2,405 research outputs found

    Visibility computation through image generalization

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    This dissertation introduces the image generalization paradigm for computing visibility. The paradigm is based on the observation that an image is a powerful tool for computing visibility. An image can be rendered efficiently with the support of graphics hardware and each of the millions of pixels in the image reports a visible geometric primitive. However, the visibility solution computed by a conventional image is far from complete. A conventional image has a uniform sampling rate which can miss visible geometric primitives with a small screen footprint. A conventional image can only find geometric primitives to which there is direct line of sight from the center of projection (i.e. the eye) of the image; therefore, a conventional image cannot compute the set of geometric primitives that become visible as the viewpoint translates, or as time changes in a dynamic dataset. Finally, like any sample-based representation, a conventional image can only confirm that a geometric primitive is visible, but it cannot confirm that a geometric primitive is hidden, as that would require an infinite number of samples to confirm that the primitive is hidden at all of its points. ^ The image generalization paradigm overcomes the visibility computation limitations of conventional images. The paradigm has three elements. (1) Sampling pattern generalization entails adding sampling locations to the image plane where needed to find visible geometric primitives with a small footprint. (2) Visibility sample generalization entails replacing the conventional scalar visibility sample with a higher dimensional sample that records all geometric primitives visible at a sampling location as the viewpoint translates or as time changes in a dynamic dataset; the higher-dimensional visibility sample is computed exactly, by solving visibility event equations, and not through sampling. Another form of visibility sample generalization is to enhance a sample with its trajectory as the geometric primitive it samples moves in a dynamic dataset. (3) Ray geometry generalization redefines a camera ray as the set of 3D points that project at a given image location; this generalization supports rays that are not straight lines, and enables designing cameras with non-linear rays that circumvent occluders to gather samples not visible from a reference viewpoint. ^ The image generalization paradigm has been used to develop visibility algorithms for a variety of datasets, of visibility parameter domains, and of performance-accuracy tradeoff requirements. These include an aggressive from-point visibility algorithm that guarantees finding all geometric primitives with a visible fragment, no matter how small primitive\u27s image footprint, an efficient and robust exact from-point visibility algorithm that iterates between a sample-based and a continuous visibility analysis of the image plane to quickly converge to the exact solution, a from-rectangle visibility algorithm that uses 2D visibility samples to compute a visible set that is exact under viewpoint translation, a flexible pinhole camera that enables local modulations of the sampling rate over the image plane according to an input importance map, an animated depth image that not only stores color and depth per pixel but also a compact representation of pixel sample trajectories, and a curved ray camera that integrates seamlessly multiple viewpoints into a multiperspective image without the viewpoint transition distortion artifacts of prior art methods

    Supporting multi-resolution out-of-core rendering of massive LiDAR point clouds through non-redundant data structures

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    This is an Accepted Manuscript of an article published by Taylor & Francis in INTERNATIONAL JOURNAL OF GEOGRAPHICAL INFORMATION SCIENCE on 28 Nov 2018, available at: https://doi.org/10.1080/13658816.2018.1549734[Abstract]: In recent years, the evolution and improvement of LiDAR (Light Detection and Ranging) hardware has increased the quality and quantity of the gathered data, making the storage, processing and management thereof particularly challenging. In this work we present a novel, multi-resolution, out-of-core technique, used for web-based visualization and implemented through a non-redundant, data point organization method, which we call Hierarchically Layered Tiles (HLT), and a tree-like structure called Tile Grid Partitioning Tree (TGPT). The design of these elements is mainly focused on attaining very low levels of memory consumption, disk storage usage and network traffic on both, client and server-side, while delivering high-performance interactive visualization of massive LiDAR point clouds (up to 28 billion points) on multiplatform environments (mobile devices or desktop computers). HLT and TGPT were incorporated and tested in ViLMA (Visualization for LiDAR data using a Multi-resolution Approach), our own web-based visualization software specially designed to work with massive LiDAR point clouds.This research was supported by Xunta de Galicia under the Consolidation Programme of Competitive Reference Groups, co-founded by ERDF funds from the EU [Ref. ED431C 2017/04]; Consolidation Programme of Competitive Research Units, co-founded by ERDF funds from the EU [Ref. R2016/037]; Xunta de Galicia (Centro Singular de Investigación de Galicia accreditation 2016/2019) and the European Union (European Regional Development Fund, ERDF) under Grant [Ref. ED431G/01]; and the Ministry of Economy and Competitiveness of Spain and ERDF funds from the EU [TIN2016-75845-P].Xunta de Galicia; ED431C 2017/04Xunta de Galicia; R2016/037Xunta de Galicia; ED431G/0

    Dense light field coding: a survey

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    Light Field (LF) imaging is a promising solution for providing more immersive and closer to reality multimedia experiences to end-users with unprecedented creative freedom and flexibility for applications in different areas, such as virtual and augmented reality. Due to the recent technological advances in optics, sensor manufacturing and available transmission bandwidth, as well as the investment of many tech giants in this area, it is expected that soon many LF transmission systems will be available to both consumers and professionals. Recognizing this, novel standardization initiatives have recently emerged in both the Joint Photographic Experts Group (JPEG) and the Moving Picture Experts Group (MPEG), triggering the discussion on the deployment of LF coding solutions to efficiently handle the massive amount of data involved in such systems. Since then, the topic of LF content coding has become a booming research area, attracting the attention of many researchers worldwide. In this context, this paper provides a comprehensive survey of the most relevant LF coding solutions proposed in the literature, focusing on angularly dense LFs. Special attention is placed on a thorough description of the different LF coding methods and on the main concepts related to this relevant area. Moreover, comprehensive insights are presented into open research challenges and future research directions for LF coding.info:eu-repo/semantics/publishedVersio

    Residency Octree: A Hybrid Approach for Scalable Web-Based Multi-Volume Rendering

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    We present a hybrid multi-volume rendering approach based on a novel Residency Octree that combines the advantages of out-of-core volume rendering using page tables with those of standard octrees. Octree approaches work by performing hierarchical tree traversal. However, in octree volume rendering, tree traversal and the selection of data resolution are intrinsically coupled. This makes fine-grained empty-space skipping costly. Page tables, on the other hand, allow access to any cached brick from any resolution. However, they do not offer a clear and efficient strategy for substituting missing high-resolution data with lower-resolution data. We enable flexible mixed-resolution out-of-core multi-volume rendering by decoupling the cache residency of multi-resolution data from a resolution-independent spatial subdivision determined by the tree. Instead of one-to-one node-to-brick correspondences, each residency octree node is mapped to a set of bricks from different resolution levels. This makes it possible to efficiently and adaptively choose and mix resolutions, adapt sampling rates, and compensate for cache misses. At the same time, residency octrees support fine-grained empty-space skipping, independent of the data subdivision used for caching. Finally, to facilitate collaboration and outreach, and to eliminate local data storage, our implementation is a web-based, pure client-side renderer using WebGPU and WebAssembly. Our method is faster than prior approaches and efficient for many data channels with a flexible and adaptive choice of data resolution.Comment: VIS 2023 - full pape

    Utilising the grid for augmented reality

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    Loss-resilient Coding of Texture and Depth for Free-viewpoint Video Conferencing

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    Free-viewpoint video conferencing allows a participant to observe the remote 3D scene from any freely chosen viewpoint. An intermediate virtual viewpoint image is commonly synthesized using two pairs of transmitted texture and depth maps from two neighboring captured viewpoints via depth-image-based rendering (DIBR). To maintain high quality of synthesized images, it is imperative to contain the adverse effects of network packet losses that may arise during texture and depth video transmission. Towards this end, we develop an integrated approach that exploits the representation redundancy inherent in the multiple streamed videos a voxel in the 3D scene visible to two captured views is sampled and coded twice in the two views. In particular, at the receiver we first develop an error concealment strategy that adaptively blends corresponding pixels in the two captured views during DIBR, so that pixels from the more reliable transmitted view are weighted more heavily. We then couple it with a sender-side optimization of reference picture selection (RPS) during real-time video coding, so that blocks containing samples of voxels that are visible in both views are more error-resiliently coded in one view only, given adaptive blending will erase errors in the other view. Further, synthesized view distortion sensitivities to texture versus depth errors are analyzed, so that relative importance of texture and depth code blocks can be computed for system-wide RPS optimization. Experimental results show that the proposed scheme can outperform the use of a traditional feedback channel by up to 0.82 dB on average at 8% packet loss rate, and by as much as 3 dB for particular frames

    Modeling and Simulation in Engineering

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    This book provides an open platform to establish and share knowledge developed by scholars, scientists, and engineers from all over the world, about various applications of the modeling and simulation in the design process of products, in various engineering fields. The book consists of 12 chapters arranged in two sections (3D Modeling and Virtual Prototyping), reflecting the multidimensionality of applications related to modeling and simulation. Some of the most recent modeling and simulation techniques, as well as some of the most accurate and sophisticated software in treating complex systems, are applied. All the original contributions in this book are jointed by the basic principle of a successful modeling and simulation process: as complex as necessary, and as simple as possible. The idea is to manipulate the simplifying assumptions in a way that reduces the complexity of the model (in order to make a real-time simulation), but without altering the precision of the results

    Digitization of Physical Models of Rural Architecture

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    Práce s objekty v digitální prostorové podobě se postupně stává standardem v mnoha oborech. Kromě výhody v podobě snazší manipulace s předmětem může digitální reprezentace sloužit i k účelům prezentačním či lepší katalogizaci. V případě objektů ze sbírky muzejních institucí může sloužit jako podklad pro restaurování či provádění hlubšího výzkumu detailních struktur. Metoda fotogrammetrie umožňuje 3D modelování skutečných objektů bez fyzického kontaktu s nimi a zároveň využívá finančně dobře dostupné vybavení. Nevýhodou této metody je však velikost výstupních dat (i stovky MB), která může být překážkou pro snadné webové sdílení. Tento článek prezentuje efektivní pracovní postup 3D digitalizace menších hmotných objektů a navazující proces generalizace vzniklého trojúhelníkového modelu za účelem redukce objemu dat. Generalizace modelu je na závěr využito při publikaci modelu do webového prostředí pro účely zpřístupnění co nejširšímu okruhu uživatelů. Celý postup je aplikován na hmotný model chalupy z obce Orlová (okres Karviná, Česko) z fondu Národního muzea ČR (zmenšenina lidové stavby v měřítku přibližně 1:20).Working with objects in digital spatial form is gradually becoming a standard in many fields. In addition to the advantage of easier object manipulation, digital representation can also be used for presentation purposes or better cataloging. In the case of objects from museum collections, it can serve as a basis for restoration or for conducting deeper research into detailed structures. The method of photogrammetry allows 3D modelling of real objects without physical contact with them, while at the same time making use of affordable equipment. However, the disadvantage of this method is the size of the output data (even hundreds of megabytes), which can be a barrier to easy web sharing. This paper presents an efficient workflow for the 3D digitization of smaller physical objects and the subsequent process of generalizing the resulting triangular model to reduce the data volume. Finally, the model generalization is utilized when publishing the model in a web environment to make it available to the widest possible range of users. The whole procedure is applied to a physical model of a cottage from the village of Orlová (Karviná district, Czechia) from the collection of the Czech National Museum (scale reduction of a vernacular building at a scale of approximately 1:20)
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