523 research outputs found

    Simulation of Shade Tree Effects on Residential Energy Consumption in Four U.S. Cities

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    Strategically placed trees can modify urban temperatures by casting shade and thus affect energy consumption for residential cooling and heating. Energy conservation benefits are influenced by the quantity as well as the quality of tree shade upon building surfaces. In this study, we employed an energy simulation program called EnergyPlus as a means to evaluate the effect of a single shade tree upon a structure model having a floor area of 200 m2 in four U.S. cities. Results of EnergyPlus simulations with various single tree planting configurations showed that a large tree on the west aspect of a structure could decrease annual energy costs by up to 160 kWh (valued at 18)insoutherncitieswithlongercoolingseasons.Whereas,thesametreeonthesouthaspectcouldincreaseannualenergycostsbyupto134kWh(−18) in southern cities with longer cooling seasons. Whereas, the same tree on the south aspect could increase annual energy costs by up to 134 kWh (−15) in northern cities with longer heating seasons. In addition to tree placement around the structure, interactions between sun angle, tree form, and tree distance were observed to influence the effects on energy consumption. Understanding the fundamental interactions between tree form, tree placement, and geographic settings, which influence both the quantity and quality of shade provision, is critical for improving energy conservation benefits of trees in urban settings

    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

    OutCast: Outdoor Single-image Relighting with Cast Shadows

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    We propose a relighting method for outdoor images. Our method mainly focuses on predicting cast shadows in arbitrary novel lighting directions from a single image while also accounting for shading and global effects such the sun light color and clouds. Previous solutions for this problem rely on reconstructing occluder geometry, e.g. using multi-view stereo, which requires many images of the scene. Instead, in this work we make use of a noisy off-the-shelf single-image depth map estimation as a source of geometry. Whilst this can be a good guide for some lighting effects, the resulting depth map quality is insufficient for directly ray-tracing the shadows. Addressing this, we propose a learned image space ray-marching layer that converts the approximate depth map into a deep 3D representation that is fused into occlusion queries using a learned traversal. Our proposed method achieves, for the first time, state-of-the-art relighting results, with only a single image as input. For supplementary material visit our project page at: https://dgriffiths.uk/outcast.Comment: Eurographics 2022 - Accepte

    Real-time Realistic Rendering Of Nature Scenes With Dynamic Lighting

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    Rendering of natural scenes has interested the scientific community for a long time due to its numerous applications. The targeted goal is to create images that are similar to what a viewer can see in real life with his/her eyes. The main obstacle is complexity: nature scenes from real life contain a huge number of small details that are hard to model, take a lot of time to render and require a huge amount of memory unavailable in current computers. This complexity mainly comes from geometry and lighting. The goal of our research is to overcome this complexity and to achieve real-time rendering of nature scenes while providing visually convincing dynamic global illumination. Our work focuses on grass and trees as they are commonly visible in everyday life. We handle geometry and lighting complexities for grass to render millions of grass blades interactively with dynamic lighting. As for lighting complexity, we address real-time rendering of trees by proposing a lighting model that handles indirect lighting. Our work makes extensive use of the current generation of Graphics Processing Units (GPUs) to meet the real-time requirement and to leave the CPU free to carry out other tasks

    Neural radiance fields for heads: towards accurate digital avatars

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    La digitalització d'éssers humans en entorns 3D ha estat durant dècades objecte d'estudi en la visió per computador i els gràfics digitals, però és encara un problema obert. Avui dia, cap tecnologia és capaç de digitalitzar persones amb una qualitat i dinamisme excel·lent, i que pugui ser utilitzada en motors 3D, com ara un casc de realitat virtual o un telèfon mòbil, en temps real. En aquesta tesi, intentem contribuir a aquest problema explorant com combinar els dos mètodes més usats en els últims anys: \textit{neural radiance fields} i models paramètrics 3D. Intentem dissenyar un model capaç de crear avatars digitals i animables de cares humans a velocitats raonables. La nostra feina se centra principalment a crear un model d'aprenentatge automàtic capaç de generar un avatar facial a partir d'una col·lecció d'imatges i càmeres, però també desenvolupem una eina per integrar l'obtenció d'aquestes dades, de manera que podem provar el nostre mètode en dades reals. A més, també implementem una llibreria per generar dades sintètiques, per tal de controlar els errors que podrien sorgir quan s'obtenen dades reals, per exemple problemes amb la calibració de les càmeres, i facilitar el desenvolupament d'altres projectes relacionats amb humans.La digitalización de seres humanos en entornos 3D ha sido durante décadas objeto de estudio en la visión por computador y los gráficos digitales, pero es aún un problema abierto. Actualmente, ninguna tecnología es capaz de digitalizar personas con una cualidad y dinamismo excelente, y que pueda ser usada en motores 3D, como por ejemplo un casco de realidad virtual o un teléfono móvil, en tiempo real. En esta tesis, intentamos contribuir a este problema explorando como combinar los dos métodos más usados en los últimos años: \textit{neural radiance fields} y modelos paramétricos 3D. Intentamos diseñar un modelo capaz de crear avatares digitales y animables de caras humanas a velocidades razonables. Nuestro trabajo se centra principalmente en crear un modelo de aprendizaje automático capaz de generar un avatar facial a partir de una colección de imágenes y cámaras, pero también desarrollamos una herramienta para obtener estos datos, de manera que podemos probar nuestro método en datos reales. Además, también implementamos una librería para generar datos sintéticos, para poder controlar los errores que pueden surgir al obtener datos reales, como problemas con la calibración de las cámaras, y facilitar el desarrollo de otros proyectos relacionados con humanos.Digitalizing humans in 3D environments has been a subject of study in computer vision and computer graphics for decades, but it still remains an open problem. No current technology can digitalize humans with excellent quality and dynamism that can be used in 3D engines, such as in a virtual reality headset or a mobile phone, at real-time speeds. In this thesis, we aim to contribute to this problem by exploring how to combine the two most commonly used approaches in recent years: neural radiance fields and parametric 3D meshes. We attempt to design a model capable of creating digital, animatable avatars of human faces at reasonable speeds. Our work focuses mostly on creating a machine learning model capable of generating a facial avatar from a set of images and camera poses, but we will also build a pipeline to integrate all steps of obtaining such data, allowing us to demonstrate our method in real-world data. Additionally, we implement a framework to generate synthetic data, in order to alleviate the errors in obtaining real-data, such as problems with camera calibration, and facilitate the development of other human-related projects.Outgoin

    NOVEL DENSE STEREO ALGORITHMS FOR HIGH-QUALITY DEPTH ESTIMATION FROM IMAGES

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    This dissertation addresses the problem of inferring scene depth information from a collection of calibrated images taken from different viewpoints via stereo matching. Although it has been heavily investigated for decades, depth from stereo remains a long-standing challenge and popular research topic for several reasons. First of all, in order to be of practical use for many real-time applications such as autonomous driving, accurate depth estimation in real-time is of great importance and one of the core challenges in stereo. Second, for applications such as 3D reconstruction and view synthesis, high-quality depth estimation is crucial to achieve photo realistic results. However, due to the matching ambiguities, accurate dense depth estimates are difficult to achieve. Last but not least, most stereo algorithms rely on identification of corresponding points among images and only work effectively when scenes are Lambertian. For non-Lambertian surfaces, the brightness constancy assumption is no longer valid. This dissertation contributes three novel stereo algorithms that are motivated by the specific requirements and limitations imposed by different applications. In addressing high speed depth estimation from images, we present a stereo algorithm that achieves high quality results while maintaining real-time performance. We introduce an adaptive aggregation step in a dynamic-programming framework. Matching costs are aggregated in the vertical direction using a computationally expensive weighting scheme based on color and distance proximity. We utilize the vector processing capability and parallelism in commodity graphics hardware to speed up this process over two orders of magnitude. In addressing high accuracy depth estimation, we present a stereo model that makes use of constraints from points with known depths - the Ground Control Points (GCPs) as referred to in stereo literature. Our formulation explicitly models the influences of GCPs in a Markov Random Field. A novel regularization prior is naturally integrated into a global inference framework in a principled way using the Bayes rule. Our probabilistic framework allows GCPs to be obtained from various modalities and provides a natural way to integrate information from various sensors. In addressing non-Lambertian reflectance, we introduce a new invariant for stereo correspondence which allows completely arbitrary scene reflectance (bidirectional reflectance distribution functions - BRDFs). This invariant can be used to formulate a rank constraint on stereo matching when the scene is observed by several lighting configurations in which only the lighting intensity varies

    Ray Tracing Gems

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    This book is a must-have for anyone serious about rendering in real time. With the announcement of new ray tracing APIs and hardware to support them, developers can easily create real-time applications with ray tracing as a core component. As ray tracing on the GPU becomes faster, it will play a more central role in real-time rendering. Ray Tracing Gems provides key building blocks for developers of games, architectural applications, visualizations, and more. Experts in rendering share their knowledge by explaining everything from nitty-gritty techniques that will improve any ray tracer to mastery of the new capabilities of current and future hardware. What you'll learn: The latest ray tracing techniques for developing real-time applications in multiple domains Guidance, advice, and best practices for rendering applications with Microsoft DirectX Raytracing (DXR) How to implement high-performance graphics for interactive visualizations, games, simulations, and more Who this book is for: Developers who are looking to leverage the latest APIs and GPU technology for real-time rendering and ray tracing Students looking to learn about best practices in these areas Enthusiasts who want to understand and experiment with their new GPU

    Efficient Many-Light Rendering of Scenes with Participating Media

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    We present several approaches based on virtual lights that aim at capturing the light transport without compromising quality, and while preserving the elegance and efficiency of many-light rendering. By reformulating the integration scheme, we obtain two numerically efficient techniques; one tailored specifically for interactive, high-quality lighting on surfaces, and one for handling scenes with participating media
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