192 research outputs found

    Study of Subjective and Objective Quality Evaluation of 3D Point Cloud Data by the JPEG Committee

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    The SC29/WG1 (JPEG) Committee within ISO/IEC is currently working on developing standards for the storage, compression and transmission of 3D point cloud information. To support the creation of these standards, the committee has created a database of 3D point clouds representing various quality levels and use-cases and examined a range of 2D and 3D objective quality measures. The examined quality measures are correlated with subjective judgments for a number of compression levels. In this paper we describe the database created, tests performed and key observations on the problems of 3D point cloud quality assessment

    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

    Interactive isosurface ray tracing of large octree volumes

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    Journal ArticleWe present a technique for ray tracing isosurfaces of large compressed structured volumes. Data is first converted into a losslesscompression octree representation that occupies a fraction of the original memory footprint. An isosurface is then dynamically rendered by tracing rays through a min/max hierarchy inside interior octree nodes. By embedding the acceleration tree and scalar data in a single structure and employing optimized octree hash schemes, we achieve competitive frame rates on common multicore architectures, and render large time-variant data that could not otherwise be accomodated

    Fast connected component labeling algorithm: a non voxel-based approach

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    This paper presents a new approach to achieve connected component labeling on both binary images and volumes by using the Extreme Vertices Model (EVM), a representation model for orthogonal polyhedra, applied to digital images and volume datasets recently. In contrast with previous techniques, this method does not use a voxel-based approach but deals with the inner sections of the object.Postprint (published version

    Conservative occlusion culling for urban visualization using a slice-wise data structure

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    Cataloged from PDF version of article.In this paper, we propose a framework for urban visualization using a conservative from-region visibility algorithm based on occluder shrinking. The visible geometry in a typical urban walkthrough mainly consists of partially visible buildings. Occlusion-culling algorithms, in which the granularity is buildings, process these partially visible buildings as if they are completely visible. To address the problem of partial visibility, we propose a data structure, called slice-wise data structure, that represents buildings in terms of slices parallel to the coordinate axes. We observe that the visible parts of the objects usually have simple shapes. This observation establishes the base for occlusion-culling where the occlusion granularity is individual slices. The proposed slice-wise data structure has minimal storage requirements. We also propose to shrink general 3D occluders in a scene to find volumetric occlusion. Empirical results show that significant increase in frame rates and decrease in the number of processed polygons can be achieved using the proposed slice-wise occlusion-culling as compared to an occlusion-culling method where the granularity is individual buildings. © 2007 Elsevier Inc. All rights reserved

    Sweep encoding: Serializing space subdivision schemes for optimal slicing

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    Slicing a model (computing thin slices of a geometric or volumetric model with a sweeping plane) is necessary for several applications ranging from 3D printing to medical imaging. This paper introduces a technique designed to compute these slices efficiently, even for huge and complex models. We voxelize the volume of the model at a required resolution and show how to encode this voxelization in an out-of-core octree using a novel Sweep Encoding linearization. This approach allows for efficient slicing with bounded cost per slice. We discuss specific applications, including 3D printing, and compare these octrees’ performance against the standard representations in the literature.This work has been partially funded by the Spanish Ministry of Science and Innovation (MCIN / AEI / 10.13039/501100011033) and FEDER (‘‘A way to make Europe’’) under grant TIN2017- 88515-C2-1-R.Peer ReviewedPostprint (published version

    A New 3D Representation and Compression Algorithm for Non-Rigid Moving Objects using Affine-Octree

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    This paper presents a new 3D representation for non-rigid objects using motion vectors between two consecutive frames. Our method relies on an Octree to recursively partition the object into smaller parts for which a small number of motion parameters can accurately represent that portion of the object. The partitioning continues as long as the respective motion parameters are insufficiently accurate to describe the object. Unlike other Octree methods, our method employs an affine transformation for the motion description part, which greatly reduces the storage. Finally, an adaptive thresholding, a singular value decomposition for dealing with singularities, and a quantization and arithmetic coding further enhance our proposed method by increasing the compression while maintaining very good signal-noise ratio. Compared with other methods like trilinear interpolation or Principle Component Analysis (PCA) based algorithm, the Affine-Octree method is easy to compute and highly compact. As the results demonstrate, our method has a better performance in terms of compression ratio and PSNR, while it remains simple
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