468 research outputs found

    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

    PSVDAG: Compact Voxelized Representation of 3D Scenes Using Pointerless Sparse Voxel Directed Acyclic Graphs

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    This paper deals with the issue of geometry representation of voxelized three-dimensional scenes using hierarchical data structures. These include pointerless Sparse Voxel Octrees that have no pointers on child nodes and allow a compact binary representation. However, if necessary, there is a possibility to reconstruct these pointers for rapid traversing. Sparse Voxel Directed Acyclic Graphs added 32-bit pointers to child nodes and merging of common subtrees, which can be considered lossless compression. By merging common subtrees, no decompression overhead occurs at the time of traversing. The hierarchical data structure proposed herein - the Pointerless Sparse Voxel Directed Acyclic Graph - incorporates the benefits of both - pointerless Sparse Voxel Octrees (by avoiding storing pointers on child nodes) and Sparse Voxel Directed Acyclic Graphs (by allowing the merging of common subtrees due the introduction of labels and callers). The proposed data structure supports the quick and easy reconstruction of pointers by introducing the Active Child Node Count. It also potentially allows Child Node Mask compression of its nodes. This paper presents the proposed data structure and its binary-level encoding in detail. It compares the effectiveness of the representation of voxelized three-dimensional scenes (originally represented in OBJ format) in the proposed data structure with the data structures mentioned above. It also summarizes statistical data providing a more detailed description of the various parameters of the data structure for different scenes stored in multiple resolutions

    Path-tracing Monte Carlo Library for 3D Radiative Transfer in Highly Resolved Cloudy Atmospheres

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    Interactions between clouds and radiation are at the root of many difficulties in numerically predicting future weather and climate and in retrieving the state of the atmosphere from remote sensing observations. The large range of issues related to these interactions, and in particular to three-dimensional interactions, motivated the development of accurate radiative tools able to compute all types of radiative metrics, from monochromatic, local and directional observables, to integrated energetic quantities. In the continuity of this community effort, we propose here an open-source library for general use in Monte Carlo algorithms. This library is devoted to the acceleration of path-tracing in complex data, typically high-resolution large-domain grounds and clouds. The main algorithmic advances embedded in the library are those related to the construction and traversal of hierarchical grids accelerating the tracing of paths through heterogeneous fields in null-collision (maximum cross-section) algorithms. We show that with these hierarchical grids, the computing time is only weakly sensitivive to the refinement of the volumetric data. The library is tested with a rendering algorithm that produces synthetic images of cloud radiances. Two other examples are given as illustrations, that are respectively used to analyse the transmission of solar radiation under a cloud together with its sensitivity to an optical parameter, and to assess a parametrization of 3D radiative effects of clouds.Comment: Submitted to JAMES, revised and submitted again (this is v2

    A Sparse Voxel Octree-Based Framework for Computing Solar Radiation Using 3D City Models

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    abstract: An effective three-dimensional (3D) data representation is required to assess the spatial distribution of the photovoltaic potential over urban building roofs and facades using 3D city models. Voxels have long been used as a spatial data representation, but practical applications of the voxel representation have been limited compared with rasters in traditional two-dimensional (2D) geographic information systems (GIS). We propose to use sparse voxel octree (SVO) as a data representation to extend the GRASS GIS r.sun solar radiation model from 2D to 3D. The GRASS GIS r.sun model is nested in an SVO-based computing framework. The presented 3D solar radiation computing framework was applied to 3D building groups of different geometric complexities to demonstrate its efficiency and scalability. We presented a method to explicitly compute diffuse shading losses in r.sun, and found that diffuse shading losses can reduce up to 10% of the annual global radiation under clear sky conditions. Hence, diffuse shading losses are of significant importance especially in complex urban environments

    Sparse Volumetric Deformation

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    Volume rendering is becoming increasingly popular as applications require realistic solid shape representations with seamless texture mapping and accurate filtering. However rendering sparse volumetric data is difficult because of the limited memory and processing capabilities of current hardware. To address these limitations, the volumetric information can be stored at progressive resolutions in the hierarchical branches of a tree structure, and sampled according to the region of interest. This means that only a partial region of the full dataset is processed, and therefore massive volumetric scenes can be rendered efficiently. The problem with this approach is that it currently only supports static scenes. This is because it is difficult to accurately deform massive amounts of volume elements and reconstruct the scene hierarchy in real-time. Another problem is that deformation operations distort the shape where more than one volume element tries to occupy the same location, and similarly gaps occur where deformation stretches the elements further than one discrete location. It is also challenging to efficiently support sophisticated deformations at hierarchical resolutions, such as character skinning or physically based animation. These types of deformation are expensive and require a control structure (for example a cage or skeleton) that maps to a set of features to accelerate the deformation process. The problems with this technique are that the varying volume hierarchy reflects different feature sizes, and manipulating the features at the original resolution is too expensive; therefore the control structure must also hierarchically capture features according to the varying volumetric resolution. This thesis investigates the area of deforming and rendering massive amounts of dynamic volumetric content. The proposed approach efficiently deforms hierarchical volume elements without introducing artifacts and supports both ray casting and rasterization renderers. This enables light transport to be modeled both accurately and efficiently with applications in the fields of real-time rendering and computer animation. Sophisticated volumetric deformation, including character animation, is also supported in real-time. This is achieved by automatically generating a control skeleton which is mapped to the varying feature resolution of the volume hierarchy. The output deformations are demonstrated in massive dynamic volumetric scenes

    OctNetFusion: Learning Depth Fusion from Data

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    In this paper, we present a learning based approach to depth fusion, i.e., dense 3D reconstruction from multiple depth images. The most common approach to depth fusion is based on averaging truncated signed distance functions, which was originally proposed by Curless and Levoy in 1996. While this method is simple and provides great results, it is not able to reconstruct (partially) occluded surfaces and requires a large number frames to filter out sensor noise and outliers. Motivated by the availability of large 3D model repositories and recent advances in deep learning, we present a novel 3D CNN architecture that learns to predict an implicit surface representation from the input depth maps. Our learning based method significantly outperforms the traditional volumetric fusion approach in terms of noise reduction and outlier suppression. By learning the structure of real world 3D objects and scenes, our approach is further able to reconstruct occluded regions and to fill in gaps in the reconstruction. We demonstrate that our learning based approach outperforms both vanilla TSDF fusion as well as TV-L1 fusion on the task of volumetric fusion. Further, we demonstrate state-of-the-art 3D shape completion results.Comment: 3DV 2017, https://github.com/griegler/octnetfusio

    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
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