198 research outputs found
Of assembling small sculptures and disassembling large geometry
This thesis describes the research results and contributions that have been achieved
during the author’s doctoral work. It is divided into two independent parts, each
of which is devoted to a particular research aspect.
The first part covers the true-to-detail creation of digital pieces of art, so-called
relief sculptures, from given 3D models. The main goal is to limit the depth of the
contained objects with respect to a certain perspective without compromising the
initial three-dimensional impression. Here, the preservation of significant features
and especially their sharpness is crucial. Therefore, it is necessary to overemphasize
fine surface details to ensure their perceptibility in the more complanate relief.
Our developments are aimed at amending the flexibility and user-friendliness
during the generation process. The main focus is on providing real-time solutions
with intuitive usability that make it possible to create precise, lifelike and
aesthetic results. These goals are reached by a GPU implementation, the use of
efficient filtering techniques, and the replacement of user defined parameters by
adaptive values. Our methods are capable of processing dynamic scenes and allow
the generation of seamless artistic reliefs which can be composed of multiple
elements.
The second part addresses the analysis of repetitive structures, so-called symmetries,
within very large data sets. The automatic recognition of components
and their patterns is a complex correspondence problem which has numerous applications
ranging from information visualization over compression to automatic
scene understanding. Recent algorithms reach their limits with a growing amount
of data, since their runtimes rise quadratically. Our aim is to make even massive
data sets manageable. Therefore, it is necessary to abstract features and to develop
a suitable, low-dimensional descriptor which ensures an efficient, robust, and purposive
search. A simple inspection of the proximity within the descriptor space
helps to significantly reduce the number of necessary pairwise comparisons. Our
method scales quasi-linearly and allows a rapid analysis of data sets which could
not be handled by prior approaches because of their size.Die vorgelegte Arbeit beschreibt die wissenschaftlichen Ergebnisse und Beiträge,
die während der vergangenen Promotionsphase entstanden sind. Sie gliedert sich
in zwei voneinander unabhängige Teile, von denen jeder einem eigenen Forschungsschwerpunkt gewidmet ist.
Der erste Teil beschäftigt sich mit der detailgetreuen Erzeugung digitaler
Kunstwerke, sogenannter Reliefplastiken, aus gegebenen 3D-Modellen. Das Ziel
ist es, die Objekte, abhängig von der Perspektive, stark in ihrer Tiefe zu limitieren,
ohne dass der Eindruck der räumlichen Ausdehnung verloren geht. Hierbei
kommt dem Aufrechterhalten der Schärfe signifikanter Merkmale besondere
Bedeutung zu. Dafür ist es notwendig, die feinen Details der Objektoberfläche
überzubetonen, um ihre Sichtbarkeit im flacheren Relief zu gewährleisten. Unsere
Weiterentwicklungen zielen auf die Verbesserung der Flexibilität und Benutzerfreundlichkeit
während des Enstehungsprozesses ab. Der Fokus liegt dabei
auf dem Bereitstellen intuitiv bedienbarer Echtzeitlösungen, die die Erzeugung
präziser, naturgetreuer und visuell ansprechender Resultate ermöglichen. Diese
Ziele werden durch eine GPU-Implementierung, den Einsatz effizienter Filtertechniken
sowie das Ersetzen benutzergesteuerter Parameter durch adaptive Werte
erreicht. Unsere Methoden erlauben das Verarbeiten dynamischer Szenen und die
Erstellung nahtloser, kunstvoller Reliefs, die aus mehreren Elementen und Perspektiven
zusammengesetzt sein können.
Der zweite Teil behandelt die Analyse wiederkehrender Stukturen, sogenannter
Symmetrien, innerhalb sehr großer Datensätze. Das automatische Erkennen
von Komponenten und deren Muster ist ein komplexes Korrespondenzproblem
mit zahlreichen Anwendungen, von der Informationsvisualisierung über Kompression
bis hin zum automatischen Verstehen. Mit zunehmender Datenmenge
geraten die etablierten Algorithmen an ihre Grenzen, da ihre Laufzeiten quadratisch
ansteigen. Unser Ziel ist es, auch massive Datensätze handhabbar zu machen.
Dazu ist es notwendig, Merkmale zu abstrahieren und einen passenden
niedrigdimensionalen Deskriptor zu entwickeln, der eine effiziente, robuste und
zielführende Suche erlaubt. Eine simple Betrachtung der Nachbarschaft innerhalb
der Deskriptoren hilft dabei, die Anzahl notwendiger paarweiser Vergleiche signifikant
zu reduzieren. Unser Verfahren skaliert quasi-linear und ermöglicht somit
eine rasche Auswertung auch auf Daten, die für bisherige Methoden zu groß waren
Ricerche di Geomatica 2011
Questo volume raccoglie gli articoli che hanno partecipato al Premio AUTeC 2011. Il premio è stato istituito nel 2005. Viene conferito ogni anno ad una tesi di Dottorato giudicata particolarmente significativa sui temi di pertinenza del SSD ICAR/06 (Topografia e Cartografia) nei diversi Dottorati attivi in Italia
Scalable exploration of highly detailed and annotated 3D models
With the widespread availability of mobile graphics terminals andWebGL-enabled browsers, 3D
graphics over the Internet is thriving. Thanks to recent advances in 3D acquisition and modeling
systems, high-quality 3D models are becoming increasingly common, and are now potentially
available for ubiquitous exploration.
In current 3D repositories, such as Blend Swap, 3D Café or Archive3D, 3D models available for
download are mostly presented through a few user-selected static images. Online exploration is
limited to simple orbiting and/or low-fidelity explorations of simplified models, since photorealistic
rendering quality of complex synthetic environments is still hardly achievable within the
real-time constraints of interactive applications, especially on on low-powered mobile devices or
script-based Internet browsers.
Moreover, navigating inside 3D environments, especially on the now pervasive touch devices,
is a non-trivial task, and usability is consistently improved by employing assisted navigation
controls. In addition, 3D annotations are often used in order to integrate and enhance the visual
information by providing spatially coherent contextual information, typically at the expense of
introducing visual cluttering.
In this thesis, we focus on efficient representations for interactive exploration and understanding
of highly detailed 3D meshes on common 3D platforms. For this purpose, we present several
approaches exploiting constraints on the data representation for improving the streaming and
rendering performance, and camera movement constraints in order to provide scalable navigation
methods for interactive exploration of complex 3D environments.
Furthermore, we study visualization and interaction techniques to improve the exploration
and understanding of complex 3D models by exploiting guided motion control techniques to aid
the user in discovering contextual information while avoiding cluttering the visualization.
We demonstrate the effectiveness and scalability of our approaches both in large screen museum
installations and in mobile devices, by performing interactive exploration of models ranging
from 9Mtriangles to 940Mtriangles
Surface Appearance Estimation from Video Sequences
The realistic virtual reproduction of real world objects using Computer Graphics techniques requires the accurate acquisition and reconstruction of both 3D geometry and surface appearance. Unfortunately, in several application contexts, such as Cultural Heritage (CH), the reflectance acquisition can be very challenging due to the type of object to acquire and the digitization conditions. Although several methods have been proposed for the acquisition of object reflectance, some intrinsic limitations still make its acquisition a complex task for CH artworks: the use of specialized instruments (dome, special setup for camera and light source, etc.); the need of highly controlled acquisition environments, such as a dark room; the difficulty to extend to objects of arbitrary shape and size; the high level of expertise required to assess the quality of the acquisition.
The Ph.D. thesis proposes novel solutions for the acquisition and the estimation of the surface appearance in fixed and uncontrolled lighting conditions with several degree of approximations (from a perceived near diffuse color to a SVBRDF), taking advantage of the main features that
differentiate a video sequences from an unordered photos collections: the temporal coherence; the data redundancy; the easy of the acquisition, which allows acquisition of many views of the object in a short time. Finally, Reflectance Transformation Imaging (RTI) is an example of
widely used technology for the acquisition of the surface appearance in the CH field, even if limited to single view Reflectance Fields of nearly flat objects. In this context, the thesis addresses also two important issues in RTI usage: how to provide better and more flexible virtual inspection capabilities with a set of operators that improve the perception of details, features and overall shape of the artwork; how to increase the possibility to disseminate this data and to support remote visual inspection of both scholar and ordinary public
The 30/20 GHz fixed communications systems service demand assessment. Volume 2: Main report
A forecast of demand for telecommunications services through the year 2000 is presented with particular reference to demand for satellite communications. Estimates of demand are provided for voice, video, and data services and for various subcategories of these services. The results are converted to a common digital measure in terms of terabits per year and aggregated to obtain total demand projections
Visual Computing Tools for Studying Micro-scale Diffusion
In this dissertation, we present novel visual computing tools and techniques to facilitate the exploration, simulation, and visualization of micro-scale diffusion. Our research builds upon the latest advances in visualization, high-performance computing, medical imaging, and human perception. We validate our research using the driving applications of nano-assembly and diffusion kurtosis imaging (DKI). In both of these applications, diffusion plays a central role. In the former it mediates the process of transporting micron-sized particles through moving lasers, and in the latter it conveys brain micro-geometry.
Nanocomponent-based devices, such as bio-sensors, electronic components, photonic devices, solar cells, and batteries, are expected to revolutionize health care, energy, communications, and the computing industry. However, in order to build such useful devices, nanoscale components need to be properly assembled together. We have developed a hybrid CPU/GPU-based computing tool to understand complex interactions between lasers, optical beads, and the suspension medium. We demonstrate how a high-performance visual computing tool can be used to accelerate an optical tweezers simulation to compute the force applied by a laser onto micro particles and study shadowing (refraction) behavior. This represents the first steps toward building a real-time nano-assembly planning system. A challenge in building such a system, however, is that optical tweezers systems typically lack stereo depth cues. We have developed a visual tool to provide an enhanced perception of a scene's 3D structure using the kinetic depth effect. The design of our tool has been informed by user studies of stereo perception using the kinetic-depth effect on monocular displays.
Diffusion kurtosis imaging is gaining rapid adoption in the medical imaging community due to its ability to measure the non-Gaussian property of water diffusion in biological tissues. Compared with the traditional diffusion tensor imaging (DTI), DKI can provide additional details about the underlying microstructural characteristics of neural tissues. It has shown promising results in studies on changes in gray matter and mild traumatic brain injuries, where DTI is often found to be inadequate. However, the highly detailed spatio-angular fields in DKI datasets present a special challenge for visualization. Traditional techniques that use glyphs are often inadequate for expressing subtle changes in the DKI fields. In this dissertation, we outline a systematic way to manage, analyze, and visualize spatio-angular fields using spherical harmonics lighting functions to facilitate insights into the micro-structural properties of the brain
Elasto-plastic deformations within a material point framework on modern GPU architectures
Plastic strain localization is an important process on Earth. It strongly influ- ences the mechanical behaviour of natural processes, such as fault mechanics, earthquakes or orogeny. At a smaller scale, a landslide is a fantastic example of elasto-plastic deformations. Such behaviour spans from pre-failure mech- anisms to post-failure propagation of the unstable material. To fully resolve the landslide mechanics, the selected numerical methods should be able to efficiently address a wide range of deformation magnitudes.
Accurate and performant numerical modelling requires important compu- tational resources. Mesh-free numerical methods such as the material point method (MPM) or the smoothed-particle hydrodynamics (SPH) are particu- larly computationally expensive, when compared with mesh-based methods, such as the finite element method (FEM) or the finite difference method (FDM). Still, mesh-free methods are particularly well-suited to numerical problems involving large elasto-plastic deformations. But, the computational efficiency of these methods should be first improved in order to tackle complex three-dimensional problems, i.e., landslides.
As such, this research work attempts to alleviate the computational cost of the material point method by using the most recent graphics processing unit (GPU) architectures available. GPUs are many-core processors originally designed to refresh screen pixels (e.g., for computer games) independently. This allows GPUs to delivers a massive parallelism when compared to central processing units (CPUs).
To do so, this research work first investigates code prototyping in a high- level language, e.g., MATLAB. This allows to implement vectorized algorithms and benchmark numerical results of two-dimensional analysis with analytical solutions and/or experimental results in an affordable amount of time. After- wards, low-level language such as CUDA C is used to efficiently implement a GPU-based solver, i.e., ep2-3De v1.0, can resolve three-dimensional prob- lems in a decent amount of time. This part takes advantages of the massive parallelism of modern GPU architectures. In addition, a first attempt of GPU parallel computing, i.e., multi-GPU codes, is performed to increase even more the performance and to address the on-chip memory limitation. Finally, this GPU-based solver is used to investigate three-dimensional granular collapses and is compared with experimental evidences obtained in the laboratory.
This research work demonstrates that the material point method is well suited to resolve small to large elasto-plastic deformations. Moreover, the computational efficiency of the method can be dramatically increased using modern GPU architectures. These allow fast, performant and accurate three- dimensional modelling of landslides, provided that the on-chip memory limi- tation is alleviated with an appropriate parallel strategy
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