{"title":"相干回波数据模拟的遮挡建模:光线跟踪法与凸壳闭塞法的比较","authors":"Benjamin Thomas;Ciaran Sanford;Alan J. Hunter","doi":"10.1109/JOE.2024.3369861","DOIUrl":null,"url":null,"abstract":"The ability to simulate realistic coherent data sets for synthetic aperture imaging systems is crucial for the design, development, and evaluation of sensors and their signal processing pipelines, machine learning algorithms, and autonomy systems. In the case of synthetic aperture sonar (SAS), collecting experimental data is expensive, and it is rarely possible to obtain ground truth of the sensor's path, the speed of sound in the medium, and the geometry of the imaged scene. Simulating sonar echo data allows signal processing algorithms to be tested with known ground truth, enabling rapid and inexpensive development and evaluation of signal processing algorithms. The de facto standard for simulating conventional high-frequency (i.e., \n<inline-formula><tex-math>$> {\\text{100}}$</tex-math></inline-formula>\n kHz) SAS echo data from an arbitrary sensor, path, and scene is to use a point- or facet-based diffraction model. A crucial part of this process is acoustic occlusion modeling. This article describes a SAS simulation pipeline and compares implementations of two occlusion methods: 1) a ray-tracing method and 2) a newer approximate method based on finding the convex hull of a transformed point cloud. The full capability of the simulation pipeline is demonstrated using an example scene based on a high-resolution 3-D model of the SS Thistlegorm shipwreck, which was obtained using photogrammetry. The 3-D model spans a volume of \n<inline-formula><tex-math>$\\text{220}\\times \\text{130}\\times \\text{25}\\,\\text{ m}$</tex-math></inline-formula>\n and is comprised of over 30 million facets that are decomposed into a cloud of almost 1 billion points. The convex-hull occlusion model was found to result in simulated SAS imagery that is qualitatively indistinguishable from the ray-tracing approach and quantitatively very similar, demonstrating that the use of this alternative method has potential to improve speed while retaining high fidelity of simulation. The convex-hull approach was found to be up to four times faster in a fair speed comparison with serial and parallel central processing unit (CPU) implementations for both the methods, with the largest performance increase for wide-beam systems. The fastest occlusion modeling algorithm was found to be graphics processing unit (GPU)-accelerated ray tracing over the majority of scene scales tested, which was found to be up to two times faster than the parallel CPU convex-hull implementation. Although GPU implementations of convex-hull algorithms are not currently readily available, the future development of GPU-accelerated convex-hull finding could make the new approach much more viable. However, in the meantime, ray tracing is still preferable, since it has higher accuracy and can leverage the existing implementations for high-performance computing architectures for better performance.","PeriodicalId":13191,"journal":{"name":"IEEE Journal of Oceanic Engineering","volume":"49 3","pages":"944-962"},"PeriodicalIF":3.8000,"publicationDate":"2024-04-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Occlusion Modeling for Coherent Echo Data Simulation: A Comparison Between Ray-Tracing and Convex-Hull Occlusion Methods\",\"authors\":\"Benjamin Thomas;Ciaran Sanford;Alan J. 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The de facto standard for simulating conventional high-frequency (i.e., \\n<inline-formula><tex-math>$> {\\\\text{100}}$</tex-math></inline-formula>\\n kHz) SAS echo data from an arbitrary sensor, path, and scene is to use a point- or facet-based diffraction model. A crucial part of this process is acoustic occlusion modeling. This article describes a SAS simulation pipeline and compares implementations of two occlusion methods: 1) a ray-tracing method and 2) a newer approximate method based on finding the convex hull of a transformed point cloud. The full capability of the simulation pipeline is demonstrated using an example scene based on a high-resolution 3-D model of the SS Thistlegorm shipwreck, which was obtained using photogrammetry. The 3-D model spans a volume of \\n<inline-formula><tex-math>$\\\\text{220}\\\\times \\\\text{130}\\\\times \\\\text{25}\\\\,\\\\text{ m}$</tex-math></inline-formula>\\n and is comprised of over 30 million facets that are decomposed into a cloud of almost 1 billion points. The convex-hull occlusion model was found to result in simulated SAS imagery that is qualitatively indistinguishable from the ray-tracing approach and quantitatively very similar, demonstrating that the use of this alternative method has potential to improve speed while retaining high fidelity of simulation. The convex-hull approach was found to be up to four times faster in a fair speed comparison with serial and parallel central processing unit (CPU) implementations for both the methods, with the largest performance increase for wide-beam systems. The fastest occlusion modeling algorithm was found to be graphics processing unit (GPU)-accelerated ray tracing over the majority of scene scales tested, which was found to be up to two times faster than the parallel CPU convex-hull implementation. Although GPU implementations of convex-hull algorithms are not currently readily available, the future development of GPU-accelerated convex-hull finding could make the new approach much more viable. 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引用次数: 0
摘要
模拟合成孔径成像系统真实相干数据集的能力对于设计、开发和评估传感器及其信号处理管道、机器学习算法和自主系统至关重要。就合成孔径声纳(SAS)而言,收集实验数据的成本很高,而且很少有可能获得传感器路径、介质声速和成像场景几何形状的地面实况。通过模拟声纳回波数据,可以利用已知的地面实况对信号处理算法进行测试,从而快速、低成本地开发和评估信号处理算法。模拟来自任意传感器、路径和场景的常规高频(即 $> {text\{100}}$ kHz)SAS 回波数据的事实标准是使用基于点或面的衍射模型。这一过程的关键部分是声学闭塞建模。本文介绍了一个 SAS 仿真管道,并比较了两种闭塞方法的实现情况:1)光线跟踪方法;2)基于寻找转换后点云凸壳的较新近似方法。模拟管道的全部功能通过一个基于 SS Thistlegorm 沉船高分辨率三维模型的示例场景进行了演示,该模型是通过摄影测量获得的。该三维模型的体积为 $\text{220}\times\text{130}\times\text{25}\text{m}$,由超过 3000 万个面组成,这些面被分解成近 10 亿个点的云。研究发现,凸壳遮挡模型产生的模拟 SAS 图像在质量上与光线跟踪方法没有区别,在数量上也非常相似,这表明使用这种替代方法有可能在保持高仿真度的同时提高速度。通过与串行和并行中央处理器(CPU)实现的两种方法进行公平的速度比较,发现凸壳方法的速度最多可提高四倍,其中宽光束系统的性能提高最大。在测试的大多数场景尺度中,最快的闭塞建模算法是图形处理器(GPU)加速光线跟踪,其速度比并行 CPU 凸壳实现快两倍。虽然 GPU 实现的凸壳算法目前还不容易获得,但 GPU 加速凸壳搜索的未来发展可能会使新方法更加可行。不过,在此期间,光线追踪仍然更可取,因为它具有更高的精度,并且可以利用高性能计算架构的现有实现来获得更好的性能。
Occlusion Modeling for Coherent Echo Data Simulation: A Comparison Between Ray-Tracing and Convex-Hull Occlusion Methods
The ability to simulate realistic coherent data sets for synthetic aperture imaging systems is crucial for the design, development, and evaluation of sensors and their signal processing pipelines, machine learning algorithms, and autonomy systems. In the case of synthetic aperture sonar (SAS), collecting experimental data is expensive, and it is rarely possible to obtain ground truth of the sensor's path, the speed of sound in the medium, and the geometry of the imaged scene. Simulating sonar echo data allows signal processing algorithms to be tested with known ground truth, enabling rapid and inexpensive development and evaluation of signal processing algorithms. The de facto standard for simulating conventional high-frequency (i.e.,
$> {\text{100}}$
kHz) SAS echo data from an arbitrary sensor, path, and scene is to use a point- or facet-based diffraction model. A crucial part of this process is acoustic occlusion modeling. This article describes a SAS simulation pipeline and compares implementations of two occlusion methods: 1) a ray-tracing method and 2) a newer approximate method based on finding the convex hull of a transformed point cloud. The full capability of the simulation pipeline is demonstrated using an example scene based on a high-resolution 3-D model of the SS Thistlegorm shipwreck, which was obtained using photogrammetry. The 3-D model spans a volume of
$\text{220}\times \text{130}\times \text{25}\,\text{ m}$
and is comprised of over 30 million facets that are decomposed into a cloud of almost 1 billion points. The convex-hull occlusion model was found to result in simulated SAS imagery that is qualitatively indistinguishable from the ray-tracing approach and quantitatively very similar, demonstrating that the use of this alternative method has potential to improve speed while retaining high fidelity of simulation. The convex-hull approach was found to be up to four times faster in a fair speed comparison with serial and parallel central processing unit (CPU) implementations for both the methods, with the largest performance increase for wide-beam systems. The fastest occlusion modeling algorithm was found to be graphics processing unit (GPU)-accelerated ray tracing over the majority of scene scales tested, which was found to be up to two times faster than the parallel CPU convex-hull implementation. Although GPU implementations of convex-hull algorithms are not currently readily available, the future development of GPU-accelerated convex-hull finding could make the new approach much more viable. However, in the meantime, ray tracing is still preferable, since it has higher accuracy and can leverage the existing implementations for high-performance computing architectures for better performance.
期刊介绍:
The IEEE Journal of Oceanic Engineering (ISSN 0364-9059) is the online-only quarterly publication of the IEEE Oceanic Engineering Society (IEEE OES). The scope of the Journal is the field of interest of the IEEE OES, which encompasses all aspects of science, engineering, and technology that address research, development, and operations pertaining to all bodies of water. This includes the creation of new capabilities and technologies from concept design through prototypes, testing, and operational systems to sense, explore, understand, develop, use, and responsibly manage natural resources.