occlusion culling
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Author(s):  
U. G. Sefercik ◽  
T. Kavzoglu ◽  
M. Nazar ◽  
C. Atalay ◽  
M. Madak

Abstract. Lately, improvements in game engines have increased the interest in virtual reality (VR) technologies, that engages users with an artificial environment, and have led to the adoption of VR systems to display geospatial data. Because of the ongoing COVID-19 pandemic, and thus the necessity to stay at home, VR tours became very popular. In this paper, we tried to create a three-dimensional (3D) virtual tour for Gebze Technical University (GTU) Southern Campus by transferring high-resolution unmanned air vehicle (UAV) data into a virtual domain. UAV data is preferred in various applications because of its high spatial resolution, low cost and fast processing time. In this application, the study area was captured from different modes and altitudes of UAV flights with a minimum ground sampling distance (GSD) of 2.18 cm using a 20 MP digital camera. The UAV data was processed in Structure from Motion (SfM) based photogrammetric evaluation software Agisoft Metashape and high-quality 3D textured mesh models were generated. Image orientation was completed using an optimal number of ground control points (GCPs), and the geometric accuracy was calculated as ±8 mm (~0.4 pixels). To create the VR tour, UAV-based mesh models were transferred into the Unity game engine and optimization processes were carried out by applying occlusion culling and space subdivision algorithms. To improve the visualization, 3D object models such as trees, lighting poles and arbours were positioned on VR. Finally, textual metadata about buildings and a player with a first-person camera were added for an informative VR experience.


Photonics ◽  
2021 ◽  
Vol 8 (8) ◽  
pp. 298
Author(s):  
Juan Martinez-Carranza ◽  
Tomasz Kozacki ◽  
Rafał Kukołowicz ◽  
Maksymilian Chlipala ◽  
Moncy Sajeev Idicula

A computer-generated hologram (CGH) allows synthetizing view of 3D scene of real or virtual objects. Additionally, CGH with wide-angle view offers the possibility of having a 3D experience for large objects. An important feature to consider in the calculation of CGHs is occlusion between surfaces because it provides correct perception of encoded 3D scenes. Although there is a vast family of occlusion culling algorithms, none of these, at the best of our knowledge, consider occlusion when calculating CGHs with wide-angle view. For that reason, in this work we propose an occlusion culling algorithm for wide-angle CGHs that uses the Fourier-type phase added stereogram (PAS). It is shown that segmentation properties of the PAS can be used for setting efficient conditions for occlusion culling of hidden areas. The method is efficient because it enables processing of dense cloud of points. The investigated case has 24 million of point sources. Moreover, quality of the occluded wide-angle CGHs is tested by two propagation methods. The first propagation technique quantifies quality of point reproduction of calculated CGH, while the second method enables the quality assessment of the occlusion culling operation over an object of complex shape. Finally, the applicability of proposed occlusion PAS algorithm is tested by synthetizing wide-angle CGHs that are numerically and optically reconstructed.


2021 ◽  
Vol 40 (2) ◽  
pp. 489-495
Author(s):  
Gi Beom Lee ◽  
Moonsoo Jeong ◽  
Yechan Seok ◽  
Sungkil Lee
Keyword(s):  

Author(s):  
Thomas Koch ◽  
Michael Wimmer

Visibility computation is a common problem in the field of computer graphics. Examples include occlusion culling, where parts of the scene are culled away, or global illumination simulations, which are based on the mutual visibility of pairs of points to calculate lighting. In this paper, an aggressive from-region visibility technique called Guided Visibility Sampling++ (GVS++) is presented. The proposed technique improves the Guided Visibility Sampling algorithm through improved sampling strategies, thus achieving low error rates on various scenes, and being over four orders of magnitude faster than the original CPU-based Guided Visibility Sampling implementation. We present sampling strategies that adaptively compute sample locations and use ray casting to determine a set of triangles visible from a flat or volumetric rectangular region in space. This set is called a potentially visible set (PVS). Based on initial random sampling, subsequent exploration phases progressively grow an intermediate solution. A termination criterion is used to terminate the PVS search. A modern implementation using the Vulkan graphics API and RTX ray tracing is discussed. Furthermore, we show optimizations that allow for an implementation that is over 20 times faster than a naive implementation.


2020 ◽  
Vol 28 (12) ◽  
pp. 18516
Author(s):  
Yuejia Li ◽  
Jun Wang ◽  
Chun Chen ◽  
Bingyi Li ◽  
Ruoxue Yang ◽  
...  

2018 ◽  
Vol 24 (6) ◽  
pp. 481-498 ◽  
Author(s):  
Zhengbo Zou ◽  
Luiz Arruda ◽  
Semiha Ergan

Building information models (BIMs) have been used by the Architectural/Engineering/Construction (AEC) industry with a focus on storing and exchanging digital information about building components. However, the untapped potential of BIMs in facility operations and the experience of facility operators while they interact with digital building information have not been understood widely. One of the underlying bottlenecks in the use of BIMs in the FM phase is the lack of interactions with components to easily access information of interest, and the lack of ways to navigate in models with full spatial understanding. Virtual environments (VEs), which represent physical spaces digitally in virtual worlds, enable interactions with virtual components to access information with spatial understanding. The underlying challenges in the conversion of BIMs to VE hinder a streamlined process. This paper provides a detailed analysis of building size, geometric complexities of discipline models and level of geometric granularity as factors contributing to inefficient transformation of BIMs to VE. The paper also provides research findings on a set of computational approaches such as polygon reduction and occlusion culling to overcome challenges and improve the data transfer faced in converting BIMs into VEs over a range and size of facility models.


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