1,283 research outputs found

    Fingerprint location methods using ray-tracing

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    Mobile location methods that employ signal fingerprints are becoming increasingly popular in a number of wireless positioning solutions. A fingerprint is a spatial database, created either by recorded measurement or simulation, of the radio environment. It is used to assign signal characteristics such as received signal strength or power delay profiles to an actual location. Measurements made by either the handset or the network, are then matched to those in the fingerprint in order to determine a location. Creation of the fingerprint by an a priori measurement stage is costly and time consuming. Virtual fingerprints, those created by a ray-tracing radio propagation prediction tool, normally require a lengthy off-line simulation mode that needs to be repeated each time changes are made to the network or built environment. An open research question exists of whether a virtual fingerprint could be created dynamically via a ray-trace model embedded on a mobile handset for positioning purposes. The key aim of this thesis is to investigate the trade-off between complexity of the physics required for ray-tracing models and the accuracy of the virtual fingerprints they produce. The most demanding computational phase of a ray-trace simulation is the ray-path finding stage, whereby a distribution of rays cast from a source point, interacting with walls and edges by reflection and diffraction phenomena are traced to a set of receive points. Due to this, we specifically develop a new technique that decreases the computation of the ray-path finding stage. The new technique utilises a modified method of images rather than brute-force ray casting. It leads to the creation of virtual fingerprints requiring significantly less computation effort relative to ray casting techniques, with only small decreases in accuracy. Our new technique for virtual fingerprint creation was then applied to the development of a signal strength fingerprint for a 3G UMTS network covering the Sydney central business district. Our main goal was to determine whether on current mobile handsets, a sub-50m location accuracy could be achieved within a few seconds timescale using our system. The results show that this was in fact achievable. We also show how virtual fingerprinting can lead to more accurate solutions. Based on these results we claim user embedded fingerprinting is now a viable alternative to a priori measurement schemes

    A variational technique for three-dimensional reconstruction of local structure

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    Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, February 1999.Includes bibliographical references (leaves 66-70).by Eric Raphaƫl Amram.S.M

    Efficient Object-Based Hierarchical Radiosity Methods

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    The efficient generation of photorealistic images is one of the main subjects in the field of computer graphics. In contrast to simple image generation which is directly supported by standard 3D graphics hardware, photorealistic image synthesis strongly adheres to the physics describing the flow of light in a given environment. By simulating the energy flow in a 3D scene global effects like shadows and inter-reflections can be rendered accurately. The hierarchical radiosity method is one way of computing the global illumination in a scene. Due to its limitation to purely diffuse surfaces solutions computed by this method are view independent and can be examined in real-time walkthroughs. Additionally, the physically based algorithm makes it well suited for lighting design and architectural visualization. The focus of this thesis is the application of object-oriented methods to the radiosity problem. By consequently keeping and using object information throughout all stages of the algorithms several contributions to the field of radiosity rendering could be made. By introducing a new meshing scheme, it is shown how curved objects can be treated efficiently by hierarchical radiosity algorithms. Using the same paradigm the radiosity computation can be distributed in a network of computers. A parallel implementation is presented that minimizes communication costs while obtaining an efficient speedup. Radiosity solutions for very large scenes became possible by the use of clustering algorithms. Groups of objects are combined to clusters to simulate the energy exchange on a higher abstraction level. It is shown how the clustering technique can be improved without loss in image quality by applying the same data-structure for both, the visibility computations and the efficient radiosity simulation.Eines der Schwerpunktthemen in der Computergraphik ist die effiziente Erzeugung von fotorealistischen Bildern. Im Gegensatz zur einfachen Bilderzeugung, die bereits durch gaengige 3D-Grafikhardware unterstuetzt wird, gehorcht die fotorealistische Bildsynthese physikalischen Gesetzen, die die Lichtausbreitung innerhalb einer bestimmten Umgebung beschreiben. Durch die Simulation der Energieausbreitung in einer dreidimensionalen Szene koennen globale Effekte wie Schatten und mehrfache Reflektionen wirklichkeitstreu dargestellt werden. Die hierarchische Radiositymethode (Hierarchical Radiosity) ist eine Moeglichkeit, um die globale Beleuchtung innerhalb einer Szene zu berechnen. Da diese Methode auf die Verwendung von rein diffus reflektierenden Oberflaechen beschraenkt ist, sind damit errechnete Loesungen blickwinkelunabhaengig und lassen sich in Echtzeit am Bildschirm durchwandern. Zudem ist dieser Algorithmus aufgrund der verwendeten physikalischen Grundlagen sehr gut zur Beleuchtungssimulation und Architekturvisualisierung geeignet. Den Schwerpunkt dieser Doktorarbeit stellt die Anwendung objektbasierter Methoden auf das Radiosityproblem dar. Durch konsequente Ausnutzung von Objektinformationen waehrend aller Berechnungsschritte konnten verschiedene Verbesserungen im Rahmen der hierarchischen Radiositymethode erzielt werden. Gekruemmte Objekte koennen aufgrund eines neuen Flaechenunterteilungsverfahrens nun effizient durch den hierarchischen Radiosityalgorithmus dargestellt werden. Dieses Verfahren ermoeglicht ebenso eine effiziente Parallelisierung des hierarchischen Radiosityalgorithmus. Es wird ein parallele Implementierung vorgestellt, die unter Minimierung der Kommunikationskosten eine effiziente Geschwindigkeitssteigerung erzielt. Radiosityberechnungen fuer sehr grosse Szenen sind nur durch Verwendung sogenannter Clustering-Algorithmen moeglich. Dabei werden Gruppen von Objekten zu Clustern kombiniert um den Energieaustausch zwischen Oberflaechen stellvertretend auf einem hoeheren Abstraktionsniveau durchzufuehren. Durch Verwendung derselben Datenstruktur fuer Sichtbarkeitsberechnungen und fuer die Steuerung der Radiositysimulation wird gezeigt, wie das Clusteringverfahren ohne Qualitaetsverluste verbessert werden kann

    A graphics processing unit based method for dynamic real-time global illumination

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    Real-time realistic image synthesis for virtual environments has been one of the most actively researched areas in computer graphics for over a decade. Images that display physically correct illumination of an environment can be simulated by evaluating a multi-dimensional integral equation, called the rendering equation, over the surfaces of the environment. Many global illumination algorithms such as pathtracing, photon mapping and distributed ray-tracing can produce realistic images but are generally unable to cope with dynamic lighting and objects at interactive rates. It still remains one of most challenging problems to simulate physically correctly illuminated dynamic environments without a substantial preprocessing step. In this thesis we present a rendering system for dynamic environments by implementing a customized rasterizer for global illumination entirely on the graphics hardware, the Graphical Processing Unit. Our research focuses on a parameterization of discrete visibility field for efficient indirect illumination computation. In order to generate the visibility field, we propose a CUDA-based (Compute Unified Device Architecture) rasterizer which builds Layered Hit Buffers (LHB) by rasterizing polygons into multi-layered structural buffers in parallel. The LHB provides a fast visibility function for any direction at any point. We propose a cone approximation solution to resolve an aliasing problem due to limited directional discretization. We also demonstrate how to remove structure noises by adapting an interleaved sampling scheme and discontinuity buffer. We show that a gathering method amortized with a multi-level Quasi Mont Carlo method can evaluate the rendering equation in real-time. The method can realize real-time walk-through of a complex virtual environment that has a mixture of diffuse and glossy reflection, computing multiple indirect bounces on the fly. We show that our method is capable of simulating fully dynamic environments including changes of view, materials, lighting and objects at interactive rates on commodity level graphics hardware

    Virtual light fields for global illumination in computer graphics

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    This thesis presents novel techniques for the generation and real-time rendering of globally illuminated environments with surfaces described by arbitrary materials. Real-time rendering of globally illuminated virtual environments has for a long time been an elusive goal. Many techniques have been developed which can compute still images with full global illumination and this is still an area of active flourishing research. Other techniques have only dealt with certain aspects of global illumination in order to speed up computation and thus rendering. These include radiosity, ray-tracing and hybrid methods. Radiosity due to its view independent nature can easily be rendered in real-time after pre-computing and storing the energy equilibrium. Ray-tracing however is view-dependent and requires substantial computational resources in order to run in real-time. Attempts at providing full global illumination at interactive rates include caching methods, fast rendering from photon maps, light fields, brute force ray-tracing and GPU accelerated methods. Currently, these methods either only apply to special cases, are incomplete exhibiting poor image quality and/or scale badly such that only modest scenes can be rendered in real-time with current hardware. The techniques developed in this thesis extend upon earlier research and provide a novel, comprehensive framework for storing global illumination in a data structure - the Virtual Light Field - that is suitable for real-time rendering. The techniques trade off rapid rendering for memory usage and precompute time. The main weaknesses of the VLF method are targeted in this thesis. It is the expensive pre-compute stage with best-case O(N^2) performance, where N is the number of faces, which make the light propagation unpractical for all but simple scenes. This is analysed and greatly superior alternatives are presented and evaluated in terms of efficiency and error. Several orders of magnitude improvement in computational efficiency is achieved over the original VLF method. A novel propagation algorithm running entirely on the Graphics Processing Unit (GPU) is presented. It is incremental in that it can resolve visibility along a set of parallel rays in O(N) time and can produce a virtual light field for a moderately complex scene (tens of thousands of faces), with complex illumination stored in millions of elements, in minutes and for simple scenes in seconds. It is approximate but gracefully converges to a correct solution; a linear increase in resolution results in a linear increase in computation time. Finally a GPU rendering technique is presented which can render from Virtual Light Fields at real-time frame rates in high resolution VR presentation devices such as the CAVETM

    Space is the machine, part one: theoretical preliminaries

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    ā€˜Theoretical Preliminariesā€™ deals with the most basic of all questions which architectural theory tries to answer: what is architecture, and what are theories, that they can be needed in architecture? In the first chapter, ā€˜What architecture adds to buildingā€™, the key concepts of the book are set out on the way to a definition of architecture. The argument is that in addition to functioning as bodily protection, buildings operate socially in two ways: they constitute the social organisation of everyday life as the spatial configurations of space in which we live and move, and represent social organisation as physical configurations of forms and elements that we see. Both social dimensions of building are therefore configurational in nature, and it is the habit of the human mind to handle configuration unconsciously and intuitively, in much the same way as we handle the grammatical and semantic structures of a language intuitively. Our minds are very effective in handling configuration in this way, but because we do work this way, we find it very difficult to analyse and talk rationally about the configurational aspects of things. Configuration is in general ā€˜non-discursiveā€™, meaning that we do not know how to talk about it and do not in general talk about it even when we are most actively using it. In vernacular buildings, the configurational, or non-discursive, aspects of space and form are handled exactly like the grammar of language, that is, as an implication of the manipulation of the surface elements, or words and groups of words in the language case, building elements and geometrical coordinations in building. In the vernacular the act of building reproduces cultural given spatial and formal patterns. This is why it seldom seems ā€˜wrongā€™. Architecture, in contrast, is the taking into conscious, reflective thought of these non-discursive and configurational aspects of space and form, leading to the exercise of choice within a wide field of possibility, rather than the reduplication of the patterns specific to a culture. Architecture is, in essence, the application of speculative and abstract thought to the non-discursive aspects of building, and because it is so, it is also its application to the social and cultural contents of building. Chapter 2, ā€˜The need for an analytic theory of architectureā€™, then takes this argument into architectural theory. Architectural theories are essentially attempts to subject the non-discursive aspects of space and form to rational analysis, and to establish principles to guide design in the field of choice, principles which are now needed as cultural guidance is no longer automatic as it is in a vernacular tradition. Architectural theories are both analytic in that they always depend on conjectures about what human beings are like, but they are also normative, and say how the world should be rather more strongly than they say how it is. This means that architecture can be innovative and experimental through the agency of theories, but it can also be wrong. Because theories can be wrong, architects need to be able to evaluate how good their theories are in practice, since the repetition of theoretical error - as in much of the modernist housing programme - will inevitably lead to the curtailment of architectural freedom. The consequence of this is the need for a truly analytic theory of architecture, that is, one which permits the investigation of the non-discursive without bias towards one or other specific non-discursive style. Chapter 3, ā€˜Non-discursive techniqueā€™, outlines the prime requirement for permitting architects to begin this theoretical learning: the need for neutral techniques for the description and analysis of the non-discursive aspects of space and form, that is, techniques that are not simply expressions of partisanship for a particular type of configuration, as most architectural theories have been in the past. The chapter notes a critical difference between regularities and theories. Regularities are repeated phenomena, either in the form of apparent typing or apparent consistencies in the time order in which events occur. Regularities are patterns in surface phenomena. Theories are attempts to model the underlying processes that produce regularities. Every science theorises on the basis of its regularities. Social sciences tend to be weak not because they lack theories but because they lack regularities which theories can seek to explain and which therefore offer the prime test of theories. The first task in the quest for an analytic theory of architecture is therefore to seek regularities. The first purpose of ā€˜non-discursive techniqueā€™ is to pursue this task

    Hierarchical Graphs as Organisational Principle and Spatial Model Applied to Pedestrian Indoor Navigation

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    In this thesis, hierarchical graphs are investigated from two different angles ā€“ as a general modelling principle for (geo)spatial networks and as a practical means to enhance navigation in buildings. The topics addressed are of interest from a multi-disciplinary point of view, ranging from Computer Science in general over Artiļ¬cial Intelligence and Computational Geometry in particular to other ļ¬elds such as Geographic Information Science. Some hierarchical graph models have been previously proposed by the research community, e.g. to cope with the massive size of road networks, or as a conceptual model for human wayļ¬nding. However, there has not yet been a comprehensive, systematic approach for modelling spatial networks with hierarchical graphs. One particular problem is the gap between conceptual models and models which can be readily used in practice. Geospatial data is commonly modelled - if at all - only as a ļ¬‚at graph. Therefore, from a practical point of view, it is important to address the automatic construction of a graph hierarchy based on the predominant data models. The work presented deals with this problem: an automated method for construction is introduced and explained. A particular contribution of my thesis is the proposition to use hierarchical graphs as the basis for an extensible, ļ¬‚exible architecture for modelling various (geo)spatial networks. The proposed approach complements classical graph models very well in the sense that their expressiveness is extended: various graphs originating from different sources can be integrated into a comprehensive, multi-level model. This more sophisticated kind of architecture allows for extending navigation services beyond the borders of one single spatial network to a collection of heterogeneous networks, thus establishing a meta-navigation service. Another point of discussion is the impact of the hierarchy and distribution on graph algorithms. They have to be adapted to properly operate on multi-level hierarchies. By investigating indoor navigation problems in particular, the guiding principles are demonstrated for modelling networks at multiple levels of detail. Complex environments like large public buildings are ideally suited to demonstrate the versatile use of hierarchical graphs and thus to highlight the beneļ¬ts of the hierarchical approach. Starting from a collection of ļ¬‚oor plans, I have developed a systematic method for constructing a multi-level graph hierarchy. The nature of indoor environments, especially their inherent diversity, poses an additional challenge: among others, one must deal with complex, irregular, and/or three-dimensional features. The proposed method is also motivated by practical considerations, such as not only ļ¬nding shortest/fastest paths across rooms and ļ¬‚oors, but also by providing descriptions for these paths which are easily understood by people. Beyond this, two novel aspects of using a hierarchy are discussed: one as an informed heuristic exploiting the speciļ¬c characteristics of indoor environments in order to enhance classical, general-purpose graph search techniques. At the same time, as a convenient by- product of this method, clusters such as sections and wings can be detected. The other reason is to better deal with irregular, complex-shaped regions in a way that instructions can also be provided for these spaces. Previous approaches have not considered this problem. In summary, the main results of this work are: ā€¢ hierarchical graphs are introduced as a general spatial data infrastructure. In particular, this architecture allows us to integrate different spatial networks originating from different sources. A small but useful set of operations is proposed for integrating these networks. In order to work in a hierarchical model, classical graph algorithms are generalised. This ļ¬nding also has implications on the possible integration of separate navigation services and systems; ā€¢ a novel set of core data structures and algorithms have been devised for modelling indoor environments. They cater to the unique characteristics of these environments and can be speciļ¬cally used to provide enhanced navigation in buildings. Tested on models of several real buildings from our university, some preliminary but promising results were gained from a prototypical implementation and its application on the models
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