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165
A search engine for 3d models
- ACM Transactions on Graphics
, 2003
"... As the number of 3D models available on the Web grows, there is an increasing need for a search engine to help people find them. Unfortunately, traditional text-based search techniques are not always effective for 3D data. In this paper, we investigate new shape-based search methods. The key challen ..."
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Cited by 164 (20 self)
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As the number of 3D models available on the Web grows, there is an increasing need for a search engine to help people find them. Unfortunately, traditional text-based search techniques are not always effective for 3D data. In this paper, we investigate new shape-based search methods. The key challenges are to develop query methods simple enough for novice users and matching algorithms robust enough to work for arbitrary polygonal models. We present a web-based search engine system that supports queries based on 3D sketches, 2D sketches, 3D
On Visual Similarity Based 3D Model Retrieval
, 2003
"... A large number of 3D models are created and available on the Web, since more and more 3D modelling and digitizing tools are developed for ever increasing applications. The techniques for content-based 3D model retrieval then become necessary. In this paper, a visual similarity-based 3D model retriev ..."
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Cited by 78 (2 self)
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A large number of 3D models are created and available on the Web, since more and more 3D modelling and digitizing tools are developed for ever increasing applications. The techniques for content-based 3D model retrieval then become necessary. In this paper, a visual similarity-based 3D model retrieval system is proposed.
Skeleton Based Shape Matching and Retrieval
, 2003
"... In this paper, we describe a novel method for searching and comparing 3D objects. The method encodes the geometric and topological information in the form of a skeletal graph and uses graph matching techniques to match the skeletons and to compare them. The skeletal graphs can be manually annotated ..."
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Cited by 64 (0 self)
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In this paper, we describe a novel method for searching and comparing 3D objects. The method encodes the geometric and topological information in the form of a skeletal graph and uses graph matching techniques to match the skeletons and to compare them. The skeletal graphs can be manually annotated to refine or restructure the search. This helps in choosing between a topological similarity and a geometric (shape) similarity. A feature of skeletal matching is the ability to perform part-matching, and its inherent intuitiveness, which helps in defining the search and in visualizing the results. Also, the matching results, which are presented in a per-node basis can be used for driving a number of registration algorithms, most of which require a good initial guess to perform registration. In this paper, we also describe a visualization tool to aid in the selection and specification of the matched objects.
Removing excess topology from isosurfaces
- ACM Trans. Graph
"... Many high-resolution surfaces are created through isosurface extraction from volumetric representations, obtained by 3D photography, CT, or MRI. Noise inherent in the acquisition process can lead to geometrical and topological errors. Reducing geometrical errors during reconstruction is well studied ..."
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Cited by 61 (1 self)
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Many high-resolution surfaces are created through isosurface extraction from volumetric representations, obtained by 3D photography, CT, or MRI. Noise inherent in the acquisition process can lead to geometrical and topological errors. Reducing geometrical errors during reconstruction is well studied. However, isosurfaces often contain many topological errors in the form of tiny handles. These nearly invisible artifacts hinder subsequent operations like mesh simplification, remeshing, and parametrization. In this article we present a practical method for removing handles in an isosurface. Our algorithm makes an axis-aligned sweep through the volume to locate handles, compute their sizes, and selectively remove them. The algorithm is designed to facilitate out-of-core execution. It finds the handles by incrementally constructing and analyzing a Reeb graph. The size of a handle is measured by a short nonseparating cycle. Handles are removed robustly by modifying the volume rather than attempting “mesh surgery. ” Finally, the volumetric modifications are spatially localized to preserve geometrical detail. We demonstrate topology simplification on several complex models, and show its benefits for subsequent surface processing.
Feature-based surface parameterization and texture mapping
- ACM Transactions on Graphics
, 2005
"... and precomputation of solid textures. The stretch caused by a given parameterization determines the sampling rate on the surface. In this article, we present an automatic parameterization method for segmenting a surface into patches that are then flattened with little stretch. Many objects consist o ..."
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Cited by 51 (3 self)
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and precomputation of solid textures. The stretch caused by a given parameterization determines the sampling rate on the surface. In this article, we present an automatic parameterization method for segmenting a surface into patches that are then flattened with little stretch. Many objects consist of regions of relatively simple shapes, each of which has a natural parameterization. Based on this observation, we describe a three-stage feature-based patch creation method for manifold surfaces. The first two stages, genus reduction and feature identification, are performed with the help of distance-based surface functions. In the last stage, we create one or two patches for each feature region based on a covariance matrix of the feature’s surface points. To reduce stretch during patch unfolding, we notice that stretch is a 2 × 2 tensor, which in ideal situations is the identity. Therefore, we use the Green-Lagrange tensor to measure and to guide the optimization process. Furthermore, we allow the boundary vertices of a patch to be optimized by adding scaffold triangles. We demonstrate our feature-based patch creation and patch unfolding methods for several textured models. Finally, to evaluate the quality of a given parameterization, we describe an image-based error measure that takes into account stretch, seams, smoothness, packing efficiency, and surface visibility.
A Reflective Symmetry Descriptor for 3D Models
- ALGORITHMICA
, 2004
"... Computing reflective symmetries of 2D and 3D shapes is a classical problem in computer vision and computational geometry. Most prior work has focused on finding the main axes of symmetry, or determining that none exists. In this paper we introduce a new reflective symmetry descriptor that represent ..."
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Cited by 45 (6 self)
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Computing reflective symmetries of 2D and 3D shapes is a classical problem in computer vision and computational geometry. Most prior work has focused on finding the main axes of symmetry, or determining that none exists. In this paper we introduce a new reflective symmetry descriptor that represents a measure of reflective symmetry for an arbitrary 3D model for all planes through the model’s center of mass (even if they are not planes of symmetry). The main benefits of this new shape descriptor are that it is defined over a canonical parameterization (the sphere) and describes global properties of a 3D shape. We show how to obtain a voxel grid from arbitrary 3D shapes and, using Fourier methods, we present an algorithm that computes the symmetry descriptor in O(N 4 log N) time for an N × N × N voxel grid and computes a multiresolution approximation in O(N 3 log N) time. In our initial experiments, we have found that the symmetry descriptor is insensitive to noise and stable under point sampling. We have also found that it performs well in shape matching tasks, providing a measure of shape similarity that is orthogonal to existing methods.
Feature-based similarity search in 3D object databases
- ACM Computing Surveys
, 2005
"... The development of effective content-based multimedia search systems is an important research issue due to the growing amount of digital audio-visual information. In the case of images and video, the growth of digital data has been observed since the introduction of 2D capture devices. A similar dev ..."
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Cited by 45 (10 self)
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The development of effective content-based multimedia search systems is an important research issue due to the growing amount of digital audio-visual information. In the case of images and video, the growth of digital data has been observed since the introduction of 2D capture devices. A similar development is expected for 3D data as
Fast exact and approximate geodesics on meshes
- ACM Trans. Graph
, 2005
"... The computation of geodesic paths and distances on triangle meshes is a common operation in many computer graphics applications. We present several practical algorithms for computing such geodesics from a source point to one or all other points efficiently. First, we describe an implementation of th ..."
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Cited by 45 (0 self)
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The computation of geodesic paths and distances on triangle meshes is a common operation in many computer graphics applications. We present several practical algorithms for computing such geodesics from a source point to one or all other points efficiently. First, we describe an implementation of the exact “single source, all destination ” algorithm presented by Mitchell, Mount, and Papadimitriou (MMP). We show that the algorithm runs much faster in practice than suggested by worst case analysis. Next, we extend the algorithm with a merging operation to obtain computationally efficient and accurate approximations with bounded error. Finally, to compute the shortest path between two given points, we use a lower-bound property of our approximate geodesic algorithm to efficiently prune the frontier of the MMP algorithm, thereby obtaining an exact solution even more quickly.
Harmonic functions for quadrilateral remeshing of arbitrary manifolds
- Computer-Aided Geometric Design
, 2005
"... In this paper, we propose a new quadrilateral remeshing method for manifolds of arbitrary genus that is at once general, flexible, and efficient. Our technique is based on the use of smooth harmonic scalar fields defined over the mesh. Given such a field, we compute its gradient field and a second v ..."
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Cited by 43 (1 self)
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In this paper, we propose a new quadrilateral remeshing method for manifolds of arbitrary genus that is at once general, flexible, and efficient. Our technique is based on the use of smooth harmonic scalar fields defined over the mesh. Given such a field, we compute its gradient field and a second vector field that is everywhere orthogonal to the gradient. We then trace integral lines through these vector fields to sample the mesh. The two nets of integral lines together are used to form the polygons of the output mesh. Curvature-sensitive spacing of the lines provides for anisotropic meshes that adapt to the local shape. Our scalar field construction allows users to exercise extensive control over the structure of the final mesh. The entire process is performed without computing an explicit parameterization of the surface, and is thus applicable to manifolds of any genus without the need for cutting the surface into patches. Key words: quad-dominant remeshing, gradient flow tracing, harmonic fields, harmonic 1-forms 1

