Multi-Depth-Map Raytracing for Efficient Large-Scene Reconstruction

With the enormous advances of the acquisition technology over the last years, fast processing and high-quality visualization of large point clouds have gained increasing attention. Commonly, a mesh surface is reconstructed from the point cloud and a high-resolution texture is generated over the mesh from the images taken at the site to represent surface materials. However, this global reconstruction and texturing approach becomes impractical with increasing data sizes. Recently, due to its potential for scalability and extensibility, a method for texturing a set of depth maps in a preprocessing and stitching them at runtime has been proposed to represent large scenes. However, the rendering performance of this method is strongly dependent on the number of depth maps and their resolution. Moreover, for the proposed scene representation, every single depth map has to be textured by the images, which in practice heavily increases processing costs. In this paper, we present a novel method to break these dependencies by introducing an efficient raytracing of multiple depth maps. In a preprocessing phase, we first generate high-resolution textured depth maps by rendering the input points from image cameras and then perform a graph-cut based optimization to assign a small subset of these points to the images. At runtime, we use the resulting point-to-image assignments (1) to identify for each view ray which depth map contains the closest ray-surface intersection and (2) to efficiently compute this intersection point. The resulting algorithm accelerates both the texturing and the rendering of the depth maps by an order of magnitude.

[1]  Alexander Reshetov,et al.  Multi-level ray tracing algorithm , 2005, ACM Trans. Graph..

[2]  Leif Kobbelt,et al.  High-quality point-based rendering on modern GPUs , 2003, 11th Pacific Conference onComputer Graphics and Applications, 2003. Proceedings..

[3]  Leif Kobbelt,et al.  Phong Splatting , 2004, PBG.

[4]  Daniel Cohen-Or,et al.  Seamless Montage for Texturing Models , 2010, Comput. Graph. Forum.

[5]  Matthias Zwicker,et al.  High-quality surface splatting on today's GPUs , 2005, Proceedings Eurographics/IEEE VGTC Symposium Point-Based Graphics, 2005..

[6]  Torsten Sattler,et al.  SIFT-Realistic Rendering , 2013, 2013 International Conference on 3D Vision.

[7]  Randal C. Burns,et al.  Multilevel streaming for out-of-core surface reconstruction , 2007, Symposium on Geometry Processing.

[8]  Michael Wimmer,et al.  Large-Scale Point-Cloud Visualization through Localized Textured Surface Reconstruction , 2014, IEEE Transactions on Visualization and Computer Graphics.

[9]  Victor S. Lempitsky,et al.  Seamless Mosaicing of Image-Based Texture Maps , 2007, 2007 IEEE Conference on Computer Vision and Pattern Recognition.

[10]  Laurent Moll,et al.  Efficient image-based methods for rendering soft shadows , 2000, SIGGRAPH.

[11]  Cass W. Everitt,et al.  Interactive Order-Independent Transparency , 2001 .

[12]  Feng Xie,et al.  Soft Shadows by Ray Tracing Multilayer Transparent Shadow Maps , 2007, Rendering Techniques.

[13]  Matthias Zwicker,et al.  Perspective Accurate Splatting , 2004, Graphics Interface.

[14]  Ruigang Yang,et al.  View-dependent textured splatting for rendering live scenes , 2004, SIGGRAPH '04.

[15]  Michael M. Kazhdan,et al.  Screened poisson surface reconstruction , 2013, TOGS.

[16]  Michael M. Kazhdan,et al.  Poisson surface reconstruction , 2006, SGP '06.

[17]  Michael Wimmer,et al.  Out-of-core selection and editing of huge point clouds , 2011, Comput. Graph..

[18]  Han-Wei Shen,et al.  REAL-TIME REFLECTIONS ON CURVED OBJECTS USING LAYERED DEPTH TEXTURES , 2015 .