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Interactive Editing of Signed Distance Fields
Ole Wegen, Jürgen Döllner, and Matthias Trapp
Hasso Plattner Institute, Faculty of Digital Engineering, University of Potsdam, Germany
30th International Conference on Computer Graphics, Visualization and Computer Vision 2022 (WSCG 2022)
This work was partially funded by the German Federal Ministry of Education and
Research (BMBF) through grants 01IS18092 ("mdViPro") and 01IS19006 ("KI-LAB-ITSE")
Motivation
 Automatic 3D reconstruction based on RGBD data is a key
functionality in robotics, autonomous driving, manufacturing, and digital twins
 Recent incorporation of required sensors (e.g., LiDAR) into
mobile devices makes 3D reconstruction accessible to millions of users
 Problem: Reconstruction results often contain artifacts or
irrelevant objects (due to limitations of sensors or algorithms)
 We investigated an editing approach for reconstructed 3D scenes
based on Signed Distance Fields (SDFs)
17th May 2022 Interactive Editing of Signed Distance Fields 2
Reconstructed Scene
Scene after Editing
Background: Signed Distance Fields
 An SDF stores signed distances to a surface for every voxel in a regular grid
 Can be created via iterative fusion of depth images [Curless & Levoy, 1996]
 Boolean operations on SDFs can be implemented via min/max operators [Hart, 1995]
 Our Goal: Provide interactive, GPU-aligned editing techniques for SDFs, reconstructed from real-
world data, using procedural shapes
Input SDF Intersection c = max(a,b) Subtraction c = max(-a,b) Union c = min(a,b)
17th May 2022 Interactive Editing of Signed Distance Fields 3
Problem Statement & Contributions
Challenges for SDF Editing:
 Handling hybrid SDF scene representations:
procedural primitives + voxel grids
 Real-time rendering of hybrid SDF scene
representations for interactive editing
Contributions:
1. Interaction and manipulation techniques for voxel-
based SDFs using procedural shapes;
2. Approach for scene unification with subsequent SDF
recalculation for faster rendering;
3. A GPU-aligned implementation of the presented
techniques (w.r.t. data representation and algorithms)
Input scene Editing results
17th May 2022 Interactive Editing of Signed Distance Fields 4
Approach
SDF Creation
TSDF Fusion Marching Cubes Mesh Sampling Jump Flooding
RGB-D
Data
TSDF Triangles
Point
Cloud
SDF
[Curless & Levoy, 1996] [Lorensen & Cline, 1987] [Rong & Tan, 2006]
Color
Volume
[Osada et al., 2002]
17th May 2022 Interactive Editing of Signed Distance Fields 6
SDF Rendering via Sphere Tracing
17th May 2022 Interactive Editing of Signed Distance Fields 7
SDF Rendering via Sphere Tracing
17th May 2022 Interactive Editing of Signed Distance Fields 8
SDF Rendering via Sphere Tracing
17th May 2022 Interactive Editing of Signed Distance Fields 9
SDF Rendering via Sphere Tracing
17th May 2022 Interactive Editing of Signed Distance Fields 10
SDF Rendering via Sphere Tracing
17th May 2022 Interactive Editing of Signed Distance Fields 11
Editing Concept
Low-Level (basic) operations based on procedural shapes:
 Creation, placement, and integration of procedural shapes
High-level operations based on copies of voxel subspace:
 Selection, transform, copy, and integration of voxel parts
Update
Selection
Modification
Selection of scene part Placing copy in the scene
17th May 2022 Interactive Editing of Signed Distance Fields 12
SDF Scene Representation
Create Shape
Active Element
Shape
Grid Copy
Integrate
Procedural Shape
Copy Grid Part
Integrate
Grid Copy
Static Scene
List of
Shapes
Distance &
Color Grid
SDF
Recomputation
Unification
Input
Output
Invoke
Data
Process
17th May 2022 Interactive Editing of Signed Distance Fields 13
1 2
Interactive Editing Process
Implementation Details
Distance Query in SDF-Scene
float querySDF(float3 p, float *voxelGrid, /*...*/) {
float result = FLT_MAX;
if(bboxHit[0]) { result = queryVoxelGrid(p, voxelGrid); } // Handling voxel grid SDF
for(int i = 0; i < numberOfShapes; i++) { // Handling procedural shapes
if(bool(bboxHit[i+1])) {
float3 queryPoint = mul(sceneShapes[i].rotation, p-sceneShapes[i].position);
auto combinationFunc = sdfCombinationFunc[sceneShapes[i].integrationType];
auto shapeFunc = sdfShapeFunc[sceneShapes[i].type];
result = combinationFunc(result, shapeFunc(queryPoint, sceneShapes[i].size));
}
}
if(bool(bboxHit[numberOfShapes+1])) { // Handling active element
float3 queryPoint = mul(activeElement.rotation, p-activeElement.position);
auto combinationFunc = sdfCombinationFunc[activeElement. integrationType];
result = combinationFunc(result, activeElementSdf(queryPoint, activeElement));
}
return result;
}
Functions:
 sceneShapes
array of shapes added to the scene
 activeElement
currently selected shape or grid copy
 sdfCombinationFunc
array of functions impl. set operations
 sdfShapeFunc
array of signed distance functions for shapes
 queryVoxelGrid()
trilinear interpolation in a voxel grid
 mul()
applies a transformation matrix to a point
 activeElementSdf()
signed distance for the active element
(calling the corresponding sdfShapeFunc
for procedural shapes or queryVoxelGrid in
for voxel grid copies
17th May 2022 Interactive Editing of Signed Distance Fields 16
Unification Operation
Problem:
Increased number of shapes in the scene leads to decreased tracing performance
Approach:
Provide the user a unification method for irreversibly persisting the changes
Implementation:
1. Recalculate distance value per voxel, considering the
list of procedural shapes (see querySDF(…))
2. Clear list of procedural shapes
17th May 2022 Interactive Editing of Signed Distance Fields 17
SDF Recomputation (I)
Input Scene After copy: shadowing artefacts After SDF recomputation
Problem: Copying parts of voxel grids leads to shadowing artefacts and performance decrease
17th May 2022 Interactive Editing of Signed Distance Fields 18
SDF Recomputation (II)
Approach:
Perform unification and recomputation after user finished copying operation
Implementation:
1. Perform unification (without considering the bounding boxes for copied parts)
2. Convert SDF Scene into a voxel grid of seed points for jump flooding (JFA)
3. Execute the JFA to obtain a new SDF (similar to SDF creation)
17th May 2022 Interactive Editing of Signed Distance Fields 19
Applications & Performance
Applications: Structural Editing
SDF after moving scene objects
Original SDF scene from IPad scan
17th May 2022 Interactive Editing of Signed Distance Fields 21
Applications: Scene Cleansing
May 2022 Interactive Editing of Signed Distance Fields 22
Original SDF scene from ScanNet scan SDF after scene cleansing (editing time ~ 5min)
(ScanNet: Dai et al., 2017)
Applications: Appearance Editing
Input SDF Edited SDF
17th May 2022 Interactive Editing of Signed Distance Fields 23
Runtime Performance Evaluation (I)
Test system specification and setup:
 AMD Ryzen 5 5600x (6 cores, 3.7GHz) CPU, 32GB DDR4 RAM
 NVIDIA GeForce RTX 3090 GPU, 24GB VRAM
 Windows 10 OS, viewport resolution 1200 x 960 pixels (16x multisampling)
Virtual camera positions:
 Camera 1: partial scene
 Camera 2: complete (from top)
 Camera 3: complete (from below)
Camera 1 Camera 2 Camera 3
17th May 2022 Interactive Editing of Signed Distance Fields 24
Runtime Performance Evaluation (II)
0
1
2
3
4
5
6
7
8
9
10
11
~1,5 Million ~10,8 Million ~86 Million ~697 Million
Time
per
frame
in
ms
Number of voxels
SDF rendering performance without soft shadows
Camera 1 Camera 2 Camera 3
0
1
2
3
4
5
6
7
8
9
10
11
~1,5 Million ~10,8 Million ~86 Million ~697 Million
Time
per
frame
in
ms
Number of voxels
SDF rendering performance with soft shadows
Camera 1 Camera 2 Camera 3
17th May 2022 Interactive Editing of Signed Distance Fields 25
Runtime Performance Evaluation (III)
Results: SDF rendering performance with additional scene objects
0
5
10
15
20
25
30
0 10 20 30 40 50
Time
per
frame
in
ms
Number of additional scene objects
Visualization of additional scene objects
17th May 2022 Interactive Editing of Signed Distance Fields 26
Runtime Performance Evaluation (IV)
Unification and SDF recalculation performance:
Voxel Grid Resolution #Voxels Unification SDF Recalculation
119 × 134 × 95 ~ 1.5 M 3 ms 24 ms
229 × 260 × 181 ~ 10.8 M 17 ms 204 ms
457 × 520 × 362 ~ 86.0 M 146 ms 1024 ms
917 × 1044 × 728 ~ 697.0 M 903 ms 8362 ms
17th May 2022 Interactive Editing of Signed Distance Fields 27
Conclusions & Future Work
Conclusions:
 Approach for interactive editing
of voxel-based signed distance fields
 Hybrid representation of voxel grid
and procedural shapes
 Enables manual refinement of
reconstructed scenes in real-time
Future Work:
 Address the challenges of memory consumption for high-resolution voxel grids
 Enable appearance manipulation, e.g., manipulation the color volume directly
17th May 2022 Interactive Editing of Signed Distance Fields 28
Reconstructed Scene Scene after Editing
Interactive Editing of Signed Distance Fields
Ole Wegen, Jürgen Döllner, and Matthias Trapp
Hasso Plattner Institute, Faculty of Digital Engineering, University of Potsdam, Germany
30th International Conference on Computer Graphics, Visualization and Computer Vision 2022 (WSCG 2022)
This work was partially funded by the German Federal Ministry of Education and
Research (BMBF) through grants 01IS18092 ("mdViPro") and 01IS19006 ("KI-LAB-ITSE")
References
 Robert Osada, Thomas Funkhouser, Bernard Chazelle, and David Dobkin. “Shape Distributions”.
In: ACM Trans. Graph. 21.4 (Oct. 2002), pp. 807–832.
 William E. Lorensen and Harvey E. Cline. “Marching cubes: A high resolution 3D surface construction algorithm”.
In: Proceedings of the 14th Annual Conference on Computer Graphics and Interactive Techniques, SIGGRAPH. Ed. by
Maureen C. Stone. ACM, 1987, pp. 163–169.
 John Hart. “Sphere Tracing: A Geometric Method for the Antialiased Ray Tracing of Implicit Surfaces”.
In: The Visual Computer 12 (June 1995), pp. 527–545.
 Angela Dai, Angel X. Chang, Manolis Savva, Maciej Halber, Thomas A. Funkhouser, and Matthias Nießner.
“ScanNet: Richly-Annotated 3D Reconstructions of Indoor Scenes”. In: 2017 IEEE Conference on Computer Vision and
Pattern Recognition, CVPR. IEEE Computer Society, 2017, pp. 2432–2443
 Brian Curless and Marc Levoy. “A Volumetric Method for Building Complex Models from Range Images”.
In: Proceedings of the 23rd Annual Conference on Computer Graphics and Interactive Techniques, SIGGRAPH. Ed. by John
Fujii. ACM, 1996, pp. 303–312.
 Guodong Rong and Tiow-Seng Tan. “Jump flooding in GPU with applications to Voronoi diagram and distance transform”.
In: Proceedings of the Symposium on Interactive 3D Graphics, Jan. 2006, pp. 109–116
17th May 2022 Interactive Editing of Signed Distance Fields 30

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Interactive Editing of Signed Distance Fields

  • 1. Interactive Editing of Signed Distance Fields Ole Wegen, Jürgen Döllner, and Matthias Trapp Hasso Plattner Institute, Faculty of Digital Engineering, University of Potsdam, Germany 30th International Conference on Computer Graphics, Visualization and Computer Vision 2022 (WSCG 2022) This work was partially funded by the German Federal Ministry of Education and Research (BMBF) through grants 01IS18092 ("mdViPro") and 01IS19006 ("KI-LAB-ITSE")
  • 2. Motivation  Automatic 3D reconstruction based on RGBD data is a key functionality in robotics, autonomous driving, manufacturing, and digital twins  Recent incorporation of required sensors (e.g., LiDAR) into mobile devices makes 3D reconstruction accessible to millions of users  Problem: Reconstruction results often contain artifacts or irrelevant objects (due to limitations of sensors or algorithms)  We investigated an editing approach for reconstructed 3D scenes based on Signed Distance Fields (SDFs) 17th May 2022 Interactive Editing of Signed Distance Fields 2 Reconstructed Scene Scene after Editing
  • 3. Background: Signed Distance Fields  An SDF stores signed distances to a surface for every voxel in a regular grid  Can be created via iterative fusion of depth images [Curless & Levoy, 1996]  Boolean operations on SDFs can be implemented via min/max operators [Hart, 1995]  Our Goal: Provide interactive, GPU-aligned editing techniques for SDFs, reconstructed from real- world data, using procedural shapes Input SDF Intersection c = max(a,b) Subtraction c = max(-a,b) Union c = min(a,b) 17th May 2022 Interactive Editing of Signed Distance Fields 3
  • 4. Problem Statement & Contributions Challenges for SDF Editing:  Handling hybrid SDF scene representations: procedural primitives + voxel grids  Real-time rendering of hybrid SDF scene representations for interactive editing Contributions: 1. Interaction and manipulation techniques for voxel- based SDFs using procedural shapes; 2. Approach for scene unification with subsequent SDF recalculation for faster rendering; 3. A GPU-aligned implementation of the presented techniques (w.r.t. data representation and algorithms) Input scene Editing results 17th May 2022 Interactive Editing of Signed Distance Fields 4
  • 6. SDF Creation TSDF Fusion Marching Cubes Mesh Sampling Jump Flooding RGB-D Data TSDF Triangles Point Cloud SDF [Curless & Levoy, 1996] [Lorensen & Cline, 1987] [Rong & Tan, 2006] Color Volume [Osada et al., 2002] 17th May 2022 Interactive Editing of Signed Distance Fields 6
  • 7. SDF Rendering via Sphere Tracing 17th May 2022 Interactive Editing of Signed Distance Fields 7
  • 8. SDF Rendering via Sphere Tracing 17th May 2022 Interactive Editing of Signed Distance Fields 8
  • 9. SDF Rendering via Sphere Tracing 17th May 2022 Interactive Editing of Signed Distance Fields 9
  • 10. SDF Rendering via Sphere Tracing 17th May 2022 Interactive Editing of Signed Distance Fields 10
  • 11. SDF Rendering via Sphere Tracing 17th May 2022 Interactive Editing of Signed Distance Fields 11
  • 12. Editing Concept Low-Level (basic) operations based on procedural shapes:  Creation, placement, and integration of procedural shapes High-level operations based on copies of voxel subspace:  Selection, transform, copy, and integration of voxel parts Update Selection Modification Selection of scene part Placing copy in the scene 17th May 2022 Interactive Editing of Signed Distance Fields 12
  • 13. SDF Scene Representation Create Shape Active Element Shape Grid Copy Integrate Procedural Shape Copy Grid Part Integrate Grid Copy Static Scene List of Shapes Distance & Color Grid SDF Recomputation Unification Input Output Invoke Data Process 17th May 2022 Interactive Editing of Signed Distance Fields 13 1 2
  • 16. Distance Query in SDF-Scene float querySDF(float3 p, float *voxelGrid, /*...*/) { float result = FLT_MAX; if(bboxHit[0]) { result = queryVoxelGrid(p, voxelGrid); } // Handling voxel grid SDF for(int i = 0; i < numberOfShapes; i++) { // Handling procedural shapes if(bool(bboxHit[i+1])) { float3 queryPoint = mul(sceneShapes[i].rotation, p-sceneShapes[i].position); auto combinationFunc = sdfCombinationFunc[sceneShapes[i].integrationType]; auto shapeFunc = sdfShapeFunc[sceneShapes[i].type]; result = combinationFunc(result, shapeFunc(queryPoint, sceneShapes[i].size)); } } if(bool(bboxHit[numberOfShapes+1])) { // Handling active element float3 queryPoint = mul(activeElement.rotation, p-activeElement.position); auto combinationFunc = sdfCombinationFunc[activeElement. integrationType]; result = combinationFunc(result, activeElementSdf(queryPoint, activeElement)); } return result; } Functions:  sceneShapes array of shapes added to the scene  activeElement currently selected shape or grid copy  sdfCombinationFunc array of functions impl. set operations  sdfShapeFunc array of signed distance functions for shapes  queryVoxelGrid() trilinear interpolation in a voxel grid  mul() applies a transformation matrix to a point  activeElementSdf() signed distance for the active element (calling the corresponding sdfShapeFunc for procedural shapes or queryVoxelGrid in for voxel grid copies 17th May 2022 Interactive Editing of Signed Distance Fields 16
  • 17. Unification Operation Problem: Increased number of shapes in the scene leads to decreased tracing performance Approach: Provide the user a unification method for irreversibly persisting the changes Implementation: 1. Recalculate distance value per voxel, considering the list of procedural shapes (see querySDF(…)) 2. Clear list of procedural shapes 17th May 2022 Interactive Editing of Signed Distance Fields 17
  • 18. SDF Recomputation (I) Input Scene After copy: shadowing artefacts After SDF recomputation Problem: Copying parts of voxel grids leads to shadowing artefacts and performance decrease 17th May 2022 Interactive Editing of Signed Distance Fields 18
  • 19. SDF Recomputation (II) Approach: Perform unification and recomputation after user finished copying operation Implementation: 1. Perform unification (without considering the bounding boxes for copied parts) 2. Convert SDF Scene into a voxel grid of seed points for jump flooding (JFA) 3. Execute the JFA to obtain a new SDF (similar to SDF creation) 17th May 2022 Interactive Editing of Signed Distance Fields 19
  • 21. Applications: Structural Editing SDF after moving scene objects Original SDF scene from IPad scan 17th May 2022 Interactive Editing of Signed Distance Fields 21
  • 22. Applications: Scene Cleansing May 2022 Interactive Editing of Signed Distance Fields 22 Original SDF scene from ScanNet scan SDF after scene cleansing (editing time ~ 5min) (ScanNet: Dai et al., 2017)
  • 23. Applications: Appearance Editing Input SDF Edited SDF 17th May 2022 Interactive Editing of Signed Distance Fields 23
  • 24. Runtime Performance Evaluation (I) Test system specification and setup:  AMD Ryzen 5 5600x (6 cores, 3.7GHz) CPU, 32GB DDR4 RAM  NVIDIA GeForce RTX 3090 GPU, 24GB VRAM  Windows 10 OS, viewport resolution 1200 x 960 pixels (16x multisampling) Virtual camera positions:  Camera 1: partial scene  Camera 2: complete (from top)  Camera 3: complete (from below) Camera 1 Camera 2 Camera 3 17th May 2022 Interactive Editing of Signed Distance Fields 24
  • 25. Runtime Performance Evaluation (II) 0 1 2 3 4 5 6 7 8 9 10 11 ~1,5 Million ~10,8 Million ~86 Million ~697 Million Time per frame in ms Number of voxels SDF rendering performance without soft shadows Camera 1 Camera 2 Camera 3 0 1 2 3 4 5 6 7 8 9 10 11 ~1,5 Million ~10,8 Million ~86 Million ~697 Million Time per frame in ms Number of voxels SDF rendering performance with soft shadows Camera 1 Camera 2 Camera 3 17th May 2022 Interactive Editing of Signed Distance Fields 25
  • 26. Runtime Performance Evaluation (III) Results: SDF rendering performance with additional scene objects 0 5 10 15 20 25 30 0 10 20 30 40 50 Time per frame in ms Number of additional scene objects Visualization of additional scene objects 17th May 2022 Interactive Editing of Signed Distance Fields 26
  • 27. Runtime Performance Evaluation (IV) Unification and SDF recalculation performance: Voxel Grid Resolution #Voxels Unification SDF Recalculation 119 × 134 × 95 ~ 1.5 M 3 ms 24 ms 229 × 260 × 181 ~ 10.8 M 17 ms 204 ms 457 × 520 × 362 ~ 86.0 M 146 ms 1024 ms 917 × 1044 × 728 ~ 697.0 M 903 ms 8362 ms 17th May 2022 Interactive Editing of Signed Distance Fields 27
  • 28. Conclusions & Future Work Conclusions:  Approach for interactive editing of voxel-based signed distance fields  Hybrid representation of voxel grid and procedural shapes  Enables manual refinement of reconstructed scenes in real-time Future Work:  Address the challenges of memory consumption for high-resolution voxel grids  Enable appearance manipulation, e.g., manipulation the color volume directly 17th May 2022 Interactive Editing of Signed Distance Fields 28 Reconstructed Scene Scene after Editing
  • 29. Interactive Editing of Signed Distance Fields Ole Wegen, Jürgen Döllner, and Matthias Trapp Hasso Plattner Institute, Faculty of Digital Engineering, University of Potsdam, Germany 30th International Conference on Computer Graphics, Visualization and Computer Vision 2022 (WSCG 2022) This work was partially funded by the German Federal Ministry of Education and Research (BMBF) through grants 01IS18092 ("mdViPro") and 01IS19006 ("KI-LAB-ITSE")
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