810 research outputs found

    Revisiting Poisson-disk Subsampling for Massive Point Cloud Decimation

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    Scanning devices often produce point clouds exhibiting highly uneven distributions of point samples across the surfaces being captured. Different point cloud subsampling techniques have been proposed to generate more evenly distributed samples. Poisson-disk sampling approaches assign each sample a cost value so that subsampling reduces to sorting the samples by cost and then removing the desired ratio of samples with the highest cost. Unfortunately, these approaches compute the sample cost using pairwise distances of the points within a constant search radius, which is very costly for massive point clouds with uneven densities. In this paper, we revisit Poisson-disk sampling for point clouds. Instead of optimizing for equal densities, we propose to maximize the distance to the closest point, which is equivalent to estimating the local point density as a value inversely proportional to this distance. This algorithm can be efficiently implemented using k nearest-neighbors searches. Besides a kd-tree, our algorithm also uses a voxelization to speed up the searches required to compute per-sample costs. We propose a new strategy to minimize cost updates that is amenable for out-of-core operation. We demonstrate the benefits of our approach in terms of performance, scalability, and output quality. We also discuss extensions based on adding orientation-based and color-based terms to the cost function

    Algorithms for the reconstruction, analysis, repairing and enhancement of 3D urban models from multiple data sources

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    Over the last few years, there has been a notorious growth in the field of digitization of 3D buildings and urban environments. The substantial improvement of both scanning hardware and reconstruction algorithms has led to the development of representations of buildings and cities that can be remotely transmitted and inspected in real-time. Among the applications that implement these technologies are several GPS navigators and virtual globes such as Google Earth or the tools provided by the Institut Cartogràfic i Geològic de Catalunya. In particular, in this thesis, we conceptualize cities as a collection of individual buildings. Hence, we focus on the individual processing of one structure at a time, rather than on the larger-scale processing of urban environments. Nowadays, there is a wide diversity of digitization technologies, and the choice of the appropriate one is key for each particular application. Roughly, these techniques can be grouped around three main families: - Time-of-flight (terrestrial and aerial LiDAR). - Photogrammetry (street-level, satellite, and aerial imagery). - Human-edited vector data (cadastre and other map sources). Each of these has its advantages in terms of covered area, data quality, economic cost, and processing effort. Plane and car-mounted LiDAR devices are optimal for sweeping huge areas, but acquiring and calibrating such devices is not a trivial task. Moreover, the capturing process is done by scan lines, which need to be registered using GPS and inertial data. As an alternative, terrestrial LiDAR devices are more accessible but cover smaller areas, and their sampling strategy usually produces massive point clouds with over-represented plain regions. A more inexpensive option is street-level imagery. A dense set of images captured with a commodity camera can be fed to state-of-the-art multi-view stereo algorithms to produce realistic-enough reconstructions. One other advantage of this approach is capturing high-quality color data, whereas the geometric information is usually lacking. In this thesis, we analyze in-depth some of the shortcomings of these data-acquisition methods and propose new ways to overcome them. Mainly, we focus on the technologies that allow high-quality digitization of individual buildings. These are terrestrial LiDAR for geometric information and street-level imagery for color information. Our main goal is the processing and completion of detailed 3D urban representations. For this, we will work with multiple data sources and combine them when possible to produce models that can be inspected in real-time. Our research has focused on the following contributions: - Effective and feature-preserving simplification of massive point clouds. - Developing normal estimation algorithms explicitly designed for LiDAR data. - Low-stretch panoramic representation for point clouds. - Semantic analysis of street-level imagery for improved multi-view stereo reconstruction. - Color improvement through heuristic techniques and the registration of LiDAR and imagery data. - Efficient and faithful visualization of massive point clouds using image-based techniques.Durant els darrers anys, hi ha hagut un creixement notori en el camp de la digitalització d'edificis en 3D i entorns urbans. La millora substancial tant del maquinari d'escaneig com dels algorismes de reconstrucció ha portat al desenvolupament de representacions d'edificis i ciutats que es poden transmetre i inspeccionar remotament en temps real. Entre les aplicacions que implementen aquestes tecnologies hi ha diversos navegadors GPS i globus virtuals com Google Earth o les eines proporcionades per l'Institut Cartogràfic i Geològic de Catalunya. En particular, en aquesta tesi, conceptualitzem les ciutats com una col·lecció d'edificis individuals. Per tant, ens centrem en el processament individual d'una estructura a la vegada, en lloc del processament a gran escala d'entorns urbans. Avui en dia, hi ha una àmplia diversitat de tecnologies de digitalització i la selecció de l'adequada és clau per a cada aplicació particular. Aproximadament, aquestes tècniques es poden agrupar en tres famílies principals: - Temps de vol (LiDAR terrestre i aeri). - Fotogrametria (imatges a escala de carrer, de satèl·lit i aèries). - Dades vectorials editades per humans (cadastre i altres fonts de mapes). Cadascun d'ells presenta els seus avantatges en termes d'àrea coberta, qualitat de les dades, cost econòmic i esforç de processament. Els dispositius LiDAR muntats en avió i en cotxe són òptims per escombrar àrees enormes, però adquirir i calibrar aquests dispositius no és una tasca trivial. A més, el procés de captura es realitza mitjançant línies d'escaneig, que cal registrar mitjançant GPS i dades inercials. Com a alternativa, els dispositius terrestres de LiDAR són més accessibles, però cobreixen àrees més petites, i la seva estratègia de mostreig sol produir núvols de punts massius amb regions planes sobrerepresentades. Una opció més barata són les imatges a escala de carrer. Es pot fer servir un conjunt dens d'imatges capturades amb una càmera de qualitat mitjana per obtenir reconstruccions prou realistes mitjançant algorismes estèreo d'última generació per produir. Un altre avantatge d'aquest mètode és la captura de dades de color d'alta qualitat. Tanmateix, la informació geomètrica resultant sol ser de baixa qualitat. En aquesta tesi, analitzem en profunditat algunes de les mancances d'aquests mètodes d'adquisició de dades i proposem noves maneres de superar-les. Principalment, ens centrem en les tecnologies que permeten una digitalització d'alta qualitat d'edificis individuals. Es tracta de LiDAR terrestre per obtenir informació geomètrica i imatges a escala de carrer per obtenir informació sobre colors. El nostre objectiu principal és el processament i la millora de representacions urbanes 3D amb molt detall. Per a això, treballarem amb diverses fonts de dades i les combinarem quan sigui possible per produir models que es puguin inspeccionar en temps real. La nostra investigació s'ha centrat en les següents contribucions: - Simplificació eficaç de núvols de punts massius, preservant detalls d'alta resolució. - Desenvolupament d'algoritmes d'estimació normal dissenyats explícitament per a dades LiDAR. - Representació panoràmica de baixa distorsió per a núvols de punts. - Anàlisi semàntica d'imatges a escala de carrer per millorar la reconstrucció estèreo de façanes. - Millora del color mitjançant tècniques heurístiques i el registre de dades LiDAR i imatge. - Visualització eficient i fidel de núvols de punts massius mitjançant tècniques basades en imatges

    Applications of Antenna Technology in Sensors

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    During the past few decades, information technologies have been evolving at a tremendous rate, causing profound changes to our world and to our ways of living. Emerging applications have opened u[ new routes and set new trends for antenna sensors. With the advent of the Internet of Things (IoT), the adaptation of antenna technologies for sensor and sensing applications has become more important. Now, the antennas must be reconfigurable, flexible, low profile, and low-cost, for applications from airborne and vehicles, to machine-to-machine, IoT, 5G, etc. This reprint aims to introduce and treat a series of advanced and emerging topics in the field of antenna sensors

    Improving Filtering for Computer Graphics

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    When drawing images onto a computer screen, the information in the scene is typically more detailed than can be displayed. Most objects, however, will not be close to the camera, so details have to be filtered out, or anti-aliased, when the objects are drawn on the screen. I describe new methods for filtering images and shapes with high fidelity while using computational resources as efficiently as possible. Vector graphics are everywhere, from drawing 3D polygons to 2D text and maps for navigation software. Because of its numerous applications, having a fast, high-quality rasterizer is important. I developed a method for analytically rasterizing shapes using wavelets. This approach allows me to produce accurate 2D rasterizations of images and 3D voxelizations of objects, which is the first step in 3D printing. I later improved my method to handle more filters. The resulting algorithm creates higher-quality images than commercial software such as Adobe Acrobat and is several times faster than the most highly optimized commercial products. The quality of texture filtering also has a dramatic impact on the quality of a rendered image. Textures are images that are applied to 3D surfaces, which typically cannot be mapped to the 2D space of an image without introducing distortions. For situations in which it is impossible to change the rendering pipeline, I developed a method for precomputing image filters over 3D surfaces. If I can also change the pipeline, I show that it is possible to improve the quality of texture sampling significantly in real-time rendering while using the same memory bandwidth as used in traditional methods

    Infinite Procedural Infrastructured World Generation

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    Käesolev magistritöö kirjeldab uudset algoritmi lõpmatu deterministliku maailma genereerimiseks koos üldlevinud tehislike ja looduslike struktuuridega, mis leiduvad parasvöötme asustatud piirkondades. Kuna lõpmatuid maailmu tuleb genereerida jupikaupa ning ilma ühegi naabruses oleva tüki olemasoluta, on genereeritavate struktuuride järjepidev ja deterministlik genereerimine keeruline. Kirjeldatav algoritm kasutab eksponentsiaalse genereerimise metoodikat, mis võimaldab genereerida erineva suurusega struktuure alates liiklusmärkidest kuni pikkade jõgedeni. Algoritm genereerib erinevat tüüpi lõpmatuid teede võrgustikke, nimedega linnu ja külasid, elektriliine ja levinumaid liiklusmärke nagu kiiruspiirangud ja suunamärgid. Asulatest väljaspool olev maastik genereeritakse kolme üldlevinud maakasutuse kategooria vahel – metsandus, viljakasvatus ning looduskaitsealad. Lisaks kirjeldatavale algoritmile antakse ülevaade eelnevast teadustööst lõpmatu protseduurilise maailma genereerimise valdkonnas ning kirjeldatakse edasiarendusvõimalusi lõpmatute asustatud maailmade genereerimiseks.This Master's thesis describes and provides an implementation of a novel algorithm for generating infinite deterministic worlds with both man-made and natural features commonly found in the civilized regions of the temperate climate zone. Considering that infinite worlds have to be generated in a piecewise manner without any of the neighbouring pieces necessarily existing, ensuring continuity and deterministic results for the generation of such features can be challenging. The algorithm uses an exponential generation technique, which enables the generation of varying sized features from traffic signs to rivers. The algorithm generates infinite road networks of different tiers, named cities and villages, power lines between them and common traffic signs like speed limits and navigation signs. Rural areas are generated based on three types of land usage – forestry, cultivation of crops and untouched nature reserves. The thesis also gives an overview of the previous work in the field of procedural world generation and proposes multiple new ideas for further expansion of infinite infrastructured terrain generation

    New Directions for Contact Integrators

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    Contact integrators are a family of geometric numerical schemes which guarantee the conservation of the contact structure. In this work we review the construction of both the variational and Hamiltonian versions of these methods. We illustrate some of the advantages of geometric integration in the dissipative setting by focusing on models inspired by recent studies in celestial mechanics and cosmology.Comment: To appear as Chapter 24 in GSI 2021, Springer LNCS 1282

    Courbure discrète : théorie et applications

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    International audienceThe present volume contains the proceedings of the 2013 Meeting on discrete curvature, held at CIRM, Luminy, France. The aim of this meeting was to bring together researchers from various backgrounds, ranging from mathematics to computer science, with a focus on both theory and applications. With 27 invited talks and 8 posters, the conference attracted 70 researchers from all over the world. The challenge of finding a common ground on the topic of discrete curvature was met with success, and these proceedings are a testimony of this wor

    Adaptive Sampling for Geometric Approximation

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    Geometric approximation of multi-dimensional data sets is an essential algorithmic component for applications in machine learning, computer graphics, and scientific computing. This dissertation promotes an algorithmic sampling methodology for a number of fundamental approximation problems in computational geometry. For each problem, the proposed sampling technique is carefully adapted to the geometry of the input data and the functions to be approximated. In particular, we study proximity queries in spaces of constant dimension and mesh generation in 3D. We start with polytope membership queries, where query points are tested for inclusion in a convex polytope. Trading-off accuracy for efficiency, we tolerate one-sided errors for points within an epsilon-expansion of the polytope. We propose a sampling strategy for the placement of covering ellipsoids sensitive to the local shape of the polytope. The key insight is to realize the samples as Delone sets in the intrinsic Hilbert metric. Using this intrinsic formulation, we considerably simplify state-of-the-art techniques yielding an intuitive and optimal data structure. Next, we study nearest-neighbor queries which retrieve the most similar data point to a given query point. To accommodate more general measures of similarity, we consider non-Euclidean distances including convex distance functions and Bregman divergences. Again, we tolerate multiplicative errors retrieving any point no farther than (1+epsilon) times the distance to the nearest neighbor. We propose a sampling strategy sensitive to the local distribution of points and the gradient of the distance functions. Combined with a careful regularization of the distance minimizers, we obtain a generalized data structure that essentially matches state-of-the-art results specific to the Euclidean distance. Finally, we investigate the generation of Voronoi meshes, where a given domain is decomposed into Voronoi cells as desired for a number of important solvers in computational fluid dynamics. The challenge is to arrange the cells near the boundary to yield an accurate surface approximation without sacrificing quality. We propose a sampling algorithm for the placement of seeds to induce a boundary-conforming Voronoi mesh of the correct topology, with a careful treatment of sharp and non-manifold features. The proposed algorithm achieves significant quality improvements over state-of-the-art polyhedral meshing based on clipped Voronoi cells
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