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FERMIUM: A Framework for Real-time Procedural Point Cloud Animation and Morphing
Ole Wegen, Florence Böttger, Jürgen Döllner and Matthias Trapp
Hasso Plattner Institute, Faculty of Digital Engineering, University of Potsdam, Germany
VMV 2021: 26th International Symposium on Vision, Modeling, and Visualization
Motivation
What are point clouds/point-based geometry?
 A set comprising a (usually) high number of points
 Each point has attributes (e.g., position, color and normal)
 Compact and flexible representation of geometry
Applications in the field of...
 … computer animations and particle effects
 … physics-based simulations
 … real-world scene representation and analysis
FERMIUM: A Framework for Real-time Procedural Point Cloud Animation and Morphing 2
~3.3 million points - scanned using mobile device
Point Cloud Acquisition
LiDAR Scanning (e.g., on Mobile Devices) Sampling of Polygonal Geometry
FERMIUM: A Framework for Real-time Procedural Point Cloud Animation and Morphing 3
Vertex-based Triangle-based Density-based
Position Color Normal Tangent Bi-Tangent
Exemplary point attributes obtained from polygonal geometry.
Attribute Animations
Types of Attribute Animation
Stateless Attribute-Animations Stateful Attribute-Animations
FERMIUM: A Framework for Real-time Procedural Point Cloud Animation and Morphing 5
Animation to Visualize Acquisition Time
Interactive Explosion Views
September 27th FERMIUM: A Framework for Real-time Procedural Point Cloud Animation and Morphing 7
false-colored segmented point cloud (1,577,299 points) textured segmented point cloud (7,335,109 points)
Point Cloud Morphing
Random Mapping Axis-based Mapping Octree-based Mapping Distance-based Mapping
Point Cloud Morphing
9
FERMIUM: A Framework for Real-time Procedural Point Cloud Animation and Morphing
Comparison of mapping approaches for morphing two point clouds (Ghandi, ~200,000 points to Einstein ~100,000 points)
Point Cloud Morphing
10
FERMIUM: A Framework for Real-time Procedural Point Cloud Animation and Morphing
Per-Attribute Easing Functions
11
FERMIUM: A Framework for Real-time Procedural Point Cloud Animation and Morphing
Color
Easing Function
Position
Easing Function
Mesh-2-Mesh Morphing via Point Clouds
12
FERMIUM: A Framework for Real-time Procedural Point Cloud Animation and Morphing
Combination of Animation Effects
Animated Point Clouds
14
FERMIUM: A Framework for Real-time Procedural Point Cloud Animation and Morphing
point cloud animation using morphing point cloud animation using attribute animation
Technical Background
F E R M I U M
FERMIUM: A Framework for Real-time Procedural Point Cloud Animation and Morphing 16
Pre-Processing
Client-side (CPU) Processing Server-side (GPU) Per-frame Processing
Camera & Object
Transform Animation
Point Animation
(Compute Shader)
Geometry Processing
(Transform Shader)
Rasterization
(Fixed Func.|Compute)
Post-Processing
(Compute Shader)
Final Frame
Geometry Buffer
Point Buffers
Spatial Data Structure
Animation Parameters and Data Buffers
Point Cloud Data
Raster Buffer
VBO-based Approach – Overview
17
FERMIUM: A Framework for Real-time Procedural Point Cloud Animation and Morphing
VBO-based Approach – Shader
18
Vertex Buffer Attributes
Interpolation
in vec3 vertexPosition;
in vec3 vertexColor;
in vec3 vertexNormal;
in vec3 targetPosition;
in vec3 targetColor;
in vec3 targetNormal;
out Data{
vec3 position;
vec3 color;
vec3 normal;
};
void main(void)
{
//calculate morphingProgress
…
position = interpolate(targetPosition, vertexPosition, morphingProgressPosition);
color = interpolate(targetColor, vertexColor, morphingProgressColor);
normal = interpolate(targetNormal, vertexNormal, morphingProgressNormal);
…
}
FERMIUM: A Framework for Real-time Procedural Point Cloud Animation and Morphing
SSBO-based Approach – Overview
FERMIUM: A Framework for Real-time Procedural Point Cloud Animation and Morphing 19
SSBO-based Approach – Shader
FERMIUM: A Framework for Real-time Procedural Point Cloud Animation and Morphing 20
Input Vertex Attributes
Interpolation
SSBO for target points
struct PointData{
vec4 position;
vec4 color;
vec4 normal;
};
in PointData vertex;
in uint targetPointID;
layout (std430) readonly buffer targetData
{
PointData point[];
};
out Data{
vec3 position;
vec3 color;
vec3 normal;
};
void main(void)
{
//calculate morphingProgress
…
position = interpolate(point[targetPointID].position, vertex.position, morphingProgressPosition);
color = interpolate(point[targetPointID].color, vertex.color, morphingProgressColor);
normal = interpolate(point[targetPointID].normal, vertex.normal, morphingProgressNormal);
…
}
CS-based Approach – Shader
FERMIUM: A Framework for Real-time Procedural Point Cloud Animation and Morphing 21
SSBOs for all input data
Interpolation
Target ID from invocation ID
layout (local_size_x = 1024) in;
struct PointData{
vec4 position;
vec4 color;
vec4 normal;
};
layout (std430, binding=0) buffer resultData{ PointData resultPoint[]; };
layout (std430, binding=1) readonly buffer sourceData{ PointData sourcePoint[]; };
layout (std430, binding=2) readonly buffer targetData{ PointData targetPoint[]; };
layout (std430, binding=3) readonly buffer assignmentData{ uint assignmentID[]; };
void main(void)
{
if(gl_GlobalInvocationID.x >= assignmentID.length())
return;
//calculate morphingProgress
uint sourceID = gl_GlobalInvocationID.x;
uint targetID = assignmentID[sourceID];
resultPoint[sourceID].position =
interpolate(targetPoint[targetID].position, sourcePoint[sourceID].position, morphingProgressPosition);
resultPoint[sourceID].color =
interpolate(targetPoint[targetID].color, sourcePoint[sourceID].color, morphingProgressColor);
resultPoint[sourceID].normal =
interpolate(targetPoint[targetID].normal, sourcePoint[sourceID].normal, morphingProgressNormal);
}
Performance Results
Rendering Performance
23
FERMIUM: A Framework for Real-time Procedural Point Cloud Animation and Morphing
Test Machine:
 Intel Core i5-4460 processor (4 cores, 3.2 GHz), 16GB RAM
 NVIDIA GeForce RTX 2080 Ti GPU, 16GB VRAM
Test Data & Setup
24
FERMIUM: A Framework for Real-time Procedural Point Cloud Animation and Morphing
Point cloud morphing of different complexity:
 T.1: 10⁶ to 10⁶
 T.2: 10⁷ to 10⁶
 T.3: 10⁷ to 10⁷
 T.4: 2x 10⁷ to 10⁶
 T.5: 2x 10⁷ to 10⁷
 T.6: 2x 10⁷ to 2x 10⁷
Initialization Times
FERMIUM: A Framework for Real-time Procedural Point Cloud Animation and Morphing 25
Mapping Computation Times
FERMIUM: A Framework for Real-time Procedural Point Cloud Animation and Morphing 26
VRAM Consumption
FERMIUM: A Framework for Real-time Procedural Point Cloud Animation and Morphing 27
Average Frame Times
FERMIUM: A Framework for Real-time Procedural Point Cloud Animation and Morphing 28
Comparison of Approaches
Implementation Aspect VBO-based SSBO-based CS-based
Initialization Time Low Medium Medium
Memory Update/Transfer High Low Low
Mapping Computation Time High Medium Medium
Average Frame Time Stable Stable Unstable
VRAM Consumption Low Medium High
Modularity Low Low High
FERMIUM: A Framework for Real-time Procedural Point Cloud Animation and Morphing 29
Conclusions & Future Work
FERMIUM: A Framework for Real-time Procedural Point Cloud Animation and Morphing 30
Contributions:
 A holistic, extensible, real-time animation and morphing system for point clouds​
 Evaluation of different point mapping and morphing implementation approaches​
Future Work:
 Evaluate compute-shader-based rasterization for performance improvements​
 Enable and evaluate clustering-based mapping approaches
 Combine with non-photorealistic rendering techniques
Acknowledgements:
 Maximilian Mayer and Daniel Atzberger for their support
 The 3D assets were obtained from free3d.com and open3dmodel.com
This work was funded by the German Federal Ministry of Education and Research
(BMBF) through grant 01IS15041 (“mdViProject”) and 01IS19006 (“KILabor ITSE”).
Exemplary cross-hatch rendering of a point cloud
(courtesy of Ronja Wagner).
Funded by: In Cooperation with:

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FERMIUM - A Framework for Real-time Procedural Point Cloud Animation & Morphing

  • 1. FERMIUM: A Framework for Real-time Procedural Point Cloud Animation and Morphing Ole Wegen, Florence Böttger, Jürgen Döllner and Matthias Trapp Hasso Plattner Institute, Faculty of Digital Engineering, University of Potsdam, Germany VMV 2021: 26th International Symposium on Vision, Modeling, and Visualization
  • 2. Motivation What are point clouds/point-based geometry?  A set comprising a (usually) high number of points  Each point has attributes (e.g., position, color and normal)  Compact and flexible representation of geometry Applications in the field of...  … computer animations and particle effects  … physics-based simulations  … real-world scene representation and analysis FERMIUM: A Framework for Real-time Procedural Point Cloud Animation and Morphing 2 ~3.3 million points - scanned using mobile device
  • 3. Point Cloud Acquisition LiDAR Scanning (e.g., on Mobile Devices) Sampling of Polygonal Geometry FERMIUM: A Framework for Real-time Procedural Point Cloud Animation and Morphing 3 Vertex-based Triangle-based Density-based Position Color Normal Tangent Bi-Tangent Exemplary point attributes obtained from polygonal geometry.
  • 5. Types of Attribute Animation Stateless Attribute-Animations Stateful Attribute-Animations FERMIUM: A Framework for Real-time Procedural Point Cloud Animation and Morphing 5
  • 6. Animation to Visualize Acquisition Time
  • 7. Interactive Explosion Views September 27th FERMIUM: A Framework for Real-time Procedural Point Cloud Animation and Morphing 7 false-colored segmented point cloud (1,577,299 points) textured segmented point cloud (7,335,109 points)
  • 9. Random Mapping Axis-based Mapping Octree-based Mapping Distance-based Mapping Point Cloud Morphing 9 FERMIUM: A Framework for Real-time Procedural Point Cloud Animation and Morphing Comparison of mapping approaches for morphing two point clouds (Ghandi, ~200,000 points to Einstein ~100,000 points)
  • 10. Point Cloud Morphing 10 FERMIUM: A Framework for Real-time Procedural Point Cloud Animation and Morphing
  • 11. Per-Attribute Easing Functions 11 FERMIUM: A Framework for Real-time Procedural Point Cloud Animation and Morphing Color Easing Function Position Easing Function
  • 12. Mesh-2-Mesh Morphing via Point Clouds 12 FERMIUM: A Framework for Real-time Procedural Point Cloud Animation and Morphing
  • 14. Animated Point Clouds 14 FERMIUM: A Framework for Real-time Procedural Point Cloud Animation and Morphing point cloud animation using morphing point cloud animation using attribute animation
  • 16. F E R M I U M FERMIUM: A Framework for Real-time Procedural Point Cloud Animation and Morphing 16 Pre-Processing Client-side (CPU) Processing Server-side (GPU) Per-frame Processing Camera & Object Transform Animation Point Animation (Compute Shader) Geometry Processing (Transform Shader) Rasterization (Fixed Func.|Compute) Post-Processing (Compute Shader) Final Frame Geometry Buffer Point Buffers Spatial Data Structure Animation Parameters and Data Buffers Point Cloud Data Raster Buffer
  • 17. VBO-based Approach – Overview 17 FERMIUM: A Framework for Real-time Procedural Point Cloud Animation and Morphing
  • 18. VBO-based Approach – Shader 18 Vertex Buffer Attributes Interpolation in vec3 vertexPosition; in vec3 vertexColor; in vec3 vertexNormal; in vec3 targetPosition; in vec3 targetColor; in vec3 targetNormal; out Data{ vec3 position; vec3 color; vec3 normal; }; void main(void) { //calculate morphingProgress … position = interpolate(targetPosition, vertexPosition, morphingProgressPosition); color = interpolate(targetColor, vertexColor, morphingProgressColor); normal = interpolate(targetNormal, vertexNormal, morphingProgressNormal); … } FERMIUM: A Framework for Real-time Procedural Point Cloud Animation and Morphing
  • 19. SSBO-based Approach – Overview FERMIUM: A Framework for Real-time Procedural Point Cloud Animation and Morphing 19
  • 20. SSBO-based Approach – Shader FERMIUM: A Framework for Real-time Procedural Point Cloud Animation and Morphing 20 Input Vertex Attributes Interpolation SSBO for target points struct PointData{ vec4 position; vec4 color; vec4 normal; }; in PointData vertex; in uint targetPointID; layout (std430) readonly buffer targetData { PointData point[]; }; out Data{ vec3 position; vec3 color; vec3 normal; }; void main(void) { //calculate morphingProgress … position = interpolate(point[targetPointID].position, vertex.position, morphingProgressPosition); color = interpolate(point[targetPointID].color, vertex.color, morphingProgressColor); normal = interpolate(point[targetPointID].normal, vertex.normal, morphingProgressNormal); … }
  • 21. CS-based Approach – Shader FERMIUM: A Framework for Real-time Procedural Point Cloud Animation and Morphing 21 SSBOs for all input data Interpolation Target ID from invocation ID layout (local_size_x = 1024) in; struct PointData{ vec4 position; vec4 color; vec4 normal; }; layout (std430, binding=0) buffer resultData{ PointData resultPoint[]; }; layout (std430, binding=1) readonly buffer sourceData{ PointData sourcePoint[]; }; layout (std430, binding=2) readonly buffer targetData{ PointData targetPoint[]; }; layout (std430, binding=3) readonly buffer assignmentData{ uint assignmentID[]; }; void main(void) { if(gl_GlobalInvocationID.x >= assignmentID.length()) return; //calculate morphingProgress uint sourceID = gl_GlobalInvocationID.x; uint targetID = assignmentID[sourceID]; resultPoint[sourceID].position = interpolate(targetPoint[targetID].position, sourcePoint[sourceID].position, morphingProgressPosition); resultPoint[sourceID].color = interpolate(targetPoint[targetID].color, sourcePoint[sourceID].color, morphingProgressColor); resultPoint[sourceID].normal = interpolate(targetPoint[targetID].normal, sourcePoint[sourceID].normal, morphingProgressNormal); }
  • 23. Rendering Performance 23 FERMIUM: A Framework for Real-time Procedural Point Cloud Animation and Morphing Test Machine:  Intel Core i5-4460 processor (4 cores, 3.2 GHz), 16GB RAM  NVIDIA GeForce RTX 2080 Ti GPU, 16GB VRAM
  • 24. Test Data & Setup 24 FERMIUM: A Framework for Real-time Procedural Point Cloud Animation and Morphing Point cloud morphing of different complexity:  T.1: 10⁶ to 10⁶  T.2: 10⁷ to 10⁶  T.3: 10⁷ to 10⁷  T.4: 2x 10⁷ to 10⁶  T.5: 2x 10⁷ to 10⁷  T.6: 2x 10⁷ to 2x 10⁷
  • 25. Initialization Times FERMIUM: A Framework for Real-time Procedural Point Cloud Animation and Morphing 25
  • 26. Mapping Computation Times FERMIUM: A Framework for Real-time Procedural Point Cloud Animation and Morphing 26
  • 27. VRAM Consumption FERMIUM: A Framework for Real-time Procedural Point Cloud Animation and Morphing 27
  • 28. Average Frame Times FERMIUM: A Framework for Real-time Procedural Point Cloud Animation and Morphing 28
  • 29. Comparison of Approaches Implementation Aspect VBO-based SSBO-based CS-based Initialization Time Low Medium Medium Memory Update/Transfer High Low Low Mapping Computation Time High Medium Medium Average Frame Time Stable Stable Unstable VRAM Consumption Low Medium High Modularity Low Low High FERMIUM: A Framework for Real-time Procedural Point Cloud Animation and Morphing 29
  • 30. Conclusions & Future Work FERMIUM: A Framework for Real-time Procedural Point Cloud Animation and Morphing 30 Contributions:  A holistic, extensible, real-time animation and morphing system for point clouds​  Evaluation of different point mapping and morphing implementation approaches​ Future Work:  Evaluate compute-shader-based rasterization for performance improvements​  Enable and evaluate clustering-based mapping approaches  Combine with non-photorealistic rendering techniques Acknowledgements:  Maximilian Mayer and Daniel Atzberger for their support  The 3D assets were obtained from free3d.com and open3dmodel.com This work was funded by the German Federal Ministry of Education and Research (BMBF) through grant 01IS15041 (“mdViProject”) and 01IS19006 (“KILabor ITSE”). Exemplary cross-hatch rendering of a point cloud (courtesy of Ronja Wagner). Funded by: In Cooperation with: