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Efficient Ray Tracing of Compressed Point Clouds. The Quantized kd-Tree. Erik Hubo Tom Mertens Tom Haber Philippe Bekaert. Expertise Centre for Digital Media Hasselt University. Goal: Display Large Models. 3D scanners Industrial inspection Preservation of cultural heritage ….
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Efficient Ray Tracing of Compressed Point Clouds The Quantizedkd-Tree Erik HuboTom MertensTom HaberPhilippe Bekaert Expertise Centre for Digital Media Hasselt University
Goal: Display Large Models • 3D scanners • Industrial inspection • Preservation of cultural heritage • …
Goal: Display Large Models • How? • Use points to represent model • Compress model • Ray trace compressed model
Why Compression? • Increasing resolution of 3D scanners • Ray tracing efficient if model in main memory • Models: +100 M points > 1GB (only positions) • Model size > memory size stalls due to slow disk access • Solution? out-of-core (disk access needed) • Compression reduces model size
Our approach • Ray tracing requires local neighborhood • Caching precomputed neighborhoods? • Additional memory cost • Querying on the fly • Challenge: compression + spatial querying Moving Least Squares [Adamson and Alexa 2003,2004]
Related Work • Point-based rendering: • QSplat [Rusinkiewicz and Levoy 2000] • Sequential Point Trees [Dachsbacher 2003] • Ray-tracing point clouds • [Schaufler and Jensen 2000] • [Adamson and Alexa 2003] • [Bart Adams et al. 2005] • [Ingo Wald et al. 2005]
Related Work • Compression • 1.QSplat _ • 2.[Botsch 02] _ _ _ _ _ _ _ _ _ _ _ _ • 3.[Gandoin 02] _ • 4.[Krüger 05] _ _ _ _ _ _ _ _ _ _ _ _ • 5.[Waschbüsch 04] _ • 4.[Ochotta 04] _ _ _ _ _ _ _ _ _ _ _ _ • 7.[Gumhold 05] _ • No efficient spatial querying: • Pointers are discarded: 1,2,3,4 • Sequential full decompression: 4,5,6,7 The Quantized kd-tree: Local Decoding
1 2 3 2 3 8 1 9 4 5 6 7 4 5 6 7 8 9 Quantized kd-Tree • Left-Balanced kd-Tree [Jensen01]: • Subdivides space in 2 axis aligned box shaped regions (binary tree) • Splitting plane at median point • Splitting direction X, Y, Z
Quantized kd-Tree • Motivation for kd-Tree: + Efficient spatial querying + Efficient ray tracing [Wald 05] • Motivation for Left-Balanced kd-Tree + Stored as heap no pointers - Balancing may harm performance [Wald 04]
Quantized kd-Tree • Derived from Left-Balanced kd-Tree: • Normalized splitting plane offset d, w.r.t. current bounding box, d [0,1) and quantize d D • Leaf nodes represent input points Normal Median Split Quantized kd-Tree Median Split Quantization
0 1 0 .6 Internalnode .4 .6 .5 .6 .5 + (.6 - .5)*(7/8) = .59 Local Decoding Root leaf 3 bit per split plane – 8 quantization steps
Precision: 1D q = 8 = 23 1 0 d [0,1) • Precision depends on tree depth: L • Error decreases: • Worst: 1 • Best: 1/q (= 1 quantization step) • Avg: 0.5 < α = q+1 < 1 2q • Precision ~ αL Quant. split = q*d 1/q
Ray Ray Ray Unquantized Splitting Position Local Decoding:Quantization uncertainty • Let child bounding boxesoverlap by one quantization step • Extend tree traversaland spatial query algorithms Quantization Left Region Right Region Overlap Region This point is missed
Ray Overlap Local Decoding: The Overlap Region • Low #quantization steps Large overlap region • Top of tree: examine both subtrees! Large overhead! • E.g. q = 4 56 times slower
Fixed vs. Variable Quantization Fixed Variable 2 16 16 2 2 16 2 8 2 3 2 2 2 1 q = 2 q = 1..16 • Traversal overhead • Poor quality + Less overhead, better quality + Only small additional cost
Results Bpp: 15.5 PSNR: 79.1dB Bpp: 5.6 PSNR: 62.8 dB Bpp: 8.6 PSNR: 69.4 dB Uncompressed
Multiresolution Representation • Inner nodes represent LOD points • Median position = LOD point • Detail level based on projected screen size Level 13 Level 15 Level 18 Full
Results • Multiresolution • Rendering times are 9 times faster with LOD • Reduces aliasing artifacts: Without LOD With LOD
Camera position changed Results • Comparison of rendering times on 1 PC, 2GBRAM: • Compressed St Matthews (890 MB) : 9s • Uncompressed St Matthews (3.6 GB) : 36 …150s • In both cases normals were compressed to 12 bit Compressed Uncompressed
Results • Rendering large scenes : • 10 sec 1 PC: 512x512 374M points(without instancing) 229M points
Conclusion • Compress and display huge models • Spatial querying on compressed data • Suited for ray tracing • Multiresolution representation • Future work • Compress other attributes, e.g. normals, colors
Questions? • Acknowledgments • Stanford Scanning Repository • BOF: Bijzonder Onderzoeks Fonds • Belgian American Educational Foundation • Contact: erik.hubo@uhasselt.be http://research.edm.uhasselt.be/ehubo