Are there existing tools that raytrace triangle meshes? - graphics

Disclaimer: I'm not 100% on whether this is a well-formed question, so please feel free to comment and suggest improvements. I'll be actively looking out for ways to improve this question.
I have a triangle mesh, let's say the Stanford Bunny. Now, I want to raycast a ray from a source point in 3D along a 3D direction vector, and identify just the first intersection of that ray with the triangle mesh.
I already have a naive implementation cooked up. However, I'm looking for a more advanced implementation. In particular, I'll be casting many millions of rays in many directions, so I'm looking for a multi-threaded or GPU-accelerated implementation.
I have to believe that there must be some pretty complete projects online, as raycasting triangle meshes is a fundamental part of 3D computer graphics. However, I can't find anything beyond personal projects, which leads me to believe that I am using the wrong search terms, or something pretty simple along those lines.
I am looking for suggestions on existing tools that can raytrace polygonal meshes.

If all you need to do is find the distance to the mesh for millions of rays. Then it might be a good idea to look up CUDA raytracing tutorial online. This will show you how to cast many millions of rays. In most tutorials, raytracing is used to render to the screen with the camera matrix. However, this is not necessary. Simply adjust the rays starting parameters to what you need them to be such as 3D vector and position. Then output the data back to the CPU. Be weary of the bandwidth between the GPU and CPU sending millions of intersection points between the CPU and GPU can make the program run exceptionally slow.

Related

How to structure Point Light Sources?

I am using Java to write a very primitive 3D graphics engine based on The Black Art of 3D Game Programming from 1995. I have gotten to the point where I can draw single color polygons to the screen and move the camera around the "scene". I even have a Z buffer that handles translucent objects properly by sorting those pixels by Z, as long as I don't show too many translucent pixels at once. I am at the point where I want to add lighting. I want to keep it simple, and ambient light seems simple enough, directional light should be fairly simple too. But I really want point lighting with the ability to move the light source around and cast very primitive shadows ( mostly I don't want light shining through walls ).
My problem is that I don't know the best way to approach this. I imagine a point light source casting rays at regular angles, and if these rays intersect a polygon it will light that polygon and stop moving forward. However when I think about a scene with multiple light sources and multiple polygons with all those rays I imagine it will get very slow. I also don't know how to handle a case where a polygon is far enough away from a light source that if falls in between two rays. I would give each light source a maximum distance, and if I gave it enough rays, then there should be no point within that distance that any two rays are too far apart to miss a polygon, but that only increases my problem with the number of calculations to perform.
My question to you is: Is there some trick to point light sources to speed them up or just to organize it better? I'm afraid I'll just get a nightmare of nested for loops. I can't use openGL or Direct3D or any other cheats because I want to write my own.
If you want to see my results so far, here is a youtube video. I have already fixed the bad camera rotation. http://www.youtube.com/watch?v=_XYj113Le58&feature=plcp
Lighting for real time 3d applications is (or rather - has in the past generally been) done by very simple approximations - see http://en.wikipedia.org/wiki/Shading. Shadows are expensive - and have generally in rasterizing 3d engines been accomplished via shadow maps & Shadow Volumes. Point lights make shadows even more expensive.
Dynamic real time light sources have only recently become a common feature in games - simply because they place such a heavy burden on the rendering system. And these games leverage dedicated graphics cards. So I think you may struggle to get good performance out of your engine if you decide to include dynamic - shadow casting - point lights.
Today it is commonplace for lighting to be applied in two ways:
Traditionally this has been "forward rendering". In this method, for every vertex (if you are doing the lighting per vertex) or fragment (if you are doing it per-pixel) you would calculate the contribution of each light source.
More recently, "deferred" lighting has become popular, wherein the geometry and extra data like normals & colour info are all rendered to intermediate buffers - which is then used to calculate lighting contributions. This way, the lighting calculations are not dependent on the geometry count. It does however, have a lot of other overhead.
There are a lot of options. Implementing anything much more complex than some the basic models that have been used by dedicated graphics cards over the past couple of years is going to be challenging, however!
My suggestion would be to start out with something simple - basic lighting without shadows. From there you can extend and optimize.
What are you doing the ray-triangle intersection test for? Are you trying to light only triangles which the light would reach? Ray-triangle
intersections for every light with every poly is going to be very expensive I think. For lighting without shadows, typically you would
just iterate through every face (or if you are doing it per vertex, through every vertex) and calculate & add the lighting contribution per light - you would do this just before you start rasterizing as you have to pass through all polys in anycase.
You can calculate the lighting by making use of any illumination model, something very simple like Lambertian reflectance - which shades the surface based upon the dot product of the normal of the surface and the direction vector from the surface to the light. Make sure your vectors are in the same spaces! This is possibly why you are getting the strange results that you are. If your surface normal is in world space, be sure to calculate the world space light vector. There are a bunch of advantages for calulating lighting in certain spaces, you can have a look at that later on, for now I suggest you just get the basics up and running. Also have a look at Blinn-phong - this is the shading model graphics cards used for many years.
For lighting with shadows - look into the links I posted. They were developed because realistic lighting is so expensive to calculate.
By the way, LaMothe had a follow up book called Tricks of the 3D Game Programming Gurus-Advanced 3D Graphics and Rasterization.
This takes you through every step of programming a 3d engine. I am not sure what the black art book covers.

Best practice for creating 2d graphics assets

As a brief background, I have been slowly chugging away at the core framework of a game I've been wanting to make for some time now. It has gotten to the point where I want to start really fleshing it out with some graphics assets other than colored boxes. And this brings me to the heart of my question:
What is the best method for creating graphics assets that appear the same quality independent of the device they are drawn on?
My game is styled after Pokemon, so I want to capture the 16-bit feel while still remaining crisp regardless of the device resolution. Does this mean I just create a ton of duplicate sprite sheets? i.e. a 16x16 32x32 48x48 64x64 version of each asset? Or should I be making vector art and rendering it out specifically for each device? Or is there some other alternative I haven't considered?
Thanks!
If by 16-bit feel you mean a classic old-school "pixelated" style (but with crisp edges). Then you can just draw them in the minimal dimension and upscale by whatever factor you need using a Pixel Art Scaling Algorithm, the simplest being nearest neighbour. There are of course many algos that produce much nicer results than NN like the 2xSaI and hqx family of algorithms, and RotSprite if you need rotation.
If you want clean antialiased edges you might want to check out this Microsoft Research paper: Depixelizing Pixel Art
You can then use these algos as a loading pre-pass for your game.
Alternatively, you could shift them "earlier" into your art pipeline to help speed up generation of multiple (resolution/transform) variants, which you could further touch up. This choice largely depends on your level of labor resources and perfectionism. Note also that this loses the "purity" of the solution since it violates DRY because updates will require changes in all variants of a sprite.
I would suggest to first try out some of these upscaling filters and see if you are happy with the results. If you are, you can get away with a loading prepass, which is by far the most desirable outcome because it reduces work and maintenance by a large factor.

Obstacle avoidance using 2 fixed cameras on a robot

I will be start working on a robotics project which involves a mobile robot that has mounted 2 cameras (1.3 MP) fixed at a distance of 0.5m in between.I also have a few ultrasonic sensors, but they have only a 10 metter range and my enviroment is rather large (as an example, take a large warehouse with many pillars, boxes, walls .etc) .My main task is to identify obstacles and also find a roughly "best" route that the robot must take in order to navigate in a "rough" enviroment (the ground floor is not smooth at all). All the image processing is not made on the robot, but on a computer with NVIDIA GT425 2Gb Ram.
My questions are :
Should I mount the cameras on a rotative suport, so that they take pictures on a wider angle?
It is posible creating a reasonable 3D reconstruction based on only 2 views at such a small distance in between? If so, to what degree I can use this for obstacle avoidance and a best route construction?
If a roughly accurate 3D representation of the enviroment can be made, how can it be used as creating a map of the enviroment? (Consider the following example: the robot must sweep an fairly large area and it would be energy efficient if it would not go through the same place (or course) twice;however when a 3D reconstruction is made from one direction, how can it tell if it has already been there if it comes from the opposite direction )
I have found this response on a similar question , but I am still concerned with the accuracy of 3D reconstruction (for example a couple of boxes situated at 100m considering the small resolution and distance between the cameras).
I am just starting gathering information for this project, so if you haved worked on something similar please give me some guidelines (and some links:D) on how should I approach this specific task.
Thanks in advance,
Tamash
If you want to do obstacle avoidance, it is probably easiest to use the ultrasonic sensors. If the robot is moving at speeds suitable for a human environment then their range of 10m gives you ample time to stop the robot. Keep in mind that no system will guarantee that you don't accidentally hit something.
(2) It is posible creating a reasonable 3D reconstruction based on only 2 views at such a small distance in between? If so, to what degree I can use this for obstacle avoidance and a best route construction?
Yes, this is possible. Have a look at ROS and their vSLAM. http://www.ros.org/wiki/vslam and http://www.ros.org/wiki/slam_gmapping would be two of many possible resources.
however when a 3D reconstruction is made from one direction, how can it tell if it has already been there if it comes from the opposite direction
Well, you are trying to find your position given a measurement and a map. That should be possible, and it wouldn't matter from which direction the map was created. However, there is the loop closure problem. Because you are creating a 3D map at the same time as you are trying to find your way around, you don't know whether you are at a new place or at a place you have seen before.
CONCLUSION
This is a difficult task!
Actually, it's more than one. First you have simple obstacle avoidance (i.e. Don't drive into things.). Then you want to do simultaneous localisation and mapping (SLAM, read Wikipedia on that) and finally you want to do path planning (i.e. sweeping the floor without covering area twice).
I hope that helps?
I'd say no if you mean each eye rotating independently. You won't get the accuracy you need to do the stereo correspondence and make calibration a nightmare. But if you want the whole "head" of the robot to pivot, then that may be doable. But you should have some good encoders on the joints.
If you use ROS, there are some tools which help you turn the two stereo images into a 3d point cloud. http://www.ros.org/wiki/stereo_image_proc. There is a tradeoff between your baseline (the distance between the cameras) and your resolution at different ranges. large baseline = greater resolution at large distances, but it also has a large minimum distance. I don't think i would expect more than a few centimeters of accuracy from a static stereo rig. and this accuracy only gets worse when you compound there robot's location uncertainty.
2.5. for mapping and obstacle avoidance the first thing i would try to do is segment out the ground plane. the ground plane goes to mapping, and everything above is an obstacle. check out PCL for some point cloud operating functions: http://pointclouds.org/
if you can't simply put a planar laser on the robot like a SICK or Hokuyo, then i might try to convert the 3d point cloud into a pseudo-laser-scan then use some off the shelf SLAM instead of trying to do visual slam. i think you'll have better results.
Other thoughts:
now that the Microsoft Kinect has been released, it is usually easier (and cheaper) to simply use that to get a 3d point cloud instead of doing actual stereo.
This project sounds a lot like the DARPA LAGR program. (learning applied to ground robots). That program is over, but you may be able to track down papers published from it.

Are there any rendering alternatives to rasterisation or ray tracing?

Rasterisation (triangles) and ray tracing are the only methods I've ever come across to render a 3D scene. Are there any others? Also, I'd love to know of any other really "out there" ways of doing 3D, such as not using polygons.
Aagh! These answers are very uninformed!
Of course, it doesn't help that the question is imprecise.
OK, "rendering" is a really wide topic. One issue within rendering is camera visibility or "hidden surface algorithms" -- figuring out what objects are seen in each pixel. There are various categorizations of visibility algorithms. That's probably what the poster was asking about (given that they thought of it as a dichotomy between "rasterization" and "ray tracing").
A classic (though now somewhat dated) categorization reference is Sutherland et al "A Characterization of Ten Hidden-Surface Algorithms", ACM Computer Surveys 1974. It's very outdated, but it's still excellent for providing a framework for thinking about how to categorize such algorithms.
One class of hidden surface algorithms involves "ray casting", which is computing the intersection of the line from the camera through each pixel with objects (which can have various representations, including triangles, algebraic surfaces, NURBS, etc.).
Other classes of hidden surface algorithms include "z-buffer", "scanline techniques", "list priority algorithms", and so on. They were pretty darned creative with algorithms back in the days when there weren't many compute cycles and not enough memory to store a z-buffer.
These days, both compute and memory are cheap, and so three techniques have pretty much won out: (1) dicing everything into triangles and using a z-buffer; (2) ray casting; (3) Reyes-like algorithms that uses an extended z-buffer to handle transparency and the like. Modern graphics cards do #1; high-end software rendering usually does #2 or #3 or a combination. Though various ray tracing hardware has been proposed, and sometimes built, but never caught on, and also modern GPUs are now programmable enough to actually ray trace, though at a severe speed disadvantage to their hard-coded rasterization techniques. Other more exotic algorithms have mostly fallen by the wayside over the years. (Although various sorting/splatting algorithms can be used for volume rendering or other special purposes.)
"Rasterizing" really just means "figuring out which pixels an object lies on." Convention dictates that it excludes ray tracing, but this is shaky. I suppose you could justify that rasterization answers "which pixels does this shape overlap" whereas ray tracing answers "which object is behind this pixel", if you see the difference.
Now then, hidden surface removal is not the only problem to be solved in the field of "rendering." Knowing what object is visible in each pixel is only a start; you also need to know what color it is, which means having some method of computing how light propagates around the scene. There are a whole bunch of techniques, usually broken down into dealing with shadows, reflections, and "global illumination" (that which bounces between objects, as opposed to coming directly from lights).
"Ray tracing" means applying the ray casting technique to also determine visibility for shadows, reflections, global illumination, etc. It's possible to use ray tracing for everything, or to use various rasterization methods for camera visibility and ray tracing for shadows, reflections, and GI. "Photon mapping" and "path tracing" are techniques for calculating certain kinds of light propagation (using ray tracing, so it's just wrong to say they are somehow fundamentally a different rendering technique). There are also global illumination techniques that don't use ray tracing, such as "radiosity" methods (which is a finite element approach to solving global light propagation, but in most parts of the field have fallen out of favor lately). But using radiosity or photon mapping for light propagation STILL requires you to make a final picture somehow, generally with one of the standard techniques (ray casting, z buffer/rasterization, etc.).
People who mention specific shape representations (NURBS, volumes, triangles) are also a little confused. This is an orthogonal problem to ray trace vs rasterization. For example, you can ray trace nurbs directly, or you can dice the nurbs into triangles and trace them. You can directly rasterize triangles into a z-buffer, but you can also directly rasterize high-order parametric surfaces in scanline order (c.f. Lane/Carpenter/etc CACM 1980).
There's a technique called photon mapping that is actually quite similar to ray tracing, but provides various advantages in complex scenes. In fact, it's the only method (at least of which I know) that provides truly realistic (i.e. all the laws of optics are obeyed) rendering if done properly. It's a technique that's used sparingly as far as I know, since it's performance is hugely worse than even ray tracing (given that it effectively does the opposite and simulates the paths taken by photons from the light sources to the camera) - yet this is it's only disadvantage. It's certainly an interesting algorithm, though you're not going to see it in widescale use until well after ray tracing (if ever).
The Rendering article on Wikipedia covers various techniques.
Intro paragraph:
Many rendering algorithms have been
researched, and software used for
rendering may employ a number of
different techniques to obtain a final
image.
Tracing every ray of light in a scene
is impractical and would take an
enormous amount of time. Even tracing
a portion large enough to produce an
image takes an inordinate amount of
time if the sampling is not
intelligently restricted.
Therefore, four loose families of
more-efficient light transport
modelling techniques have emerged:
rasterisation, including scanline
rendering, geometrically projects
objects in the scene to an image
plane, without advanced optical
effects; ray casting considers the
scene as observed from a specific
point-of-view, calculating the
observed image based only on geometry
and very basic optical laws of
reflection intensity, and perhaps
using Monte Carlo techniques to reduce
artifacts; radiosity uses finite
element mathematics to simulate
diffuse spreading of light from
surfaces; and ray tracing is similar
to ray casting, but employs more
advanced optical simulation, and
usually uses Monte Carlo techniques to
obtain more realistic results at a
speed that is often orders of
magnitude slower.
Most advanced software combines two or
more of the techniques to obtain
good-enough results at reasonable
cost.
Another distinction is between image
order algorithms, which iterate over
pixels of the image plane, and object
order algorithms, which iterate over
objects in the scene. Generally object
order is more efficient, as there are
usually fewer objects in a scene than
pixels.
From those descriptions, only radiosity seems different in concept to me.

3D laser scanner capturing normals?

The Lab university I work at is in the process of purchasing a laser scanner for scanning 3D objects. All along from the start we've been trying to find a scanner that is able to capture real RAW normals from the actual scanned surface. It seems that most scanners only capture points and then the software interpolates to find the normal of the approximate surface.
Does anybody know if there is actually such a thing as capturing raw normals? Is there a scanner that can do this and not interpolate the normals from the point data?
Highly unlikely. Laser scanning is done using ranges. What you want would be combining two entirely different techniques. Normals could be evaluated with higher precision using well controlled lighting etc, but requiring a very different kind of setup. Also consider the sampling problem: What good is a normal with higher resolution than your position data?
If you already know the bidirectional reflectance distribution function of the material that composes your 3D object, it is possible that you could use a gonioreflectometer to compare the measured BRDF at a point. You could then individually optimize a computed normal at that point by comparing a hypothetical BRDF against the actual measured value.
Admittedly, this would be a reasonably computationally-intensive task. However, if you are only going through this process fairly rarely, it might be feasible.
For further information, I would recommend that you speak with either Greg Ward (Larson) of Radiance fame or Peter Shirley at NVIDIA.
Here is an example article of using structured light to reconstruct normals from gradients.
Shape from 2D Edge Gradients
I didn't find the exact article I was looking for, but this seems to be on the same principle.
You can reconstruct normals from the angle and width of the stripe after being deformed on the object.
You could with a structured light + camera setup.
The normal would come from the angle betwen the projected line and the position on the image. As the other posters point out - you can't do it from a point laser scanner.
Capturing raw normals is almost always done using photometric stereo. This almost always requires placing some assumptions on the underlying reflectance, but even with somewhat inaccurate normals you can often do well when combining them with another source of data:
Really nice code for combining point clouds (from a laser scan for example) with surface normals: http://www.cs.princeton.edu/gfx/pubs/Nehab_2005_ECP/

Resources