8
Potential and Challenges of using Computer Graphics for the Simulation of Optical Measurement Systems Max-Gerd Retzlaff 1,2 ([email protected]), Johannes Hanika 1 , Jürgen Beyerer 2,3 , Carsten Dachsbacher 1 1 Karlsruhe Institute of Technology (KIT), Institute for Visualization and Data Analysis (IVD), Computer Graphics Group, Karlsruhe, Germany 2 Fraunhofer Institute of Optronics, System Technologies and Image Exploitation (IOSB), Karlsruhe, Germany 3 Karlsruhe Institute of Technology (KIT), Institute for Anthropomatics and Robotics, Vision and Fusion Laboratory (IES), Karlsruhe, Germany Abstract Physically-based image synthesis methods, a research direction in computer graphics (CG), are ca- pable of simulating optical measuring systems in their entirety and thus constitute an interesting ap- proach for the development, simulation, optimization, and validation of such systems. In addition, other CG methods, so called procedural modeling techniques, can be used to quickly generate large sets of virtual samples and scenes thereof that comprise the same variety as physical testing objects and real scenes (e.g., if digitized sample data is not available or difficult to acquire). Appropriate image synthe- sis (rendering) techniques result in a realistic image formation for the virtual scenes, considering light sources, material, complex lens systems, and sensor properties, and can be used to evaluate and improve complex measuring systems and automated optical inspection (AOI) systems independent of a physical realization. In this paper, we describe an image generation pipeline for the evaluation and optimization of measuring and AOI systems, we provide an overview over suitable image synthesis methods and their characteristics, and we discuss the challenges for the design and specification of a given measuring situation in order to allow for a reliable simulation and validation. Keywords: computer graphics, procedural modeling, image synthesis, optical measurement Introduction Current physically-based image synthesis techniques constitute a major leap compared to previously used, mostly phenomenological approaches. The simulation of light transport is at the core of physically-based image synthe- sis methods and crucial to generate images that are on par with images made by physical image acquisition systems. Light transport simulation nowadays is almost exclusively computed using Monte Carlo (MC) or Markov Chain Monte Carlo (MCMC) methods, which can account for complex light-matter interac- tions and naturally handle spectral emission, absorption, and scattering behavior (measured or derived from models) described by geomet- ric optics. (MC)MC methods can also comprise the simulation of complex lens systems to ac- curately compute the resulting irradiance onto a virtual sensor. Essentially, all (MC)MC rendering methods compute an estimate of the light transport by sampling, that is, stochastically generating, paths on which light propagates from light sources to sensors; their main difference being the path sampling strategy. Until sufficient convergence, the variance of this estimation is apparent as noise in the images. Because of this, even simplistic realizations of these meth- ods are versatile and, in principle, capable to achieve the desired, and required, results. However, their application is only practical when an (MC)MC method is used which is well-suited for a given scenario; otherwise the computation time can easily become prohibi- tively long, even in seemingly simple cases. For example, one would choose different methods for computing light transport for com- plex high-frequency light transport phenomena (recognizable by multiple glossy or specular reflection) than for highly scattering media. Particular attention has to be paid to the simu- lation of complex lens systems which can in- crease the computation time by orders of mag- nitude when implemented naively. We discuss the use of a state-of-the-art approach to effi- cient rendering with realistic lenses in the con- text of measuring and AOI systems. As indicated, many different rendering algo- rithms and sampling strategies exist in the realm of (MC)MC methods, and they all exhibit different performance and noise characteris- tics, which are strongly linked to the type of

Potential and Challenges of using Computer Graphics for ...that is, the viewer’s eye or the image sensor, to the objects in the scene. The view point repre-sents the center of origin

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  • Potential and Challenges of using Computer Graphics for the Simulation of Optical Measurement Systems

    Max-Gerd Retzlaff1,2 ([email protected]), Johannes Hanika1, Jürgen Beyerer2,3, Carsten Dachsbacher1 1Karlsruhe Institute of Technology (KIT), Institute for Visualization and Data Analysis (IVD),

    Computer Graphics Group, Karlsruhe, Germany 2Fraunhofer Institute of Optronics, System Technologies and Image Exploitation (IOSB),

    Karlsruhe, Germany 3Karlsruhe Institute of Technology (KIT), Institute for Anthropomatics and Robotics,

    Vision and Fusion Laboratory (IES), Karlsruhe, Germany

    Abstract Physically-based image synthesis methods, a research direction in computer graphics (CG), are ca-pable of simulating optical measuring systems in their entirety and thus constitute an interesting ap-proach for the development, simulation, optimization, and validation of such systems. In addition, other CG methods, so called procedural modeling techniques, can be used to quickly generate large sets of virtual samples and scenes thereof that comprise the same variety as physical testing objects and real scenes (e.g., if digitized sample data is not available or difficult to acquire). Appropriate image synthe-sis (rendering) techniques result in a realistic image formation for the virtual scenes, considering light sources, material, complex lens systems, and sensor properties, and can be used to evaluate and improve complex measuring systems and automated optical inspection (AOI) systems independent of a physical realization. In this paper, we describe an image generation pipeline for the evaluation and optimization of measuring and AOI systems, we provide an overview over suitable image synthesis methods and their characteristics, and we discuss the challenges for the design and specification of a given measuring situation in order to allow for a reliable simulation and validation.

    Keywords: computer graphics, procedural modeling, image synthesis, optical measurement

    Introduction Current physically-based image synthesis techniques constitute a major leap compared to previously used, mostly phenomenological approaches. The simulation of light transport is at the core of physically-based image synthe-sis methods and crucial to generate images that are on par with images made by physical image acquisition systems. Light transport simulation nowadays is almost exclusively computed using Monte Carlo (MC) or Markov Chain Monte Carlo (MCMC) methods, which can account for complex light-matter interac-tions and naturally handle spectral emission, absorption, and scattering behavior (measured or derived from models) described by geomet-ric optics. (MC)MC methods can also comprise the simulation of complex lens systems to ac-curately compute the resulting irradiance onto a virtual sensor. Essentially, all (MC)MC rendering methods compute an estimate of the light transport by sampling, that is, stochastically generating, paths on which light propagates from light sources to sensors; their main difference being the path sampling strategy. Until sufficient

    convergence, the variance of this estimation is apparent as noise in the images. Because of this, even simplistic realizations of these meth-ods are versatile and, in principle, capable to achieve the desired, and required, results. However, their application is only practical when an (MC)MC method is used which is well-suited for a given scenario; otherwise the computation time can easily become prohibi-tively long, even in seemingly simple cases. For example, one would choose different methods for computing light transport for com-plex high-frequency light transport phenomena (recognizable by multiple glossy or specular reflection) than for highly scattering media. Particular attention has to be paid to the simu-lation of complex lens systems which can in-crease the computation time by orders of mag-nitude when implemented naively. We discuss the use of a state-of-the-art approach to effi-cient rendering with realistic lenses in the con-text of measuring and AOI systems. As indicated, many different rendering algo-rithms and sampling strategies exist in the realm of (MC)MC methods, and they all exhibit different performance and noise characteris-tics, which are strongly linked to the type of

  • light-matter interactions and the geometry con-figurations occurring in a scene. As such, it is not straightforward for the non-expert to select the appropriate method. For this purpose, we identify light interactions and phenomena con-stituting different challenges for the image synthesis, and discuss state-of-the-art algo-rithms, as, for example, path tracing, bi-directional path tracing (BDPT), and others.

    Rendering, rasterization, and ray tracing Hughes et al. [8] define the term rendering very concisely as referring to the process of integra-tion of the light that arrives at each pixel of the image sensor inside a virtual camera in order to compute an image. There are two major strategies for determining the color of an image pixel: rasterization and ray tracing. Ray tracing, also sometimes referred to as ray casting, determines the visibility of surfaces by tracing rays of light from the virtual view point, that is, the viewer’s eye or the image sensor, to the objects in the scene. The view point repre-sents the center of origin and the image a win-dow on an arbitrary view plane. For each pixel of the image a view ray is sent originating in the view point through the pixel into the scene in order to find an intersection with a surface. By recursive application of this ray casting one can compute complex light interactions and global illumination, that is, indirect illumination including, among others, reflections and shad-ows. Rasterization, on the other hand, projects geometric primitives one by one onto the im-age window. A depth buffer, also called z-buffer, is utilized to determine the closest and thus visible primitive for each pixel. Usually, the perspective projection is carried out in three steps. First, the projection trans-formation, expressed in homogeneous coordi-nates, is applied. Afterwards, the projective coordinates are dehomogenized by the nor-malization transformation, mapping the view frustum to the unit cube. The resulting device coordinates can then be mapped to image coordinates by discarding the depth coordi-nate, as it is done for orthographic projection. All primitives can be processed in parallel us-ing a single instruction multiple data (SIMD) approach and minor synchronization via the depth buffer. This allows for a very fast pipe-lined hardware implementation in the form of modern graphics processing units (GPUs). Simplified, one could say that ray tracing starts with the pixels and then determines ray inter-sections with the scene geometry, while raster-ization starts with the geometry, projecting it onto the image plane. The availability of mod-ern GPUs makes rasterization feasible for interactive real-time application.

    Synthetic images in the context of optical inspection In [19] we describe the idea of using computer graphics methods to allow systematic and thorough evaluation of automated optical in-spection (AOI) systems. Instead of using real objects and acquisition systems, computer graphics methods are used to create large virtual sets of samples of test objects and to simulate image acquisition setups. We use procedural modeling techniques to generate virtual objects with varying appearance and properties, mimicking real objects and sample sets. Physical simulation of rigid bodies is de-ployed to simulate the placement of virtual objects, and using physically-based rendering techniques we create synthetic images. These are used as input to an AOI system instead of physically acquired images. This enables the development, optimization, and evaluation of the image processing and classification steps of an AOI system independently of a physical realization. We demonstrated this approach for shards of glass, as sorting glass is one challenging prac-tical application for AOI. In this paper, we focus on the aspects of image synthesis.

    Real-time rendering of shard distributions Our implementation includes real-time render-ing of shard distributions by hardware rasteri-zation on a GPU using OpenGL 4.2 [21]. As glass is an optically semi-transparent mate-rial, a method of transparency rendering is necessary. OpenGL itself only provides alpha blending that can be used to render transpar-ent materials. But rendering transparency us-ing alpha blending implies rendering the ob-jects in sorted order. As sorting for every rendered frame is impractical and even not always possible (e.g., for mutually overlapping objects) order-independent transparency ren-dering (OIT) techniques have been invented. Our previous implementation as presented in [19] used depth peeling (introduced by Everitt [2]), a robust hardware-accelerated OIT method, but meanwhile we replaced this with an implementation of a more powerful OIT technique making use of per-pixel concurrent linked lists (introduced by Yang et al. [24]). OIT rendering using depth peeling can store only a quite limited number of material interactions per image pixel requiring multiple rendering passes in case of many interactions. Per-pixel linked list OIT, on the other hand, allows stor-ing a high number of interactions in a single rendering pass, and the realistic rendering of the breaking edges of glass shards may re-quire a high number of interactions as the edg-es can be quite rough. As our previous publications [19] and [20] fo-cus on the generation of realistic virtual objects and scenes based on measured data as well

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