Processing and rendering of point sampled geometry

M. Gross
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Abstract

Within the history of computer graphics a plenitude of sophisticated surface representations and graphics primitives have been devised, including splines, implicit surfaces, or hierarchical approaches. All of these methods aim at facilitating the creation, processing and display of graphics models with increasingly complex shape or surface detail. In spite of the sophistication of these methods the triangle has survived over decades as the major graphics primitive meeting a right balance between descriptive power and computational effort. As a consequence, today’s consumer graphics hardware is mostly tailored to high performance triangle processing. In addition, an upcoming repertoire of powerful geometric processing methods seems to foster the concept of triangle meshes for graphics modeling. In recent years, the emergence of affordable 3D scanning devices along with the demand for ever more geometric detail and rich organic shapes has created the need to process and render very large point sampled models efficiently. At data sizes where triangle based methods approach their limits point representations are receiving a growing attention. Unlike triangles, points have largely been neglected as a graphics primitive. Although being included in many APIs, it is only recently that point samples experience a renaissance in computer graphics. Conceptually, points provide a discretization of geometry without explicit storage of topology. Thus, point samples reduce the representation to the essentials needed for rendering and enable us to generate highly optimized object representations. Although the loss of topology poses great challenges for graphics processing, the latest generation of algorithms features high performance rendering, point/pixel shading, anisotropic texture mapping, and advanced signal processing of point sampled geometry. In this talk, I will introduce point samples as a versatile graphics primitive and present concepts for the acquisition, processing and rendering of large point sets. The first part of the talk discusses low-cost scanning devices and algorithms being used to reconstruct 3D point clouds from video image sequences. Powerful PC clusters allow for the real-time computation of the underlying image processing algorithms. Such concepts have been used within the ETH blue-c1 collaborative virtual environment. After the acquisition of raw point samples sophisticated postprocessing techniques are required to clean, denoise, enhance, or smooth the data. The second part of this talk presents our latest concepts for generalizing Fourier transforms to point sampled geometry. The method constitutes a partitioning of the point set and computes a local spectral decomposition for each patch using the FFT. The notion of frequency gives us access to a rich repertoire of signal processing methods including lowpass or highpass filtering, spectral estimation and resampling. The third part of my talk is dedicated to the concepts we developed for high performance rendering of point sampled geometry. A hierarchical data structure, called LDC tree stores point samples and renders them progressively. Holes, as appearing due to insufficient sampling, have to be detected and filled using image space filtering. Each point stores color values representing real or artificial texture information. The irregularity of the point sampling patterns on the object surface makes texture filtering and mip map computation highly nontrivial. The presented journey through point processing methods will demonstrate that point sets are a meaningful alternative concept complementing traditional triangle representations. 1 Find web resources at: blue-c.ethz.ch graphics.ethz.ch Proceedings of the 9th Pacific Conference on Computer Graphics and Applications (PG’01) 0-7695-1227-5/02 $17.00 © 2001 IEEE
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点采样几何的处理和渲染
在计算机图形学的历史中,已经设计了大量复杂的曲面表示和图形原语,包括样条、隐式曲面或分层方法。所有这些方法都旨在促进具有日益复杂的形状或表面细节的图形模型的创建、处理和显示。尽管这些方法很复杂,但三角形作为主要的图形原语已经存在了几十年,在描述能力和计算能力之间取得了适当的平衡。因此,今天的消费类图形硬件大多是为高性能三角处理而定制的。此外,即将推出的强大几何处理方法似乎促进了图形建模三角形网格的概念。近年来,经济实惠的3D扫描设备的出现,以及对更多几何细节和丰富的有机形状的需求,创造了高效处理和渲染非常大的点采样模型的需要。在基于三角形的方法接近其极限的数据大小中,点表示受到越来越多的关注。与三角形不同,点在很大程度上被忽略为图形原语。虽然被包含在许多api中,但直到最近点样本才在计算机图形学中复兴。从概念上讲,点提供了几何的离散化,而没有明确的拓扑存储。因此,点样本将表示减少到渲染所需的基本要素,并使我们能够生成高度优化的对象表示。尽管拓扑丢失给图形处理带来了巨大的挑战,但最新一代的算法具有高性能渲染、点/像素阴影、各向异性纹理映射和点采样几何的高级信号处理。在这次演讲中,我将介绍点样本作为一种通用的图形原语,并介绍大型点集的获取,处理和渲染的概念。讲座的第一部分讨论了用于从视频图像序列重建3D点云的低成本扫描设备和算法。强大的PC集群允许底层图像处理算法的实时计算。这些概念已经在ETH blue-c1协作虚拟环境中使用。在获得原始点样本后,需要复杂的后处理技术来清洗、去噪、增强或平滑数据。本讲座的第二部分介绍了我们将傅里叶变换推广到点采样几何的最新概念。该方法对点集进行分区,并利用FFT计算每个patch的局部谱分解。频率的概念使我们能够访问丰富的信号处理方法,包括低通或高通滤波,频谱估计和重采样。我演讲的第三部分是我们为点采样几何图形的高性能渲染所开发的概念。一种称为LDC树的分层数据结构存储点样本并逐步呈现它们。由于采样不足而出现的空洞,必须使用图像空间滤波来检测和填充。每个点存储代表真实或人工纹理信息的颜色值。物体表面点采样模式的不规则性使得纹理滤波和mip地图计算变得非常重要。通过点处理方法呈现的旅程将证明点集是一个有意义的替代概念,补充了传统的三角形表示。查找web资源:blue . c.ethz。ch Graphics .ethz.ch第九届太平洋计算机图形学与应用会议论文集(PG ' 01) 0-7695-1227-5/02 $17.00©2001 IEEE
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