Year:
Author:
Journals
Computer-Aided Design, Vol. 79, pp 48--59, 2016.
DOI: http://dx.doi.org/10.1016/j.cad.2016.06.005
DOI: http://dx.doi.org/10.1016/j.cad.2016.06.005
BibTeX

The use of virtual prototypes and digital models containing thousands
of individual objects is commonplace in complex industrial
applications like the cooperative design of huge ships. Designers are
interested in selecting and editing specific sets of objects during
the interactive inspection sessions. This is however not supported by
standard visualization systems for huge models. In this paper we discuss in detail
the concept of rendering front in multiresolution trees, their properties and the
algorithms that construct the hierarchy and efficiently render it,
applied to very complex CAD models, so that the model structure and
the identities of objects are preserved. We also
propose an algorithm for the interactive inspection of huge
models which uses a rendering budget and supports selection of
individual objects and sets of objects, displacement of the selected
objects and real-time collision detection during these
displacements. Our solution ---based on the analysis of several existing
view-dependent visualization schemes--- uses a Hybrid Multiresolution Tree that
mixes layers of exact geometry, simplified models and impostors, together with a
time-critical, view-dependent algorithm and a Constrained Front.
The algorithm has been
successfully tested in real industrial environments; the models
involved are presented and discussed in the paper.
ACM Journal on Computing and Cultural Heritage, Vol. 3, Num. 4, pp 14:1 -- 14:20, 2011.
DOI: http://dx.doi.org/10.1145/1957825.1957827
DOI: http://dx.doi.org/10.1145/1957825.1957827
BibTeX

The dichotomy between full detail representation and the efficient management of data digitization
is still a big issue in the context of the acquisition and visualization of 3D objects, especially in the field of the Cultural Heritage. Modern scanning devices enable very detailed geometry to be acquired, but it is usually quite hard to apply these technologies to large artifacts. In this paper we present a project aimed at virtually reconstructing the impressive (7x11 m.) portal of the Ripoll Monastery, Spain. The monument was acquired using triangulation laser scanning technology, producing a dataset of 2212 range maps for a total of more than 1 billion triangles. All the steps of the entire project are described, from the acquisition planning to the final setup for dissemination to the public. We show how time-of-flight laser scanning data can be used to speed-up the alignment process. In addition we show how, after creating a model and repairing imperfections, an interactive and immersive setup enables the public to navigate and display a fully detailed representation of the portal. This paper shows that, after careful planning and with the aid of state-of-the-art algorithms, it is now possible to preserve and visualize highly detailed information, even for very large surfaces.
Conferences
XXVIII Spanish Computer Graphics Conference (CEIG 2018), Madrid, Spain, June 27-29, 2018, pp 25--32, 2018.
DOI: http://dx.doi.org/10.2312/ceig.20181162
DOI: http://dx.doi.org/10.2312/ceig.20181162
BibTeX

Structure-from-motion along with multi-view stereo techniques jointly allow for the inexpensive scanning of 3D objects (e.g. buildings) using just a collection of images taken from commodity cameras. Despite major advances in these fields, a major limitation of dense reconstruction algorithms is that correct depth/normal values are not recovered on specular surfaces (e.g. windows) and parts lacking image features (e.g. flat, textureless parts of the facade). Since these reflective properties are inherent to the surface being acquired, images from different viewpoints hardly contribute to solve this problem. In this paper we present a simple method for detecting, classifying and filling non-valid data regions in depth maps produced by dense stereo algorithms. Triangles meshes reconstructed from our repaired depth maps exhibit much higher quality than those produced by state-of-the-art reconstruction algorithms like Screened Poisson-based techniques.
Portalada: A Virtual Reconstruction of the Entrance of the Ripoll Monastery
Proceedings of 3DPVT08: Fourth International Symposium on 3D Data Processing, Visualization and Transmission, pp 89--96, 2008.
BibTeX

The dichotomy between detail representation and data management is still a big issue in the context of the acquisition and visualization of 3D objects, especially in the field of Cultural Heritage. New technologies give the possibility
to acquire very detailed geometry, but very often it’s very hard to process the amount of data produced. In this paper we present a project which aimed at virtually reconstructing the impressive (7x11 m.) portal of the Ripoll Monastery, Spain. The monument was acquired using triangulation laser scanning technology, producing a dataset of
more than 2000 range maps for a total of more than 1 billion triangles. All the steps of the entire project are described, from the acquisition planning to the final setup for the dissemination
to the public. In particular, we show how timeof-
flight laser scanning data can be used to obtain a speed up in the alignment process, and how, after model creation and imperfections repairing, an interactive and immersive setup gives the public the possibility to navigate and visualize the high detail representation of the portal. This paper shows that, after careful planning and with the aim of new algorithms, it’s now possible to preserve and visualize the highly detailed information provided by triangulation laser scanning also for very large surfaces.
Real-Time Exploration of the Virtual Reconstruction of the Entrance of the Ripoll Monastery
Proceedings of CEIG 2008, pp 219--224, 2008.
BibTeX

This paper presents the project of the virtual reconstruction and inspection of the "Portalada", the entrance of the Ripoll Monastery. In a first step, the monument of 7 x 11 meters was acquired using triangulation laser scanning technology, producing a dataset of more than 2000 range maps for a total of more than one billion triangles. After alignment and registration, a nearly complete digital model with 173M triangles and a sampling density of the order of one millimeter was produced and repaired. The paper describes the model acquisition and construction, the use of specific scalable algorithms for model repair and simplification, and then focuses on the design of a hierarchical data structure for data managing and view-dependent navigation of this huge dataset on a PC. Finally, the paper describes the setup for a usable, user-friendly and immersive system that induces a presence perception in the visitors.