102 research outputs found

    Survey of semi-regular multiresolution models for interactive terrain rendering

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    Rendering high quality digital terrains at interactive rates requires carefully crafted algorithms and data structures able to balance the competing requirements of realism and frame rates, while taking into account the memory and speed limitations of the underlying graphics platform. In this survey, we analyze multiresolution approaches that exploit a certain semi-regularity of the data. These approaches have produced some of the most efficient systems to date. After providing a short background and motivation for the methods, we focus on illustrating models based on tiled blocks and nested regular grids, quadtrees and triangle bin-trees triangulations, as well as cluster-based approaches. We then discuss LOD error metrics and system-level data management aspects of interactive terrain visualization, including dynamic scene management, out-of-core data organization and compression, as well as numerical accurac

    Enhanced Reconstruction of Architectural Wall Surfaces for 3D Building Models

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    The reconstruction of architectural structures from 3D building models is a challenging task and a lot of research has been done in recent years. However, most of this work is focused mainly on reconstructing accurately the architectural shape of interiors rather than the fine architectural details, such as the wall elements (e.g. windows and doors). We focus specifically on this problem and propose a method that extends current solutions to reconstruct accurately severely occluded wall surfaces

    Tensor approximation in visualization and graphics

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    In this course, we will introduce the basic concepts of tensor approximation (TA) – a higher-order generalization of the SVD and PCA methods – as well as its applications to visual data representation, analysis and visualization, and bring the TA framework closer to visualization and computer graphics researchers and practitioners. The course will cover the theoretical background of TA methods, their properties and how to compute them, as well as practical applications of TA methods in visualization and computer graphics contexts. In a first theoretical part, the attendees will be instructed on the necessary mathematical background of TA methods to learn the basics skills of using and applying these new tools in the context of the representation of large multidimensional visual data. Specific and very noteworthy features of the TA framework are highlighted which can effectively be exploited for spatio-temporal multidimensional data representation and visualization purposes. In two application oriented sessions, compact TA data representation in scientific visualization and computer graphics as well as decomposition and reconstruction algorithms will be demonstrated. At the end of the course, the participants will have a good basic knowledge of TA methods along with a practical understanding of its potential application in visualization and graphics related projects

    Walk2Map: Extracting Floor Plans from Indoor Walk Trajectories

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    Recent years have seen a proliferation of new digital products for the efficient management of indoor spaces, with important applications like emergency management, virtual property showcasing and interior design. These products rely on accurate 3D models of the environments considered, including information on both architectural and non-permanent elements. These models must be created from measured data such as RGB-D images or 3D point clouds, whose capture and consolidation involves lengthy data workflows. This strongly limits the rate at which 3D models can be produced, preventing the adoption of many digital services for indoor space management. We provide an alternative to such data-intensive procedures by presenting Walk2Map, a data-driven approach to generate floor plans only from trajectories of a person walking inside the rooms. Thanks to recent advances in data-driven inertial odometry, such minimalistic input data can be acquired from the IMU readings of consumer-level smartphones, which allows for an effortless and scalable mapping of real-world indoor spaces. Our work is based on learning the latent relation between an indoor walk trajectory and the information represented in a floor plan: interior space footprint, portals, and furniture. We distinguish between recovering area-related (interior footprint, furniture) and wall-related (doors) information and use two different neural architectures for the two tasks: an image-based Encoder-Decoder and a Graph Convolutional Network, respectively. We train our networks using scanned 3D indoor models and apply them in a cascaded fashion on an indoor walk trajectory at inference time. We perform a qualitative and quantitative evaluation using both simulated and measured, real-world trajectories, and compare against a baseline method for image-to-image translation. The experiments confirm the feasibility of our approach.Comment: To be published in Computer Graphics Forum (Proc. Eurographics 2021

    An efficient multi-resolution framework for high quality interactive rendering of massive point clouds using multi-way kd-trees

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    We present an efficient technique for out-of-core multi-resolution construction and high quality interactive visualization of massive point clouds. Our approach introduces a novel hierarchical level of detail (LOD) organization based on multi-way kd-trees, which simplifies memory management and allows control over the LOD-tree height. The LOD tree, constructed bottom up using a fast high-quality point simplification method, is fully balanced and contains all uniformly sized nodes. To this end, we introduce and analyze three efficient point simplification approaches that yield a desired number of high-quality output points. For constant rendering performance, we propose an efficient rendering-on-a-budget method with asynchronous data loading, which delivers fully continuous high quality rendering through LOD geo-morphing and deferred blending. Our algorithm is incorporated in a full end-to-end rendering system, which supports both local rendering and cluster-parallel distributed rendering. The method is evaluated on complex models made of hundreds of millions of point sample
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