Generalized Image Acquisition and Analysis

Fluorescent Immersion Range Scanning

The quality of a 3D range scan should not depend on the surface properties of the object. Most active range scanning techniques, however, assume a diffuse reflector to allow for a robust detection of incident light patterns. In our approach we embed the object into a fluorescent liquid. By analyzing the light rays that become visible due to fluorescence rather than analyzing their reflections off the surface, we can detect the intersection points between the projected laser sheet and the object surface for a wide range of different materials. For transparent objects we can even directly depict a slice through the object in just one image by matching its refractive index to the one of the embedding liquid. This enables a direct sampling of the object geometry without the need for computational reconstruction. This way, a high-resolution 3D volume can be assembled simply by sweeping a laser plane through the object. We demonstrate the effectiveness of our light sheet range scanning approach on a set of objects manufactured from a variety of materials and material mixes, including dark, translucent and transparent objects.


Maximum Mipmaps for Fast, Accurate, and Scalable Dynamic Height Field Rendering

Art Tevs, Ivo Ihrke, Hans-Peter Seidel
In: Proceedings of I3D 2008.


This paper presents a GPU-based, fast, and accurate dynamic height field rendering technique that scales well to large scale height fields. Current real-time rendering algorithms for dynamic height fields employ approximate ray-height field intersection methods, whereas accurate algorithms require pre-computation in the order of seconds to minutes and are thus not suitable for dynamic height field rendering. We alleviate this problem by using maximum mipmaps, a hierarchical data structure supporting accurate and efficient rendering while simultaneously lowering the pre-computation costs to negligible levels. Furthermore, maximum mipmaps allow for view-dependent level-of-detail rendering. In combination with hierarchical ray-stepping this results in an efficient intersection algorithm for large scale height fields.
Project Page Video Slides


author = {Art Tevs and Ivo Ihrke and Hans-Peter Seidel},
title = {Maximum Mipmaps for Fast, Accurate, and Scalable Dynamic Height Field Rendering},
booktitle = {Symposium on Interactive 3D Graphics and Games (i3D'08)},
year = 2008,
pages = {183--190},
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