Many applications require operations on multiple fragments that result from ray casting at the same pixel location. To this end, several approaches have been introduced that process for each pixel one or more fragments per rendering pass, so as to produce a multifragment effect. However, multifragment rasterization is susceptible to flickering artifacts when two or more visible fragments of the scene have identical depth values. This phenomenon is called coplanarity or Z-fighting and incurs various unpleasant and unintuitive results when rendering complex multilayer scenes. In this work, we develop depth-fighting aware algorithms for reducing, eliminating and/or detecting related flaws in scenes suffering from duplicate geometry. We adapt previously presented single and multipass rendering methods, providing alternatives for both commodity and modern graphics hardware. We report on the efficiency and robustness of all these alternatives and provide comprehensive comparison results. Finally, visual results are offered illustrating the effectiveness of our variants for a number of applications where depth accuracy and order are of critical importance.
Efficient shortest path algorithms are of key importance for routing and navigation systems. However, these applications are designed focusing on the requirements of motor vehicles, and therefore, finding paths in pedestrian sections of urban areas is not sufficiently supported. In addition, finding the shortest path is often not adequate for urban sidewalk routes, as users of these applications may also be interested in alternative routes that, although slightly longer, possess other desirable features and properties. According to the literature, the search for alternative routes is carried out mainly using the k-shortest paths (KSP) algorithm which represents an ordered list of all available alternatives. Even though various KSP algorithms have been proposed, to the best of our knowledge, there is no research addressing all issues inherent in a pedestrian navigation system. The purpose of this paper is to present a heuristic algorithm for graph datasets that implements a penalty-based method which, by increasing certain edge weights, effectively searches for the most accessible alternative paths in multi-route cases. To demonstrate how the algorithm works, we present experimental results on finding the most accessible paths in pedestrian sections of the historical center of Thessaloniki city.
1 January 2006 in Computer-Aided Design and Applications
Reverse engineering is the process of obtaining a geometric CAD model from 3D points acquired by scanning an existing physical model. It is widely used in numerous applications, such as manufacturing, industrial design and jewelry design and reproduction. We argue that for creating editable CAD models meant for manufacturing it is more appropriate to use feature-based constraint-based representations, since they capture design intent. We provide a framework for reverse engineering of small objects and in particular jewelry that combines cross section identification, feature and constraint information exploitation to attain robust, accurate and editable CAD models. First, we extract certain candidate features for describing our point cloud. These features are then reconstructed to describe the solid object. Constraints are automatically detected and maintained. Constraints capture design intent and provide robustness guaranties. Voxel inspired techniques are also employed to describe repeated patterns common to various types of traditional jewelry.
27 March 2015 in IEEE Transactions on Visualization and Computer Graphics
Depth-sorted fragment determination is fundamental for a host of image-based techniques which simulates complex rendering effects. It is also a challenging task in terms of time and space required when rasterizing scenes with high depth complexity. When low graphics memory requirements are of utmost importance, k-buffer can objectively be considered as the most preferred framework which advantageously ensures the correct depth order on a subset of all generated fragments. Although various alternatives have been introduced to partially or completely alleviate the noticeable quality artifacts produced by the initial k-buffer algorithm in the expense of memory increase or performance downgrade, appropriate tools to automatically and dynamically compute the most suitable value of k are still missing. To this end, we introduce k + -buffer, a fast framework that accurately simulates the behavior of k-buffer in a single rendering pass. Two memory-bounded data structures: (i) the max-array and (ii) the max-heap are developed on the GPU to concurrently maintain the k-foremost fragments per pixel by exploring pixel synchronization and fragment culling. Memory-friendly strategies are further introduced to dynamically (a) lessen the wasteful memory allocation of individual pixels with low depth complexity frequencies, (b) minimize the allocated size of k-buffer according to different application goals and hardware limitations via a straightforward depth histogram analysis and (c) manage local GPU cache with a fixed-memory depth-sorting mechanism. Finally, an extensive experimental evaluation is provided demonstrating the advantages of our work over all prior k-buffer variants in terms of memory usage, performance cost and image quality.
Animation compression is a key process in replicating and streaming animated 3D models. Linear Blend Skinning (LBS) facilitates the compression of an animated sequence while maintaining the capability of real-time streaming by deriving vertex to proxy bone assignments and per frame bone transformations. We introduce a innovative deep learning approach that learns how to assign vertices to proxy bones with persistent labeling. This is accomplished by learning how to correlate vertex trajectories to bones of fully rigged animated 3D models. Our method uses these pretrained networks on dynamic characteristics (vertex trajectories) of an unseen animation sequence (a sequence of meshes without skeleton or rigging information) to derive an LBS scheme that outperforms most previous competent approaches by offering better approximation of the original animation sequence with fewer bones, therefore offering better compression and smaller bandwidth requirements for streaming. This is substantiated by a thorough comparative performance evaluation using several error metrics, and compression/bandwidth measurements. In this paper, we have also introduced a persistent bone labeling scheme that (i) improves the efficiency of our method in terms of lower error values and better visual outcome and (ii) facilitates the fusion of two (or more) LBS schemes by an innovative algorithm that combines two arbitrary LBS schemes. To demonstrate the usefulness and potential of this fusion process, we have combined the outcome of our deep skinning method with that of Rignet—which is a state-of-the-art method that performs rigging on static meshes—with impressive results.