21 research outputs found

    Multi-Scale Surface Reconstruction from Images

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    Many surface reconstruction algorithms have been developed to process point data originating from laser scans. Because laser scanning is a very expensive technique and not available to everyone, 3D reconstruction from images (using, e.g., multi-view stereo) is a promising alternative. In recent years a lot of progress has been made in the computer vision domain and nowadays algorithms are capable of reconstructing large 3D scenes from consumer photographs. Whereas laser scans are very controlled and typically only a few scans are taken, images may be subject to more uncontrolled variations. Standard multi-view stereo algorithms give rise to multi-scale data points due to different camera resolutions, focal lengths, or various distances to the object. When reconstructing a surface from this data, the multi-scale property has to be taken into account because the assumption that the points are samples from the true surface might be violated. This thesis presents two surface reconstruction algorithms that take resolution and scale differences into account. In the first approach we model the uncertainty of each sample point according to its footprint, the surface area that was taken into account during multi-view stereo. With an adaptive volumetric resolution, also steered by the footprints of the sample points, we achieve detailed reconstructions even for large-scale scenes. Then, a general wavelet-based surface reconstruction framework is presented. The multi-scale sample points are characterized by a convolution kernel and the points are fused in frequency space while preserving locality. We suggest a specific implementation for 2.5D surfaces that incorporates our theoretic findings about sample points originating from multi-view stereo and shows promising results on real-world data sets. The other part of the thesis analyzes the scale characteristics of patch-based depth reconstruction as used in many (multi-view) stereo techniques. It is driven by the question how the reconstruction preserves surface details or high frequencies. We introduce an intuitive model for the reconstruction process, prove that it yields a linear system and determine the modulation transfer function. This allows us to predict the amplitude loss of high frequencies in connection with the used patch-size and the internal and external camera parameters. Experiments on synthetic and real-world data demonstrate the accuracy of our model but also show the limitations. Finally, we propose a generalization of the model allowing for weighted patch fitting. The reconstructed points can then be described by a convolution of the original surface and we show how weighting the pixels during photo-consistency optimization affects the smoothing kernel. In this way we are able to connect a standard notion of smoothing to multi-view stereo reconstruction. In summary, this thesis provides a profound analysis of patch-based (multi-view) stereo reconstruction and introduces new concepts for surface reconstruction from the resulting multi-scale sample points

    Development and applications of the Finite Point Method to compressible aerodynamics problems

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    This work deals with the development and application of the Finite Point Method (FPM) to compressible aerodynamics problems. The research focuses mainly on investigating the capabilities of the meshless technique to address practical problems, one of the most outstanding issues in meshless methods. The FPM spatial approximation is studied firstly, with emphasis on aspects of the methodology that can be improved to increase its robustness and accuracy. Suitable ranges for setting the relevant approximation parameters and the performance likely to be attained in practice are determined. An automatic procedure to adjust the approximation parameters is also proposed to simplify the application of the method, reducing problem- and user-dependence without affecting the flexibility of the meshless technique. The discretization of the flow equations is carried out following wellestablished approaches, but drawing on the meshless character of the methodology. In order to meet the requirements of practical applications, the procedures are designed and implemented placing emphasis on robustness and efficiency (a simplification of the basic FPM technique is proposed to this end). The flow solver is based on an upwind spatial discretization of the convective fluxes (using the approximate Riemann solver of Roe) and an explicit time integration scheme. Two additional artificial diffusion schemes are also proposed to suit those cases of study in which computational cost is a major concern. The performance of the flow solver is evaluated in order to determine the potential of the meshless approach. The accuracy, computational cost and parallel scalability of the method are studied in comparison with a conventional FEM-based technique. Finally, practical applications and extensions of the flow solution scheme are presented. The examples provided are intended not only to show the capabilities of the FPM, but also to exploit meshless advantages. Automatic hadaptive procedures, moving domain and fluid-structure interaction problems, as well as a preliminary approach to solve high-Reynolds viscous flows, are a sample of the topics explored. All in all, the results obtained are satisfactorily accurate and competitive in terms of computational cost (if compared with a similar mesh-based implementation). This indicates that meshless advantages can be exploited with efficiency and constitutes a good starting point towards more challenging applications.En este trabajo se aborda el desarrollo del Método de Puntos Finitos (MPF) y su aplicación a problemas de aerodinámica de flujos compresibles. El objetivo principal es investigar el potencial de la técnica sin malla para la solución de problemas prácticos, lo cual constituye una de las limitaciones más importantes de los métodos sin malla. En primer lugar se estudia la aproximación espacial en el MPF, haciendo hincapié en aquéllos aspectos que pueden ser mejorados para incrementar la robustez y exactitud de la metodología. Se determinan rangos adecuados para el ajuste de los parámetros de la aproximación y su comportamiento en situaciones prácticas. Se propone además un procedimiento de ajuste automático de estos parámetros a fin de simplificar la aplicación del método y reducir la dependencia de factores como el tipo de problema y la intervención del usuario, sin afectar la flexibilidad de la técnica sin malla. A continuación se aborda el esquema de solución de las ecuaciones del flujo. La discretización de las mismas se lleva a cabo siguiendo métodos estándar, pero aprovechando las características de la técnica sin malla. Con el objetivo de abordar problemas prácticos, se pone énfasis en la robustez y eficiencia de la implementación numérica (se propone además una simplificación del procedimiento de solución). El comportamiento del esquema se estudia en detalle para evaluar su potencial y se analiza su exactitud, coste computacional y escalabilidad, todo ello en comparación con un método convencional basado en Elementos Finitos. Finalmente se presentan distintas aplicaciones y extensiones de la metodología desarrollada. Los ejemplos numéricos pretenden demostrar las capacidades del método y también aprovechar las ventajas de la metodología sin malla en áreas en que la misma puede ser de especial interés. Los problemas tratados incluyen, entre otras características, el refinamiento automático de la discretización, la presencia de fronteras móviles e interacción fluido-estructura, como así también una aplicación preliminar a flujos compresibles de alto número de Reynolds. Los resultados obtenidos muestran una exactitud satisfactoria. Además, en comparación con una técnica similar basada en Elementos Finitos, demuestran ser competitivos en términos del coste computacional. Esto indica que las ventajas de la metodología sin malla pueden ser explotadas con eficiencia, lo cual constituye un buen punto de partida para el desarrollo de ulteriores aplicaciones.Postprint (published version

    Interactive volume ray tracing

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    Die Visualisierung von volumetrischen Daten ist eine der interessantesten, aber sicherlich auch schwierigsten Anwendungsgebiete innerhalb der wissenschaftlichen Visualisierung. Im Gegensatz zu Oberflächenmodellen, repräsentieren solche Daten ein semi-transparentes Medium in einem 3D-Feld. Anwendungen reichen von medizinischen Untersuchungen, Simulation physikalischer Prozesse bis hin zur visuellen Kunst. Viele dieser Anwendungen verlangen Interaktivität hinsichtlich Darstellungs- und Visualisierungsparameter. Der Ray-Tracing- (Stahlverfolgungs-) Algorithmus wurde dabei, obwohl er inhärent die Interaktion mit einem solchen Medium simulieren kann, immer als zu langsam angesehen. Die meisten Forscher konzentrierten sich vielmehr auf Rasterisierungsansätze, da diese besser für Grafikkarten geeignet sind. Dabei leiden diese Ansätze entweder unter einer ungenügenden Qualität respektive Flexibilität. Die andere Alternative besteht darin, den Ray-Tracing-Algorithmus so zu beschleunigen, dass er sinnvoll für Visualisierungsanwendungen benutzt werden kann. Seit der Verfügbarkeit moderner Grafikkarten hat die Forschung auf diesem Gebiet nachgelassen, obwohl selbst moderne GPUs immer noch Limitierungen, wie beispielsweise der begrenzte Grafikkartenspeicher oder das umständliche Programmiermodell, enthalten. Die beiden in dieser Arbeit vorgestellten Methoden sind deshalb vollständig softwarebasiert, da es sinnvoller erscheint, möglichst viele Optimierungen in Software zu realisieren, bevor eine Portierung auf Hardware erfolgt. Die erste Methode wird impliziter Kd-Baum genannt, eine hierarchische und räumliche Beschleunigungstruktur, die ursprünglich für die Generierung von Isoflächen reguläre Gitterdatensätze entwickelt wurde. In der Zwischenzeit unterstützt sie auch die semi-transparente Darstellung, die Darstellung von zeitabhängigen Datensätzen und wurde erfolgreich für andere Anwendungen eingesetzt. Der zweite Algorithmus benutzt so genannte Plücker-Koordinaten, welche die Implementierung eines schnellen inkrementellen Traversierers für Datensätze erlauben, deren Primitive Tetraeder beziehungsweise Hexaeder sind. Beide Algorithmen wurden wesentlich optimiert, um eine interaktive Bildgenerierung volumetrischer Daten zu ermöglichen und stellen deshalb einen wichtigen Beitrag hin zu einem flexiblen und interaktiven Volumen-Ray-Tracing-System dar.Volume rendering is one of the most demanding and interesting topics among scientific visualization. Applications include medical examinations, simulation of physical processes, and visual art. Most of these applications demand interactivity with respect to the viewing and visualization parameters. The ray tracing algorithm, although inherently simulating light interaction with participating media, was always considered too slow. Instead, most researchers followed object-order algorithms better suited for graphics adapters, although such approaches often suffer either from low quality or lack of flexibility. Another alternative is to speed up the ray tracing algorithm to make it competitive for volumetric visualization tasks. Since the advent of modern graphic adapters, research in this area had somehow ceased, although some limitations of GPUs, e.g. limited graphics board memory and tedious programming model, are still a problem. The two methods discussed in this thesis are therefore purely software-based since it is believed that software implementations allow for a far better optimization process before porting algorithms to hardware. The first method is called implicit kd-tree, which is a hierarchical spatial acceleration structure originally developed for iso-surface rendering of regular data sets that now supports semi-transparent rendering, time-dependent data visualization, and is even used in non volume-rendering applications. The second algorithm uses so-called Plücker coordinates, providing a fast incremental traversal for data sets consisting of tetrahedral or hexahedral primitives. Both algorithms are highly optimized to support interactive rendering of volumetric data sets and are therefore major contributions towards a flexible and interactive volume ray tracing framework
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