55 research outputs found

    Efficient Culling Techniques for Interactive Deformable NURBS Surfaces on GPU

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    [Abstrtact] InfoValue: NURBS (Non-uniform rational B-splines) surfaces are the standard freeform representation in Computer-Aided Design (CAD) applications. Rendering NURBS surfaces accurately while they are interactively manipulated and deformed is a challenging task. In order to achieve it, the elimination from pipeline in early stages of back-facing surfaces or surface pieces is a key advantage. Furthermore, an effective interactive manipulation implies that all the culling computations should be performed for each frame, facing the possibility of fast changes in occlusion information. In this paper, different interactive culling strategies for NURBS surfaces are presented and analyzed. These culling techniques are based on the exploitation of the geometric properties presented in a NURBS surface, that allow easily to find bounds for it in screen space for each frame. Furthermore, the culling overhead for our proposals is small compared to the computational saving, outperforming a proposal without culling. An implementation of these strategies using current GPUs is presented, achieving real-time and interactive rendering rates of complex parametric models.Xunta de Galicia y fondos FEDER; GRC2013/055Ministerio de EconomĂ­a y Competitividad y fondos FEDER; TIN2013-42148-

    Culling Techniques for Deformable NURBS Surfaces

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    [Resumo]: As superficies NURBS son unha representación estándar de modelos que se usan normalmente en deseño asistido por ordenador (CAD), enxeñaría naval, enxeñaría de automóbiles ou imaxes procesadas para uso médico. Adicionalmente estas ofrecen moitas vantaxes, debido a que con pequenas modificacións nalgúns puntos de control resultan en modelos moi complexos. No entanto, non hai garantía de obter un nivel suficientemente alto de teselación para evitar modelos con redes toscas, polo que no seguinte proxecto describiranse o uso de diferentes técnicas de culling, que axudarán a reducir o cómputo innecesario de superficies non visibles e en consecuencia a obter un mellor rendemento con menos artefactos.[Abstract]: NURBS surfaces are a standard representation of models typically used in computer-assisted design (CAD), naval engineering, car engineering, or medical-processed images. Furthermore, NURBS surfaces have many advantages, a small modification on some control points result in highly complex models. However there is no guarantee of obtaining an high enough level of tessellation in order to avoid coarse models, which is why in the following project it will be described the use of different culling techniques that might help to reduce the unnecessary computation of no visible surfaces and in consequence the achievement of a better performance with fewer artefacts.Traballo fin de grao (UDC.FIC). Enxeñaría Informática. Curso 2022/202

    Appearance Preserving Rendering of Out-of-Core Polygon and NURBS Models

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    In Computer Aided Design (CAD) trimmed NURBS surfaces are widely used due to their flexibility. For rendering and simulation however, piecewise linear representations of these objects are required. A relatively new field in CAD is the analysis of long-term strain tests. After such a test the object is scanned with a 3d laser scanner for further processing on a PC. In all these areas of CAD the number of primitives as well as their complexity has grown constantly in the recent years. This growth is exceeding the increase of processor speed and memory size by far and posing the need for fast out-of-core algorithms. This thesis describes a processing pipeline from the input data in the form of triangular or trimmed NURBS models until the interactive rendering of these models at high visual quality. After discussing the motivation for this work and introducing basic concepts on complex polygon and NURBS models, the second part of this thesis starts with a review of existing simplification and tessellation algorithms. Additionally, an improved stitching algorithm to generate a consistent model after tessellation of a trimmed NURBS model is presented. Since surfaces need to be modified interactively during the design phase, a novel trimmed NURBS rendering algorithm is presented. This algorithm removes the bottleneck of generating and transmitting a new tessellation to the graphics card after each modification of a surface by evaluating and trimming the surface on the GPU. To achieve high visual quality, the appearance of a surface can be preserved using texture mapping. Therefore, a texture mapping algorithm for trimmed NURBS surfaces is presented. To reduce the memory requirements for the textures, the algorithm is modified to generate compressed normal maps to preserve the shading of the original surface. Since texturing is only possible, when a parametric mapping of the surface - requiring additional memory - is available, a new simplification and tessellation error measure is introduced that preserves the appearance of the original surface by controlling the deviation of normal vectors. The preservation of normals and possibly other surface attributes allows interactive visualization for quality control applications (e.g. isophotes and reflection lines). In the last part out-of-core techniques for processing and rendering of gigabyte-sized polygonal and trimmed NURBS models are presented. Then the modifications necessary to support streaming of simplified geometry from a central server are discussed and finally and LOD selection algorithm to support interactive rendering of hard and soft shadows is described

    Towards Predictive Rendering in Virtual Reality

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    The strive for generating predictive images, i.e., images representing radiometrically correct renditions of reality, has been a longstanding problem in computer graphics. The exactness of such images is extremely important for Virtual Reality applications like Virtual Prototyping, where users need to make decisions impacting large investments based on the simulated images. Unfortunately, generation of predictive imagery is still an unsolved problem due to manifold reasons, especially if real-time restrictions apply. First, existing scenes used for rendering are not modeled accurately enough to create predictive images. Second, even with huge computational efforts existing rendering algorithms are not able to produce radiometrically correct images. Third, current display devices need to convert rendered images into some low-dimensional color space, which prohibits display of radiometrically correct images. Overcoming these limitations is the focus of current state-of-the-art research. This thesis also contributes to this task. First, it briefly introduces the necessary background and identifies the steps required for real-time predictive image generation. Then, existing techniques targeting these steps are presented and their limitations are pointed out. To solve some of the remaining problems, novel techniques are proposed. They cover various steps in the predictive image generation process, ranging from accurate scene modeling over efficient data representation to high-quality, real-time rendering. A special focus of this thesis lays on real-time generation of predictive images using bidirectional texture functions (BTFs), i.e., very accurate representations for spatially varying surface materials. The techniques proposed by this thesis enable efficient handling of BTFs by compressing the huge amount of data contained in this material representation, applying them to geometric surfaces using texture and BTF synthesis techniques, and rendering BTF covered objects in real-time. Further approaches proposed in this thesis target inclusion of real-time global illumination effects or more efficient rendering using novel level-of-detail representations for geometric objects. Finally, this thesis assesses the rendering quality achievable with BTF materials, indicating a significant increase in realism but also confirming the remainder of problems to be solved to achieve truly predictive image generation

    New geometric algorithms and data structures for collision detection of dynamically deforming objects

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    Any virtual environment that supports interactions between virtual objects and/or a user and objects, needs a collision detection system to handle all interactions in a physically correct or plausible way. A collision detection system is needed to determine if objects are in contact or interpenetrates. These interpenetrations are resolved by a collision handling system. Because of the fact, that in nearly all simulations objects can interact with each other, collision detection is a fundamental technology, that is needed in all these simulations, like physically based simulation, robotic path and motion planning, virtual prototyping, and many more. Most virtual environments aim to represent the real-world as realistic as possible and therefore, virtual environments getting more and more complex. Furthermore, all models in a virtual environment should interact like real objects do, if forces are applied to the objects. Nearly all real-world objects will deform or break down in its individual parts if forces are acted upon the objects. Thus deformable objects are becoming more and more common in virtual environments, which want to be as realistic as possible and thus, will present new challenges to the collision detection system. The necessary collision detection computations can be very complex and this has the effect, that the collision detection process is the performance bottleneck in most simulations. Most rigid body collision detection approaches use a BVH as acceleration data structure. This technique is perfectly suitable if the object does not change its shape. For a soft body an update step is necessary to ensure that the underlying acceleration data structure is still valid after performing a simulation step. This update step can be very time consuming, is often hard to implement and in most cases will produce a degenerated BVH after some simulation steps, if the objects generally deform. Therefore, the here presented collision detection approach works entirely without an acceleration data structure and supports rigid and soft bodies. Furthermore, we can compute inter-object and intraobject collisions of rigid and deformable objects consisting of many tens of thousands of triangles in a few milliseconds. To realize this, a subdivision of the scene into parts using a fuzzy clustering approach is applied. Based on that all further steps for each cluster can be performed in parallel and if desired, distributed to different GPUs. Tests have been performed to judge the performance of our approach against other state-of-the-art collision detection algorithms. Additionally, we integrated our approach into Bullet, a commonly used physics engine, to evaluate our algorithm. In order to make a fair comparison of different rigid body collision detection algorithms, we propose a new collision detection Benchmarking Suite. Our Benchmarking Suite can evaluate both the performance as well as the quality of the collision response. Therefore, the Benchmarking Suite is subdivided into a Performance Benchmark and a Quality Benchmark. This approach needs to be extended to support soft body collision detection algorithms in the future.Jede virtuelle Umgebung, welche eine Interaktion zwischen den virtuellen Objekten in der Szene zulässt und/oder zwischen einem Benutzer und den Objekten, benötigt für eine korrekte Behandlung der Interaktionen eine Kollisionsdetektion. Nur dank der Kollisionsdetektion können Berührungen zwischen Objekten erkannt und mittels der Kollisionsbehandlung aufgelöst werden. Dies ist der Grund für die weite Verbreitung der Kollisionsdetektion in die verschiedensten Fachbereiche, wie der physikalisch basierten Simulation, der Pfadplanung in der Robotik, dem virtuellen Prototyping und vielen weiteren. Auf Grund des Bestrebens, die reale Umgebung in der virtuellen Welt so realistisch wie möglich nachzubilden, steigt die Komplexität der Szenen stetig. Fortwährend steigen die Anforderungen an die Objekte, sich realistisch zu verhalten, sollten Kräfte auf die einzelnen Objekte ausgeübt werden. Die meisten Objekte, die uns in unserer realen Welt umgeben, ändern ihre Form oder zerbrechen in ihre Einzelteile, wenn Kräfte auf sie einwirken. Daher kommen in realitätsnahen, virtuellen Umgebungen immer häufiger deformierbare Objekte zum Einsatz, was neue Herausforderungen an die Kollisionsdetektion stellt. Die hierfür Notwendigen, teils komplexen Berechnungen, führen dazu, dass die Kollisionsdetektion häufig der Performance-Bottleneck in der jeweiligen Simulation darstellt. Die meisten Kollisionsdetektionen für starre Körper benutzen eine Hüllkörperhierarchie als Beschleunigungsdatenstruktur. Diese Technik ist hervorragend geeignet, solange sich die Form des Objektes nicht verändert. Im Fall von deformierbaren Objekten ist eine Aktualisierung der Datenstruktur nach jedem Schritt der Simulation notwendig, damit diese weiterhin gültig ist. Dieser Aktualisierungsschritt kann, je nach Hierarchie, sehr zeitaufwendig sein, ist in den meisten Fällen schwer zu implementieren und generiert nach vielen Schritten der Simulation häufig eine entartete Hüllkörperhierarchie, sollte sich das Objekt sehr stark verformen. Um dies zu vermeiden, verzichtet unsere Kollisionsdetektion vollständig auf eine Beschleunigungsdatenstruktur und unterstützt sowohl rigide, wie auch deformierbare Körper. Zugleich können wir Selbstkollisionen und Kollisionen zwischen starren und/oder deformierbaren Objekten, bestehend aus vielen Zehntausenden Dreiecken, innerhalb von wenigen Millisekunden berechnen. Um dies zu realisieren, unterteilen wir die gesamte Szene in einzelne Bereiche mittels eines Fuzzy Clustering-Verfahrens. Dies ermöglicht es, dass alle Cluster unabhängig bearbeitet werden und falls gewünscht, die Berechnungen für die einzelnen Cluster auf verschiedene Grafikkarten verteilt werden können. Um die Leistungsfähigkeit unseres Ansatzes vergleichen zu können, haben wir diesen gegen aktuelle Verfahren für die Kollisionsdetektion antreten lassen. Weiterhin haben wir unser Verfahren in die Physik-Engine Bullet integriert, um das Verhalten in dynamischen Situationen zu evaluieren. Um unterschiedliche Kollisionsdetektionsalgorithmen für starre Körper korrekt und objektiv miteinander vergleichen zu können, haben wir eine Benchmarking-Suite entwickelt. Unsere Benchmarking- Suite kann sowohl die Geschwindigkeit, für die Bestimmung, ob zwei Objekte sich durchdringen, wie auch die Qualität der berechneten Kräfte miteinander vergleichen. Hierfür ist die Benchmarking-Suite in den Performance Benchmark und den Quality Benchmark unterteilt worden. In der Zukunft wird diese Benchmarking-Suite dahingehend erweitert, dass auch Kollisionsdetektionsalgorithmen für deformierbare Objekte unterstützt werden

    Efficient computation of discrete Voronoi diagram and homotopy-preserving simplified medial axis of a 3d polyhedron

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    The Voronoi diagram is a fundamental geometric data structure and has been well studied in computational geometry and related areas. A Voronoi diagram defined using the Euclidean distance metric is also closely related to the Blum medial axis, a well known skeletal representation. Voronoi diagrams and medial axes have been shown useful for many 3D computations and operations, including proximity queries, motion planning, mesh generation, finite element analysis, and shape analysis. However, their application to complex 3D polyhedral and deformable models has been limited. This is due to the difficulty of computing exact Voronoi diagrams in an efficient and reliable manner. In this dissertation, we bridge this gap by presenting efficient algorithms to compute discrete Voronoi diagrams and simplified medial axes of 3D polyhedral models with geometric and topological guarantees. We apply these algorithms to complex 3D models and use them to perform interactive proximity queries, motion planning and skeletal computations. We present three new results. First, we describe an algorithm to compute 3D distance fields of geometric models by using a linear factorization of Euclidean distance vectors. This formulation maps directly to the linearly interpolating graphics rasterization hardware and enables us to compute distance fields of complex 3D models at interactive rates. We also use clamping and culling algorithms based on properties of Voronoi diagrams to accelerate this computation. We introduce surface distance maps, which are a compact distance vector field representation based on a mesh parameterization of triangulated two-manifolds, and use them to perform proximity computations. Our second main result is an adaptive sampling algorithm to compute an approximate Voronoi diagram that is homotopy equivalent to the exact Voronoi diagram and preserves topological features. We use this algorithm to compute a homotopy-preserving simplified medial axis of complex 3D models. Our third result is a unified approach to perform different proximity queries among multiple deformable models using second order discrete Voronoi diagrams. We introduce a new query called N-body distance query and show that different proximity queries, including collision detection, separation distance and penetration depth can be performed based on Nbody distance query. We compute the second order discrete Voronoi diagram using graphics hardware and use distance bounds to overcome the sampling errors and perform conservative computations. We have applied these queries to various deformable simulations and observed up to an order of magnitude improvement over prior algorithms

    Meshless Animation Framework

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    This report details the implementation of a meshless animation framework for blending surfaces. The framework is meshless in the sense that only the control points are handled on the CPU, and the surface evaluation is delegated to the GPU using the tessellation shader steps. The framework handles regular grids and some forms of irregular grids. Different ways of handling the evaluation of the local surfaces are investigated. Directly evaluating them on the GPU or pre-evaluating them and only sampling the data on the GPU. Four different methods for pre-evaluation are presented, and the surface accuracy of each one is tested. The framework contains two methods for adaptively setting the level of detail on the GPU depending on position of the camera, using a view-based metric and a pixel-accurate rendering method. For both methods the pixel-accuracy and triangle size is tested and compared with static tessellation. Benchmarking results from the framework are presented. With and without animation, with different local surface types, and different resolution on the pre-evaluated data

    Hierarchical processing, editing and rendering of acquired geometry

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    La représentation des surfaces du monde réel dans la mémoire d’une machine peut désormais être obtenue automatiquement via divers périphériques de capture tels que les scanners 3D. Ces nouvelles sources de données, précises et rapides, amplifient de plusieurs ordres de grandeur la résolution des surfaces 3D, apportant un niveau de précision élevé pour les applications nécessitant des modèles numériques de surfaces telles que la conception assistée par ordinateur, la simulation physique, la réalité virtuelle, l’imagerie médicale, l’architecture, l’étude archéologique, les effets spéciaux, l’animation ou bien encore les jeux video. Malheureusement, la richesse de la géométrie produite par ces méthodes induit une grande, voire gigantesque masse de données à traiter, nécessitant de nouvelles structures de données et de nouveaux algorithmes capables de passer à l’échelle d’objets pouvant atteindre le milliard d’échantillons. Dans cette thèse, je propose des solutions performantes en temps et en espace aux problèmes de la modélisation, du traitement géométrique, de l’édition intéractive et de la visualisation de ces surfaces 3D complexes. La méthodologie adoptée pendant l’élaboration transverse de ces nouveaux algorithmes est articulée autour de 4 éléments clés : une approche hiérarchique systématique, une réduction locale de la dimension des problèmes, un principe d’échantillonage-reconstruction et une indépendance à l’énumération explicite des relations topologiques aussi appelée approche basée-points. En pratique, ce manuscrit propose un certain nombre de contributions, parmi lesquelles : une nouvelle structure hiérarchique hybride de partitionnement, l’Arbre Volume-Surface (VS-Tree) ainsi que de nouveaux algorithmes de simplification et de reconstruction ; un système d’édition intéractive de grands objets ; un noyau temps-réel de synthèse géométrique par raffinement et une structure multi-résolution offrant un rendu efficace de grands objets. Ces structures, algorithmes et systèmes forment une chaîne capable de traiter les objets en provenance du pipeline d’acquisition, qu’ils soient représentés par des nuages de points ou des maillages, possiblement non 2-variétés. Les solutions obtenues ont été appliquées avec succès aux données issues des divers domaines d’application précités.Digital representations of real-world surfaces can now be obtained automatically using various acquisition devices such as 3D scanners and stereo camera systems. These new fast and accurate data sources increase 3D surface resolution by several orders of magnitude, borrowing higher precision to applications which require digital surfaces. All major computer graphics applications can take benefit of this automatic modeling process, including: computer-aided design, physical simulation, virtual reality, medical imaging, architecture, archaeological study, special effects, computer animation and video games. Unfortunately, the richness of the geometry produced by these media comes at the price of a large, possibility gigantic, amount of data which requires new efficient data structures and algorithms offering scalability for processing such objects. This thesis proposes time and space efficient solutions for modeling, editing and rendering such complex surfaces, solving these problems with new algorithms sharing 4 fundamental elements: a systematic hierarchical approach, a local dimension reduction, a sampling-reconstruction paradigm and a pointbased basis. Basically, this manuscript proposes several contributions, including: a new hierarchical space subdivision structure, the Volume-Surface Tree, for geometry processing such as simplification and reconstruction; a streaming system featuring new algorithms for interactive editing of large objects, an appearancepreserving multiresolution structure for efficient rendering of large point-based surfaces, and a generic kernel for real-time geometry synthesis by refinement. These elements form a pipeline able to process acquired geometry, either represented by point clouds or non-manifold meshes. Effective results have been successfully obtained with data coming from the various applications mentioned

    Physically Based Forehead Modelling and Animation including Wrinkles

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    There has been a vast amount of research on the production of realistic facial models and animations, which is one of the most challenging areas of computer graphics. Recently, there has been an increased interest in the use of physically based approaches for facial animation, whereby the effects of muscle contractions are propagated through facial soft-tissue models to automatically deform them in a more realistic and anatomically accurate manner. Presented in this thesis is a fully physically based approach for efficiently producing realistic-looking animations of facial movement, including animation of expressive wrinkles, focussing on the forehead. This is done by modelling more physics-based behaviour than current computer graphics approaches. The presented research has two major components. The first is a novel model creation process to automatically create animatable non-conforming hexahedral finite element (FE) simulation models of facial soft tissue from any surface mesh that contains hole-free volumes. The generated multi-layered voxel-based models are immediately ready for simulation, with skin layers and element material properties, muscle properties, and boundary conditions being automatically computed. The second major component is an advanced optimised GPU-based process to simulate and visualise these models over time using the total Lagrangian explicit dynamic (TLED) formulation of the FE method. An anatomical muscle contraction model computes active and transversely isotropic passive muscle stresses, while advanced boundary conditions enable the sliding effect between the superficial and deep soft-tissue layers to be simulated. Soft-tissue models and animations with varying complexity are presented, from a simple soft-tissue-block model with uniform layers of skin and muscle, to a complex forehead model. These demonstrate the flexibility of the animation approach to produce detailed animations of realistic gross- and fine-scale soft-tissue movement, including wrinkles, with different muscle structures and material parameters, for example, to animate different-aged skin. Owing to the detail and accuracy of the models and simulations, the animation approach could also be used for applications outside of computer graphics, such as surgical applications. Furthermore, the animation approach can be used to animate any multi-layered soft body (not just soft tissue)
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