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267
Multi-level Partition of Unity Implicits
- ACM Transactions on Graphics
, 2003
"... We present a shape representation, the multi-level partition of unity implicit surface, that allows us to construct surface models from very large sets of points. There are three key ingredients to our approach: 1) piecewise quadratic functions that capture the local shape of the surface, 2) weighti ..."
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Cited by 123 (5 self)
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We present a shape representation, the multi-level partition of unity implicit surface, that allows us to construct surface models from very large sets of points. There are three key ingredients to our approach: 1) piecewise quadratic functions that capture the local shape of the surface, 2) weighting functions (the partitions of unity) that blend together these local shape functions, and 3) an octree subdivision method that adapts to variations in the complexity of the local shape.
Filling Holes In Complex Surfaces Using Volumetric Diffusion
, 2001
"... We address the problem of building watertight 3D models from surfaces that contain holes---for example, sets of range scans that observe most but not all of a surface. We specifically address situations in which the holes are too geometrically and topologically complex to fill using triangulation al ..."
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Cited by 105 (1 self)
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We address the problem of building watertight 3D models from surfaces that contain holes---for example, sets of range scans that observe most but not all of a surface. We specifically address situations in which the holes are too geometrically and topologically complex to fill using triangulation algorithms. Our solution begins by constructing a signed distance function, the zero set of which defines the surface. Initially, this function is defined only in the vicinity of observed surfaces. We then apply a diffusion process to extend this function through the volume until its zero set bridges whatever holes may be present. If additional information is available, such as known-empty regions of space inferred from the lines of sight to a 3D scanner, it can be incorporated into the diffusion process. Our algorithm is simple to implement, is guaranteed to produce manifold non-interpenetrating surfaces, and is efficient to run on large datasets because computation is limited to areas near holes. By showing results for complex range scans, we demonstrate that our algorithm produces hole-free surfaces that are plausible, visually acceptable, and usually close to the intended geometry.
Discrete Geometric Shapes: Matching, Interpolation, and Approximation: A Survey
- Handbook of Computational Geometry
, 1996
"... In this survey we consider geometric techniques which have been used to measure the similarity or distance between shapes, as well as to approximate shapes, or interpolate between shapes. Shape is a modality which plays a key role in many disciplines, ranging from computer vision to molecular biolog ..."
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Cited by 101 (10 self)
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In this survey we consider geometric techniques which have been used to measure the similarity or distance between shapes, as well as to approximate shapes, or interpolate between shapes. Shape is a modality which plays a key role in many disciplines, ranging from computer vision to molecular biology. We focus on algorithmic techniques based on computational geometry that have been developed for shape matching, simplification, and morphing. 1 Introduction The matching and analysis of geometric patterns and shapes is of importance in various application areas, in particular in computer vision and pattern recognition, but also in other disciplines concerned with the form of objects such as cartography, molecular biology, and computer animation. The general situation is that we are given two objects A, B and want to know how much they resemble each other. Usually one of the objects may undergo certain transformations like translations, rotations or scalings in order to be matched with th...
Implicit, Nonparametric Shape Reconstruction from Unorganized Points Using A Variational Level Set Method
- Computer Vision and Image Understanding
, 1998
"... In this paper we consider a fundamental visualization problem which arises in computer vision, computer graphics and numerical simulation. The problem is to find a curve in two dimensions, or a surface in three dimensions which can be regarded as the shape represented by a set of unorganized points, ..."
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Cited by 95 (19 self)
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In this paper we consider a fundamental visualization problem which arises in computer vision, computer graphics and numerical simulation. The problem is to find a curve in two dimensions, or a surface in three dimensions which can be regarded as the shape represented by a set of unorganized points, and/or curves, and/or surface patches. We do not assume any knowledge of the ordering, connectivity or topology of the data sets or of the true shape. Only the location of each point or general Hausdorff distance to the data set is known. The key idea in our approach is to find an implicit nonparametric representation of the curve or surface on a fixed rectangular grid. With this representation of surfaces we can easily (a) find the closest point and distance from any point to the surface (useful in illumination and many other applications), (b) find the intersection curve of two surfaces which is guaranteed to lie on both surfaces in our representation, and (c) perform any Boolean operatio...
Smooth Surface Reconstruction via Natural Neighbour Interpolation of Distance Functions
, 2000
"... We present an algorithm to reconstruct smooth surfaces of arbitrary topology from unorganised sample points and normals. The method uses natural neighbour interpolation, works in any dimension and allows to deal with non uniform samples. The reconstructed surface is a smooth manifold passing through ..."
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Cited by 91 (3 self)
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We present an algorithm to reconstruct smooth surfaces of arbitrary topology from unorganised sample points and normals. The method uses natural neighbour interpolation, works in any dimension and allows to deal with non uniform samples. The reconstructed surface is a smooth manifold passing through all the sample points. This surface is implicitly represented as the zero-set of some pseudo-distance function. It can be meshed so as to satisfy a user-defined error bound. Experimental results are presented for surfaces in R³.
An Incremental Algorithm for Betti Numbers of Simplicial Complexes
, 1993
"... A general and direct method for computing the betti numbers of the homology groups of a finite simplicial complex is given. For subcomplexes of a triangulation of S³ this method has implementations that run in time 0(’na(n)) and O(n), where n is the number of simplices in the triangulation. If app!i ..."
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Cited by 76 (14 self)
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A general and direct method for computing the betti numbers of the homology groups of a finite simplicial complex is given. For subcomplexes of a triangulation of S³ this method has implementations that run in time 0(’na(n)) and O(n), where n is the number of simplices in the triangulation. If app!ied to the family of a-shapes of a finite point set in R³ ittakes time O(ncz(n)) to compute the betti numbers of all cr-shapes.
Level Set Surface Editing Operators
- ACM TRANSACTIONS ON GRAPHICS
, 2002
"... We present a level set framework for implementing editing operators for surfaces. Level set models are deformable implicit surfaces where the deformation of the surface is controlled by a speed function in the level set partial differential equation. In this paper we define a collection of speed fun ..."
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Cited by 73 (5 self)
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We present a level set framework for implementing editing operators for surfaces. Level set models are deformable implicit surfaces where the deformation of the surface is controlled by a speed function in the level set partial differential equation. In this paper we define a collection of speed functions that produce a set of surface editing operators. The speed functions describe the velocity at each point on the evolving surface in the direction of the surface normal. All of the information needed to deform a surface is encapsulated in the speed function, providing a simple, unified computational framework. The user combines pre-defined building blocks to create the desired speed function. The surface editing operators are quickly computed and may be applied both regionally and globally. The level set framework offers several advantages. 1) By construction, self-intersection cannot occur, which guarantees the generation of physically-realizable, simple, closed surfaces. 2) Level set models easily change topological genus, and 3) are free of the edge connectivity and mesh quality problems associated with mesh models. We present five examples of surface editing operators: blending, smoothing, sharpening, openings/closings and embossing. We demonstrate their effectiveness on several scanned objects and scan-converted models.
Finding the homology of submanifolds with high confidence from random samples
, 2004
"... Recently there has been a lot of interest in geometrically motivated approaches to data analysis in high dimensional spaces. We consider the case where data is drawn from sampling a probability distribution that has support on or near a submanifold of Euclidean space. We show how to “learn ” the hom ..."
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Cited by 71 (4 self)
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Recently there has been a lot of interest in geometrically motivated approaches to data analysis in high dimensional spaces. We consider the case where data is drawn from sampling a probability distribution that has support on or near a submanifold of Euclidean space. We show how to “learn ” the homology of the submanifold with high confidence. We discuss an algorithm to do this and provide learning-theoretic complexity bounds. Our bounds are obtained in terms of a condition number that limits the curvature and nearness to self-intersection of the submanifold. We are also able to treat the situation where the data is “noisy ” and lies near rather than on the submanifold in question.
On the Definition and the Construction of Pockets in Macromolecules
, 1995
"... The shape of a protein is important for its functions. This includes the location and size of identifiable regions in its complement space. We formally define pockets as regions in the complement with limited accessibility from the outside. Pockets can be efficiently constructed by an algorithm base ..."
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Cited by 66 (22 self)
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The shape of a protein is important for its functions. This includes the location and size of identifiable regions in its complement space. We formally define pockets as regions in the complement with limited accessibility from the outside. Pockets can be efficiently constructed by an algorithm based on alpha complexes. The algorithm is implemented and applied to proteins with known three-dimensional conformations.

