90 research outputs found

    A Multiple Level-of-Detail 3D Data Transmission Approach for Low-Latency Remote Visualisation in Teleoperation Tasks

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    From MDPI via Jisc Publications RouterHistory: accepted 2021-07-13, pub-electronic 2021-07-14Publication status: PublishedFunder: Engineering and Physical Sciences Research Council; Grant(s): EP/S03286X/1In robotic teleoperation, the knowledge of the state of the remote environment in real time is paramount. Advances in the development of highly accurate 3D cameras able to provide high-quality point clouds appear to be a feasible solution for generating live, up-to-date virtual environments. Unfortunately, the exceptional accuracy and high density of these data represent a burden for communications requiring a large bandwidth affecting setups where the local and remote systems are particularly geographically distant. This paper presents a multiple level-of-detail (LoD) compression strategy for 3D data based on tree-like codification structures capable of compressing a single data frame at multiple resolutions using dynamically configured parameters. The level of compression (resolution) of objects is prioritised based on: (i) placement on the scene; and (ii) the type of object. For the former, classical point cloud fitting and segmentation techniques are implemented; for the latter, user-defined prioritisation is considered. The results obtained are compared using a single LoD (whole-scene) compression technique previously proposed by the authors. Results showed a considerable improvement to the transmitted data size and updated frame rate while maintaining low distortion after decompression

    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

    QuadStack: An Efficient Representation and Direct Rendering of Layered Datasets

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    We introduce QuadStack, a novel algorithm for volumetric data compression and direct rendering. Our algorithm exploits the data redundancy often found in layered datasets which are common in science and engineering fields such as geology, biology, mechanical engineering, medicine, etc. QuadStack first compresses the volumetric data into vertical stacks which are then compressed into a quadtree that identifies and represents the layered structures at the internal nodes. The associated data (color, material, density, etc.) and shape of these layer structures are decoupled and encoded independently, leading to high compression rates (4× to 54× of the original voxel model memory footprint in our experiments). We also introduce an algorithm for value retrieving from the QuadStack representation and we show that the access has logarithmic complexity. Because of the fast access, QuadStack is suitable for efficient data representation and direct rendering. We show that our GPU implementation performs comparably in speed with the state-of-the-art algorithms (18-79 MRays/s in our implementation), while maintaining a significantly smaller memory footprint

    A practical comparison between two powerful PCC codec’s

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    Recent advances in the consumption of 3D content creates the necessity of efficient ways to visualize and transmit 3D content. As a result, methods to obtain that same content have been evolving, leading to the development of new methods of representations, namely point clouds and light fields. A point cloud represents a set of points with associated Cartesian coordinates associated with each point(x, y, z), as well as being able to contain even more information inside that point (color, material, texture, etc). This kind of representation changes the way on how 3D content in consumed, having a wide range of applications, from videogaming to medical ones. However, since this type of data carries so much information within itself, they are data-heavy, making the storage and transmission of content a daunting task. To resolve this issue, MPEG created a point cloud coding normalization project, giving birth to V-PCC (Video-based Point Cloud Coding) and G-PCC (Geometry-based Point Cloud Coding) for static content. Firstly, a general analysis of point clouds is made, spanning from their possible solutions, to their acquisition. Secondly, point cloud codecs are studied, namely VPCC and G-PCC from MPEG. Then, a state of art study of quality evaluation is performed, namely subjective and objective evaluation. Finally, a report on the JPEG Pleno Point Cloud, in which an active colaboration took place, is made, with the comparative results of the two codecs and used metrics.Os avanços recentes no consumo de conteúdo 3D vêm criar a necessidade de maneiras eficientes de visualizar e transmitir conteúdo 3D. Consequentemente, os métodos de obtenção desse mesmo conteúdo têm vindo a evoluir, levando ao desenvolvimento de novas maneiras de representação, nomeadamente point clouds e lightfields. Um point cloud (núvem de pontos) representa um conjunto de pontos com coordenadas cartesianas associadas a cada ponto (x, y, z), além de poder conter mais informação dentro do mesmo (cor, material, textura, etc). Este tipo de representação abre uma nova janela na maneira como se consome conteúdo 3D, tendo um elevado leque de aplicações, desde videojogos e realidade virtual a aplicações médicas. No entanto, este tipo de dados, ao carregarem com eles tanta informação, tornam-se incrivelmente pesados, tornando o seu armazenamento e transmissão uma tarefa hercúleana. Tendo isto em mente, a MPEG criou um projecto de normalização de codificação de point clouds, dando origem ao V-PCC (Video-based Point Cloud Coding) e G-PCC (Geometry-based Point Cloud Coding) para conteúdo estático. Esta dissertação tem como objectivo uma análise geral sobre os point clouds, indo desde as suas possívei utilizações à sua aquisição. Seguidamente, é efectuado um estudo dos codificadores de point clouds, nomeadamente o V-PCC e o G-PCC da MPEG, o estado da arte da avaliação de qualidade, objectiva e subjectiva, e finalmente, são reportadas as actividades da JPEG Pleno Point Cloud, na qual se teve uma colaboração activa

    Reconstruction de formes tubulaires à partir de nuages de points : application à l’estimation de la géométrie forestière

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    Les capacités des technologies de télédétection ont augmenté exponentiellement au cours des dernières années : de nouveaux scanners fournissent maintenant une représentation géométrique de leur environnement sous la forme de nuage de points avec une précision jusqu'ici inégalée. Le traitement de nuages de points est donc devenu une discipline à part entière avec ses problématiques propres et de nombreux défis à relever. Le coeur de cette thèse porte sur la modélisation géométrique et introduit une méthode robuste d'extraction de formes tubulaires à partir de nuages de points. Nous avons choisi de tester nos méthodes dans le contexte applicatif difficile de la foresterie pour mettre en valeur la robustesse de nos algorithmes et leur application à des données volumineuses. Nos méthodes intègrent les normales aux points comme information supplémentaire pour atteindre les objectifs de performance nécessaire au traitement de nuages de points volumineux.Cependant, ces normales ne sont généralement pas fournies par les capteurs, il est donc nécessaire de les pré-calculer.Pour préserver la rapidité d'exécution, notre premier développement a donc consisté à présenter une méthode rapide d'estimation de normales. Pour ce faire nous avons approximé localement la géométrie du nuage de points en utilisant des "patchs" lisses dont la taille s'adapte à la complexité locale des nuages de points. Nos travaux se sont ensuite concentrés sur l’extraction robuste de formes tubulaires dans des nuages de points denses, occlus, bruités et de densité inhomogène. Dans cette optique, nous avons développé une variante de la transformée de Hough dont la complexité est réduite grâce aux normales calculées. Nous avons ensuite couplé ces travaux à une proposition de contours actifs indépendants de leur paramétrisation. Cette combinaison assure la cohérence interne des formes reconstruites et s’affranchit ainsi des problèmes liés à l'occlusion, au bruit et aux variations de densité. Notre méthode a été validée en environnement complexe forestier pour reconstruire des troncs d'arbre afin d'en relever les qualités par comparaison à des méthodes existantes. La reconstruction de troncs d'arbre ouvre d'autres questions à mi-chemin entre foresterie et géométrie. La segmentation des arbres d'une placette forestière est l'une d’entre elles. C'est pourquoi nous proposons également une méthode de segmentation conçue pour contourner les défauts des nuages de points forestiers et isoler les différents objets d'un jeu de données. Durant nos travaux nous avons utilisé des approches de modélisation pour répondre à des questions géométriques, et nous les avons appliqué à des problématiques forestières.Il en résulte un pipeline de traitements cohérent qui, bien qu'illustré sur des données forestières, est applicable dans des contextes variés.Abstract : The potential of remote sensing technologies has recently increased exponentially: new sensors now provide a geometric representation of their environment in the form of point clouds with unrivalled accuracy. Point cloud processing hence became a full discipline, including specific problems and many challenges to face. The core of this thesis concerns geometric modelling and introduces a fast and robust method for the extraction of tubular shapes from point clouds. We hence chose to test our method in the difficult applicative context of forestry in order to highlight the robustness of our algorithms and their application to large data sets. Our methods integrate normal vectors as a supplementary geometric information in order to achieve the performance goal necessary for large point cloud processing. However, remote sensing techniques do not commonly provide normal vectors, thus they have to be computed. Our first development hence consisted in the development of a fast normal estimation method on point cloud in order to reduce the computing time on large point clouds. To do so, we locally approximated the point cloud geometry using smooth ''patches`` of points which size adapts to the local complexity of the point cloud geometry. We then focused our work on the robust extraction of tubular shapes from dense, occluded, noisy point clouds suffering from non-homogeneous sampling density. For this objective, we developed a variant of the Hough transform which complexity is reduced thanks to the computed normal vectors. We then combined this research with a new definition of parametrisation-invariant active contours. This combination ensures the internal coherence of the reconstructed shapes and alleviates issues related to occlusion, noise and variation of sampling density. We validated our method in complex forest environments with the reconstruction of tree stems to emphasize its advantages and compare it to existing methods. Tree stem reconstruction also opens new perspectives halfway in between forestry and geometry. One of them is the segmentation of trees from a forest plot. Therefore we also propose a segmentation approach designed to overcome the defects of forest point clouds and capable of isolating objects inside a point cloud. During our work we used modelling approaches to answer geometric questions and we applied our methods to forestry problems. Therefore, our studies result in a processing pipeline adapted to forest point cloud analyses, but the general geometric algorithms we propose can also be applied in various contexts

    View space linking, solid node compression and binary space partitioning for visibility determination in 3D walk-throughs

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    Today\u27s 3D games consumers are expecting more and more quality in their games. To enable high quality graphics at interactive rates, games programmers employ a technique known as hidden surface removal (HSR) or polygon culling. HSR is not just applicable to games; it may also be applied to any application that requires quality and interactive rates, including medical, military and building applications. One such commonly used technique for HSR is the binary space partition (BSP) tree, which is used for 3D ‘walk-throughs’, otherwise known as 3D static environments or first person shooters. Recent developments in 3D accelerated hardware technology do not mean that HSR is becoming redundant; in fact, HSR is increasingly becoming more important to the graphics pipeline. The well established potentially visible sets (PSV) BSP tree algorithm is used as a platform for exploring three enhanced algorithms; View Space Lighting, Solid Node Compression and hardware accelerated occlusion are shown to reducing the amounts of nodes that are traversed in a BSP tree, improving tree travel efficiency. These algorithms are proven (in cases) to improve overall efficiency

    Topologic Maps for Robotic Exploration of Underground Flooded Mines

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    The mapping of confined environments in mobile robotics is traditionally tackled in dense occupancy maps, requiring large amounts of storage. For some use cases, such as the exploration of flooded mines, the use of dense maps in processing slow down processes like path generation. I introduce a method of generating topological maps in constrained spaces such as mines. By taking a structure with fewer points, traversal and storage of explored space can be made more efficient, avoiding com plex graphs generated by methods like RRT and it’s variants. It’s simpler structure also allows for more intuitive human-machine interactions with it’s fewer points. I also introduce an autonomous frontier-based exploration approach to generate the topological map during exploration, taking advantage of it’s traversal to navigate through known space. With this work, simulation tests show it is possible to success fully extract a simpler graph structure describing the topology during autonomous exploration and that this structure is robust through explored regionsO mapeamento de ambientes confinados em robótica móvel, é tradicionalmente abordado em mapas densos de ocupação, necessitando de grandes quantidades de armazenamento. Para certos casos, tal como a exploração de minas submersas, o uso de mapas densos no processamento, atrasa processos como geração de caminhos. Utilizando uma estrutura com menos pontos, a travessia e o armazenamento de espaço explorado tornam-se mais eficientes, evitando grafos complexos gerados por métodos como RRT e variantes. A sua estrutura mais simples permite também interações homem-máquina com o seu número reduzido de pontos. Introduzo também uma abordagem autónoma de exploração baseada em fronteiras, para gerar o mapa topo lógico durante a exploração, tirando vantagem da travessia do mesmo para navegar por espaço conhecido. Com este trabalho, testes em simulação mostram ser possível extrair uma estrutura sob forma de grafo, descrevendo a topologia ao longo de explorações autónomas e que esta estrutura é robusta para a travessia em regiões explorada

    Point based graphics rendering with unified scalability solutions.

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    Standard real-time 3D graphics rendering algorithms use brute force polygon rendering, with complexity linear in the number of polygons and little regard for limiting processing to data that contributes to the image. Modern hardware can now render smaller scenes to pixel levels of detail, relaxing surface connectivity requirements. Sub-linear scalability optimizations are typically self-contained, requiring specific data structures, without shared functions and data. A new point based rendering algorithm 'Canopy' is investigated that combines multiple typically sub-linear scalability solutions, using a small core of data structures. Specifically, locale management, hierarchical view volume culling, backface culling, occlusion culling, level of detail and depth ordering are addressed. To demonstrate versatility further, shadows and collision detection are examined. Polygon models are voxelized with interpolated attributes to provide points. A scene tree is constructed, based on a BSP tree of points, with compressed attributes. The scene tree is embedded in a compressed, partitioned, procedurally based scene graph architecture that mimics conventional systems with groups, instancing, inlines and basic read on demand rendering from backing store. Hierarchical scene tree refinement constructs an image tree image space equivalent, with object space scene node points projected, forming image node equivalents. An image graph of image nodes is maintained, describing image and object space occlusion relationships, hierarchically refined with front to back ordering to a specified threshold whilst occlusion culling with occluder fusion. Visible nodes at medium levels of detail are refined further to rasterization scales. Occlusion culling defines a set of visible nodes that can support caching for temporal coherence. Occlusion culling is approximate, possibly not suiting critical applications. Qualities and performance are tested against standard rendering. Although the algorithm has a 0(f) upper bound in the scene sizef, it is shown to practically scale sub-linearly. Scenes with several hundred billion polygons conventionally, are rendered at interactive frame rates with minimal graphics hardware support
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