46 research outputs found

    Visual Simulation of Flow

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    We have adopted a numerical method from computational fluid dynamics, the Lattice Boltzmann Method (LBM), for real-time simulation and visualization of flow and amorphous phenomena, such as clouds, smoke, fire, haze, dust, radioactive plumes, and air-borne biological or chemical agents. Unlike other approaches, LBM discretizes the micro-physics of local interactions and can handle very complex boundary conditions, such as deep urban canyons, curved walls, indoors, and dynamic boundaries of moving objects. Due to its discrete nature, LBM lends itself to multi-resolution approaches, and its computational pattern, which is similar to cellular automata, is easily parallelizable. We have accelerated LBM on commodity graphics processing units (GPUs), achieving real-time or even accelerated real-time on a single GPU or on a GPU cluster. We have implemented a 3D urban navigation system and applied it in New York City with real-time live sensor data. In addition to a pivotal application in simulation of airborne contaminants in urban environments, this approach will enable the development of other superior prediction simulation capabilities, computer graphics and games, and a novel technology for computational science and engineering

    Scalable Realtime Rendering and Interaction with Digital Surface Models of Landscapes and Cities

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    Interactive, realistic rendering of landscapes and cities differs substantially from classical terrain rendering. Due to the sheer size and detail of the data which need to be processed, realtime rendering (i.e. more than 25 images per second) is only feasible with level of detail (LOD) models. Even the design and implementation of efficient, automatic LOD generation is ambitious for such out-of-core datasets considering the large number of scales that are covered in a single view and the necessity to maintain screen-space accuracy for realistic representation. Moreover, users want to interact with the model based on semantic information which needs to be linked to the LOD model. In this thesis I present LOD schemes for the efficient rendering of 2.5d digital surface models (DSMs) and 3d point-clouds, a method for the automatic derivation of city models from raw DSMs, and an approach allowing semantic interaction with complex LOD models. The hierarchical LOD model for digital surface models is based on a quadtree of precomputed, simplified triangle mesh approximations. The rendering of the proposed model is proved to allow real-time rendering of very large and complex models with pixel-accurate details. Moreover, the necessary preprocessing is scalable and fast. For 3d point clouds, I introduce an LOD scheme based on an octree of hybrid plane-polygon representations. For each LOD, the algorithm detects planar regions in an adequately subsampled point cloud and models them as textured rectangles. The rendering of the resulting hybrid model is an order of magnitude faster than comparable point-based LOD schemes. To automatically derive a city model from a DSM, I propose a constrained mesh simplification. Apart from the geometric distance between simplified and original model, it evaluates constraints based on detected planar structures and their mutual topological relations. The resulting models are much less complex than the original DSM but still represent the characteristic building structures faithfully. Finally, I present a method to combine semantic information with complex geometric models. My approach links the semantic entities to the geometric entities on-the-fly via coarser proxy geometries which carry the semantic information. Thus, semantic information can be layered on top of complex LOD models without an explicit attribution step. All findings are supported by experimental results which demonstrate the practical applicability and efficiency of the methods

    Multiple dataset visualization (MDV) framework for scalar volume data

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    Many applications require comparative analysis of multiple datasets representing different samples, conditions, time instants, or views in order to develop a better understanding of the scientific problem/system under consideration. One effective approach for such analysis is visualization of the data. In this PhD thesis, we propose an innovative multiple dataset visualization (MDV) approach in which two or more datasets of a given type are rendered concurrently in the same visualization. MDV is an important concept for the cases where it is not possible to make an inference based on one dataset, and comparisons between many datasets are required to reveal cross-correlations among them. The proposed MDV framework, which deals with some fundamental issues that arise when several datasets are visualized together, follows a multithreaded architecture consisting of three core components, data preparation/loading, visualization and rendering. The visualization module - the major focus of this study, currently deals with isosurface extraction and texture-based rendering techniques. For isosurface extraction, our all-in-memory approach keeps datasets under consideration and the corresponding geometric data in the memory. Alternatively, the only-polygons- or points-in-memory only keeps the geometric data in memory. To address the issues related to storage and computation, we develop adaptive data coherency and multiresolution schemes. The inter-dataset coherency scheme exploits the similarities among datasets to approximate the portions of isosurfaces of datasets using the isosurface of one or more reference datasets whereas the intra/inter-dataset multiresolution scheme processes the selected portions of each data volume at varying levels of resolution. The graphics hardware-accelerated approaches adopted for MDV include volume clipping, isosurface extraction and volume rendering, which use 3D textures and advanced per fragment operations. With appropriate user-defined threshold criteria, we find that various MDV techniques maintain a linear time-N relationship, improve the geometry generation and rendering time, and increase the maximum N that can be handled (N: number of datasets). Finally, we justify the effectiveness and usefulness of the proposed MDV by visualizing 3D scalar data (representing electron density distributions in magnesium oxide and magnesium silicate) from parallel quantum mechanical simulation

    Algorithms for the reconstruction, analysis, repairing and enhancement of 3D urban models from multiple data sources

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    Over the last few years, there has been a notorious growth in the field of digitization of 3D buildings and urban environments. The substantial improvement of both scanning hardware and reconstruction algorithms has led to the development of representations of buildings and cities that can be remotely transmitted and inspected in real-time. Among the applications that implement these technologies are several GPS navigators and virtual globes such as Google Earth or the tools provided by the Institut Cartogràfic i Geològic de Catalunya. In particular, in this thesis, we conceptualize cities as a collection of individual buildings. Hence, we focus on the individual processing of one structure at a time, rather than on the larger-scale processing of urban environments. Nowadays, there is a wide diversity of digitization technologies, and the choice of the appropriate one is key for each particular application. Roughly, these techniques can be grouped around three main families: - Time-of-flight (terrestrial and aerial LiDAR). - Photogrammetry (street-level, satellite, and aerial imagery). - Human-edited vector data (cadastre and other map sources). Each of these has its advantages in terms of covered area, data quality, economic cost, and processing effort. Plane and car-mounted LiDAR devices are optimal for sweeping huge areas, but acquiring and calibrating such devices is not a trivial task. Moreover, the capturing process is done by scan lines, which need to be registered using GPS and inertial data. As an alternative, terrestrial LiDAR devices are more accessible but cover smaller areas, and their sampling strategy usually produces massive point clouds with over-represented plain regions. A more inexpensive option is street-level imagery. A dense set of images captured with a commodity camera can be fed to state-of-the-art multi-view stereo algorithms to produce realistic-enough reconstructions. One other advantage of this approach is capturing high-quality color data, whereas the geometric information is usually lacking. In this thesis, we analyze in-depth some of the shortcomings of these data-acquisition methods and propose new ways to overcome them. Mainly, we focus on the technologies that allow high-quality digitization of individual buildings. These are terrestrial LiDAR for geometric information and street-level imagery for color information. Our main goal is the processing and completion of detailed 3D urban representations. For this, we will work with multiple data sources and combine them when possible to produce models that can be inspected in real-time. Our research has focused on the following contributions: - Effective and feature-preserving simplification of massive point clouds. - Developing normal estimation algorithms explicitly designed for LiDAR data. - Low-stretch panoramic representation for point clouds. - Semantic analysis of street-level imagery for improved multi-view stereo reconstruction. - Color improvement through heuristic techniques and the registration of LiDAR and imagery data. - Efficient and faithful visualization of massive point clouds using image-based techniques.Durant els darrers anys, hi ha hagut un creixement notori en el camp de la digitalització d'edificis en 3D i entorns urbans. La millora substancial tant del maquinari d'escaneig com dels algorismes de reconstrucció ha portat al desenvolupament de representacions d'edificis i ciutats que es poden transmetre i inspeccionar remotament en temps real. Entre les aplicacions que implementen aquestes tecnologies hi ha diversos navegadors GPS i globus virtuals com Google Earth o les eines proporcionades per l'Institut Cartogràfic i Geològic de Catalunya. En particular, en aquesta tesi, conceptualitzem les ciutats com una col·lecció d'edificis individuals. Per tant, ens centrem en el processament individual d'una estructura a la vegada, en lloc del processament a gran escala d'entorns urbans. Avui en dia, hi ha una àmplia diversitat de tecnologies de digitalització i la selecció de l'adequada és clau per a cada aplicació particular. Aproximadament, aquestes tècniques es poden agrupar en tres famílies principals: - Temps de vol (LiDAR terrestre i aeri). - Fotogrametria (imatges a escala de carrer, de satèl·lit i aèries). - Dades vectorials editades per humans (cadastre i altres fonts de mapes). Cadascun d'ells presenta els seus avantatges en termes d'àrea coberta, qualitat de les dades, cost econòmic i esforç de processament. Els dispositius LiDAR muntats en avió i en cotxe són òptims per escombrar àrees enormes, però adquirir i calibrar aquests dispositius no és una tasca trivial. A més, el procés de captura es realitza mitjançant línies d'escaneig, que cal registrar mitjançant GPS i dades inercials. Com a alternativa, els dispositius terrestres de LiDAR són més accessibles, però cobreixen àrees més petites, i la seva estratègia de mostreig sol produir núvols de punts massius amb regions planes sobrerepresentades. Una opció més barata són les imatges a escala de carrer. Es pot fer servir un conjunt dens d'imatges capturades amb una càmera de qualitat mitjana per obtenir reconstruccions prou realistes mitjançant algorismes estèreo d'última generació per produir. Un altre avantatge d'aquest mètode és la captura de dades de color d'alta qualitat. Tanmateix, la informació geomètrica resultant sol ser de baixa qualitat. En aquesta tesi, analitzem en profunditat algunes de les mancances d'aquests mètodes d'adquisició de dades i proposem noves maneres de superar-les. Principalment, ens centrem en les tecnologies que permeten una digitalització d'alta qualitat d'edificis individuals. Es tracta de LiDAR terrestre per obtenir informació geomètrica i imatges a escala de carrer per obtenir informació sobre colors. El nostre objectiu principal és el processament i la millora de representacions urbanes 3D amb molt detall. Per a això, treballarem amb diverses fonts de dades i les combinarem quan sigui possible per produir models que es puguin inspeccionar en temps real. La nostra investigació s'ha centrat en les següents contribucions: - Simplificació eficaç de núvols de punts massius, preservant detalls d'alta resolució. - Desenvolupament d'algoritmes d'estimació normal dissenyats explícitament per a dades LiDAR. - Representació panoràmica de baixa distorsió per a núvols de punts. - Anàlisi semàntica d'imatges a escala de carrer per millorar la reconstrucció estèreo de façanes. - Millora del color mitjançant tècniques heurístiques i el registre de dades LiDAR i imatge. - Visualització eficient i fidel de núvols de punts massius mitjançant tècniques basades en imatges

    Towards Fully Dynamic Surface Illumination in Real-Time Rendering using Acceleration Data Structures

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    The improvements in GPU hardware, including hardware-accelerated ray tracing, and the push for fully dynamic realistic-looking video games, has been driving more research in the use of ray tracing in real-time applications. The work described in this thesis covers multiple aspects such as optimisations, adapting existing offline methods to real-time constraints, and adding effects which were hard to simulate without the new hardware, all working towards a fully dynamic surface illumination rendering in real-time.Our first main area of research concerns photon-based techniques, commonly used to render caustics. As many photons can be required for a good coverage of the scene, an efficient approach for detecting which ones contribute to a pixel is essential. We improve that process by adapting and extending an existing acceleration data structure; if performance is paramount, we present an approximation which trades off some quality for a 2–3× improvement in rendering time. The tracing of all the photons, and especially when long paths are needed, had become the highest cost. As most paths do not change from frame to frame, we introduce a validation procedure allowing the reuse of as many as possible, even in the presence of dynamic lights and objects. Previous algorithms for associating pixels and photons do not robustly handle specular materials, so we designed an approach leveraging ray tracing hardware to allow for caustics to be visible in mirrors or behind transparent objects.Our second research focus switches from a light-based perspective to a camera-based one, to improve the picking of light sources when shading: photon-based techniques are wonderful for caustics, but not as efficient for direct lighting estimations. When a scene has thousands of lights, only a handful can be evaluated at any given pixel due to time constraints. Current selection methods in video games are fast but at the cost of introducing bias. By adapting an acceleration data structure from offline rendering that stochastically chooses a light source based on its importance, we provide unbiased direct lighting evaluation at about 30 fps. To support dynamic scenes, we organise it in a two-level system making it possible to only update the parts containing moving lights, and in a more efficient way.We worked on top of the new ray tracing hardware to handle lighting situations that previously proved too challenging, and presented optimisations relevant for future algorithms in that space. These contributions will help in reducing some artistic constraints while designing new virtual scenes for real-time applications

    Efficient algorithms for the realistic simulation of fluids

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    Nowadays there is great demand for realistic simulations in the computer graphics field. Physically-based animations are commonly used, and one of the more complex problems in this field is fluid simulation, more so if real-time applications are the goal. Videogames, in particular, resort to different techniques that, in order to represent fluids, just simulate the consequence and not the cause, using procedural or parametric methods and often discriminating the physical solution. This need motivates the present thesis, the interactive simulation of free-surface flows, usually liquids, which are the feature of interest in most common applications. Due to the complexity of fluid simulation, in order to achieve real-time framerates, we have resorted to use the high parallelism provided by actual consumer-level GPUs. The simulation algorithm, the Lattice Boltzmann Method, has been chosen accordingly due to its efficiency and the direct mapping to the hardware architecture because of its local operations. We have created two free-surface simulations in the GPU: one fully in 3D and another restricted only to the upper surface of a big bulk of fluid, limiting the simulation domain to 2D. We have extended the latter to track dry regions and is also coupled with obstacles in a geometry-independent fashion. As it is restricted to 2D, the simulation loses some features due to the impossibility of simulating vertical separation of the fluid. To account for this we have coupled the surface simulation to a generic particle system with breaking wave conditions; the simulations are totally independent and only the coupling binds the LBM with the chosen particle system. Furthermore, the visualization of both systems is also done in a realistic way within the interactive framerates; raycasting techniques are used to provide the expected light-related effects as refractions, reflections and caustics. Other techniques that improve the overall detail are also applied as low-level detail ripples and surface foam

    Immersive Automotive Stereo Vision

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    Kürzlich wurde das erste In-Car Augmented Reality (AR) System eingeführt. Das System beinhaltet das Rendern von verschiedenen 3D Objekten auf einem Live-Video, welches auf einem Zentraldisplay in der Mittelkonsole des Fahrzeuges angezeigt wird. Ziel dieser Arbeit ist es ein System zu entwickeln, welches nicht nur 2D-Videos augmentieren kann, sondern eine 3D-Rekonstruktion der aktuellen Fahrzeugumgebung erstellen kann. Dies ermöglicht eine Vielzahl von verschiedenen Anwendungen, u.a. die Anzeige dieses 3D-Scans auf einem Head-mounted Display (HMD) als Teil einer Mixed Reality (MR) Anwendung. Eine MR-Anwendung bedarf einer überzeugenden und immersiven Darstellung der Umgebung mit einer hohen Renderfrequenz. Wir beschränken uns auf eine einzelne Front-Stereokamera, welche vorne am Auto verbaut oder montiert ist, um diese Aufgabe zu bewältigen. Hierzu fusionieren wir die Stereomessungen temporär. Zuerst analysieren wir von Grund auf die Effekte der temporalen Stereofusion. Wir schätzen die erreichbare Genauigkeit ab und zeigen Einschränkungen der temporalen Fusion und unseren Annahmen auf. Wir leiten außerdem ein 1D Extended Information Filter und ein 3D Extended Kalman Filter her, um Stereomessungen temporär zu vereinen. Die Filter verbesserten den Tiefenfehler in Simulationen wesentlich. Die Ergebnisse der Analyse integrieren wir in ein neuartiges 3D-Rekonstruktions- Framework, bei dem jeder Punkt mit einem Filter modelliert wird. Das sog. “Warping” von Pixeln von einem Bild zu einem anderen Bild ermöglicht die temporäre Fusion von Messungen nach einem Clustering-Schritt, welcher uns erlaubt verschiedene Tiefenebenen pro Pixel gesondert zu betrachten. Das Framework funktioniert als punkt-basierte Rekonstruktion oder alternativ als mesh-basierte Erweiterung. Hierfür triangulieren wir Tiefenbilder, um die 3DSzene nur mit RGB- und Tiefenbildern als Input auf der GPU zu rendern. Wir können die Eigenschaften von urbanen Szenen und der Kamerabewegung ausnutzen, um Pixel zu identifizieren und zu rendern, welche nicht mehr in zukünftigen Frames beobachtet werden. Das ermöglicht uns diesen Teil der Szene in der größten beobachteten Auflösung zu rekonstruieren. Solche Randpixel formen einen Schlauch (“Tube”) über mehrere Frames, weshalb wir dieses Mesh als Tube Mesh bezeichnen. Unser Framework erlaubt es uns auch die rechenintensiven Filter-Propagationen komplett auf die GPU auszulagern. DesWeiteren demonstrieren wir ein Verfahren, um einen vollen, dynamischen, virtuellen Himmel mithilfe der gleichen Kamera zu erstellen, welcher ergänzend zu der 3D-Szenenrekonstruktion als Hintergrund gezeigt werden kann. Wir evaluieren unsere Methoden gegen andere Verfahren in einem umfangreichen Benchmark auf dem populären “KITTI Visual Odometry”-Datensatz und dem synthethischen SYNTHIA-Datensatz. Neben Stereofehlern im Bild vergleichen wir auch die Performanz der Verfahren für die Rekonstruktion von bestimmten Strukturen in den Referenz-Tiefenbildern, sowie ihre Fähigkeit die Erscheinung der 3D-Szene aus unterschiedlichen Blickwinkeln vorherzusagen auf dem SYNTHIA-Datensatz. Unsere Methode zeigt signifikante Verbesserungen des Disparitätsfehlers sowie des Bildfehlers aus unterschiedlichen Blickwinkeln. Außerdem erzielen wir eine so hohe Rendergeschwindigkeit, dass die Anforderung der Bildwiederholrate von modernen HMDs erfüllt wird. Zum Schluss zeigen wir Herausforderungen in der Evaluation auf, untersuchen die Auswirkungen des Weglassens einzelner Komponenten unseres Frameworks und schließen mit einer qualitativen Demonstration von unterschiedlichen Datensätzen ab, inklusive der Diskussion von Fehlerfällen.Recently, the first in-car augmented reality (AR) system has been introduced to the market. It features various virtual 3D objects drawn on top of a 2D live video feed, which is displayed on a central display inside the vehicle. Our goal with this thesis is to develop an approach that allows to not only augment a 2D video, but to reconstruct a 3D scene of the surrounding driving environment of the vehicle. This opens up various possibilities including the display of this 3D scan on a head-mounted display (HMD) as part of a Mixed Reality (MR) application, which requires a convincing and immersive visualization of the surroundings with high rendering speed. To accomplish this task, we limit ourselves to the use of a single front-mounted stereo camera on a vehicle and fuse stereo measurements temporally. First, we analyze the effects of temporal stereo fusion thoroughly. We estimate the theoretically achievable accuracy and highlight limitations of temporal fusion and our assumptions. We also derive a 1D extended information filter and a 3D extended Kalman filter to fuse measurements temporally, which substantially improves the depth error in our simulations. We integrate these results in a novel dense 3D reconstruction framework, which models each point as a probabilistic filter. Projecting 3D points to the newest image allows us to fuse measurements temporally after a clustering stage, which also gives us the ability to handle multiple depth layers per pixel. The 3D reconstruction framework is point-based, but it also has a mesh-based extension. For that, we leverage a novel depth image triangulation method to render the scene on the GPU using only RGB and depth images as input. We can exploit the nature of urban scenery and the vehicle movement by first identifying and then rendering pixels of the previous stereo camera frame that are no longer seen in the current frame. These pixels at the previous image border form a tube over multiple frames, which we call a tube mesh, and have the highest possible observable resolution. We are also able to offload intensive filter propagation computations completely to the GPU. Furthermore, we demonstrate a way to create a dense, dynamic virtual sky background from the same camera to accompany our reconstructed 3D scene. We evaluate our method against other approaches in an extensive benchmark on the popular KITTI visual odometry dataset and on the synthetic SYNTHIA dataset. Besides stereo error metrics in image space, we also compare how the approaches perform regarding the available depth structure in the reference depth image and in their ability to predict the appearance of the scene from different viewing angles on SYNTHIA. Our method shows significant improvements in terms of disparity and view prediction errors. We also achieve such a high rendering speed that we can fulfill the framerate requirements of modern HMDs. Finally, we highlight challenges in the evaluation, perform ablation studies of our framework and conclude with a qualitative showcase on different datasets including the discussion of failure cases
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