4 research outputs found

    Fast distance Computation between a Point and Cylinders, Cones, Line-swept-Spheres and Cone-Spheres

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    International audienceThis paper presents algorithms for computing the distance between a point and a cylinder, a cone, a cylinder-sphere and a cone-sphere. Some optimizations are provided when queries are performed along a line which may be useful for ray tracing applications

    Visualization and inspection of the geometry of particle packings

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    Gegenstand dieser Dissertation ist die Entwicklung von effizienten Verfahren zur Visualisierung und Inspektion der Geometrie von Partikelmischungen. Um das Verhalten der Simulation für die Partikelmischung besser zu verstehen und zu überwachen, sollten nicht nur die Partikel selbst, sondern auch spezielle von den Partikeln gebildete Bereiche, die den Simulationsfortschritt und die räumliche Verteilung von Hotspots anzeigen können, visualisiert werden können. Dies sollte auch bei großen Packungen mit Millionen von Partikeln zumindest mit einer interaktiven Darstellungsgeschwindigkeit möglich sein. . Da die Simulation auf der Grafikkarte (GPU) durchgeführt wird, sollten die Visualisierungstechniken die Daten des GPU-Speichers vollständig nutzen. Um die Qualität von trockenen Partikelmischungen wie Beton zu verbessern, wurde der Korngrößenverteilung große Aufmerksamkeit gewidmet, die die Raumfüllungsrate hauptsächlich beeinflusst und daher zwei der wichtigsten Eigenschaften des Betons bestimmt: die strukturelle Robustheit und die Haltbarkeit. Anhand der Korngrößenverteilung kann die Raumfüllungsrate durch Computersimulationen bestimmt werden, die analytischen Ansätzen in der Praxis wegen der breiten Größenverteilung der Partikel oft überlegen sind. Eine der weit verbreiteten Simulationsmethoden ist das Collective Rearrangement, bei dem die Partikel zunächst an zufälligen Positionen innerhalb eines Behälters platziert werden. Später werden Überlappungen zwischen Partikeln aufgelöst, indem überlappende Partikel voneinander weggedrückt werden. Durch geschickte Anpassung der Behältergröße während der Simulation, kann die Collective Rearrangement-Methode am Ende eine ziemlich dichte Partikelpackung generieren. Es ist jedoch sehr schwierig, den gesamten Simulationsprozess ohne ein interaktives Visualisierungstool zu optimieren oder dort Fehler zu finden. Ausgehend von der etablierten rasterisierungsbasierten Methode zum Darstellen einer großen Menge von Kugeln, bietet diese Dissertation zunächst schnelle und pixelgenaue Methoden zur neuartigen Visualisierung der Überlappungen und Freiräume zwischen kugelförmigen Partikeln innerhalb eines Behälters.. Die auf Rasterisierung basierenden Verfahren funktionieren gut für kleinere Partikelpackungen bis ca. eine Million Kugeln. Bei größeren Packungen entstehen Probleme durch die lineare Laufzeit und den Speicherverbrauch. Zur Lösung dieses Problems werden neue Methoden mit Hilfe von Raytracing zusammen mit zwei neuen Arten von Bounding-Volume-Hierarchien (BVHs) bereitgestellt. Diese können den Raytracing-Prozess deutlich beschleunigen --- die erste kann die vorhandene Datenstruktur für die Simulation wiederverwenden und die zweite ist speichereffizienter. Beide BVHs nutzen die Idee des Loose Octree und sind die ersten ihrer Art, die die Größe von Primitiven für interaktives Raytracing mit häufig aktualisierten Beschleunigungsdatenstrukturen berücksichtigen. Darüber hinaus können die Visualisierungstechniken in dieser Dissertation auch angepasst werden, um Eigenschaften wie das Volumen bestimmter Bereiche zu berechnen. All diese Visualisierungstechniken werden dann auf den Fall nicht-sphärischer Partikel erweitert, bei denen ein nicht-sphärisches Partikel durch ein starres System von Kugeln angenähert wird, um die vorhandene kugelbasierte Simulation wiederverwenden zu können. Dazu wird auch eine neue GPU-basierte Methode zum effizienten Füllen eines nicht-kugelförmigen Partikels mit polydispersen überlappenden Kugeln vorgestellt, so dass ein Partikel mit weniger Kugeln gefüllt werden kann, ohne die Raumfüllungsrate zu beeinträchtigen. Dies erleichtert sowohl die Simulation als auch die Visualisierung. Basierend auf den Arbeiten in dieser Dissertation können ausgefeiltere Algorithmen entwickelt werden, um großskalige nicht-sphärische Partikelmischungen effizienter zu visualisieren. Weiterhin kann in Zukunft Hardware-Raytracing neuerer Grafikkarten anstelle des in dieser Dissertation eingesetzten Software-Raytracing verwendet werden. Die neuen Techniken können auch als Grundlage für die interaktive Visualisierung anderer partikelbasierter Simulationen verwendet werden, bei denen spezielle Bereiche wie Freiräume oder Überlappungen zwischen Partikeln relevant sind.The aim of this dissertation is to find efficient techniques for visualizing and inspecting the geometry of particle packings. Simulations of such packings are used e.g. in material sciences to predict properties of granular materials. To better understand and supervise the behavior of these simulations, not only the particles themselves but also special areas formed by the particles that can show the progress of the simulation and spatial distribution of hot spots, should be visualized. This should be possible with a frame rate that allows interaction even for large scale packings with millions of particles. Moreover, given the simulation is conducted in the GPU, the visualization techniques should take full use of the data in the GPU memory. To improve the performance of granular materials like concrete, considerable attention has been paid to the particle size distribution, which is the main determinant for the space filling rate and therefore affects two of the most important properties of the concrete: the structural robustness and the durability. Given the particle size distribution, the space filling rate can be determined by computer simulations, which are often superior to analytical approaches due to irregularities of particles and the wide range of size distribution in practice. One of the widely adopted simulation methods is the collective rearrangement, for which particles are first placed at random positions inside a container, later overlaps between particles will be resolved by letting overlapped particles push away from each other to fill empty space in the container. By cleverly adjusting the size of the container according to the process of the simulation, the collective rearrangement method could get a pretty dense particle packing in the end. However, it is very hard to fine-tune or debug the whole simulation process without an interactive visualization tool. Starting from the well-established rasterization-based method to render spheres, this dissertation first provides new fast and pixel-accurate methods to visualize the overlaps and free spaces between spherical particles inside a container. The rasterization-based techniques perform well for small scale particle packings but deteriorate for large scale packings due to the large memory requirements that are hard to be approximated correctly in advance. To address this problem, new methods based on ray tracing are provided along with two new kinds of bounding volume hierarchies (BVHs) to accelerate the ray tracing process --- the first one can reuse the existing data structure for simulation and the second one is more memory efficient. Both BVHs utilize the idea of loose octree and are the first of their kind to consider the size of primitives for interactive ray tracing with frequently updated acceleration structures. Moreover, the visualization techniques provided in this dissertation can also be adjusted to calculate properties such as volumes of the specific areas. All these visualization techniques are then extended to non-spherical particles, where a non-spherical particle is approximated by a rigid system of spheres to reuse the existing simulation. To this end a new GPU-based method is presented to fill a non-spherical particle with polydisperse possibly overlapping spheres efficiently, so that a particle can be filled with fewer spheres without sacrificing the space filling rate. This eases both simulation and visualization. Based on approaches presented in this dissertation, more sophisticated algorithms can be developed to visualize large scale non-spherical particle mixtures more efficiently. Besides, one can try to exploit the hardware ray tracing of more recent graphic cards instead of maintaining the software ray tracing as in this dissertation. The new techniques can also become the basis for interactively visualizing other particle-based simulations, where special areas such as free space or overlaps between particles are of interest

    Meta-optimization of Bio-inspired Techniques for Object Recognition

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    Il riconoscimento di oggetti consiste nel trovare automaticamente un oggetto all'interno di un'immagine o in una sequenza video. Questo compito è molto importante in molti campi quali diagnosi mediche, assistenza di guida avanzata, visione artificiale, sorveglianza, realtà aumentata. Tuttavia, questo compito può essere molto impegnativo a causa di artefatti (dovuti al sistema di acquisizione, all'ambiente o ad altri effetti ottici quali prospettiva, variazioni di illuminazione, etc.) che possono influenzare l'aspetto anche di oggetti facili da identificare e ben definiti . Una possibile tecnica per il riconoscimento di oggetti consiste nell'utilizzare approcci basati su modello: in questo scenario viene creato un modello che rappresenta le proprietà dell'oggetto da individuare; poi, vengono generate possibili ipotesi sul posizionamento dell'oggetto, e il modello viene trasformato di conseguenza, fino a trovare la migliore corrispondenza con l'aspetto reale dell'oggetto. Per generare queste ipotesi in maniera intelligente, è necessario un buon algoritmo di ottimizzazione. Gli algoritmi di tipo bio-ispirati sono metodi di ottimizzazione che si basano su proprietà osservate in natura (quali cooperazione, evoluzione, socialità). La loro efficacia è stata dimostrata in molte attività di ottimizzazione, soprattutto in problemi di difficile soluzione, multi-modali e multi-dimensionali quali, per l'appunto, il riconoscimento di oggetti. Anche se queste euristiche sono generalmente efficaci, esse dipendono da molti parametri che influenzano profondamente le loro prestazioni; pertanto, è spesso richiesto uno sforzo significativo per capire come farle esprimere al massimo delle loro potenzialità. Questa tesi descrive un metodo per (i) individuare automaticamente buoni parametri per tecniche bio-ispirate, sia per un problema specifico che più di uno alla volta, e (ii) acquisire maggior conoscenza sul ruolo di un parametro in questi algoritmi. Inoltre, viene mostrato come le tecniche bio-ispirate possono essere applicate con successo in diversi ambiti nel riconoscimento di oggetti, e come è possibile migliorare ulteriormente le loro prestazioni mediante il tuning automatico dei loro parametri.Object recognition is the task of automatically finding a given object in an image or in a video sequence. This task is very important in many fields such as medical diagnosis, advanced driving assistance, image understanding, surveillance, virtual reality. Nevertheless, this task can be very challenging because of artefacts (related with the acquisition system, the environment or other optical effects like perspective, illumination changes, etc.) which may affect the aspect even of easy-to-identify and well-defined objects. A possible way to achieve object recognition is using model-based approaches: in this scenario a model (also called template) representing the properties of the target object is created; then, hypotheses on the position of the object are generated, and the model is transformed accordingly, until the best match with the actual appearance of the object is found. To generate these hypotheses intelligently, a good optimization algorithm is required. Bio-inspired techniques are optimization methods whose foundations rely on properties observed in nature (such as cooperation, evolution, emergence). Their effectiveness has been proved in many optimization tasks, especially in multi-modal, multi-dimensional hard problems like object recognition. Although these heuristics are generally effective, they depend on many parameters that strongly affect their performances; therefore, a significant effort must be spent to understand how to let them express their full potentialities. This thesis describes a method to (i) automatically find good parameters for bio-inspired techniques, both for a specific problem and for more than one at the same time, and (ii) acquire more knowledge of a parameter's role in such algorithms. Then, it shows how bio-inspired techniques can be successfully applied to different object recognition tasks, and how it is possible to further improve their performances by means of automatic parameter tuning

    Constructive Lattice Geometry

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    Lattice structures are widespread in product and architectural design. Recent work has demonstrated the printing of nano-scale lattices. However, an anticipated increase in product complexity will require the storage, processing, and design of lattices with orders of magnitude more elements than current Computer-Aided Design (CAD) software can manage. To address this, we propose a class of highly regular lattices called Steady Lattices, which due to their regularity, provide opportunities for highly compressed storage, accelerated processing, and intuitive design. Special cases of steady lattices are also presented, which provide varying degrees of compromise between design freedom and geometric regularity. For example, the commonly used regular lattices, which provide little design freedom but offer maximum regularity, are the least general form of steady lattice. We propose the 2-directional, Bent Corner-Operated Trans-Similar (BeCOTS) lattices as a useful compromise between regular lattices and fully general steady lattices. A BeCOTS lattice may be controlled by four non-coplanar points, which represent four corners of the lattice. The Trans-Similar property ensures that a BeCOTS lattice is composed of groups of beams such that each consecutive pair of groups of beams along a particular direction is related by the same similarity. Trans-Similarity also enables constant-time queries such as surface area calculation, volume calculation, and point-membership classification. We take advantage of the regularity in steady lattices to efficiently produce and query highly complex lattice structures that we call Constructive Lattice Geometry (CLG), where CLG is an extension of traditional Constructive Solid Geometry (CSG). CLG models are periodic CSG models for which regular patterns of primitives are combined into many repeating CSG microstructures that are ultimately combined into one CSG macrostructure. We provide strategies for designing and processing recursively defined CLG models to enable the creation of CLG models composed of smaller CLG models. Parameterized steady lattices and CLG models may be defined by a few lines of code, which facilitates lazy (on-demand) evaluation, massively parallel processing, interactive editing, and algorithmic optimization.Ph.D
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