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502
Point Set Surfaces
, 2001
"... We advocate the use of point sets to represent shapes. We provide a definition of a smooth manifold surface from a set of points close to the original surface. The definition is based on local maps from differential geometry, which are approximated by the method of moving least squares (MLS). We pre ..."
Abstract
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Cited by 299 (41 self)
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We advocate the use of point sets to represent shapes. We provide a definition of a smooth manifold surface from a set of points close to the original surface. The definition is based on local maps from differential geometry, which are approximated by the method of moving least squares (MLS). We present tools to increase or decrease the density of the points, thus, allowing an adjustment of the spacing among the points to control the fidelity of the representation. To display the point set surface, we introduce a novel point rendering technique. The idea is to evaluate the local maps according to the image resolution. This results in high quality shading effects and smooth silhouettes at interactive frame rates.
Real-Time 3D Model Acquisition
, 2002
"... The digitization of the 3D shape of real objects is a rapidly expanding field, with applications in entertainment, design, and archaeology. We propose a new 3D model acquisition system that permits the user to rotate an object by hand and see a continuously-updated model as the object is scanned. Th ..."
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Cited by 228 (7 self)
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The digitization of the 3D shape of real objects is a rapidly expanding field, with applications in entertainment, design, and archaeology. We propose a new 3D model acquisition system that permits the user to rotate an object by hand and see a continuously-updated model as the object is scanned. This tight feedback loop allows the user to find and fill holes in the model in real time, and determine when the object has been completely covered. Our system is based on a 60 Hz. structured-light rangefinder, a real-time variant of ICP (iterative closest points) for alignment, and point-based merging and rendering algorithms. We demonstrate the ability of our prototype to scan objects faster and with greater ease than conventional model acquisition pipelines.
Computing and rendering point set surfaces.
- IEEE Transactions on Visualization and Computer Graphics,
, 2003
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Efficient Simplification of Point-Sampled Surfaces."
- Proc. of IEEE Visualization:
, 2002
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Shape modeling with pointsampled geometry
- ACM Transactions on Graphics
, 2003
"... Figure 1: Objects created with our system. (a) boolean operations with scanned geometry, (b) an Octopus modeled by deforming and extruding a sphere, (c) a design study for a Siggraph coffee mug created by boolean operations, free-form deformation and displacement mapping. We present a versatile and ..."
Abstract
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Cited by 201 (30 self)
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Figure 1: Objects created with our system. (a) boolean operations with scanned geometry, (b) an Octopus modeled by deforming and extruding a sphere, (c) a design study for a Siggraph coffee mug created by boolean operations, free-form deformation and displacement mapping. We present a versatile and complete free-form shape modeling framework for point-sampled geometry. By combining unstructured point clouds with the implicit surface definition of the moving least squares approximation, we obtain a hybrid geometry representation that allows us to exploit the advantages of implicit and parametric surface models. Based on this representation we introduce a shape modeling system that enables the designer to perform large constrained deformations as well as boolean operations on arbitrarily shaped objects. Due to minimum consistency requirements, point-sampled surfaces can easily be re-structured on the fly to support extreme geometric deformations during interactive editing. In addition, we show that strict topology control is possible and sharp features can be generated and preserved on point-sampled objects. We demonstrate the effectiveness of our system on a large set of input models, including noisy range scans, irregular point clouds, and sparsely as well as densely sampled models.
Perspective Shadow Maps
- ACM Transactions on Graphics
, 2002
"... Figure 1: (Left) Uniform 512x512 shadow map and resulting image. (Right) The same with a perspective shadow map of the same size. Shadow maps are probably the most widely used means for the generation of shadows, despite their well known aliasing problems. In this paper we introduce perspective shad ..."
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Cited by 193 (9 self)
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Figure 1: (Left) Uniform 512x512 shadow map and resulting image. (Right) The same with a perspective shadow map of the same size. Shadow maps are probably the most widely used means for the generation of shadows, despite their well known aliasing problems. In this paper we introduce perspective shadow maps, which are generated in normalized device coordinate space, i.e., after perspective transformation. This results in important reduction of shadow map aliasing with almost no overhead. We correctly treat light source transformations and show how to include all objects which cast shadows in the transformed space. Perspective shadow maps can directly replace standard shadow maps for interactive hardware accelerated rendering as well as in high-quality, offline renderers. CR Categories: I.3.3 [Computer Graphics]: Picture/Image Generation—Bitmap and framebuffer operations; I.3.7 [Computer
Wang Tiles for Image and Texture Generation
, 2003
"... We present a simple stochastic system for non-periodically tiling the plane with a small set of Wang Tiles. The tiles may be filled with texture, patterns, or geometry that when assembled create a continuous representation. The primary advantage of using Wang Tiles is that once the tiles are filled, ..."
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Cited by 187 (4 self)
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We present a simple stochastic system for non-periodically tiling the plane with a small set of Wang Tiles. The tiles may be filled with texture, patterns, or geometry that when assembled create a continuous representation. The primary advantage of using Wang Tiles is that once the tiles are filled, large expanses of non-periodic texture (or patterns or geometry) can be created as needed very efficiently at runtime. Wang Tiles
Fluid interaction with high-resolution wall-size displays
- UIST 2001, ACM Press
"... This paper describes new interaction techniques for direct pen-based interaction on the Interactive Mural, a large (6’x3.5’) high resolution (64 dpi) display. They have been tested in a digital brainstorming tool that has been used by groups of professional product designers. Our “interactive wall ” ..."
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Cited by 169 (13 self)
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This paper describes new interaction techniques for direct pen-based interaction on the Interactive Mural, a large (6’x3.5’) high resolution (64 dpi) display. They have been tested in a digital brainstorming tool that has been used by groups of professional product designers. Our “interactive wall ” metaphor for interaction has been guided by several goals: to support both free-hand sketching and high-resolution materials, such as images, 3D models and GUI application windows; to present a visual appearance that does not clutter the content with control devices; and to support fluid interaction, which minimizes the amount of attention demanded and interruption due to the mechanics of the interface. We have adapted and extended techniques that were developed for electronic whiteboards and generalized the use of the FlowMenu to execute a wide variety of actions in a single pen stroke. While this techniques were designed for a brainstorming tool, they are very general and can be used in a wide variety of application domains using interactive surfaces.
Multi-scale Feature Extraction on Point-sampled Surfaces
, 2003
"... l;Fe present a new technique for extracting line-type features on point-sampled geometry. Given an unstructured point cloud as input, our method first applies principal component analysis on local neighborhoods to classiC points according to the likelihood that they belong to a feature. Using hyst ..."
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Cited by 139 (7 self)
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l;Fe present a new technique for extracting line-type features on point-sampled geometry. Given an unstructured point cloud as input, our method first applies principal component analysis on local neighborhoods to classiC points according to the likelihood that they belong to a feature. Using hysteresis threshoMing, we then compute a minimum spanning graph as an initial approximation of the feature lines. To smooth out the features while maintaining a close connection to the underlying surface, we use an adaptation of active contour models.