8 research outputs found

    Rapid Visualization of Large Point-Based Surfaces

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    International audiencePoint-Based Surfaces can be directly generated by 3D scanners and avoid the generation and storage of an explicit topology for a sampled geometry, which saves time and storage space for very dense and large objects, such as scanned statues and other archaeological artefacts [Duguet 2004]. We propose a fast processing pipeline of large point-based surfaces for real-time, appearance preserving, polygonal rendering. Our goal is to reduce the time needed between a point set made of hundred of millions samples and a high resolution visualization taking benefit of modern graphics hardware, tuned for normal mapping of polygons. Our approach starts by an out-of-core generation of a coarse local triangulation of the original model. The resulting coarse mesh is enriched by applying a set of maps which capture the high frequency features of the original data set. We choose as an example the normal component of samples for these maps, since normal maps provide efficiently an accurate local illumination. But our approach is also suitable for other point attributes such as color or position (displacement map). These maps come also from an out-of-core process, using the complete input data in a streaming process. Sampling issues of the maps are addressed using an efficient diffusion algorithm in 2D. Our main contribution is to directly handle such large unorganized point clouds through this two pass algorithm, without the time-consuming meshing or parameterization step, required by current state-of-the-art high resolution visualization methods. One of the main advantages is to express most of the fine features present in the original large point clouds as textures in the huge texture memory usually provided by graphics devices, using only a lazy local parameterization. Our technique comes as a complementary tool to high-quality, but costly, out-of-core visualization systems. Direct applications are: interactive preview at high screen resolution of very detailed scanned objects such as scanned statues, inclusion of large point clouds in usual polygonal 3D engines and 3D databases browsing

    Hierarchical processing, editing and rendering of acquired geometry

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    La représentation des surfaces du monde réel dans la mémoire d’une machine peut désormais être obtenue automatiquement via divers périphériques de capture tels que les scanners 3D. Ces nouvelles sources de données, précises et rapides, amplifient de plusieurs ordres de grandeur la résolution des surfaces 3D, apportant un niveau de précision élevé pour les applications nécessitant des modèles numériques de surfaces telles que la conception assistée par ordinateur, la simulation physique, la réalité virtuelle, l’imagerie médicale, l’architecture, l’étude archéologique, les effets spéciaux, l’animation ou bien encore les jeux video. Malheureusement, la richesse de la géométrie produite par ces méthodes induit une grande, voire gigantesque masse de données à traiter, nécessitant de nouvelles structures de données et de nouveaux algorithmes capables de passer à l’échelle d’objets pouvant atteindre le milliard d’échantillons. Dans cette thèse, je propose des solutions performantes en temps et en espace aux problèmes de la modélisation, du traitement géométrique, de l’édition intéractive et de la visualisation de ces surfaces 3D complexes. La méthodologie adoptée pendant l’élaboration transverse de ces nouveaux algorithmes est articulée autour de 4 éléments clés : une approche hiérarchique systématique, une réduction locale de la dimension des problèmes, un principe d’échantillonage-reconstruction et une indépendance à l’énumération explicite des relations topologiques aussi appelée approche basée-points. En pratique, ce manuscrit propose un certain nombre de contributions, parmi lesquelles : une nouvelle structure hiérarchique hybride de partitionnement, l’Arbre Volume-Surface (VS-Tree) ainsi que de nouveaux algorithmes de simplification et de reconstruction ; un système d’édition intéractive de grands objets ; un noyau temps-réel de synthèse géométrique par raffinement et une structure multi-résolution offrant un rendu efficace de grands objets. Ces structures, algorithmes et systèmes forment une chaîne capable de traiter les objets en provenance du pipeline d’acquisition, qu’ils soient représentés par des nuages de points ou des maillages, possiblement non 2-variétés. Les solutions obtenues ont été appliquées avec succès aux données issues des divers domaines d’application précités.Digital representations of real-world surfaces can now be obtained automatically using various acquisition devices such as 3D scanners and stereo camera systems. These new fast and accurate data sources increase 3D surface resolution by several orders of magnitude, borrowing higher precision to applications which require digital surfaces. All major computer graphics applications can take benefit of this automatic modeling process, including: computer-aided design, physical simulation, virtual reality, medical imaging, architecture, archaeological study, special effects, computer animation and video games. Unfortunately, the richness of the geometry produced by these media comes at the price of a large, possibility gigantic, amount of data which requires new efficient data structures and algorithms offering scalability for processing such objects. This thesis proposes time and space efficient solutions for modeling, editing and rendering such complex surfaces, solving these problems with new algorithms sharing 4 fundamental elements: a systematic hierarchical approach, a local dimension reduction, a sampling-reconstruction paradigm and a pointbased basis. Basically, this manuscript proposes several contributions, including: a new hierarchical space subdivision structure, the Volume-Surface Tree, for geometry processing such as simplification and reconstruction; a streaming system featuring new algorithms for interactive editing of large objects, an appearancepreserving multiresolution structure for efficient rendering of large point-based surfaces, and a generic kernel for real-time geometry synthesis by refinement. These elements form a pipeline able to process acquired geometry, either represented by point clouds or non-manifold meshes. Effective results have been successfully obtained with data coming from the various applications mentioned

    Efficient From-Point Visibility for Global Illumination in Virtual Scenes with Participating Media

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    Sichtbarkeitsbestimmung ist einer der fundamentalen Bausteine fotorealistischer Bildsynthese. Da die Berechnung der Sichtbarkeit allerdings äußerst kostspielig zu berechnen ist, wird nahezu die gesamte Berechnungszeit darauf verwendet. In dieser Arbeit stellen wir neue Methoden zur Speicherung, Berechnung und Approximation von Sichtbarkeit in Szenen mit streuenden Medien vor, die die Berechnung erheblich beschleunigen, dabei trotzdem qualitativ hochwertige und artefaktfreie Ergebnisse liefern

    Vehicle surface contamination, unsteady flow and aerodynamic drag

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    The rear surfaces of blunt-ended vehicles, such as SUVs, are vulnerable to the build-up of contaminants thrown up from wet road surfaces by their tyres. This can compromise drivers’ vision, vehicle visibility, sensor performance and aesthetics. Vision will be reduced if the rear screen and lenses of camera systems become obscured. Similarly, sensing methods such as Light Detection and Ranging [LIDAR], introduced to support higher-level Advanced Driver Assistance Systems [ADAS] and autonomous driving are also vulnerable to contaminant accumulation. In addition, vehicle users may find that dirt is transferred to their hands and clothes as they access the rear load space. Finally, rapid soiling of external surfaces can be perceived as degrading the aesthetics of premium vehicles. Such deposition is a manifestation of unsteady aerodynamics – particularly the interaction between tyre spray, wheel wakes and the vehicle rear wake. These wake structures also strongly influence aerodynamic drag which, in turn affects CO2 emissions for Internal Combustion Engine [ICE] powered cars and the range of Battery Electric Vehicles [BEV]. Hence, automotive manufacturers need a simulation approach that can be used to minimise these characteristics concurrently during vehicle development. This work met that need by developing and deploying an innovative simulation process which predicts both contaminant accumulation and drag at the same time, by numerically representing unsteady aerodynamics, tyre spray and surface water behaviour. It is now integrated into the vehicle development process at Jaguar Land Rover [J/LR] where it is being used to develop new cars. This has been achieved by using a series of novel simplified vehicle geometry and spray systems to incrementally develop and validate the simulation strategy. The work culminated with its application to a production vehicle and subsequent validation against full scale experiments, providing the first quantification of accuracy for simulations of rear surface contamination. This novel simulation approach is combined with original experiments to show that reduced vehicle ride heights can lead to increased rear surface contamination, by reducing underbody flow and moving the vehicle wake closer to the highly contaminated wheel wakes. This provides a challenge for vehicle developers as lower ride heights are used to reduce aerodynamic drag; an increasingly important objective for both ICE and BEV product development, to support lower CO2 emissions and enhanced range, respectively. Finally, the first evidence is presented to suggest that aerodynamically improved underfloors can increase rear surface contamination, or at least redistribute it towards the lower regions of the vehicle rear, such as the bumper. This raises a risk for future BEVs which combine aerodynamically advantageous smooth underfloors with vulnerable ADAS features, such as rear bumper mounted LIDAR

    Génération et édition de textures géométriques représentées par des ensembles de points

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    Thèse numérisée par la Division de la gestion de documents et des archives de l'Université de Montréal

    Statistical shape analysis of neuroanatomical structures based on spherical wavelet transformation

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    Thesis (Ph. D.)--Harvard-MIT Division of Health Sciences and Technology, 2008.Includes bibliographical references.Evidence suggests that morphological changes of neuroanatomical structures may reflect abnormalities in neurodevelopment, or relate to a variety of disorders, such as schizophrenia and Alzheimer's disease (AD). Advances in high-resolution Magnetic Resonance Imaging (MRI) techniques allow us to study these alterations of brain structures in vivo. Previous work in studying the shape variations of brain structures has provided additional localized information compared with traditional volume-based study. However, challenges remain in finding an accurate shape presentation and conducting shape analysis with sound statistical principles. In this work, we develop methods for automatically extracting localized and multi-scale shape features and conducting statistical shape analysis of neuroanatomical structures obtained from MR images. We first develop a procedure to extract multi-scale shape features of brain structures using biorthogonal spherical wavelets. Using this wavelet-based shape representation, we build multi-scale shape models and study the localized cortical folding variations in a normal population using Principal Component Analysis (PCA). We then build a shape-based classification framework for detecting pathological changes of cortical surfaces using advanced classification methods, such as predictive Automatic Relevance Determination (pred-ARD), and demonstrate promising results in patient/control group comparison studies. Thirdly, we develop a nonlinear temporal model for studying the temporal order and regional difference of cortical folding development based on this shape representation. Furthermore, we develop a shape-guided segmentation method to improve the segmentation of sub-cortical structures, such as hippocampus, by using shape constraints obtained in the wavelet domain.(cont.) Finally, we improve upon the proposed wavelet-based shape representation by adopting a newly developed over-complete spherical wavelet transformation and demonstrate its utility in improving the accuracy and stability of shape representations. By using these shape representations and statistical analysis methods, we have demonstrated promising results in localizing shape changes of neuroanatomical structures related to aging, neurological diseases, and neurodevelopment at multiple spatial scales. Identification of these shape changes could potentially lead to more accurate diagnoses and improved understanding of neurodevelopment and neurological diseases.by Peng Yu.Ph.D

    Semantic models for texturing volume objects

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    EThOS - Electronic Theses Online ServiceGBUnited Kingdo

    Surfel Stripping

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    International audienceThis paper presents an efficicent combination of techniques for fast stripping and multiresolution rendering of Point-Based Surfaces (PBS) called Surfel Stripping. Surfel Strips are small triangle strips that interpolate the PBS. We propose here two contributions. First, at loading time, we efficiently convert the PBS into triangle strips. This is done by generating a set of overlapping small triangular meshes that interpolate the PBS, removing redundant triangles and finally stripping the small triangular meshes by using a cache-friendly stripping method. All these operations are performed using an octree data structure. Second, we reuse this data structure for providing a multiresolution interactive visualization of the surfel strips at rendering time. Since Surfel Stripping is local and very fast, it can be used, in a lot of situations, as an object-space alternative to the image-space surface splatting and considered half way between point-based rendering and local polygonal generation. Rendering Surfel Strips is very efficient since it neither requires multi-pass rendering nor time-consuming vertex/fragment shaders compared to surface splatting. We show also how to exploit the locality of the surfel strips for maintaining compatibility with point-based modeling tools, such as local deformations of surfaces. We finally give some examples of well known visual enrichments developed for polygons, directly applied to PBS thanks to surfel strips
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