171 research outputs found

    High-Quality Simplification and Repair of Polygonal Models

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    Because of the rapid evolution of 3D acquisition and modelling methods, highly complex and detailed polygonal models with constantly increasing polygon count are used as three-dimensional geometric representations of objects in computer graphics and engineering applications. The fact that this particular representation is arguably the most widespread one is due to its simplicity, flexibility and rendering support by 3D graphics hardware. Polygonal models are used for rendering of objects in a broad range of disciplines like medical imaging, scientific visualization, computer aided design, film industry, etc. The handling of huge scenes composed of these high-resolution models rapidly approaches the computational capabilities of any graphics accelerator. In order to be able to cope with the complexity and to build level-of-detail representations, concentrated efforts were dedicated in the recent years to the development of new mesh simplification methods that produce high-quality approximations of complex models by reducing the number of polygons used in the surface while keeping the overall shape, volume and boundaries preserved as much as possible. Many well-established methods and applications require "well-behaved" models as input. Degenerate or incorectly oriented faces, T-joints, cracks and holes are just a few of the possible degenaracies that are often disallowed by various algorithms. Unfortunately, it is all too common to find polygonal models that contain, due to incorrect modelling or acquisition, such artefacts. Applications that may require "clean" models include finite element analysis, surface smoothing, model simplification, stereo lithography. Mesh repair is the task of removing artefacts from a polygonal model in order to produce an output model that is suitable for further processing by methods and applications that have certain quality requirements on their input. This thesis introduces a set of new algorithms that address several particular aspects of mesh repair and mesh simplification. One of the two mesh repair methods is dealing with the inconsistency of normal orientation, while another one, removes the inconsistency of vertex connectivity. Of the three mesh simplification approaches presented here, the first one attempts to simplify polygonal models with the highest possible quality, the second, applies the developed technique to out-of-core simplification, and the third, prevents self-intersections of the model surface that can occur during mesh simplification

    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

    Surface Shape Perception in Volumetric Stereo Displays

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    In complex volume visualization applications, understanding the displayed objects and their spatial relationships is challenging for several reasons. One of the most important obstacles is that these objects can be translucent and can overlap spatially, making it difficult to understand their spatial structures. However, in many applications, for example medical visualization, it is crucial to have an accurate understanding of the spatial relationships among objects. The addition of visual cues has the potential to help human perception in these visualization tasks. Descriptive line elements, in particular, have been found to be effective in conveying shape information in surface-based graphics as they sparsely cover a geometrical surface, consistently following the geometry. We present two approaches to apply such line elements to a volume rendering process and to verify their effectiveness in volume-based graphics. This thesis reviews our progress to date in this area and discusses its effects and limitations. Specifically, it examines the volume renderer implementation that formed the foundation of this research, the design of the pilot study conducted to investigate the effectiveness of this technique, the results obtained. It further discusses improvements designed to address the issues revealed by the statistical analysis. The improved approach is able to handle visualization targets with general shapes, thus making it more appropriate to real visualization applications involving complex objects

    Doctor of Philosophy

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    dissertationVolumetric parameterization is an emerging field in computer graphics, where volumetric representations that have a semi-regular tensor-product structure are desired in applications such as three-dimensional (3D) texture mapping and physically-based simulation. At the same time, volumetric parameterization is also needed in the Isogeometric Analysis (IA) paradigm, which uses the same parametric space for representing geometry, simulation attributes and solutions. One of the main advantages of the IA framework is that the user gets feedback directly as attributes of the NURBS model representation, which can represent geometry exactly, avoiding both the need to generate a finite element mesh and the need to reverse engineer the simulation results from the finite element mesh back into the model. Research in this area has largely been concerned with issues of the quality of the analysis and simulation results assuming the existence of a high quality volumetric NURBS model that is appropriate for simulation. However, there are currently no generally applicable approaches to generating such a model or visualizing the higher order smooth isosurfaces of the simulation attributes, either as a part of current Computer Aided Design or Reverse Engineering systems and methodologies. Furthermore, even though the mesh generation pipeline is circumvented in the concept of IA, the quality of the model still significantly influences the analysis result. This work presents a pipeline to create, analyze and visualize NURBS geometries. Based on the concept of analysis-aware modeling, this work focusses in particular on methodologies to decompose a volumetric domain into simpler pieces based on appropriate midstructures by respecting other relevant interior material attributes. The domain is decomposed such that a tensor-product style parameterization can be established on the subvolumes, where the parameterization matches along subvolume boundaries. The volumetric parameterization is optimized using gradient-based nonlinear optimization algorithms and datafitting methods are introduced to fit trivariate B-splines to the parameterized subvolumes with guaranteed order of accuracy. Then, a visualization method is proposed allowing to directly inspect isosurfaces of attributes, such as the results of analysis, embedded in the NURBS geometry. Finally, the various methodologies proposed in this work are demonstrated on complex representations arising in practice and research

    MĂ©tamorphose de maillage 3D

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    Cette thèse de doctorat aborde spécifiquement le problème de la métamorphose entre différents maillages 3D, qui peut assurer un niveau élevé de qualité pour la séquence de transition, qui devrait être aussi lisse et progressive que possible, cohérente par rapport à la géométrie et la topologie, et visuellement agréable. Les différentes étapes impliquées dans le processus de transformation sont développées dans cette thèse. Nos premières contributions concernent deux approches différentes des paramétrisations: un algorithme de mappage barycentrique basé sur la préservation des rapports de longueur et une technique de paramétrisation sphérique, exploitant la courbure Gaussien. L'évaluation expérimentale, effectuées sur des modèles 3D de formes variées, démontré une amélioration considérable en termes de distorsion maillage pour les deux méthodes. Afin d aligner les caractéristiques des deux modèles d'entrée, nous avons considéré une technique de déformation basée sur la fonction radial CTPS C2a approprié pour déformer le mappage dans le domaine paramétrique et maintenir un mappage valide a travers le processus de mouvement. La dernière contribution consiste d une une nouvelle méthode qui construit un pseudo metamaillage qui évite l'exécution et le suivi des intersections d arêtes comme rencontrées dans l'état-of-the-art. En outre, notre méthode permet de réduire de manière drastique le nombre de sommets normalement nécessaires dans une structure supermesh. Le cadre générale de métamorphose a été intégré dans une application prototype de morphing qui permet à l'utilisateur d'opérer de façon interactive avec des modèles 3D et de contrôler chaque étape du processusThis Ph.D. thesis specifically deals with the issue of metamorphosis of 3D objects represented as 3D triangular meshes. The objective is to elaborate a complete 3D mesh morphing methodology which ensures high quality transition sequences, smooth and gradual, consistent with respect to both geometry and topology, and visually pleasant. Our first contributions concern the two different approaches of parameterization: a new barycentric mapping algorithm based on the preservation of the mesh length ratios, and a spherical parameterization technique, exploiting a Gaussian curvature criterion. The experimental evaluation, carried out on 3D models of various shapes, demonstrated a considerably improvement in terms of mesh distortion for both methods. In order to align the features of the two input models, we have considered a warping technique based on the CTPS C2a radial basis function suitable to deform the models embeddings in the parametric domain maintaining a valid mapping through the entire movement process. We show how this technique has to be adapted in order to warp meshes specified in the parametric domains. A final contribution consists of a novel algorithm for constructing a pseudo-metamesh that avoids the complex process of edge intersections encountered in the state-of-the-art. The obtained mesh structure is characterized by a small number of vertices and it is able to approximate both the source and target shapes. The entire mesh morphing framework has been integrated in an interactive application that allows the user to control and visualize all the stages of the morphing processEVRY-INT (912282302) / SudocSudocFranceF

    SEED:Sketch-Based 3D Model Deformation

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    Critical factors and guidelines for 3D surveying and modelling in Cultural Heritage

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    The 3D digitization of sites or objects, normally referred to “realitybased 3D surveying and modelling”, is based on 3D optical instruments able to deliver accurate, detailed and realistic 3D results. Nowadays many non-experts are facing the 3D world and its technologies (hardware and software) due to their easiness of use but a not correct use leads to wrong results and conclusions. The goal of the article is to critically report the 3D digitization pipeline with some Cultural Heritage examples. Based on our experiences, some guidelines are drawn as best practices for non-experts and to clearly point out the right approach for every goal and project

    Schnelle Löser für Partielle Differentialgleichungen

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    This workshop was well attended by 52 participants with broad geographic representation from 11 countries and 3 continents. It was a nice blend of researchers with various backgrounds

    Efficient and High-Quality Rendering of Higher-Order Geometric Data Representations

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    Computer-Aided Design (CAD) bezeichnet den Entwurf industrieller Produkte mit Hilfe von virtuellen 3D Modellen. Ein CAD-Modell besteht aus parametrischen Kurven und Flächen, in den meisten Fällen non-uniform rational B-Splines (NURBS). Diese mathematische Beschreibung wird ebenfalls zur Analyse, Optimierung und Präsentation des Modells verwendet. In jeder dieser Entwicklungsphasen wird eine unterschiedliche visuelle Darstellung benötigt, um den entsprechenden Nutzern ein geeignetes Feedback zu geben. Designer bevorzugen beispielsweise illustrative oder realistische Darstellungen, Ingenieure benötigen eine verständliche Visualisierung der Simulationsergebnisse, während eine immersive 3D Darstellung bei einer Benutzbarkeitsanalyse oder der Designauswahl hilfreich sein kann. Die interaktive Darstellung von NURBS-Modellen und -Simulationsdaten ist jedoch aufgrund des hohen Rechenaufwandes und der eingeschränkten Hardwareunterstützung eine große Herausforderung. Diese Arbeit stellt vier neuartige Verfahren vor, welche sich mit der interaktiven Darstellung von NURBS-Modellen und Simulationensdaten befassen. Die vorgestellten Algorithmen nutzen neue Fähigkeiten aktueller Grafikkarten aus, um den Stand der Technik bezüglich Qualität, Effizienz und Darstellungsgeschwindigkeit zu verbessern. Zwei dieser Verfahren befassen sich mit der direkten Darstellung der parametrischen Beschreibung ohne Approximationen oder zeitaufwändige Vorberechnungen. Die dabei vorgestellten Datenstrukturen und Algorithmen ermöglichen die effiziente Unterteilung, Klassifizierung, Tessellierung und Darstellung getrimmter NURBS-Flächen und einen interaktiven Ray-Casting-Algorithmus für die Isoflächenvisualisierung von NURBSbasierten isogeometrischen Analysen. Die weiteren zwei Verfahren beschreiben zum einen das vielseitige Konzept der programmierbaren Transparenz für illustrative und verständliche Visualisierungen tiefenkomplexer CAD-Modelle und zum anderen eine neue hybride Methode zur Reprojektion halbtransparenter und undurchsichtiger Bildinformation für die Beschleunigung der Erzeugung von stereoskopischen Bildpaaren. Die beiden letztgenannten Ansätze basieren auf rasterisierter Geometrie und sind somit ebenfalls für normale Dreiecksmodelle anwendbar, wodurch die Arbeiten auch einen wichtigen Beitrag in den Bereichen der Computergrafik und der virtuellen Realität darstellen. Die Auswertung der Arbeit wurde mit großen, realen NURBS-Datensätzen durchgeführt. Die Resultate zeigen, dass die direkte Darstellung auf Grundlage der parametrischen Beschreibung mit interaktiven Bildwiederholraten und in subpixelgenauer Qualität möglich ist. Die Einführung programmierbarer Transparenz ermöglicht zudem die Umsetzung kollaborativer 3D Interaktionstechniken für die Exploration der Modelle in virtuellenUmgebungen sowie illustrative und verständliche Visualisierungen tiefenkomplexer CAD-Modelle. Die Erzeugung stereoskopischer Bildpaare für die interaktive Visualisierung auf 3D Displays konnte beschleunigt werden. Diese messbare Verbesserung wurde zudem im Rahmen einer Nutzerstudie als wahrnehmbar und vorteilhaft befunden.In computer-aided design (CAD), industrial products are designed using a virtual 3D model. A CAD model typically consists of curves and surfaces in a parametric representation, in most cases, non-uniform rational B-splines (NURBS). The same representation is also used for the analysis, optimization and presentation of the model. In each phase of this process, different visualizations are required to provide an appropriate user feedback. Designers work with illustrative and realistic renderings, engineers need a comprehensible visualization of the simulation results, and usability studies or product presentations benefit from using a 3D display. However, the interactive visualization of NURBS models and corresponding physical simulations is a challenging task because of the computational complexity and the limited graphics hardware support. This thesis proposes four novel rendering approaches that improve the interactive visualization of CAD models and their analysis. The presented algorithms exploit latest graphics hardware capabilities to advance the state-of-the-art in terms of quality, efficiency and performance. In particular, two approaches describe the direct rendering of the parametric representation without precomputed approximations and timeconsuming pre-processing steps. New data structures and algorithms are presented for the efficient partition, classification, tessellation, and rendering of trimmed NURBS surfaces as well as the first direct isosurface ray-casting approach for NURBS-based isogeometric analysis. The other two approaches introduce the versatile concept of programmable order-independent semi-transparency for the illustrative and comprehensible visualization of depth-complex CAD models, and a novel method for the hybrid reprojection of opaque and semi-transparent image information to accelerate stereoscopic rendering. Both approaches are also applicable to standard polygonal geometry which contributes to the computer graphics and virtual reality research communities. The evaluation is based on real-world NURBS-based models and simulation data. The results show that rendering can be performed directly on the underlying parametric representation with interactive frame rates and subpixel-precise image results. The computational costs of additional visualization effects, such as semi-transparency and stereoscopic rendering, are reduced to maintain interactive frame rates. The benefit of this performance gain was confirmed by quantitative measurements and a pilot user study
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