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Massively parallel nearest neighbors searches in dynamic point clouds on GPUJosé Silva Leite, Pedro 31 January 2010 (has links)
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Previous issue date: 2010 / Conselho Nacional de Desenvolvimento Científico e Tecnológico / Esta dissertação introduz uma estrutura de dados baseada em gride implementada em GPU. Ela foi desenvolvida para pesquisa dos vizinhos mais próximos em nuvens de pontos dinâmicas, de uma forma massivamente paralela. A implementação possui desempenho em tempo real e é executada em GPU, ambas construção do gride e pesquisas dos vizinhos mais próximos (exatos e aproximados). Dessa forma, a transferência de memória entre sistema e dispositivo é minimizada, aumentando o desempenho de uma forma geral. O algoritmo proposto pode ser usado em diferentes aplicações com cenários estáticos ou dinâmicos. Além disso, a estrutura de dados suporta nuvens de pontos tridimensionais e dada sua natureza dinâmica, o usuário pode mudar seus parâmetros em tempo de execução. O mesmo se aplica ao número de vizinhos pesquisados. Uma referência em CPU foi implementada e comparações de desempenho justificam o uso de GPUs como processadores massivamente paralelos. Em adição, o desempenho da estrutura de dados proposta é comparada com implementações em CPU e GPU de trabalhos anteriores. Finalmente, uma aplicação de renderização baseada em pontos foi desenvolvida de forma a verificar o potencial da estrutura de dados
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Interactive Image-space Point Cloud Rendering with Transparency and ShadowsDobrev, Petar, Rosenthal, Paul, Linsen, Lars 24 June 2011 (has links) (PDF)
Point-based rendering methods have proven to be effective for the display of large point cloud surface models. For a realistic visualization of the models, transparency and shadows are essential features. We propose a method for point cloud rendering with transparency and shadows at interactive rates. Our approach does not require any global or local surface reconstruction method, but operates directly on the point cloud. All passes are executed in image space and no pre-computation steps are required. The underlying technique for our approach is a depth peeling method for point cloud surface representations. Having detected a sorted sequence of surface layers, they can be blended front to back with given opacity values to obtain renderings with transparency. These computation steps achieve interactive frame rates. For renderings with shadows, we determine a point cloud shadow texture that stores for each point of a point cloud whether it is lit by a given light source. The extraction of the layer of lit points is obtained using the depth peeling technique, again. For the shadow texture computation, we also apply a Monte-Carlo integration method to approximate light from an area light source, leading to soft shadows. Shadow computations for point light sources are executed at interactive frame rates. Shadow computations for area light sources are performed at interactive or near-interactive frame rates depending on the approximation quality.
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Interactive Image-space Point Cloud Rendering with Transparency and ShadowsDobrev, Petar, Rosenthal, Paul, Linsen, Lars 24 June 2011 (has links)
Point-based rendering methods have proven to be effective for the display of large point cloud surface models. For a realistic visualization of the models, transparency and shadows are essential features. We propose a method for point cloud rendering with transparency and shadows at interactive rates. Our approach does not require any global or local surface reconstruction method, but operates directly on the point cloud. All passes are executed in image space and no pre-computation steps are required. The underlying technique for our approach is a depth peeling method for point cloud surface representations. Having detected a sorted sequence of surface layers, they can be blended front to back with given opacity values to obtain renderings with transparency. These computation steps achieve interactive frame rates. For renderings with shadows, we determine a point cloud shadow texture that stores for each point of a point cloud whether it is lit by a given light source. The extraction of the layer of lit points is obtained using the depth peeling technique, again. For the shadow texture computation, we also apply a Monte-Carlo integration method to approximate light from an area light source, leading to soft shadows. Shadow computations for point light sources are executed at interactive frame rates. Shadow computations for area light sources are performed at interactive or near-interactive frame rates depending on the approximation quality.
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Optimal Stereo Reconstruction and 3D VisualizationAzari, Hossein Unknown Date
No description available.
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