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High-Quality Mesh Generation from 3D Scans for Surface AnalysisSchertler, Nico 29 October 2018 (has links)
3D scanning has grown to become an important tool in a wide variety of applications. Still, acquiring high-quality 3D models using scanning technology is a challenging task. In this thesis, we present various ways that reduce the hurdles of existing 3D scanning pipelines with the ultimate goal of bringing this technology closer to the end user.
To achieve this goal, we focus on three sub problems of traditional scanning pipelines: First, we present a novel algorithm that can be used to consistently orient the normals of huge point clouds. We achieve this by formulating the orientation problem as a graph-based energy minimization problem and applying out-of core methods. Second, we introduce interactivity into the scanning pipeline by presenting an online surface reconstruction method that produces high-quality semi-regular meshes. The resulting interactive pipeline is highly efficient because it reduces the turn-around between presentation of the final result and possible corrections by the user. Third, we develop a robust method to texture-map semi-regular meshes. This approach is based on a generalization of motorcycle graphs, which partitions arbitrary meshes into quadrilateral patches. These patches then serve as the parametrization domains of the texture atlas.
Finally, we present an application from the area of cave science. The application is targeted at quantitatively and objectively assessing a cave's size. To achieve this goal, we present methods to analyze the structure of caves, especially to distinguish chambers from passages.
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Conversion automatique de maillages en surfaces splines / Automatic mesh to spline conversionLi, Wan-Chiu 16 November 2006 (has links)
Afin de convertir un maillage triangulaire en une surface spline de CAGD/CAM, cette thèse adresse l’un des problèmes les plus cruciaux du processus de conversion : extraire un “bon” maillage de contrôle quadrilatéral de la surface. Ce que nous entendons par “bon” est que les arêtes du maillage de contrôle se croisent perpendiculairement et sont alignées avec les principales directions de la courbure de la surface. Ces deux propriétés du maillage de contrôle permettent de fournir une bonne approximation de la surface avec peu de points de contrôles. D’ailleurs, ils aident considérablement à réduire des oscillations non désirées sur la surface spline finale. Pour résoudre ce problème, nous proposons un nouvel algorithme automatique, appelé paramétrisation globale périodique. L’idée fondamentale de cet algorithme est de trouver une paramétrisation qui ait un “sens d’un point de vue géométrique”, pour ce faire, elle doit être guidée par la courbure de la surface, représentée par une paire de champs de direction orthogonaux. Les iso-lignes de cette paramétrisation sont ensuite extraites pour définir un maillage de contrôle qui ait les propriétés requises. Ce maillage de contrôle, nous permet de construire une approximation en surface T-spline de la surface triangulée initiale. Nous exposons plusieurs résultats de cette conversion d’un maillage triangulée en surface spline. Les résultats montrent que, grâce aux maillages de contrôle anisotropes, les surfaces spline finales ont beaucoup moins d’oscillations que celles construites par les méthodes précédentes qui ne tiennent pas compte de l’anisotropie de la surface / Aiming at converting a triangular mesh into a CAGD/CAM spline surface, this thesis focuses on one of the most crucial problems of the conversion process, i.e. extracting a “good” quadrilateral control mesh of the surface. What we mean by good is that the edges of the control mesh should be orthogonal and aligned with the principal directions of curvature of the surface. These two properties make the control mesh optimum in an approximation point of view, and greatly help to reduce unwanted oscillations on the final spline surface built from it. To solve this problem, we propose a new automatic algorithm, called periodic global parameterization. The basic idea is to find a “geometry-meaningful” parameterization guided by a pair of orthogonal anisotropic direction fields. Then, the iso-value lines of this parameterization will be extracted to define an initial control mesh, that satisfies the two criteria of a good control mesh. With the initial control mesh, we explain how to construct a T-spline approximation of the initial triangulated surface. We show several examples of the triangular mesh to T-spline conversion. The results show that thanks to the anisotropic control meshes, the final spline surfaces generated have much less oscillations as compared to results of previous methods, that do not take into account of the anisotropy
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Multi-View Oriented 3D Data Processing / Multi-View Orientée 3D Traitement des DonnéesLiu, Kun 14 December 2015 (has links)
Le raffinement de nuage de points et la reconstruction de surface sont deux problèmes fondamentaux dans le traitement de la géométrie. La plupart des méthodes existantes ont été ciblées sur les données de capteur de distance et se sont avérées être mal adaptées aux données multi-vues. Dans cette thèse, deux nouvelles méthodes sont proposées respectivement pour les deux problèmes avec une attention particulière aux données multi-vues. La première méthode permet de lisser les nuages de points provenant de la reconstruction multi-vue sans endommager les données. Le problème est formulé comme une optimisation non-linéaire sous contrainte et ensuite résolu par une série de problèmes d’optimisation sans contrainte au moyen d’une méthode de barrière. La seconde méthode effectue une triangulation du nuage de points d’entrée pour générer un maillage en utilisant une stratégie de l’avancement du front pilotée par un critère de l’empilement compact de sphères. L’algorithme est simple et permet de produire efficacement des maillages de haute qualité. Les expérimentations sur des données synthétiques et du monde réel démontrent la robustesse et l’efficacité des méthodes proposées. Notre méthodes sont adaptées aux applications qui nécessitent des informations de position précises et cohérentes telles que la photogrammétrie et le suivi des objets en vision par ordinateur / Point cloud refinement and surface reconstruction are two fundamental problems in geometry processing. Most of the existing methods have been targeted at range sensor data and turned out be ill-adapted to multi-view data. In this thesis, two novel methods are proposed respectively for the two problems with special attention to multi-view data. The first method smooths point clouds originating from multi-view reconstruction without impairing the data. The problem is formulated as a nonlinear constrained optimization and addressed as a series of unconstrained optimization problems by means of a barrier method. The second method triangulates point clouds into meshes using an advancing front strategy directed by a sphere packing criterion. The method is algorithmically simple and can produce high-quality meshes efficiently. The experiments on synthetic and real-world data have been conducted as well, which demonstrates the robustness and the efficiency of the methods. The developed methods are suitable for applications which require accurate and consistent position information such photogrammetry and tracking in computer vision
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Design de campos vetoriais em volumes usando RBF / Design of Vector Fields in Volumes using RBFToratti, Luiz Otávio 05 June 2018 (has links)
Em Computação Gráfica, campos vetoriais possuem diversas aplicações desde a síntese e mapeamento de texturas à animações de fluidos, produzindo efeitos amplamente utilizados na indústria do entretenimento. Para produzir tais campos, é preferível o uso de ferramentas de design em vez de simulações numéricas não só devido ao menor custo computacional mas, principalmente, por prover liberdade ao artista ao sintetizar o campo de acordo com a sua necessidade. Atualmente, na literatura, existem bons métodos de design de campos vetoriais em superfícies de objetos tridimensionais porém, o design no interior desses objetos ainda é pouco estudado, principalmente quando o campo de interesse possui propriedades específicas. O objetivo deste trabalho é desenvolver uma técnica para sintetizar campos vetoriais, com características do movimento de fluidos incompressíveis, no interior de domínios. Em uma primeira etapa, o método consiste na interpolação dos vetores de controle, com uma certa propriedade desejada, em todo o domínio. Posteriormente, o campo obtido é modificado para respeitar a geometria do contorno. / Vector fields are important to an wide range of applications on the field of Computer Graphics, from the synthesis and mapping of textures to fluid animation, producing effects widely used on the entertainment industry. To produce such fields, design tools are prefered over numerical simulations not only for its lower computational cost, but mainly by providing freedom to the artist in the creation process. Nowadays, good methods of vector field design over surfaces exist in literature, however there is only a few studies on the synthesis of vector fields of the interior of objects and even fewer when specific properties of the field are required. This work presents a technique to synthesize vector fields with properties of imcompressible fluids motion in the interior of objects. On a first step, the method consists in interpolating control vectors with a certain desired property throughout the whole domain and later the resulting field is modified to properly fit the boundary geometry of the object.
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Simplification, approximation and deformation of large modelsParadinas Salsón, Teresa 13 October 2011 (has links)
The high level of realism and interaction in many computer graphic applications requires techniques for processing complex geometric models. First, we present a method that provides an accurate low-resolution approximation from a multi-chart textured model that guarantees geometric fidelity and correct preservation of the appearance attributes. Then, we introduce a mesh structure called Compact Model that approximates dense triangular meshes while preserving sharp features, allowing adaptive reconstructions and supporting textured models. Next, we design a new space deformation technique called *Cages based on a multi-level system of cages that preserves the smoothness of the mesh between neighbouring cages and is extremely versatile, allowing the use of heterogeneous sets of coordinates and different levels of deformation. Finally, we propose a hybrid method that allows to apply any deformation technique on large models obtaining high quality results with a reduced memory footprint and a high performance. / L’elevat nivell de realisme i d’interacció requerit en múltiples aplicacions gràfiques fa que siguin necessàries tècniques pel processament de models geomètrics complexes. En primer lloc, presentem un mètode de simplificació que proporciona una aproximació precisa de baixa resolució d'un model texturat que garanteix fidelitat geomètrica i una correcta preservació de l’aparença. A continuació, introduïm el Compact Model, una nova estructura de dades que permet aproximar malles triangulars denses preservant els trets més distintius del model, permetent reconstruccions adaptatives i suportant models texturats. Seguidament, hem dissenyat *Cages, un esquema de deformació basat en un sistema de caixes multi-nivell que conserva la suavitat de la malla entre caixes veïnes i és extremadament versàtil, permetent l'ús de conjunts heterogenis de coordenades i diferents nivells de deformació. Finalment, proposem un mètode híbrid que permet aplicar qualsevol tècnica de deformació sobre models complexes obtenint resultats d’alta qualitat amb una memòria reduïda i un alt rendiment.
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Modélisation géométrique de scènes intérieures à partir de nuage de points / Geometric modeling of indoor scenes from acquired point dataOesau, Sven 24 June 2015 (has links)
La modélisation géométrique et la sémantisation de scènes intérieures à partir d'échantillon de points et un sujet de recherche qui prend de plus en plus d'importance. Cependant, le traitement d'un ensemble volumineux de données est rendu difficile d'une part par le nombre élevé d'objets parasitant la scène et d'autre part par divers défauts d'acquisitions comme par exemple des données manquantes ou un échantillonnage de la scène non isotrope. Cette thèse s'intéresse de près à de nouvelles méthodes permettant de modéliser géométriquement un nuage de point non structuré et d’y donner de la sémantique. Dans le chapitre 2, nous présentons deux méthodes permettant de transformer le nuage de points en un ensemble de formes. Nous proposons en premier lieu une méthode d'extraction de lignes qui détecte des segments à partir d'une coupe horizontale du nuage de point initiale. Puis nous introduisons une méthode par croissance de régions qui détecte et renforce progressivement des régularités parmi les formes planaires. Dans la première partie du chapitre 3, nous proposons une méthode basée sur de l'analyse statistique afin de séparer de la structure de la scène les objets la parasitant. Dans la seconde partie, nous présentons une méthode d'apprentissage supervisé permettant de classifier des objets en fonction d'un ensemble de formes planaires. Nous introduisons dans le chapitre 4 une méthode permettant de modéliser géométriquement le volume d'une pièce (sans meubles). Une formulation énergétique est utilisée afin de labelliser les régions d’une partition générée à partir de formes élémentaires comme étant intérieur ou extérieur de manière robuste au bruit et aux données. / Geometric modeling and semantization of indoor scenes from sampled point data is an emerging research topic. Recent advances in acquisition technologies provide highly accurate laser scanners and low-cost handheld RGB-D cameras for real-time acquisition. However, the processing of large data sets is hampered by high amounts of clutter and various defects such as missing data, outliers and anisotropic sampling. This thesis investigates three novel methods for efficient geometric modeling and semantization from unstructured point data: Shape detection, classification and geometric modeling. Chapter 2 introduces two methods for abstracting the input point data with primitive shapes. First, we propose a line extraction method to detect wall segments from a horizontal cross-section of the input point cloud. Second, we introduce a region growing method that progressively detects and reinforces regularities of planar shapes. This method utilizes regularities common to man-made architecture, i.e. coplanarity, parallelism and orthogonality, to reduce complexity and improve data fitting in defect-laden data. Chapter 3 introduces a method based on statistical analysis for separating clutter from structure. We also contribute a supervised machine learning method for object classification based on sets of planar shapes. Chapter 4 introduces a method for 3D geometric modeling of indoor scenes. We first partition the space using primitive shapes detected from permanent structures. An energy formulation is then used to solve an inside/outside labeling of a space partitioning, the latter providing robustness to missing data and outliers.
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Design de campos vetoriais em volumes usando RBF / Design of Vector Fields in Volumes using RBFLuiz Otávio Toratti 05 June 2018 (has links)
Em Computação Gráfica, campos vetoriais possuem diversas aplicações desde a síntese e mapeamento de texturas à animações de fluidos, produzindo efeitos amplamente utilizados na indústria do entretenimento. Para produzir tais campos, é preferível o uso de ferramentas de design em vez de simulações numéricas não só devido ao menor custo computacional mas, principalmente, por prover liberdade ao artista ao sintetizar o campo de acordo com a sua necessidade. Atualmente, na literatura, existem bons métodos de design de campos vetoriais em superfícies de objetos tridimensionais porém, o design no interior desses objetos ainda é pouco estudado, principalmente quando o campo de interesse possui propriedades específicas. O objetivo deste trabalho é desenvolver uma técnica para sintetizar campos vetoriais, com características do movimento de fluidos incompressíveis, no interior de domínios. Em uma primeira etapa, o método consiste na interpolação dos vetores de controle, com uma certa propriedade desejada, em todo o domínio. Posteriormente, o campo obtido é modificado para respeitar a geometria do contorno. / Vector fields are important to an wide range of applications on the field of Computer Graphics, from the synthesis and mapping of textures to fluid animation, producing effects widely used on the entertainment industry. To produce such fields, design tools are prefered over numerical simulations not only for its lower computational cost, but mainly by providing freedom to the artist in the creation process. Nowadays, good methods of vector field design over surfaces exist in literature, however there is only a few studies on the synthesis of vector fields of the interior of objects and even fewer when specific properties of the field are required. This work presents a technique to synthesize vector fields with properties of imcompressible fluids motion in the interior of objects. On a first step, the method consists in interpolating control vectors with a certain desired property throughout the whole domain and later the resulting field is modified to properly fit the boundary geometry of the object.
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GPU-Accelerated Monte Carlo Geometry Processing for Gradient-Domain MethodsMossberg, Linus January 2021 (has links)
This thesis extends the utility of the Monte Carlo approach to PDE-based methods presented in the paper Monte Carlo Geometry Processing. In particular, we implement this method on the GPU using CUDA, and investigate more viable methods of estimating the source integral when solving Poisson’s equation with intricate source terms. This is the case for a large group of gradient-domain methods in computer graphics, where source terms are represented by discrete volumetric data on regular grids. We develop unbiased source integral estimators like image-based importance sampling (IBIS) and biased estimators like source integral caching (SIC) and evaluate these against existing GPU-accelerated finite difference solvers for gradient-domain applications. By decoupling the source integration step from the WoS-algorithm, we find that the SIC method can improve performance by several orders of magnitude, making it competitive with existing finite difference solvers in many cases. We further investigate the viability of distance fields for accelerated distance queries and find that these can provide significant performance improvements compared to BVHs without meaningfully affecting bias. / <p>Examensarbetet är utfört vid Institutionen för teknik och naturvetenskap (ITN) vid Tekniska fakulteten, Linköpings universitet</p>
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Automatic Cad Model Processing For Downstream ApplicationsPatel, Paresh S 10 December 2005 (has links)
Computer Aided Design (CAD) models often need to be processed due to data translation issues and requirements of the downstream applications like computational field simulation, rapid rototyping, computer graphics,computational manufacturing, and real-time rendering before they can be used. Automatic CAD model processing tools can significantly reduce the amount of time and cost associated with the manual processing.In this dissertaion, automated topology generation and feature removal techniques are developed to prepare suitable models with mimunum user interaction. A topology generation algorithm, commonly known as CAD repairing/healing, is presented to detect commonly found geometrical and topological issues like cracks, gaps, overlaps, intersections, T-connections, and no/invalid topology in the model, process them and build correct topological information. The present algorithm is based on the iterative vertex pair contraction and expansion operations called stitching and filling respectively. The algorithm closes small gaps/overlaps via the stitching operation and fills larger gaps by adding faces through the filling operation to process the model accurately. Processed models are guaranteed to be free of intersecting faces or surfaces. Moreover, the topology generation algorithm can process manifold as well as non-manifold models, which makes the procedure more general and flexible. This algorithm uses an automatic and adaptive distance threshold that enhances reliability of the process and preserves small features in the model. In addition, a spatial data structure, the octree, is used for searching and neighbor finding to process large models efficiently. In this way, the combination of generality, accuracy, reliability, and efficiency of this algorithm seems to be a significant improvement over existing techniques. Results are presented showing the effectiveness of the algorithm to process two- and three-dimensional configurations. Feature detection and removal and feature collapse algorithms are presented to detect and remove small features from CAD models automatically. The feature detection and removal algorithm uses a feature size measure based on the surface area and perimeter to detect small features accurately and remove them from the model. Small feature removal may create holes in the model that are post-processed using the stitching and/or filling operations of the topology generation algorithm. The feature collapse algorithm is based on the iterative vertex pair contraction operation, which is a generalization of an edge-collapse operation, to collapse small features. Unlike previous efforts that use edge-collapse as a dimension reduction operator, the feature collapse algorithm can pair up any arbitrary vertices and perform iterative vertex pair contraction to collapse small features as well as glue unconnected regions. Results showing the automatic detection and removal of most commonly found small features like small edges/faces, fillets, chamfers, nuts, and bolts from real mechanical parts are presented.
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Modélisation de scènes urbaines à partir de données aériennes / Urban scene modeling from airborne dataVerdie, Yannick 15 October 2013 (has links)
L'analyse et la reconstruction automatique de scène urbaine 3D est un problème fondamental dans le domaine de la vision par ordinateur et du traitement numérique de la géométrie. Cette thèse présente des méthodologies pour résoudre le problème complexe de la reconstruction d'éléments urbains en 3D à partir de données aériennes Lidar ou bien de maillages générés par imagerie Multi-View Stereo (MVS). Nos approches génèrent une représentation précise et compacte sous la forme d'un maillage 3D comportant une sémantique de l'espace urbain. Deux étapes sont nécessaires ; une identification des différents éléments de la scène urbaine, et une modélisation des éléments sous la forme d'un maillage 3D. Le Chapitre 2 présente deux méthodes de classifications des éléments urbains en classes d'intérêts permettant d'obtenir une compréhension approfondie de la scène urbaine, et d'élaborer différentes stratégies de reconstruction suivant le type d'éléments urbains. Cette idée, consistant à insérer à la fois une information sémantique et géométrique dans les scènes urbaines, est présentée en détails et validée à travers des expériences. Le Chapitre 3 présente une approche pour détecter la 'Végétation' incluses dans des données Lidar reposant sur les processus ponctuels marqués, combinée avec une nouvelle méthode d'optimisation. Le Chapitre 4 décrit à la fois une approche de maillage 3D pour les 'Bâtiments' à partir de données Lidar et de données MVS. Des expériences sur des structures urbaines larges et complexes montrent les bonnes performances de nos systèmes. / Analysis and 3D reconstruction of urban scenes from physical measurements is a fundamental problem in computer vision and geometry processing. Within the last decades, an important demand arises for automatic methods generating urban scenes representations. This thesis investigates the design of pipelines for solving the complex problem of reconstructing 3D urban elements from either aerial Lidar data or Multi-View Stereo (MVS) meshes. Our approaches generate accurate and compact mesh representations enriched with urban-related semantic labeling.In urban scene reconstruction, two important steps are necessary: an identification of the different elements of the scenes, and a representation of these elements with 3D meshes. Chapter 2 presents two classification methods which yield to a segmentation of the scene into semantic classes of interests. The beneath is twofold. First, this brings awareness of the scene for better understanding. Second, deferent reconstruction strategies are adopted for each type of urban elements. Our idea of inserting both semantical and structural information within urban scenes is discussed and validated through experiments. In Chapter 3, a top-down approach to detect 'Vegetation' elements from Lidar data is proposed using Marked Point Processes and a novel optimization method. In Chapter 4, bottom-up approaches are presented reconstructing 'Building' elements from Lidar data and from MVS meshes. Experiments on complex urban structures illustrate the robustness and scalability of our systems.
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