Simplification of Moving 3D Scene Data on GPU
Rajesh Chenchu, Nick Michiels, Sammy Rogmans and Philippe Bekaert
Hasselt University - iMinds, Expertise Centre for Digital Media, Wetenschapspark 2, 3590, Diepenbeek, Belgium
Keywords:
Billboard, Scene Simplification, GPU, Real-time Rendering.
Abstract:
Real-time large scale continuous image and geometry based data visualization, with an uninterrupted content
delivery, quality and rendering, on home and mobile devices is difficult or even mostly impossible because of
the low processing capabilities of these hardware devices. However, a gracefully simplified version of the same
data can enable us to view the content without significant quality degradation. To do this in a graceful manner,
we extended a well-known concept - called ’billboard cloud’ - for animated scene data and implemented this
technique using the capabilities of the GPU to generate the simplified versions of large scale data sets.
1 INTRODUCTION
Scene data is a combination of both image and ge-
ometry. Visualizing the same scene data in real-time
on mobile devices is cumbersome because most de-
tailed scene data is complex and occupies huge stor-
age and high bandwidth on the network. Simplifi-
cation methods create a simpler version of the scene
data targeted for mobile platforms. The main goal of
scene simplification is to transform an input represen-
tation into an output representation that can be stored,
distributed and rendered more easily and precisely on
(light-weight) home and mobile platforms.
As each frame of the scene data is a combination
of both image and geometry, creating a simpler ver-
sion with an uninterrupted content delivery, quality
and rendering in real-time is a great challenge for the
coming years. Mesh decimation has dramatically pro-
gressed, and techniques such as edge collapse permit
efficient and accurate simplification, e.g., [(Garland
and Heckbert, 1997), (Puppo and Scopigno, 1997),
(Luebke, 2001)]. However, these methods work best
on finely tessellated smooth manifolds, and often re-
quire mesh connectivity. Moreover the quality of
the simplified model often becomes unacceptable and
doesn’t work for large sets of data combining differ-
ent disconnected objects, subjects and scenes. On the
other hand, image-based acceleration is very efficient
for distant scenery, as it can naturally fuse multiple
objects, but offers only limited parallax effects.
A billboard cloud (D
´
ecoret et al., 2003) method is
used for simplification in this paper. This method sim-
plifies 3D models into a set of planes with texture and
transparency maps and results in better output com-
pared to other techniques. This method was proposed
for static objects, we extended current method to sup-
port moving scenes by using the capabilities of the
GPU. Our method generates a simplified version of
each frame in the scene data and render on the target
device.
2 PROPOSED METHOD
There are different methods to implement billboard
cloud techniques. Hough transform, Stochastic
method (Lacewell et al., 2006) and K-means cluster-
ing algorithm (Huang, 2004) are well known methods
for identifying planes for billboard clouds. The orig-
inal method introduced by D
´
ecoret (D
´
ecoret et al.,
2003) uses Hough transform and greedy method.
The greedy method uses recursive sub-division ap-
proach for finding the best-plane. The existing Hough
transform method takes a lot of time for processing
even one million triangular meshes and a possibil-
ity to hit an infinite loop during recursion. The pro-
posed method eliminates the recursive sub-division
approach and uses Hough transform, mipmap tech-
niques and the capabilities of a compute shader unit
to generate billboard clouds for scene data. These re-
sults were realized in the context of the SCENE EU
FP7 project (SCENE, 2014).
2.1 Hough Transform
The Hough transform for planes is a voting procedure
where each feature (triangle) in a mesh votes for all
possible planes passing through that feature. All votes
are stored in the so called Hough space, which is three
dimensional for the Hough transform for planes. The
Chenchu, R., Michiels, N., Rogmans, S. and Bekaert, P.
Simplification of Moving 3D Scene Data on GPU.
DOI: 10.5220/0005962000950098
In Proceedings of the 13th International Joint Conference on e-Business and Telecommunications (ICETE 2016) - Volume 5: SIGMAP, pages 95-98
ISBN: 978-989-758-196-0
Copyright
c
2016 by SCITEPRESS – Science and Technology Publications, Lda. All rights reserved
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