56,761 research outputs found
The blue-c Distributed Scene Graph
In this paper we present a distributed scene graph architecture for use in the blue-c, a novel collaborative immersive virtual environment. We extend the widely used OpenGL Performer toolkit to provide a distributed scene graph maintaining full synchronization down to vertex and texel level. We propose a synchronization scheme including customizable, relaxed locking mechanisms. We demonstrate the functionality of our toolkit with two prototype applications in our high-performance virtual reality and visual simulation environment
Scalable Estimation of Precision Maps in a MapReduce Framework
This paper presents a large-scale strip adjustment method for LiDAR mobile
mapping data, yielding highly precise maps. It uses several concepts to achieve
scalability. First, an efficient graph-based pre-segmentation is used, which
directly operates on LiDAR scan strip data, rather than on point clouds.
Second, observation equations are obtained from a dense matching, which is
formulated in terms of an estimation of a latent map. As a result of this
formulation, the number of observation equations is not quadratic, but rather
linear in the number of scan strips. Third, the dynamic Bayes network, which
results from all observation and condition equations, is partitioned into two
sub-networks. Consequently, the estimation matrices for all position and
orientation corrections are linear instead of quadratic in the number of
unknowns and can be solved very efficiently using an alternating least squares
approach. It is shown how this approach can be mapped to a standard key/value
MapReduce implementation, where each of the processing nodes operates
independently on small chunks of data, leading to essentially linear
scalability. Results are demonstrated for a dataset of one billion measured
LiDAR points and 278,000 unknowns, leading to maps with a precision of a few
millimeters.Comment: ACM SIGSPATIAL'16, October 31-November 03, 2016, Burlingame, CA, US
Interactive inspection of complex multi-object industrial assemblies
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
From Multiview Image Curves to 3D Drawings
Reconstructing 3D scenes from multiple views has made impressive strides in
recent years, chiefly by correlating isolated feature points, intensity
patterns, or curvilinear structures. In the general setting - without
controlled acquisition, abundant texture, curves and surfaces following
specific models or limiting scene complexity - most methods produce unorganized
point clouds, meshes, or voxel representations, with some exceptions producing
unorganized clouds of 3D curve fragments. Ideally, many applications require
structured representations of curves, surfaces and their spatial relationships.
This paper presents a step in this direction by formulating an approach that
combines 2D image curves into a collection of 3D curves, with topological
connectivity between them represented as a 3D graph. This results in a 3D
drawing, which is complementary to surface representations in the same sense as
a 3D scaffold complements a tent taut over it. We evaluate our results against
truth on synthetic and real datasets.Comment: Expanded ECCV 2016 version with tweaked figures and including an
overview of the supplementary material available at
multiview-3d-drawing.sourceforge.ne
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