Browsing by Author "Evangelou, Iordanis"
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Item A Generative Approach to Light Placement for Street Lighting(The Eurographics Association, 2024) Evangelou, Iordanis; Vitsas, Nick; Papaioannou, Georgios; Gkaravelis, Anastasios; Hu, Ruizhen; Charalambous, PanayiotisThe design of plausible and effective street lighting configurations for arbitrary urban sites should attain predetermined illuminance levels and adhere to specific layout intentions and functional requirements. This task can be time consuming, even for automated solutions, since there exists an one-to-many mapping between illumination goals and lighting options. In this work, we propose a generative approach for this task, based on an adversarial optimisation scheme. Our proposed method effectively overcomes these task-specific limitations by providing a range of viable solutions that adhere to the input constraints and can be generated within an interactive design life cycle.Item Parallel Transformation of Bounding Volume Hierarchies into Oriented Bounding Box Trees(The Eurographics Association and John Wiley & Sons Ltd., 2023) Vitsas, Nick; Evangelou, Iordanis; Papaioannou, Georgios; Gkaravelis, Anastasios; Myszkowski, Karol; Niessner, MatthiasOriented bounding box (OBB) hierarchies can be used instead of hierarchies based on axis-aligned bounding boxes (AABB), providing tighter fitting to the underlying geometric structures and resulting in improved interference tests, such as ray-geometry intersections. In this paper, we present a method for the fast, parallel transformation of an existing bounding volume hierarchy (BVH), based on AABBs, into a hierarchy based on oriented bounding boxes. To this end, we parallelise a high-quality OBB extraction algorithm from the literature to operate as a standalone OBB estimator and further extend it to efficiently build an OBB hierarchy in a bottom up manner. This agglomerative approach allows for fast parallel execution and the formation of arbitrary, high-quality OBBs in bounding volume hierarchies. The method is fully implemented on the GPU and extensively evaluated with ray intersections.