124 research outputs found

    Sparse Volumetric Deformation

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    Volume rendering is becoming increasingly popular as applications require realistic solid shape representations with seamless texture mapping and accurate filtering. However rendering sparse volumetric data is difficult because of the limited memory and processing capabilities of current hardware. To address these limitations, the volumetric information can be stored at progressive resolutions in the hierarchical branches of a tree structure, and sampled according to the region of interest. This means that only a partial region of the full dataset is processed, and therefore massive volumetric scenes can be rendered efficiently. The problem with this approach is that it currently only supports static scenes. This is because it is difficult to accurately deform massive amounts of volume elements and reconstruct the scene hierarchy in real-time. Another problem is that deformation operations distort the shape where more than one volume element tries to occupy the same location, and similarly gaps occur where deformation stretches the elements further than one discrete location. It is also challenging to efficiently support sophisticated deformations at hierarchical resolutions, such as character skinning or physically based animation. These types of deformation are expensive and require a control structure (for example a cage or skeleton) that maps to a set of features to accelerate the deformation process. The problems with this technique are that the varying volume hierarchy reflects different feature sizes, and manipulating the features at the original resolution is too expensive; therefore the control structure must also hierarchically capture features according to the varying volumetric resolution. This thesis investigates the area of deforming and rendering massive amounts of dynamic volumetric content. The proposed approach efficiently deforms hierarchical volume elements without introducing artifacts and supports both ray casting and rasterization renderers. This enables light transport to be modeled both accurately and efficiently with applications in the fields of real-time rendering and computer animation. Sophisticated volumetric deformation, including character animation, is also supported in real-time. This is achieved by automatically generating a control skeleton which is mapped to the varying feature resolution of the volume hierarchy. The output deformations are demonstrated in massive dynamic volumetric scenes

    A Framework for SAR-Optical Stereogrammetry over Urban Areas

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    Currently, numerous remote sensing satellites provide a huge volume of diverse earth observation data. As these data show different features regarding resolution, accuracy, coverage, and spectral imaging ability, fusion techniques are required to integrate the different properties of each sensor and produce useful information. For example, synthetic aperture radar (SAR) data can be fused with optical imagery to produce 3D information using stereogrammetric methods. The main focus of this study is to investigate the possibility of applying a stereogrammetry pipeline to very-high-resolution (VHR) SAR-optical image pairs. For this purpose, the applicability of semi-global matching is investigated in this unconventional multi-sensor setting. To support the image matching by reducing the search space and accelerating the identification of correct, reliable matches, the possibility of establishing an epipolarity constraint for VHR SAR-optical image pairs is investigated as well. In addition, it is shown that the absolute geolocation accuracy of VHR optical imagery with respect to VHR SAR imagery such as provided by TerraSAR-X can be improved by a multi-sensor block adjustment formulation based on rational polynomial coefficients. Finally, the feasibility of generating point clouds with a median accuracy of about 2m is demonstrated and confirms the potential of 3D reconstruction from SAR-optical image pairs over urban areas.Comment: This is the pre-acceptance version, to read the final version, please go to ISPRS Journal of Photogrammetry and Remote Sensing on ScienceDirec

    Efficient Point-Cloud Processing with Primitive Shapes

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    This thesis presents methods for efficient processing of point-clouds based on primitive shapes. The set of considered simple parametric shapes consists of planes, spheres, cylinders, cones and tori. The algorithms developed in this work are targeted at scenarios in which the occurring surfaces can be well represented by this set of shape primitives which is the case in many man-made environments such as e.g. industrial compounds, cities or building interiors. A primitive subsumes a set of corresponding points in the point-cloud and serves as a proxy for them. Therefore primitives are well suited to directly address the unavoidable oversampling of large point-clouds and lay the foundation for efficient point-cloud processing algorithms. The first contribution of this thesis is a novel shape primitive detection method that is efficient even on very large and noisy point-clouds. Several applications for the detected primitives are subsequently explored, resulting in a set of novel algorithms for primitive-based point-cloud processing in the areas of compression, recognition and completion. Each of these application directly exploits and benefits from one or more of the detected primitives' properties such as approximation, abstraction, segmentation and continuability

    Automatic 3D model creation with velocity-based surface deformations

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    The virtual worlds of Computer Graphics are populated by geometric objects, called models. Researchers have addressed the problem of synthesizing models automatically. Traditional modeling approaches often require a user to guide the synthesis process and to look after the geometry being synthesized, but user attention is expensive, and reducing user interaction is therefore desirable. I present a scheme for the automatic creation of geometry by deforming surfaces. My scheme includes a novel surface representation; it is an explicit representation consisting of points and edges, but it is not a traditional polygonal mesh. The novel surface representation is paired with a resampling policy to control the surface density and its evolution during deformation. The surface deforms with velocities assigned to its points through a set of deformation operators. Deformation operators avoid the manual computation and assignment of velocities, the operators allow a user to interactively assign velocities with minimal effort. Additionally, Petri nets are used to automatically deform a surface by mimicking a user assigning deformation operators. Furthermore, I present an algorithm to translate from the novel surface representations to a polygonal mesh. I demonstrate the utility of my model generation scheme with a gallery of models created automatically. The scheme's surface representation and resampling policy enables a surface to deform without requiring a user to control the deformation; self-intersections and hole creation are automatically prevented. The generated models show that my scheme is well suited to create organic-like models, whose surfaces have smooth transitions between surface features, but can also produce other kinds of models. My scheme allows a user to automatically generate varied instances of richly detailed models with minimal user interaction

    Point cloud data compression

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    The rapid growth in the popularity of Augmented Reality (AR), Virtual Reality (VR), and Mixed Reality (MR) experiences have resulted in an exponential surge of three-dimensional data. Point clouds have emerged as a commonly employed representation for capturing and visualizing three-dimensional data in these environments. Consequently, there has been a substantial research effort dedicated to developing efficient compression algorithms for point cloud data. This Master's thesis aims to investigate the current state-of-the-art lossless point cloud geometry compression techniques, explore some of these techniques in more detail and then propose improvements and/or extensions to enhance them and provide directions for future work on this topic

    Fast in-place binning of laser range-scanned point sets

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    Laser range scanning is commonly used in cultural heritage to create digital models of real-world artefacts. A large scanning campaign can produce billions of point samples — too many to be manipulated in memory on most computers. It is thus necessary to spatially partition the data so that it can be processed in bins or slices. We introduce a novel compression mechanism that exploits spatial coherence in the data to allow the bins to be computed with only 1.01 bytes of I/O traffic for each byte of input, compared to 2 or more for previous schemes. Additionally, the bins are loaded from the original files for processing rather than from a sorted copy, thus minimising disk space requirements. We demonstrate that our method yields performance improvements in a typical point-processing task, while also using little memory and guaranteeing an upper bound on the number of samples held in-core
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