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Effj fjcient Collision Detection While Rendering Dynamic Point Clouds M. Radwan, S. Ohrhallinger and M. Wimmer Vienna University of Technology, Austria Motivation Point clouds are queried using bounding hierarchy Construction: O(N log


  1. Effj fjcient Collision Detection While Rendering Dynamic Point Clouds M. Radwan, S. Ohrhallinger and M. Wimmer Vienna University of Technology, Austria

  2. Motivation ● Point clouds are queried using bounding hierarchy ● Construction: O(N log N), query time: O(log N) M. Radwan, S. Ohrhallinger, M. Wimmer 2

  3. Motivation ● Point clouds are queried using bounding hierarchy ● Construction: O(N log N), query time: O(log N) ● Dynamic points without any time coherency: per-frame construction too slow for N=1000000 → M. Radwan, S. Ohrhallinger, M. Wimmer 3

  4. Related work BVH [Klein et al '04] M. Radwan, S. Ohrhallinger, M. Wimmer 4

  5. Related work BVH [Klein et al '04] Voxels [Eisemann et al '06] M. Radwan, S. Ohrhallinger, M. Wimmer 5

  6. Related work BVH [Klein et al '04] Voxels [Eisemann et al '06] LDI [Heidelberger et al '04] M. Radwan, S. Ohrhallinger, M. Wimmer 6

  7. Related work BVH [Klein et al '04] Voxels [Eisemann et al '06] Dynamic [Pan et al '13] LDI [Heidelberger et al '04] M. Radwan, S. Ohrhallinger, M. Wimmer 7

  8. Proposed solution ● 3D point cloud is really sampled on 2D surface M. Radwan, S. Ohrhallinger, M. Wimmer 8

  9. Proposed solution ● 3D point cloud is really sampled on 2D surface → fmatten to depth images (in screen space): O(N) M. Radwan, S. Ohrhallinger, M. Wimmer 9

  10. Proposed solution ● 3D point cloud is really sampled on 2D surface → fmatten to depth images (in screen space): O(N) ● Incidental benefjts of our method: M. Radwan, S. Ohrhallinger, M. Wimmer 10

  11. Proposed solution ● 3D point cloud is really sampled on 2D surface → fmatten to depth images (in screen space): O(N) ● Incidental benefjts of our method: Superior accuracy M. Radwan, S. Ohrhallinger, M. Wimmer 11

  12. Proposed solution ● 3D point cloud is really sampled on 2D surface → fmatten to depth images (in screen space): O(N) ● Incidental benefjts of our method: Superior accuracy Robustness to sensor noise M. Radwan, S. Ohrhallinger, M. Wimmer 12

  13. Bounding the points R 3 : spherical cover M. Radwan, S. Ohrhallinger, M. Wimmer 13

  14. Bounding the points ? R 3 : spherical cover view ray depth intervals M. Radwan, S. Ohrhallinger, M. Wimmer 14

  15. Bounding the points inequal boundary thickness ? R 3 : spherical cover view ray depth intervals M. Radwan, S. Ohrhallinger, M. Wimmer 15

  16. Equalize boundary thickness R 3 : spherical cover R 3 : cylindrical cover M. Radwan, S. Ohrhallinger, M. Wimmer 16

  17. Equalize boundary thickness equal boundary thickness R 3 : spherical cover R 3 : cylindrical cover M. Radwan, S. Ohrhallinger, M. Wimmer 17

  18. Blending view rays R 3 : cylindrical cover M. Radwan, S. Ohrhallinger, M. Wimmer 18

  19. Blending view rays R 3 : cylindrical cover cylinders blended view rays → M. Radwan, S. Ohrhallinger, M. Wimmer 19

  20. Blending view rays R 3 : cylindrical cover cylinders blended view rays → M. Radwan, S. Ohrhallinger, M. Wimmer 20

  21. Blending view rays R 3 : cylindrical cover cylinders blended view rays → M. Radwan, S. Ohrhallinger, M. Wimmer 21

  22. Discretize in screen space blended R 3 : spherical cover view ray depth intervals M. Radwan, S. Ohrhallinger, M. Wimmer 22

  23. Thickened LDI (layered depth images) depth intervals M. Radwan, S. Ohrhallinger, M. Wimmer 23

  24. Thickened LDI (layered depth images) depth intervals depth image layers M. Radwan, S. Ohrhallinger, M. Wimmer 24

  25. Thickened LDI (layered depth images) depth intervals depth image layers M. Radwan, S. Ohrhallinger, M. Wimmer 25

  26. Stacking cylinders into a depth layer Detect layer connectivity with bit array occupancy M. Radwan, S. Ohrhallinger, M. Wimmer 26

  27. Reuse of point-based rendering pipeline M. Radwan, S. Ohrhallinger, M. Wimmer 27

  28. Reuse of point-based rendering pipeline M. Radwan, S. Ohrhallinger, M. Wimmer 28

  29. Reuse of point-based rendering pipeline Happy buddha, 500k points 160 140 120 100 80 ms 60 40 20 0 Splat rendering Collision Detection Full TLDI Almost half of run time reused M. Radwan, S. Ohrhallinger, M. Wimmer 29

  30. Application: Collision detection Intersection of view ray intervals M. Radwan, S. Ohrhallinger, M. Wimmer 30

  31. Application: Collision detection Intersection of view ray intervals Construct depth layers as needed M. Radwan, S. Ohrhallinger, M. Wimmer 31

  32. False positives M. Radwan, S. Ohrhallinger, M. Wimmer 32

  33. False positives Squash in view direction – but how much? M. Radwan, S. Ohrhallinger, M. Wimmer 33

  34. Determining collision accuracy point clouds M. Radwan, S. Ohrhallinger, M. Wimmer 34

  35. Determining collision accuracy point clouds mesh = reference M. Radwan, S. Ohrhallinger, M. Wimmer 35

  36. Squashing the bounding volume M. Radwan, S. Ohrhallinger, M. Wimmer 36

  37. Squashing the bounding volume rho=0.05 is good squashed by factor 20 → M. Radwan, S. Ohrhallinger, M. Wimmer 37

  38. Result 1: Enhanced accuracy [Zachmann 2002] ~7% accuracy, ours: from 0.3% M. Radwan, S. Ohrhallinger, M. Wimmer 38

  39. Accuracy for different models within 0.3-3% of reference M. Radwan, S. Ohrhallinger, M. Wimmer 39

  40. Result 2: Real-time collision detection Previously only feasible using probability M. Radwan, S. Ohrhallinger, M. Wimmer 40

  41. Interactive for large models (5M points) M. Radwan, S. Ohrhallinger, M. Wimmer 41

  42. Early rejection test Test fjrst layer against last layer of other point cloud M. Radwan, S. Ohrhallinger, M. Wimmer 42

  43. Incidental distance queries For collision detection: ● For each view ray (pixel), test if intervals overlap In case of non-collision: ● Keep shortest distance between view ray intervals separation distance in view direction → M. Radwan, S. Ohrhallinger, M. Wimmer 43

  44. Result 3: Robust to noise Test with added uniform Gaussian noise =nr σ avg M. Radwan, S. Ohrhallinger, M. Wimmer 44

  45. Time complexity ● O( L N), L = number of layers (depth complexity) ● Very little output-sensitivity measured Colliding m >2 objects, adds factor m ^2 ● But need only construct TLDIs once ● Can also combine small point clouds to reduce m M. Radwan, S. Ohrhallinger, M. Wimmer 45

  46. Conclusions Novel structure bounds surface of dynamic points ● Real-time, accurate, robust to noise ● Potential other applications: everything which benefjts from fast surface queries: GI, ray-tracing Work in progress ● Compact TLDI data structure ● Speed up construction+queries M. Radwan, S. Ohrhallinger, M. Wimmer 46

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