8,246 research outputs found

    PyCUDA and PyOpenCL: A Scripting-Based Approach to GPU Run-Time Code Generation

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    High-performance computing has recently seen a surge of interest in heterogeneous systems, with an emphasis on modern Graphics Processing Units (GPUs). These devices offer tremendous potential for performance and efficiency in important large-scale applications of computational science. However, exploiting this potential can be challenging, as one must adapt to the specialized and rapidly evolving computing environment currently exhibited by GPUs. One way of addressing this challenge is to embrace better techniques and develop tools tailored to their needs. This article presents one simple technique, GPU run-time code generation (RTCG), along with PyCUDA and PyOpenCL, two open-source toolkits that support this technique. In introducing PyCUDA and PyOpenCL, this article proposes the combination of a dynamic, high-level scripting language with the massive performance of a GPU as a compelling two-tiered computing platform, potentially offering significant performance and productivity advantages over conventional single-tier, static systems. The concept of RTCG is simple and easily implemented using existing, robust infrastructure. Nonetheless it is powerful enough to support (and encourage) the creation of custom application-specific tools by its users. The premise of the paper is illustrated by a wide range of examples where the technique has been applied with considerable success.Comment: Submitted to Parallel Computing, Elsevie

    UAV photogrammetric survey and image-Based elaborations for an Industrial Plant.

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    The proposed application of the HBIM methodology for digitising a productive-industrial structure is based on the integration of data from different sources. An aerial photogrammetric survey (Unmanned Aerial Vehicle - UAV) was considered the most appropriate technique for the case. Therefore, a Scan-to-BIM modelling was carried out, keeping in mind a subsequent texturisation of the smart objects employing the photogrammetric images obtained from the UAV survey. Currently, applying the BIM methodology to the built environment is still a challenge; indeed, three-dimensional modelling based on survey point clouds is not automatic. Any BIM software is designed for new constructions, whereas the existing Heritage is characterised by unique and distinctive shapes, where each element has a specific and variable inclination, shape and thickness; therefore, it is necessary to adapt the available tools. Creating intelligent parametric objects capable of representing the unique and singular shapes and geometries of historic architecture is a significant challenge of HBIM modelling. A workflow for the acquisition, processing and management of the survey data and the consequent modelling in a BIM environment of a disused industrial plant previously used as a tobacco factory was formalised. The aim was, therefore, to develop a model that is as close as possible to the real one and, at the same time, still keeps the informative aspects in order to promote the conservation and possible refurbishment of the cultural heritage through the use of photorealistic visualisation tools in real-time. The results confirm the proposed strategy hypotheses and seem to lead to promising future developments

    Digital 3D documentation of cultural heritage sites based on terrestrial laser scanning

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    3D photogrammetric data modeling and optimization for multipurpose analysis and representation of Cultural Heritage assets

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    This research deals with the issues concerning the processing, managing, representation for further dissemination of the big amount of 3D data today achievable and storable with the modern geomatic techniques of 3D metric survey. In particular, this thesis is focused on the optimization process applied to 3D photogrammetric data of Cultural Heritage assets. Modern Geomatic techniques enable the acquisition and storage of a big amount of data, with high metric and radiometric accuracy and precision, also in the very close range field, and to process very detailed 3D textured models. Nowadays, the photogrammetric pipeline has well-established potentialities and it is considered one of the principal technique to produce, at low cost, detailed 3D textured models. The potentialities offered by high resolution and textured 3D models is today well-known and such representations are a powerful tool for many multidisciplinary purposes, at different scales and resolutions, from documentation, conservation and restoration to visualization and education. For example, their sub-millimetric precision makes them suitable for scientific studies applied to the geometry and materials (i.e. for structural and static tests, for planning restoration activities or for historical sources); their high fidelity to the real object and their navigability makes them optimal for web-based visualization and dissemination applications. Thanks to the improvement made in new visualization standard, they can be easily used as visualization interface linking different kinds of information in a highly intuitive way. Furthermore, many museums look today for more interactive exhibitions that may increase the visitors’ emotions and many recent applications make use of 3D contents (i.e. in virtual or augmented reality applications and through virtual museums). What all of these applications have to deal with concerns the issue deriving from the difficult of managing the big amount of data that have to be represented and navigated. Indeed, reality based models have very heavy file sizes (also tens of GB) that makes them difficult to be handled by common and portable devices, published on the internet or managed in real time applications. Even though recent advances produce more and more sophisticated and capable hardware and internet standards, empowering the ability to easily handle, visualize and share such contents, other researches aim at define a common pipeline for the generation and optimization of 3D models with a reduced number of polygons, however able to satisfy detailed radiometric and geometric requests. iii This thesis is inserted in this scenario and focuses on the 3D modeling process of photogrammetric data aimed at their easy sharing and visualization. In particular, this research tested a 3D models optimization, a process which aims at the generation of Low Polygons models, with very low byte file size, processed starting from the data of High Poly ones, that nevertheless offer a level of detail comparable to the original models. To do this, several tools borrowed from the game industry and game engine have been used. For this test, three case studies have been chosen, a modern sculpture of a contemporary Italian artist, a roman marble statue, preserved in the Civic Archaeological Museum of Torino, and the frieze of the Augustus arch preserved in the city of Susa (Piedmont- Italy). All the test cases have been surveyed by means of a close range photogrammetric acquisition and three high detailed 3D models have been generated by means of a Structure from Motion and image matching pipeline. On the final High Poly models generated, different optimization and decimation tools have been tested with the final aim to evaluate the quality of the information that can be extracted by the final optimized models, in comparison to those of the original High Polygon one. This study showed how tools borrowed from the Computer Graphic offer great potentialities also in the Cultural Heritage field. This application, in fact, may meet the needs of multipurpose and multiscale studies, using different levels of optimization, and this procedure could be applied to different kind of objects, with a variety of different sizes and shapes, also on multiscale and multisensor data, such as buildings, architectural complexes, data from UAV surveys and so on

    Artistic Content Representation and Modelling based on Visual Style Features

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    This thesis aims to understand visual style in the context of computer science, using traditionally intangible artistic properties to enhance existing content manipulation algorithms and develop new content creation methods. The developed algorithms can be used to apply extracted properties to other drawings automatically; transfer a selected style; categorise images based upon perceived style; build 3D models using style features from concept artwork; and other style-based actions that change our perception of an object without changing our ability to recognise it. The research in this thesis aims to provide the style manipulation abilities that are missing from modern digital art creation pipelines

    Active modelling of virtual humans

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    This thesis provides a complete framework that enables the creation of photorealistic 3D human models in real-world environments. The approach allows a non-expert user to use any digital capture device to obtain four images of an individual and create a personalised 3D model, for multimedia applications. To achieve this, it is necessary that the system is automatic and that the reconstruction process is flexible to account for information that is not available or incorrectly captured. In this approach the individual is automatically extracted from the environment using constrained active B-spline templates that are scaled and automatically initialised using only image information. These templates incorporate the energy minimising framework for Active Contour Models, providing a suitable and flexible method to deal with the adjustments in pose an individual can adopt. The final states of the templates describe the individual’s shape. The contours in each view are combined to form a 3D B-spline surface that characterises an individual’s maximal silhouette equivalent. The surface provides a mould that contains sufficient information to allow for the active deformation of an underlying generic human model. This modelling approach is performed using a novel technique that evolves active-meshes to 3D for deforming the underlying human model, while adaptively constraining it to preserve its existing structure. The active-mesh approach incorporates internal constraints that maintain the structural relationship of the vertices of the human model, while external forces deform the model congruous to the 3D surface mould. The strength of the internal constraints can be reduced to allow the model to adopt the exact shape of the bounding volume or strengthened to preserve the internal structure, particularly in areas of high detail. This novel implementation provides a uniform framework that can be simply and automatically applied to the entire human model
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