论文标题
可变密度点云数据的可扩展渲染
Scalable Rendering of Variable Density Point Cloud Data
论文作者
论文摘要
在本文中,我们提出了一种基于新颖的基于代理的方法,即在不同级别的细节级别的可变密度3D点云数据的自适应触觉渲染,而无需预先计算网格结构。我们还结合了旋转,翻译和摩擦等功能,为用户提供更好的现实体验。基于代理的渲染技术用于避免在对象的薄部分时避免流行问题。使用了可变半径的球形代理,而不是点代理,这避免了稀疏数据的触觉相互作用期间代理的下沉。代理的半径是使用内核带宽估计的点数据的局部密度自适应变化的。在互动过程中,代理在点云上切入点,以使新位置始终最小化代理与触觉相互作用点(HIP)之间的距离。在适当的平滑后,将其重新采样的原始点云数据加载到触觉空间中,以避免混叠效果。渲染技术已通过几个主题验证,并且观察到该功能可以通过允许用户在多个分辨率下与对象进行交互来补充用户的体验。
In this paper, we present a novel proxy-based method of the adaptive haptic rendering of a variable density 3D point cloud data at different levels of detail without pre-computing the mesh structure. We also incorporate features like rotation, translation, and friction to provide a better realistic experience to the user. A proxy-based rendering technique is used to avoid the pop-through problem while rendering thin parts of the object. Instead of a point proxy, a spherical proxy of a variable radius is used, which avoids the sinking of proxy during the haptic interaction of sparse data. The radius of the proxy is adaptively varied depending upon the local density of the point data using kernel bandwidth estimation. During the interaction, the proxy moves in small steps tangentially over the point cloud such that the new position always minimizes the distance between the proxy and the haptic interaction point (HIP). The raw point cloud data re-sampled in a regular 3D lattice of voxels are loaded to the haptic space after proper smoothing to avoid aliasing effects. The rendering technique is validated with several subjects, and it is observed that this functionality supplements the user's experience by allowing the user to interact with an object at multiple resolutions.