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Highly Parallel Algorithms for Visual Perception Guided Surface Remeshing.

机译:用于视觉感知的高度并行算法指导曲面重新网格化。

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摘要

Visual perception can effectively capture visually salient regions of a 3D shape and guide the viewer's attention. In this thesis, we introduce the idea of 3D mesh saliency as a measure of regional geometry information provided by polygon meshes. We define the visual importance of a vertex based on its vertex curvature entropy which reflects the visual variation of the region centered at this vertex. We observe that such a definition of visual importance is capable of capturing visually interesting regions on a mesh. Incorporating our visual importance measure into the processing of 3D two-manifold meshes, more visually pleasing results are obtained compared to using a purely geometric measure of shape, such as curvature.;In order to be able to fast and efficiently process diversified models, a highly parallel remeshing framework based on meshfree techniques for processing surface sample points is also exploited. In this framework, the visual perception information is extracted in the image space and then mapped back to the Euclidean space. Based on these cues, a saliency field is generated to re-sample the input model. Lastly, a new projection operator named as AWLOP which extends Weighted Locally Optimal Projection (WLOP) to an adaptive one is developed to further optimize the distribution of re-sampled points. Experimental results demonstrate that our algorithm can remesh diverse polygonal models to well-shaped triangular meshes with high visual fidelity.;To benefit AWLOP, novel parallel algorithms for accelerating spherical range- search (SRS) for dynamic point sets that exploit the computational capabilities of current many-core GPUs are also investigated. Besides AWLOP, exact SRS is also required in geometry processing and physical simulation to avoid missing small features. We adopt an optimal AABB-tree as acceleration structure. With the help of a balanced AABB-tree, the spatial coherence of query points and the temporal coherence of dynamic points are exploited in our approach to achieve very efficient range-search and hierarchical update. We test our coherent SRS on a few applications including point-set geometry processing, distance-field generation and particle-based simulation. On a PC with NVIDIA GTX 660 Ti GPUs, our approach can take 1M queries on 1M dynamic points at a rate of 1600 queries/ms, where 49 neighbors are found in average within the range of 1/100 of the boundingbox's diagonal length. Moreover, we observe up to 5 times speedup over the voxelbased search running on GPUs.
机译:视觉感知可以有效捕获3D形状的视觉显着区域并引导观看者的注意力。在本文中,我们介绍了3D网格显着性的思想,以衡量由多边形网格提供的区域几何信息。我们根据顶点的曲率熵定义一个顶点的视觉重要性,该顶点曲率熵反映了以该顶点为中心的区域的视觉变化。我们观察到,这样的视觉重要性定义能够捕获网格上视觉上有趣的区域。将我们的视觉重要性度量纳入3D两歧管网格的处理中,与使用纯粹的几何形状(例如曲率)度量相比,在视觉上可获得更令人满意的结果;为了能够快速有效地处理多种模型,还开发了基于无网格技术的高度并行重新网格化框架,用于处理表面采样点。在此框架中,视觉感知信息在图像空间中提取,然后映射回欧几里得空间。基于这些提示,将生成显着性字段以对输入模型进行重新采样。最后,开发了一种名为AWLOP的新投影算子,该算子将加权局部最优投影(WLOP)扩展到了自适应算子,以进一步优化重采样点的分布。实验结果表明,我们的算法可以将多种多边形模型重新划分为具有良好视觉逼真度的形状良好的三角形网格。为了使AWLOP受益,新颖的并行算法可为当前点的动态点集加速球面范围搜索(SRS),还研究了多核GPU。除了AWLOP,在几何处理和物理模拟中还需要精确的SRS,以避免遗漏小的特征。我们采用最优的AABB树作为加速结构。借助平衡的AABB树,在我们的方法中利用了查询点的空间连贯性和动态点的时间连贯性,以实现非常有效的范围搜索和层次更新。我们在一些应用程序(包括点集几何处理,距离场生成和基于粒子的仿真)上测试了相干SRS。在装有NVIDIA GTX 660 Ti GPU的PC上,我们的方法可以以1600个查询/毫秒的速度在1M个动态点上进行100万个查询,其中平均发现49个邻居在边界框对角线长度的1/100范围内。此外,与在GPU上运行的基于体素的搜索相比,我们观察到的速度提高了5倍。

著录项

  • 作者

    Xing, Lianping.;

  • 作者单位

    The Chinese University of Hong Kong (Hong Kong).;

  • 授予单位 The Chinese University of Hong Kong (Hong Kong).;
  • 学科 Mechanical engineering.;Computer science.;Computer engineering.
  • 学位 Ph.D.
  • 年度 2014
  • 页码 132 p.
  • 总页数 132
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

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