727 research outputs found

    On sparse voxel DAGs and memory efficient compression of surface attributes for real-time scenarios

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    The general shape of a 3D object can expeditiously be represented as, e.g., triangles or voxels, while smaller-scale features usually are parameterized over the surface of the object. Such features include, but are not limited to, color details, small-scale surface-normal variations, or even view-dependent properties required for the light-surface interactions. This thesis is a collection of four papers that focus on new ways to compress and efficiently utilize surface data in 3D for real-time usage.In Paper IA and IB, we extend upon the concept of sparse voxel DAGs, a real-time compression format of a voxel-grid, to allow an attribute mapping with a negligible impact on the size. The main contribution, however, is a novel real-time compression format of the mapped colors over such sparse voxel surfaces.Paper II aims to utilize the results of the previous papers to achieve uv-free texturing of surfaces, such as triangle meshes, with optimized run-time minification as well as magnification filtering.Paper III extends upon previous compact representations of view dependent radiance using spherical gaussians (SG). By using a convolutional neural network, we are able to compress the light-field by finding SGs with free directions, amplitudes and sharpnesses, whereas previous methods were limited to only free amplitudes in similar scenarios

    QuadStack: An Efficient Representation and Direct Rendering of Layered Datasets

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    We introduce QuadStack, a novel algorithm for volumetric data compression and direct rendering. Our algorithm exploits the data redundancy often found in layered datasets which are common in science and engineering fields such as geology, biology, mechanical engineering, medicine, etc. QuadStack first compresses the volumetric data into vertical stacks which are then compressed into a quadtree that identifies and represents the layered structures at the internal nodes. The associated data (color, material, density, etc.) and shape of these layer structures are decoupled and encoded independently, leading to high compression rates (4× to 54× of the original voxel model memory footprint in our experiments). We also introduce an algorithm for value retrieving from the QuadStack representation and we show that the access has logarithmic complexity. Because of the fast access, QuadStack is suitable for efficient data representation and direct rendering. We show that our GPU implementation performs comparably in speed with the state-of-the-art algorithms (18-79 MRays/s in our implementation), while maintaining a significantly smaller memory footprint

    A Novel Point Cloud Compression Algorithm for Vehicle Recognition Using Boundary Extraction

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    Recently, research on the hardware system for generating point cloud data through 3D LiDAR scanning has improved, which has important applications in autonomous driving and 3D reconstruction. However, point cloud data may contain defects such as duplicate points, redundant points, and an unordered mass of points, which put higher demands on the performance of hardware systems for processing data. Simplifying and compressing point cloud data can improve recognition speed in subsequent processes. This paper studies a novel algorithm for identifying vehicles in the environment using 3D LiDAR to obtain point cloud data. The point cloud compression method based on the nearest neighbor point and boundary extraction from octree voxels center points is applied to the point cloud data, followed by the vehicle point cloud identification algorithm based on image mapping for vehicle recognition. The proposed algorithm is tested using the KITTI dataset, and the results show improved accuracy compared to other methods

    Exploring Material Representations for Sparse Voxel DAGs

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    Ray tracing is a popular technique used in movies and video games to create compelling visuals. Ray traced computer images are increasingly becoming more realistic and almost indistinguishable from real-word images. Due to the complexity of scenes and the desire for high resolution images, ray tracing can become very expensive in terms of computation and memory. To address these concerns, researchers have examined data structures to efficiently store geometric and material information. Sparse voxel octrees (SVOs) and directed acyclic graphs (DAGs) have proven to be successful geometric data structures for reducing memory requirements. Moxel DAGs connect material properties to these geometric data structures, but experience limitations related to memory, build times, and render times. This thesis examines the efficacy of connecting an alternative material data structure to existing geometric representations. The contributions of this thesis include the creation of a new material representation using hashing to accompany DAGs, a method to calculate surface normals using neighboring voxel data, and a demonstration and validation that DAGs can be used to super sample based on proximity. This thesis also validates the visual acuity from these methods via a user survey comparing different output images. In comparison to the Moxel DAG implementation, this work increases render time, but reduces build times and memory, and improves the visual quality of output images

    Interactive inspection of complex multi-object industrial assemblies

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    The final publication is available at Springer via http://dx.doi.org/10.1016/j.cad.2016.06.005The use of virtual prototypes and digital models containing thousands of individual objects is commonplace in complex industrial applications like the cooperative design of huge ships. Designers are interested in selecting and editing specific sets of objects during the interactive inspection sessions. This is however not supported by standard visualization systems for huge models. In this paper we discuss in detail the concept of rendering front in multiresolution trees, their properties and the algorithms that construct the hierarchy and efficiently render it, applied to very complex CAD models, so that the model structure and the identities of objects are preserved. We also propose an algorithm for the interactive inspection of huge models which uses a rendering budget and supports selection of individual objects and sets of objects, displacement of the selected objects and real-time collision detection during these displacements. Our solution–based on the analysis of several existing view-dependent visualization schemes–uses a Hybrid Multiresolution Tree that mixes layers of exact geometry, simplified models and impostors, together with a time-critical, view-dependent algorithm and a Constrained Front. The algorithm has been successfully tested in real industrial environments; the models involved are presented and discussed in the paper.Peer ReviewedPostprint (author's final draft

    Aggressive saliency-aware point cloud compression

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    The increasing demand for accurate representations of 3D scenes, combined with immersive technologies has led point clouds to extensive popularity. However, quality point clouds require a large amount of data and therefore the need for compression methods is imperative. In this paper, we present a novel, geometry-based, end-to-end compression scheme, that combines information on the geometrical features of the point cloud and the user's position, achieving remarkable results for aggressive compression schemes demanding very small bit rates. After separating visible and non-visible points, four saliency maps are calculated, utilizing the point cloud's geometry and distance from the user, the visibility information, and the user's focus point. A combination of these maps results in a final saliency map, indicating the overall significance of each point and therefore quantizing different regions with a different number of bits during the encoding process. The decoder reconstructs the point cloud making use of delta coordinates and solving a sparse linear system. Evaluation studies and comparisons with the geometry-based point cloud compression (G-PCC) algorithm by the Moving Picture Experts Group (MPEG), carried out for a variety of point clouds, demonstrate that the proposed method achieves significantly better results for small bit rates
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