The primary goal of this dissertation work is to develop a parallel dataflow architecture for streaming large-scale visualizations. The framework includes supports for platforms ranging from multicore processors to clusters consisting of thousands CPUs and GPUs. We achieve this in our system by introducing the notion of Virtual Processing Elements and Task-Oriented Modules along with a highly customizable scheduler that controls the assignment of tasks to elements dynamically. This creates an intuitive way to maintain multiple CPU/GPU kernels yet still provide coherency and synchronization across module executions. We have implemented these techniques into HyperFlow which is made of an API with all basic dataflow constructs described in the dissertation, and a distributed run-time library that can be used to deploy those pipelines on multicore, multi-GPU and cluster-based platforms

    Proxy-guided Image-based Rendering for Mobile Devices

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    VR headsets and hand-held devices are not powerful enough to render complex scenes in real-time. A server can take on the rendering task, but network latency prohibits a good user experience. We present a new image-based rendering (IBR) architecture for masking the latency. It runs in real-time even on very weak mobile devices, supports modern game engine graphics, and maintains high visual quality even for large view displacements. We propose a novel server-side dual-view representation that leverages an optimally-placed extra view and depth peeling to provide the client with coverage for filling disocclusion holes. This representation is directly rendered in a novel wide-angle projection with favorable directional parameterization. A new client-side IBR algorithm uses a pre-transmitted level-of-detail proxy with an encaging simplification and depth-carving to maintain highly complex geometric detail. We demonstrate our approach with typical VR / mobile gaming applications running on mobile hardware. Our technique compares favorably to competing approaches according to perceptual and numerical comparisons

    High-Quality Simplification and Repair of Polygonal Models

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    Because of the rapid evolution of 3D acquisition and modelling methods, highly complex and detailed polygonal models with constantly increasing polygon count are used as three-dimensional geometric representations of objects in computer graphics and engineering applications. The fact that this particular representation is arguably the most widespread one is due to its simplicity, flexibility and rendering support by 3D graphics hardware. Polygonal models are used for rendering of objects in a broad range of disciplines like medical imaging, scientific visualization, computer aided design, film industry, etc. The handling of huge scenes composed of these high-resolution models rapidly approaches the computational capabilities of any graphics accelerator. In order to be able to cope with the complexity and to build level-of-detail representations, concentrated efforts were dedicated in the recent years to the development of new mesh simplification methods that produce high-quality approximations of complex models by reducing the number of polygons used in the surface while keeping the overall shape, volume and boundaries preserved as much as possible. Many well-established methods and applications require "well-behaved" models as input. Degenerate or incorectly oriented faces, T-joints, cracks and holes are just a few of the possible degenaracies that are often disallowed by various algorithms. Unfortunately, it is all too common to find polygonal models that contain, due to incorrect modelling or acquisition, such artefacts. Applications that may require "clean" models include finite element analysis, surface smoothing, model simplification, stereo lithography. Mesh repair is the task of removing artefacts from a polygonal model in order to produce an output model that is suitable for further processing by methods and applications that have certain quality requirements on their input. This thesis introduces a set of new algorithms that address several particular aspects of mesh repair and mesh simplification. One of the two mesh repair methods is dealing with the inconsistency of normal orientation, while another one, removes the inconsistency of vertex connectivity. Of the three mesh simplification approaches presented here, the first one attempts to simplify polygonal models with the highest possible quality, the second, applies the developed technique to out-of-core simplification, and the third, prevents self-intersections of the model surface that can occur during mesh simplification

    Out-of-Core GPU Path Tracing on Large Instanced Scenes via Geometry Streaming

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    We present a technique for out-of-core GPU path tracing of arbitrarily large scenes that is compatible with hardware-accelerated ray-tracing. Our technique improves upon previous works by subdividing the scene spatially into streamable chunks that are loaded using a priority system that maximizes ray throughput and minimizes GPU memory usage. This allows for arbitrarily large scaling of scene complexity. Our system required under 19 minutes to render a solid color version of Disney\u27s Moana Island scene (39.3 million instances, 261.1 million unique quads, and 82.4 billion instanced quads at a resolution of 1024x429 and 1024spp on an RTX 5000 (24GB memory total, 22GB used, 13GB geometry cache, with the remainder for temporary buffers and storage) (Wald et al.). As a scalability test, our system rendered 26 Moana Island scenes without multi-level instancing (1.02 billion instances, 2.14 trillion instanced quads, ~230GB if all resident) in under 1h:28m. Compared to state-of-the-art hardware-accelerated renders of the Moana Island scene, our system can render larger scenes on a single GPU. Our system is faster than the previous out-of-core approach and is able to render larger scenes than previous in-core approaches given the same memory constraints (Hellmuth, Zellman et al, Wald)

    Parallel extraction and simplification of large isosurfaces using an extended tandem algorithm

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    International audienceIn order to deal with the common trend in size increase of volumetric datasets, in the past few years research in isosurface extraction has focused on related aspects such as surface simplification and load-balanced parallel algorithms. We present a parallel, block-wise extension of the tandem algorithm by Attali et al., which simplifies on the fly an isosurface being extracted. Our approach minimizes the overall memory consumption using an adequate block splitting and merging strategy along with the introduction of a component dumping mechanism that drastically reduces the amount of memory needed for particular datasets such as those encountered in geophysics. As soon as detected, surface components are migrated to the disk along with a meta-data index (oriented bounding box, volume, etc.) that permits further improved exploration scenarios (small component removal or particularly oriented component selection for instance). For ease of implementation, we carefully describe a master and worker algorithm architecture that clearly separates the four required basic tasks. We show several results of our parallel algorithm applied on a geophysical dataset of size 7000 Ă— 1600 Ă— 2000

    Robust and parallel mesh reconstruction from unoriented noisy points.

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    Sheung, Hoi.Thesis (M.Phil.)--Chinese University of Hong Kong, 2009.Includes bibliographical references (p. 65-70).Abstract also in Chinese.Abstract --- p.vAcknowledgements --- p.ixList of Figures --- p.xiiiList of Tables --- p.xvChapter 1 --- Introduction --- p.1Chapter 1.1 --- Main Contributions --- p.3Chapter 1.2 --- Outline --- p.3Chapter 2 --- Related Work --- p.5Chapter 2.1 --- Volumetric reconstruction --- p.5Chapter 2.2 --- Combinatorial approaches --- p.6Chapter 2.3 --- Robust statistics in surface reconstruction --- p.6Chapter 2.4 --- Down-sampling of massive points --- p.7Chapter 2.5 --- Streaming and parallel computing --- p.7Chapter 3 --- Robust Normal Estimation and Point Projection --- p.9Chapter 3.1 --- Robust Estimator --- p.9Chapter 3.2 --- Mean Shift Method --- p.11Chapter 3.3 --- Normal Estimation and Projection --- p.11Chapter 3.4 --- Moving Least Squares Surfaces --- p.14Chapter 3.4.1 --- Step 1: local reference domain --- p.14Chapter 3.4.2 --- Step 2: local bivariate polynomial --- p.14Chapter 3.4.3 --- Simpler Implementation --- p.15Chapter 3.5 --- Robust Moving Least Squares by Forward Search --- p.16Chapter 3.6 --- Comparison with RMLS --- p.17Chapter 3.7 --- K-Nearest Neighborhoods --- p.18Chapter 3.7.1 --- Octree --- p.18Chapter 3.7.2 --- Kd-Tree --- p.19Chapter 3.7.3 --- Other Techniques --- p.19Chapter 3.8 --- Principal Component Analysis --- p.19Chapter 3.9 --- Polynomial Fitting --- p.21Chapter 3.10 --- Highly Parallel Implementation --- p.22Chapter 4 --- Error Controlled Subsampling --- p.23Chapter 4.1 --- Centroidal Voronoi Diagram --- p.23Chapter 4.2 --- Energy Function --- p.24Chapter 4.2.1 --- Distance Energy --- p.24Chapter 4.2.2 --- Shape Prior Energy --- p.24Chapter 4.2.3 --- Global Energy --- p.25Chapter 4.3 --- Lloyd´ةs Algorithm --- p.26Chapter 4.4 --- Clustering Optimization and Subsampling --- p.27Chapter 5 --- Mesh Generation --- p.29Chapter 5.1 --- Tight Cocone Triangulation --- p.29Chapter 5.2 --- Clustering Based Local Triangulation --- p.30Chapter 5.2.1 --- Initial Surface Reconstruction --- p.30Chapter 5.2.2 --- Cleaning Process --- p.32Chapter 5.2.3 --- Comparisons --- p.33Chapter 5.3 --- Computing Dual Graph --- p.34Chapter 6 --- Results and Discussion --- p.37Chapter 6.1 --- Results of Mesh Reconstruction form Noisy Point Cloud --- p.37Chapter 6.2 --- Results of Clustering Based Local Triangulation --- p.47Chapter 7 --- Conclusions --- p.55Chapter 7.1 --- Key Contributions --- p.55Chapter 7.2 --- Factors Affecting Our Algorithm --- p.55Chapter 7.3 --- Future Work --- p.56Chapter A --- Building Neighborhood Table --- p.59Chapter A.l --- Building Neighborhood Table in Streaming --- p.59Chapter B --- Publications --- p.63Bibliography --- p.6
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