Browsing by Author "Trettner, Philip"
Now showing 1 - 5 of 5
Results Per Page
Sort Options
Item Compression and Rendering of Textured Point Clouds via Sparse Coding(The Eurographics Association, 2021) Schuster, Kersten; Trettner, Philip; Schmitz, Patric; Schakib, Julian; Kobbelt, Leif; Binder, Nikolaus and Ritschel, TobiasSplat-based rendering techniques produce highly realistic renderings from 3D scan data without prior mesh generation. Mapping high-resolution photographs to the splat primitives enables detailed reproduction of surface appearance. However, in many cases these massive datasets do not fit into GPU memory. In this paper, we present a compression and rendering method that is designed for large textured point cloud datasets. Our goal is to achieve compression ratios that outperform generic texture compression algorithms, while still retaining the ability to efficiently render without prior decompression. To achieve this, we resample the input textures by projecting them onto the splats and create a fixed-size representation that can be approximated by a sparse dictionary coding scheme. Each splat has a variable number of codeword indices and associated weights, which define the final texture as a linear combination during rendering. For further reduction of the memory footprint, we compress geometric attributes by careful clustering and quantization of local neighborhoods. Our approach reduces the memory requirements of textured point clouds by one order of magnitude, while retaining the possibility to efficiently render the compressed data.Item Fast and Robust QEF Minimization using Probabilistic Quadrics(The Eurographics Association and John Wiley & Sons Ltd., 2020) Trettner, Philip; Kobbelt, Leif; Panozzo, Daniele and Assarsson, UlfError quadrics are a fundamental and powerful building block in many geometry processing algorithms. However, finding the minimizer of a given quadric is in many cases not robust and requires a singular value decomposition or some ad-hoc regularization. While classical error quadrics measure the squared deviation from a set of ground truth planes or polygons, we treat the input data as genuinely uncertain information and embed error quadrics in a probabilistic setting (''probabilistic quadrics'') where the optimal point minimizes the expected squared error. We derive closed form solutions for the popular plane and triangle quadrics subject to (spatially varying, anisotropic) Gaussian noise. Probabilistic quadrics can be minimized robustly by solving a simple linear system-50x faster than SVD. We show that probabilistic quadrics have superior properties in tasks like decimation and isosurface extraction since they favor more uniform triangulations and are more tolerant to noise while still maintaining feature sensitivity. A broad spectrum of applications can directly benefit from our new quadrics as a drop-in replacement which we demonstrate with mesh smoothing via filtered quadrics and non-linear subdivision surfaces.Item Geodesic Distance Computation via Virtual Source Propagation(The Eurographics Association and John Wiley & Sons Ltd., 2021) Trettner, Philip; Bommes, David; Kobbelt, Leif; Digne, Julie and Crane, KeenanWe present a highly practical, efficient, and versatile approach for computing approximate geodesic distances. The method is designed to operate on triangle meshes and a set of point sources on the surface. We also show extensions for all kinds of geometric input including inconsistent triangle soups and point clouds, as well as other source types, such as lines. The algorithm is based on the propagation of virtual sources and hence easy to implement. We extensively evaluate our method on about 10000 meshes taken from the Thingi10k and the Tet Meshing in theWild data sets. Our approach clearly outperforms previous approximate methods in terms of runtime efficiency and accuracy. Through careful implementation and cache optimization, we achieve runtimes comparable to other elementary mesh operations (e.g. smoothing, curvature estimation) such that geodesic distances become a ''first-class citizen'' in the toolbox of geometric operations. Our method can be parallelized and we observe up to 6x speed-up on the CPU and 20x on the GPU. We present a number of mesh processing tasks easily implemented on the basis of fast geodesic distances. The source code of our method is provided as a C++ library under the MIT license.Item High-Performance Image Filters via Sparse Approximations(ACM, 2020) Schuster, Kersten; Trettner, Philip; Kobbelt, Leif; Yuksel, Cem and Membarth, Richard and Zordan, VictorWe present a numerical optimization method to find highly efficient (sparse) approximations for convolutional image filters. Using a modified parallel tempering approach,we solve a constrained optimization that maximizes approximation quality while strictly staying within a user-prescribed performance budget. The results are multi-pass filters where each pass computes a weighted sum of bilinearly interpolated sparse image samples, exploiting hardware acceleration on the GPU. We systematically decompose the target filter into a series of sparse convolutions, trying to find good trade-offs between approximation quality and performance. Since our sparse filters are linear and translation-invariant, they do not exhibit the aliasing and temporal coherence issues that often appear in filters working on image pyramids. We show several applications, ranging from simple Gaussian or box blurs to the emulation of sophisticated Bokeh effects with user-provided masks. Our filters achieve high performance as well as high quality, often providing significant speed-up at acceptable quality even for separable filters. The optimized filters can be baked into shaders and used as a drop-in replacement for filtering tasks in image processing or rendering pipelines.Item Sampling from Quadric-Based CSG Surfaces(The Eurographics Association and John Wiley & Sons Ltd., 2021) Trettner, Philip; Kobbelt, Leif; Binder, Nikolaus and Ritschel, TobiasWe present an efficient method to create samples directly on surfaces defined by constructive solid geometry (CSG) trees or graphs. The generated samples can be used for visualization or as an approximation to the actual surface with strong guarantees. We chose to use quadric surfaces as CSG primitives as they can model classical primitives such as planes, cubes, spheres, cylinders, and ellipsoids, but also certain saddle surfaces. More importantly, they are closed under affine transformations, a desirable property for a modeling system. We also propose a rendering method that performs local quadric ray-tracing and clipping to achieve pixel-perfect accuracy and hole-free rendering.