962 research outputs found

    Fast Scene Voxelization Revisited

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    International audienceThis sketch paper presents an overview of ”Fast Scene Voxelization and Applications” published at the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games. It introduces slicemaps that correspond to a GPU friendly voxel representation of a scene. This voxelization is done at run-time in the order of milliseconds, even for complex and dynamic scenes containing more than 1M polygons. Creation and storage is performed on the graphics card avoiding unnecessary data transfer. Regular but also deformed grids are possible, in particular to better fit the scene geometry. Several applications are demonstrated: shadow calculation, refraction simulation and shadow volume culling/clamping

    Fast Back-Projection for Non-Line of Sight Reconstruction

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    Recent works have demonstrated non-line of sight (NLOS) reconstruction by using the time-resolved signal frommultiply scattered light. These works combine ultrafast imaging systems with computation, which back-projects the recorded space-time signal to build a probabilistic map of the hidden geometry. Unfortunately, this computation is slow, becoming a bottleneck as the imaging technology improves. In this work, we propose a new back-projection technique for NLOS reconstruction, which is up to a thousand times faster than previous work, with almost no quality loss. We base on the observation that the hidden geometry probability map can be built as the intersection of the three-bounce space-time manifolds defined by the light illuminating the hidden geometry and the visible point receiving the scattered light from such hidden geometry. This allows us to pose the reconstruction of the hidden geometry as the voxelization of these space-time manifolds, which has lower theoretic complexity and is easily implementable in the GPU. We demonstrate the efficiency and quality of our technique compared against previous methods in both captured and synthetic dat

    Deep Projective 3D Semantic Segmentation

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    Semantic segmentation of 3D point clouds is a challenging problem with numerous real-world applications. While deep learning has revolutionized the field of image semantic segmentation, its impact on point cloud data has been limited so far. Recent attempts, based on 3D deep learning approaches (3D-CNNs), have achieved below-expected results. Such methods require voxelizations of the underlying point cloud data, leading to decreased spatial resolution and increased memory consumption. Additionally, 3D-CNNs greatly suffer from the limited availability of annotated datasets. In this paper, we propose an alternative framework that avoids the limitations of 3D-CNNs. Instead of directly solving the problem in 3D, we first project the point cloud onto a set of synthetic 2D-images. These images are then used as input to a 2D-CNN, designed for semantic segmentation. Finally, the obtained prediction scores are re-projected to the point cloud to obtain the segmentation results. We further investigate the impact of multiple modalities, such as color, depth and surface normals, in a multi-stream network architecture. Experiments are performed on the recent Semantic3D dataset. Our approach sets a new state-of-the-art by achieving a relative gain of 7.9 %, compared to the previous best approach.Comment: Submitted to CAIP 201

    Tessellated Voxelization for Global Illumination using Voxel Cone Tracing

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    Modeling believable lighting is a crucial component of computer graphics applications, including games and modeling programs. Physically accurate lighting is complex and is not currently feasible to compute in real-time situations. Therefore, much research is focused on investigating efficient ways to approximate light behavior within these real-time constraints. In this thesis, we implement a general purpose algorithm for real-time applications to approximate indirect lighting. Based on voxel cone tracing, we use a filtered representation of a scene to efficiently sample ambient light at each point in the scene. We present an approach to scene voxelization using hardware tessellation and compare it with an approach utilizing hardware rasterization. We also investigate possible methods of warped voxelization. Our contributions include a complete and open-source implementation of voxel cone tracing along with both voxelization algorithms. We find similar performance and quality with both voxelization algorithms

    GPU voxelization

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    Given a triangulated model, we want to identify which voxels of a voxel grid are intersected by the boundary of this model. There are other branch of implemented voxelizations, in which not only the boundary is detected, also the interior of the model. Often these voxels are cubes. But it is not a restriction, there are other presented techniques in which the voxel grid is the view frustum, and voxels are prisms. There are di erent kind of voxelizations depending on the rasterization behavior. Approximate rasterization is the standard way of rasterizing fragments in GPU. It means only those fragments whose center lies inside the projection of the primitive are identi ed. Conservative rasterization (Hasselgren et al. , 2005) involves a dilation operation over the primitive. This is done in GPU to ensure that in the rasterization stage all the intersected fragments have its center inside the dilated primitive. However, this can produce spurious fragments, non-intersected pixels. Exact voxelization detects only those voxels that we need.
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