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CLASSIFICATION AND INTEGRATION OF MASSIVE 3D POINTS CLOUDS IN A VIRTUAL REALITY (VR) ENVIRONMENT

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C L A S S I F I C AT I O N A N D I N T E G R AT I O N O F

M A S S I V E 3 D P O I N T S C L O U D S I N A V I R T U A L

R E A L I T Y ( V R ) E N V I R O N M E N T

Abderrazzaq Kharroubi

1

, Rafika Hajji

1

, Roland Billen

2

, Florent Poux

2

1 Geomatics and Surveying Engineering school IAV Hassan 2 2Geomatics Unit, University of Liège

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S U M M A R Y

1.

CONTEXT AND PROBLEMATIC

2.

WORKFLOW

3 .

P O I N T C L O U D P R O C E S S I N G

1.

Segmentation

2.

Classification

3.

Structuration

4.

VR APPLICATION & PERFORMANCES

5.

DISCUSSION & PERSPECTIVE

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C O N T E X T

(4)

P R O B L E M AT I C

Discrete sets of spatial

data

Requirement for storage

and processing capacities

Non-realistic aspect of

point in VR

1

2

(5)

S T E P S

Acquisition &

preprocessing

Segmentation

Classification

Structuration in Potree’s

format

Implementation with

Unity

Interface development

VR application with

Oculus

Performance test

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P O I N T C L O U D S

P R P C E S S I N G

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S E G M E N TAT I O N

Name Number of points Attribute Sensor Size Go

CHÂTEAU_JEHAY 2.300.247.428 RGB, intensity Leica P30 69.636

PCID10_RTWH_Exterior 312.710.687 RGB, intensity TLS 4,907

PCID11_RTWH_CHAIR 259.101.028 RGB, intensity TLS 4,807

PCID2_ULG_B5a 115.190.236 RGB, intensity TLS 3,824

PCID8_NAAVIS_1 44.847.540 RGB NavVIS 0,657

PCID6_REVO 53.800.194 Without REVO 0,630

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S E G M E N TAT I O N

1. Manual segmentation

2. Label connected components

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S E G M E N TAT I O N

5. Cloth Simulation Filter

4. Histogram filtering

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C L A S S I F I C AT I O N

Indoor Outdoor 0 Floor 30 road_Sign 1 Ceiling 31 advertisingBoard 2 Wall 32 banc 3 Beam 33 bicycle 4 Column 34 bicycleStation 5 Window 35 Building_facades 6 Door 36 busStation 7 Table 37 car 11 … Board … 41 … Humains …

Example after classification

Format .LAS, ou bien .LAZ

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S T R U C T U R AT I O N

• Hierarchical multi-resolution structure

• Input-format .txt, .ply, .las, .laz

• Output-format .bin, .las, .laz

Raw point cloud data

Root

Level 1

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V R A P P I L C AT I O N

The loading process uses three threads: the Unity main

thread, a traversing thread, and a loading thread. In the

main thread, visible GameObjects are updated once per

image if any necessary changes have been detected in the

traversing thread.

Game objects are created for Octree nodes that should be

visible and do not yet have game objects, nodes that should

no longer be visible have their game objects removed.

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V R A P P I L C AT I O N

Before

After

Improved visual quality

Shaders en Cg

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V R A P P I LC AT I O N

Before

After

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V R A P P I L C AT I O N

1. Point size 2. Point type 3. Type of interpolation

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P E R F O R M A N C E S

2000000 4000000 6000000 8000000 10000000 JEHAY 102 49 41 23 23 0 20 40 60 80 100 120 FPS Loaded Points JEHAY JEHAY

The variation of the FPS number according to the number of points loaded, JEHAY with 2.3 billion.

Processor Intel® Core™ i6-6800K CPU @ 3.40GHz 3.40 GHz Graphic card NVIDIA GeForce GTX 1080

RAM 48.0 Go

Operating system Windows 10 Pro, 64 bits

Environnement et tests

Settings

to test

FPS Consumption in memory

Settings that

influence

Point size

Number of loaded points Number of points cached

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P E R F O R M A N C E S

2 4 6 8 10 12 14 Cercle 102 101 103 81 58 45 33 Carré 101 101 102 72 51 39 28 0 20 40 60 80 100 120 FPS

Point size in pixel

1 304 1 475 1 489 1 495 1 503 1 342 1 482 1 494 1 519 1 528 1 475 1 661 1 770 1 840 1 985 2 000 000 4 000 000 6 000 000 8 000 000 10 000 000 Me m or y C onsu m p tion e n Mo Loaded Points

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D i s c u s s i o n a n d

p e r s p e c t i v e

D

evelopment of semantic segmentation process to automate the enhancement of

point cloud with class information.

C

reation of a dual spatial and classification indexing to make possible querying

and direct interaction with the point cloud in the VR environment.

I

mplementation of the Continuous Level of Detail (Schütz et al., 2019) rendering

method.

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Geomatics Unit | geomatics.ulg.ac.be

Allée du Six Août 19 (B5A) | 4000 Liège

Thank you for your attention

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