Gigavoxels: Un Pipeline De Rendu Basé Voxel Pour L'exploration

Total Page:16

File Type:pdf, Size:1020Kb

Gigavoxels: Un Pipeline De Rendu Basé Voxel Pour L'exploration GigaVoxels : un pipeline de rendu basé Voxel pour l’exploration efficace de scènes larges et détaillées Cyril Crassin To cite this version: Cyril Crassin. GigaVoxels : un pipeline de rendu basé Voxel pour l’exploration efficace de scènes larges et détaillées. Mathématiques générales [math.GM]. Université de Grenoble, 2011. Français. NNT : 2011GRENM025. tel-00650161 HAL Id: tel-00650161 https://tel.archives-ouvertes.fr/tel-00650161 Submitted on 9 Dec 2011 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. THÈSE Pour obtenir le grade de DOCTEUR DE L’UNIVERSITÉ DE GRENOBLE Spécialité : Mathématiques Informatique Arrêté ministériel : 6 Aout 2006 Présentée par Cyril Crassin Thèse dirigée par Fabrice Neyret préparée au sein du Laboratoire Jean Kuntzmann dans l’école doctorale de Mathématiques, Sciences et Technologies de l’Information, Informatique GigaVoxels : un pipeline de rendu basé-Voxel pour l’exploration efficace de scènes larges et détaillées. Thèse soutenue publiquement le 12 Juillet 2011, devant le jury composé de : Mathias Paulin Professeur, Université Paul Sabatier, Toulouse, Rapporteur Michael Wimmer Associate Professor, Technische Universität, Wien, Rapporteur Jean-Michel Dischler Professeur, Université de Strasbourg, Examinateur Carsten Dachsbacher Professor, Karlsruhe Institute of Technology, Examinateur Miguel Sainz Director of Developer Technology, NVIDIA, Examinateur Francois Sillion Directeur de Recherche, INRIA, Examinateur Fabrice Neyret Directeur de Recherche, CNRS, Directeur de thèse 2 Remerciements Je tiens tout d’abord à remercier Fabrice pour son encadrement tout au long de ces 4 années de thèse qui furent extrêmement enrichissantes, tant d’un point de vue scientifique que personnel. J’ai énor- mément apprécié sa disponibilité, son regard toujours objectif et pertinent, ainsi que son implication, sa passion et son admirable vision de la recherche. Je remercie également tous les anciens et les nouveaux membres de l’équipe ARTIS pour leur bonne humeur et la formidable ambiance que tous contribuent à créer et à perpétuer. Un merci particulier à mes co-bureaux et amis, Pierre et Olivier, pour avoir supporté mon bazar et mes mauvais jeux de mots pendant plus de 2 ans. Un grand merci également à Elmar pour toute l’aide qu’il m’a apportée durant cette thèse, ainsi qu’à Eric et à Charles pour leur appui mathématique précieux. Je n’oublie pas non plus EVASION qui fut mon équipe « d’origine » et dans laquelle j’ai également passé d’excellents moments. Puisse « l’esprit d’iMAGIS » continuer à vivre encore longtemps ! Je tiens également à remercier Mathias Paulin et Michael Wimmer d’avoir accepté de rapporter ma thèse malgré les délais assez courts que j’ai dû leur imposer. Un grand merci également à Jean-Michel Dischler d’avoir pris part à mon jury en tant qu’examinateur ainsi qu’à Francois Sillion d’avoir ac- cepté de présider ce jury. I would like to thank also Carsten Dachsbacher for being part of my jury, as well as Miguel Sainz for his trust and the great opportunity he gave me to work for a company I have always dreamed to work for. Un grand merci également à Emmanuel Melin qui a cru en moi depuis tant d’années, et sans qui je n’en serais sans doute pas où j’en suis aujourd’hui, ainsi qu’à Sylvain Ju- bertie pour son amitié, son soutien et pour m’avoir donné le goût de la recherche. Je tiens également à remercier Sarah Janvier Lewis pour le travail extraordinaire de relecture et correction qu’elle effectué sur mon manuscrit. Pour finir, je voudrais remercier tous mes amis pour le soutient et la bonne humeur qu’ils ont pu m’apporter. Un merci particulier à Adeline et à Maxime, mes camarades de galère pendant 5 ans, pour tous les moments qu’on a pu partager. Je remercie également ma famille pour son soutient tout au long de mes études. Enfin, je remercie bien sûr Marlène pour tout son soutien, sa patience (il lui en a fallu), son courage (il lui en a fallu également) et sa compréhension durant ces trois années. 4 Abstract In this thesis, we present a new approach to efficiently render large scenes and detailed objects in real- time. Our approach is based on a new volumetric pre-filtered geometry representation and an asso- ciated voxel-based approximate cone tracing that allows an accurate and high performance rendering with high quality filtering of highly detailed geometry. In order to bring this voxel representation as a standard real-time rendering primitive, we propose a new GPU-based approach designed to entirely scale to the rendering of very large volumetric datasets. Our system achieves real-time rendering performance for several billion voxels. Our data structure exploits the fact that in CG scenes, details are often concentrated on the interface between free space and clusters of density and shows that volumetric models might become a valuable alternative as a rendering primitive for real-time applications. In this spirit, we allow a quality/performance trade-off and exploit temporal coherence. Our solution is based on an adaptive hierarchical data representation depending on the current view and occlusion information, coupled to an efficient ray-casting rendering algorithm. We introduce a new GPU cache mechanism providing a very efficient paging of data in video memory and imple- mented as a very efficient data-parallel process. This cache is coupled with a data production pipeline able to dynamically load or produce voxel data directly on the GPU. One key element of our method is to guide data production and caching in video memory directly based on data requests and usage information emitted directly during rendering. We demonstrate our approach with several applications. We also show how our pre-filtered geom- etry model and approximate cone tracing can be used to very efficiently achieve blurry effects and real-time indirect lighting. 6 Résumé Dans cette thèse, nous présentons une nouvelle approche efficace pour le rendu de scènes vastes et d’objets détaillés en temps réel. Notre approche est basée sur une nouvelle représentation pré-filtrée et volumique de la géométrie et un lancer de cone basé-voxel qui permet un rendu précis et haute performance avec une haute qualité de filtrage de géométries très détaillées. Afin de faire de cette représentation voxel une primitive de rendu standard pour le temps-réel, nous proposons une nouvelle approche basée sur les GPUs conçus entièrement pour passer à l’échelle et supporter ainsi le rendu des volumes de données très volumineux. Notre système permet d’atteindre des performances de rendu en temps réel pour plusieurs milliards de voxels. Notre structure de données exploite le fait que dans les scènes CG, les détails sont souvent concentrées sur l’interface entre l’espace libre et des grappes de densité et montre que les modèles volumétriques pourrait devenir une alternative intéressante en tant que rendu primitif pour les appli- cations temps réel. Dans cet esprit, nous permettons à un compromis entre qualité et performances et exploitons la cohérence temporelle. Notre solution est basée sur une représentation hiérarchiques des données adaptées en fonction de la vue actuelle et les informations d’occlusion, couplé à un algorithme de rendu par lancer de rayons efficace. Nous introduisons un mécanisme de cache pour le GPU offrant une pagination très efficace de données dans la mémoire vidéo et mis en ?uvre comme un processus data-parallel très efficace. Ce cache est couplé avec un pipeline de production de données capable de charger dynamiquement des données à partir de la mémoire centrale, ou de produire des voxels directement sur le GPU. Un élément clé de notre méthode est de guider la production des données et la mise en cache en mémoire vidéo directement à partir de demandes de données et d’informations d’utilisation émises directement lors du rendu. Nous démontrons notre approche avec plusieurs applications. Nous montrons aussi comment notre modèle géométrique pré-filtré et notre lancer de cones approximé peuvent être utilisés pour calculer très efficacement divers effets de flou ainsi d’éclairage indirect en temps réel. 8 Publications The work presented in this thesis appeared in the following articles, proceedings, books, invited talks and posters. Book chapters [CNSE10] Cyril Crassin, Fabrice Neyret, Miguel Sainz, and Elmar Eisemann. Efficient Rendering of Highly Detailed Volumetric Scenes with GigaVoxels. In book: GPU Pro, chapter X.3, pages 643–676. A K Peters, 2010. International conferences and journals [BNM+08] Antoine Bouthors, Fabrice Neyret, Nelson Max, Eric Bruneton, and Cyril Crassin. Inter- active multiple anisotropic scattering in clouds. In ACM Symposium on Interactive 3D Graphics and Games (I3D), 2008. [CNLE09] Cyril Crassin, Fabrice Neyret, Sylvain Lefebvre, and Elmar Eisemann. Gigavoxels : Ray-guided streaming for efficient and detailed voxel rendering. In ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (I3D). ACM, feb 2009. [CNS+11] Cyril Crassin, Fabrice Neyret, Miguel Sainz, Simon Green, and Elmar Eisemann. In- teractive indirect illumination using voxel cone tracing. In [ONGOING SUBMISSION] Computer Graphics Forum (Pacific Graphics 2011), September 2011. National conferences [BNM+07] Antoine Bouthors, Fabrice Neyret, Nelson Max, Eric Bruneton, and Cyril Crassin. Rendu interactif de nuages réalistes. In AFIG ’07 (Actes des 20èmes journées de l’AFIG), pages 183–195. AFIG, November 2007. Talks ans posters [CNL+09] Cyril Crassin, Fabrice Neyret, Sylvain Lefebvre, Miguel Sainz, and Elmar Eisemann.
Recommended publications
  • Adoption of Sparse 3D Textures for Voxel Cone Tracing in Real Time Global Illumination
    Adoption of Sparse 3D Textures for Voxel Cone Tracing in Real Time Global Illumination Igor Aherne, Richard Davison, Gary Ushaw and Graham Morgan School of Computing, Newcastle University, Newcastle upon Tyne, U.K. [email protected] Keywords: Global Illumination, Voxels, Real-time Rendering, Lighting. Abstract: The enhancement of 3D scenes using indirect illumination brings increased realism. As indirect illumination is computationally expensive, significant research effort has been made in lowering resource requirements while maintaining fidelity. State-of-the-art approaches, such as voxel cone tracing, exploit the parallel nature of the GPU to achieve real-time solutions. However, such approaches require bespoke GPU code which is not tightly aligned to the graphics pipeline in hardware. This results in a reduced ability to leverage the latest dedicated GPU hardware graphics techniques. In this paper we present a solution that utilises GPU supported sparse 3D texture maps. In doing so we provide an engineered solution that is more integrated with the latest GPU hardware than existing approaches to indirect illumination. We demonstrate that our approach not only provides a more optimal solution, but will benefit from the planned future enhancements of sparse 3D texture support expected in GPU development. 1 INTRODUCTION bounces with minimal reliance on the specifics of the original 3D mesh in the calculations (thus achieving The realism of a rendered scene is greatly enhanced desirable frame-rates almost independent of the com- by indirect illumination - i.e. the reflection of light plexity of the scene). The approach entails represent- from one surface in the scene to another.
    [Show full text]
  • Parallel Space-Time Kernel Density Estimation
    Parallel Space-Time Kernel Density Estimation Erik Saule†, Dinesh Panchananam†, Alexander Hohl‡, Wenwu Tang‡, Eric Delmelle‡ † Dept. of Computer Science, ‡Dept. of Geography and Earth Sciences UNC Charlotte Charlotte, NC, USA Email: {esaule,dpanchan,ahohl,wtang4,eric.delmelle}@uncc.edu Abstract—The exponential growth of available data has these can be constructed, data scientists need to interactively increased the need for interactive exploratory analysis. Dataset visualize and explore the data to understand its structure. can no longer be understood through manual crawling and In this paper, we present the space-time kernel density simple statistics. In Geographical Information Systems (GIS), the dataset is often composed of events localized in space and estimation application which essentially builds a 3D density time; and visualizing such a dataset involves building a map map of events located in space and time. This problem is of where the events occurred. computationally expensive using existing algorithms. That We focus in this paper on events that are localized among is why we developed better sequential algorithms for this three dimensions (latitude, longitude, and time), and on com- problem that reduced the complexity by orders of magnitude. puting the first step of the visualization pipeline, space-time kernel density estimation (STKDE), which is most computa- And to bring the runtime in the realm of near real-time, we tionally expensive. Starting from a gold standard implementa- designed parallel strategies for shared memory machines. tion, we show how algorithm design and engineering, parallel Section II presents the STKDE application along with a decomposition, and scheduling can be applied to bring near reference implementation that uses a voxel-based algorithm real-time computing to space-time kernel density estimation.
    [Show full text]
  • The Application of Voxel Size Correction in X-Ray Computed Tomography for Dimensional Metrology
    SINCE2013 Singapore International NDT Conference & Exhibition 2013, 19-20 July 2013 The Application of Voxel Size Correction in X-ray Computed Tomography for Dimensional Metrology Joseph J. LIFTON1,2, Andrew A. MALCOLM2, John W. MCBRIDE1,3, Kevin J. CROSS1 1The University of Southampton, United Kingdom; Email: [email protected]. 2Singapore Institute of Manufacturing Technology, Singapore; Email: [email protected]. 3The University of Southampton Malaysia Campus (USMC), Malaysia; Email: [email protected]. Abstract X-ray computed tomography (CT) is a non-destructive, radiographic scanning technique that enables the visualisation and dimensional evaluation of both internal and external features of a workpiece; it is therefore an attractive alternative for measurement tasks that prove problematic for conventional tactile and optical instruments. The data output of a CT measurement is a volume of grey value integers that describe the material distribution of the scanned workpiece; the relative spacing of volume-elements (voxels) is termed voxel size and influences all dimensional information evaluated from a CT data-set. Voxel size is defined by the position of a workpiece relative to the X-ray source and detector, and is therefore prone to axis position errors, errors in the geometric alignment of the CT system’s hardware, and the positional drift of the X-ray focal spot. In this work a method is presented for calculating a voxel scaling factor that corrects for voxel size errors, and this method is then applied to a general X-ray CT measurement task and demonstrated to reduce measurement errors. Keywords: X-ray computed tomography, dimensional metrology, calibration, uncertainty, voxel size.
    [Show full text]
  • Ank Register Volume Lxvix, No
    ANK REGISTER VOLUME LXVIX, NO. 11. RED BANK, N. J., THURSDAY, SEPTEMBER 5,1946. SECTION ONE—PAGES 1 TO ll Gold Wrist Watch Eisner Company To Preach His JCP & L Treasurer Present Race Prizes Gift To Rector River Plaza Roads At tbe close of last Sunday morn- Has Jobs Open j Final Sermons Ing's service at St. John's, chapel. At M.B.C. Dance Little Sliver, Rev. Robert H. An- For 160 Veterans At St. George's Resurfaced Gtatii derson received a gold wrist watch in appreciation of his tbree years of service at tbe chapel. New Program For Rev. H. Fairfield Butt, Janet Boynton Is Awarded The gift was presented by Dan- Edwin H. Brasch Pays $1,400 iel S. Weigand on behalf of the ves- G. I.'s Now In III, Will Say Farewell Good Sportsmanship Trophy try and congregation and carried To McDowell Firm For Work with it their very best wishes. A Full Operation To Rumson Sunday large bouquet of gladioli was sent Highlighting the presentation ol As the result of an Investigation jor portion of the county's roft&i to Mrs. Anderson by members of Slgmund Eisner company planta prizes won In the Monmouth Boat Rev. H. Falrfleld Butt, Jd, 'rec- by The Register, Edwin H. Brasch work, had completed a the altar guild. in Red Bank, Freehold, Keansburg club season's sailboat races, which tor of St. George's-by-the-Rlver, will of Nutswamp road, Middletown made job at River Plaza. Mr,; Highlands Asks The rector has assumed his new and South Amlboy have immediate took place Monday night at a danc hold his final service in Rumson township, Monmouth county rood Parkes knew nothing about duties at Trinity Episcopal church, openings for 160 World war 2 vet- given tbe eklppera and crews a next Sunday, September 8.
    [Show full text]
  • Temporal Voxel Cone Tracing with Interleaved Sample Patterns by Sanghyeok Hong
    c 2015, SangHyeok Hong. All Rights Reserved. The material presented within this document does not necessarily reflect the opinion of the Committee, the Graduate Study Program, or DigiPen Institute of Technology. TEMPORAL VOXEL CONE TRACING WITH INTERLEAVED SAMPLE PATTERNS BY SangHyeok Hong THESIS Submitted in partial fulfillment of the requirements for the degree of Master of Science in Computer Science awarded by DigiPen Institute of Technology Redmond, Washington United States of America March 2015 Thesis Advisor: Gary Herron DIGIPEN INSTITUTE OF TECHNOLOGY GRADUATE STUDIES PROGRAM DEFENSE OF THESIS THE UNDERSIGNED VERIFY THAT THE FINAL ORAL DEFENSE OF THE MASTER OF SCIENCE THESIS TITLED Temporal Voxel Cone Tracing with Interleaved Sample Patterns BY SangHyeok Hong HAS BEEN SUCCESSFULLY COMPLETED ON March 12th, 2015. MAJOR FIELD OF STUDY: COMPUTER SCIENCE. APPROVED: Dmitri Volper date Xin Li date Graduate Program Director Dean of Faculty Dmitri Volper date Claude Comair date Department Chair, Computer Science President DIGIPEN INSTITUTE OF TECHNOLOGY GRADUATE STUDIES PROGRAM THESIS APPROVAL DATE: March 12th, 2015 BASED ON THE CANDIDATE'S SUCCESSFUL ORAL DEFENSE, IT IS RECOMMENDED THAT THE THESIS PREPARED BY SangHyeok Hong ENTITLED Temporal Voxel Cone Tracing with Interleaved Sample Patterns BE ACCEPTED IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF MASTER OF SCIENCE IN COMPUTER SCIENCE AT DIGIPEN INSTITUTE OF TECHNOLOGY. Gary Herron date Xin Li date Thesis Committee Chair Thesis Committee Member Pushpak Karnick date Matt
    [Show full text]
  • Advanced Computer Graphics to Do Motivation Real-Time Rendering
    To Do Advanced Computer Graphics § Assignment 2 due Feb 19 § Should already be well on way. CSE 190 [Winter 2016], Lecture 12 § Contact us for difficulties etc. Ravi Ramamoorthi http://www.cs.ucsd.edu/~ravir Motivation Real-Time Rendering § Today, create photorealistic computer graphics § Goal: interactive rendering. Critical in many apps § Complex geometry, lighting, materials, shadows § Games, visualization, computer-aided design, … § Computer-generated movies/special effects (difficult or impossible to tell real from rendered…) § Until 10-15 years ago, focus on complex geometry § CSE 168 images from rendering competition (2011) § § But algorithms are very slow (hours to days) Chasm between interactivity, realism Evolution of 3D graphics rendering Offline 3D Graphics Rendering Interactive 3D graphics pipeline as in OpenGL Ray tracing, radiosity, photon mapping § Earliest SGI machines (Clark 82) to today § High realism (global illum, shadows, refraction, lighting,..) § Most of focus on more geometry, texture mapping § But historically very slow techniques § Some tweaks for realism (shadow mapping, accum. buffer) “So, while you and your children’s children are waiting for ray tracing to take over the world, what do you do in the meantime?” Real-Time Rendering SGI Reality Engine 93 (Kurt Akeley) Pictures courtesy Henrik Wann Jensen 1 New Trend: Acquired Data 15 years ago § Image-Based Rendering: Real/precomputed images as input § High quality rendering: ray tracing, global illumination § Little change in CSE 168 syllabus, from 2003 to
    [Show full text]
  • Human Body Model Acquisition and Tracking Using Voxel Data
    Submitted to the International Journal of Computer Vision Human Body Model Acquisition and Tracking using Voxel Data Ivana Mikić2, Mohan Trivedi1, Edward Hunter2, Pamela Cosman1 1Department of Electrical and Computer Engineering University of California, San Diego 2Q3DM, Inc. Abstract We present an integrated system for automatic acquisition of the human body model and motion tracking using input from multiple synchronized video streams. The video frames are segmented and the 3D voxel reconstructions of the human body shape in each frame are computed from the foreground silhouettes. These reconstructions are then used as input to the model acquisition and tracking algorithms. The human body model consists of ellipsoids and cylinders and is described using the twists framework resulting in a non-redundant set of model parameters. Model acquisition starts with a simple body part localization procedure based on template fitting and growing, which uses prior knowledge of average body part shapes and dimensions. The initial model is then refined using a Bayesian network that imposes human body proportions onto the body part size estimates. The tracker is an extended Kalman filter that estimates model parameters based on the measurements made on the labeled voxel data. A voxel labeling procedure that handles large frame-to-frame displacements was designed resulting in the very robust tracking performance. Extensive evaluation shows that the system performs very reliably on sequences that include different types of motion such as walking, sitting, dancing, running and jumping and people of very different body sizes, from a nine year old girl to a tall adult male. 1. Introduction Tracking of the human body, also called motion capture or posture estimation, is a problem of estimating the parameters of the human body model (such as joint angles) from the video data as the position and configuration of the tracked body change over time.
    [Show full text]
  • Sun Opengl 1.3 for Solaris Implementation and Performance Guide
    Sun™ OpenGL 1.3 for Solaris™ Implementation and Performance Guide Sun Microsystems, Inc. www.sun.com Part No. 817-2997-11 November 2003, Revision A Submit comments about this document at: http://www.sun.com/hwdocs/feedback Copyright 2003 Sun Microsystems, Inc., 4150 Network Circle, Santa Clara, California 95054, U.S.A. All rights reserved. Sun Microsystems, Inc. has intellectual property rights relating to technology that is described in this document. In particular, and without limitation, these intellectual property rights may include one or more of the U.S. patents listed at http://www.sun.com/patents and one or more additional patents or pending patent applications in the U.S. and in other countries. This document and the product to which it pertains are distributed under licenses restricting their use, copying, distribution, and decompilation. No part of the product or of this document may be reproduced in any form by any means without prior written authorization of Sun and its licensors, if any. Third-party software, including font technology, is copyrighted and licensed from Sun suppliers. Parts of the product may be derived from Berkeley BSD systems, licensed from the University of California. UNIX is a registered trademark in the U.S. and in other countries, exclusively licensed through X/Open Company, Ltd. Sun, Sun Microsystems, the Sun logo, SunSoft, SunDocs, SunExpress, and Solaris are trademarks, registered trademarks, or service marks of Sun Microsystems, Inc. in the U.S. and other countries. All SPARC trademarks are used under license and are trademarks or registered trademarks of SPARC International, Inc.
    [Show full text]
  • Re-Purposing Commercial Entertainment Software for Military Use
    Calhoun: The NPS Institutional Archive Theses and Dissertations Thesis Collection 2000-09 Re-purposing commercial entertainment software for military use DeBrine, Jeffrey D. Monterey, California. Naval Postgraduate School http://hdl.handle.net/10945/26726 HOOL NAV CA 9394o- .01 NAVAL POSTGRADUATE SCHOOL Monterey, California THESIS RE-PURPOSING COMMERCIAL ENTERTAINMENT SOFTWARE FOR MILITARY USE By Jeffrey D. DeBrine Donald E. Morrow September 2000 Thesis Advisor: Michael Capps Co-Advisor: Michael Zyda Approved for public release; distribution is unlimited REPORT DOCUMENTATION PAGE Form Approved OMB No. 0704-0188 Public reporting burden for this collection of information is estimated to average 1 hour per response, including the time for reviewing instruction, searching existing data sources, gathering and maintaining the data needed, and completing and reviewing the collection of information. Send comments regarding this burden estimate or any other aspect of this collection of information, including suggestions for reducing this burden, to Washington headquarters Services, Directorate for Information Operations and Reports, 1215 Jefferson Davis Highway, Suite 1204, Arlington, VA 22202-4302, and to the Office of Management and Budget, Paperwork Reduction Project (0704-0188) Washington DC 20503. 1 . AGENCY USE ONLY (Leave blank) 2. REPORT DATE REPORT TYPE AND DATES COVERED September 2000 Master's Thesis 4. TITLE AND SUBTITLE 5. FUNDING NUMBERS Re-Purposing Commercial Entertainment Software for Military Use 6. AUTHOR(S) MIPROEMANPGS00 DeBrine, Jeffrey D. and Morrow, Donald E. 8. PERFORMING 7. PERFORMING ORGANIZATION NAME(S) AND ADDRESS(ES) ORGANIZATION REPORT Naval Postgraduate School NUMBER Monterey, CA 93943-5000 9. SPONSORING / MONITORING AGENCY NAME(S) AND ADDRESS(ES) 10. SPONSORING/ Office of Economic & Manpower Analysis MONITORING AGENCY REPORT 607 Cullum Rd, Floor IB, Rm B109, West Point, NY 10996-1798 NUMBER 11.
    [Show full text]
  • Photorealistic Scene Reconstruction by Voxel Coloring
    In Proc. Computer Vision and Pattern Recognition Conf., pp. 1067-1073, 1997. Photorealistic Scene Reconstruction by Voxel Coloring Steven M. Seitz Charles R. Dyer Department of Computer Sciences University of Wisconsin, Madison, WI 53706 g E-mail: fseitz,dyer @cs.wisc.edu WWW: http://www.cs.wisc.edu/computer-vision Broad Viewpoint Coverage: Reprojections should be Abstract accurate over a large range of target viewpoints. This A novel scene reconstruction technique is presented, requires that the input images are widely distributed different from previous approaches in its ability to cope about the environment with large changes in visibility and its modeling of in- trinsic scene color and texture information. The method The photorealistic scene reconstruction problem, as avoids image correspondence problems by working in a presently formulated, raises a number of unique challenges discretized scene space whose voxels are traversed in a that push the limits of existing reconstruction techniques. fixed visibility ordering. This strategy takes full account Photo integrity requires that the reconstruction be dense of occlusions and allows the input cameras to be far apart and sufficiently accurate to reproduce the original images. and widely distributed about the environment. The algo- This criterion poses a problem for existing feature- and rithm identifies a special set of invariant voxels which to- contour-based techniques that do not provide dense shape gether form a spatial and photometric reconstruction of the estimates. While these techniques can produce texture- scene, fully consistent with the input images. The approach mapped models [1, 3, 4], accuracy is ensured only in places is evaluated with images from both inward- and outward- where features have been detected.
    [Show full text]
  • Online Detector Response Calculations for High-Resolution PET Image Reconstruction
    Home Search Collections Journals About Contact us My IOPscience Online detector response calculations for high-resolution PET image reconstruction This article has been downloaded from IOPscience. Please scroll down to see the full text article. 2011 Phys. Med. Biol. 56 4023 (http://iopscience.iop.org/0031-9155/56/13/018) View the table of contents for this issue, or go to the journal homepage for more Download details: IP Address: 171.65.80.217 The article was downloaded on 15/06/2011 at 20:11 Please note that terms and conditions apply. IOP PUBLISHING PHYSICS IN MEDICINE AND BIOLOGY Phys. Med. Biol. 56 (2011) 4023–4040 doi:10.1088/0031-9155/56/13/018 Online detector response calculations for high-resolution PET image reconstruction Guillem Pratx1 and Craig Levin2 1 Department of Radiation Oncology, Stanford University, Stanford, CA 94305, USA 2 Departments of Radiology, Physics and Electrical Engineering, and Molecular Imaging Program at Stanford, Stanford University, Stanford, CA 94305, USA E-mail: [email protected] Received 3 January 2011, in final form 19 May 2011 Published 15 June 2011 Online at stacks.iop.org/PMB/56/4023 Abstract Positron emission tomography systems are best described by a linear shift- varying model. However, image reconstruction often assumes simplified shift- invariant models to the detriment of image quality and quantitative accuracy. We investigated a shift-varying model of the geometrical system response based on an analytical formulation. The model was incorporated within a list- mode, fully 3D iterative reconstruction process in which the system response coefficients are calculated online on a graphics processing unit (GPU).
    [Show full text]
  • Rapid Reconstruction of Tree Skeleton Based on Voxel Space
    International Conference on Electrical, Electronics and Mechatronics (ICEEM 2015) Rapid Reconstruction of Tree Skeleton Based on Voxel Space Gang Zhao, Yintao Shi, Maomei Wang and Yi Xu JiangsuProvincialHydraulic Research Institute, Nanjing, China, 210017 Abstract—Tree skeleton had great significance in constructing but rather from their position relative to other voxels to the three-dimensional model of the botanical tree and calculate location that they constituted a single volume image investigating the forestry. Based on the point clouds of the position in the data structure.A voxel space Tconsisted of a botanical tree collected via the terrestrial 3D laser scanner, we serial of voxel as a basic unit, and could be divided into three proposed a method of rapidly constructing the tree skeleton with dimensions of Plane, Column andLine.The voxel coordinates the help of the voxel space conversion. We firstly constructed a could be represented as ,,| 1, , , among specific voxel space according to the collected point clouds, and whichl,c and prespectively represented the voxel location of thenanalyzedthe connectivity components of each layer in voxel Plane, Column and Line in voxel space shown in FigureⅠ.The space and calculated the skeleton nodes contained in every voxel amounts of plane, columns and lines in a voxel space depended layer.At last, we constructed the whole skeleton of the botanical tree by means of single-source shortest path algorithm. on the resolution selected by the space division as well as the Experiments show that the method proposed in this paper can be maximum and minimum values of x, y, z coordinates in the effectively.
    [Show full text]