Results 21 - 30
of
1,218
Multiresolution Mesh Morphing
- PROCEEDINGS OF SIGGRAPH 99
, 1999
"... We present a new method for user controlled morphing of two homeomorphic triangle meshes of arbitrary topology. In particular we focus on the problem of establishing a correspondence map between source and target meshes. Our method employs the MAPS algorithm to parameterize both meshes over simple b ..."
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Cited by 68 (2 self)
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We present a new method for user controlled morphing of two homeomorphic triangle meshes of arbitrary topology. In particular we focus on the problem of establishing a correspondence map between source and target meshes. Our method employs the MAPS algorithm to parameterize both meshes over simple base domains and an additional harmonic map bringing the latter into correspondence. To control the mapping the user specifies any number of feature pairs, which control the parameterizations produced by the MAPS algorithm. Additional controls are provided through a direct manipulation interface allowing the user to tune the mapping between the base domains. We give several examples of sthetically pleasing morphs which can be created in this manner with little user input. Additionally we demonstrate examples of temporal and spatial control over the morph.
Efficiently combining positions and normals for precise 3d geometry
- ACM Transactions on Graphics (Proc. SIGGRAPH
, 2005
"... not use color information in order to focus on geometric aspects. Note how our method eliminates noise from the range image while introducing real detail. The surface normals are of the same quality or better than those from photometric stereo, while most of the low-frequency bias has been eliminate ..."
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Cited by 67 (6 self)
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not use color information in order to focus on geometric aspects. Note how our method eliminates noise from the range image while introducing real detail. The surface normals are of the same quality or better than those from photometric stereo, while most of the low-frequency bias has been eliminated. Range scanning, manual 3D editing, and other modeling approaches can provide information about the geometry of surfaces in the form of either 3D positions (e.g., triangle meshes or range images) or orientations (normal maps or bump maps). We present an algorithm that combines these two kinds of estimates to produce a new surface that approximates both. Our formulation is linear, allowing it to operate efficiently on complex meshes commonly used in graphics. It also treats high- and low-frequency components separately, allowing it to optimally combine outputs from data sources such as stereo triangulation and photometric stereo, which have different error-vs.-frequency characteristics. We demonstrate the ability of our technique to both recover high-frequency details and avoid low-frequency bias, producing surfaces that are more widely applicable than position or orientation data alone. 1
A Framework for Uncertainty and Validation of 3-D Registration Methods based on Points and Frames
- Int. Journal of Computer Vision
, 1997
"... In this paper, we propose and analyze several methods to estimate a rigid transformation from a set of 3-D matched points or matched frames, which are important features in geometric algorithms. We also develop tools to predict and verify the accuracy of these estimations. The theoretical contributi ..."
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Cited by 67 (21 self)
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In this paper, we propose and analyze several methods to estimate a rigid transformation from a set of 3-D matched points or matched frames, which are important features in geometric algorithms. We also develop tools to predict and verify the accuracy of these estimations. The theoretical contributions are: an intrinsic model of noise for transformations based on composition rather than addition; a unified formalism for the estimation of both the rigid transformation and its covariance matrix for points or frames correspondences, and a statistical validation method to verify the error estimation, which applies even when no "ground truth" is available. We analyze and demonstrate on synthetic data that our scheme is well behaved. The practical contribution of the paper is the validation of our transformation estimation method in the case of 3-D medical images, which shows that an accuracy of the registration far below the size of a voxel can be achieved, and in the case of protein substructure matching, where frame features drastically improve both selectivity and complexity. 1.
Registration and Integration of Textured 3-D Data
- IMAGE AND VISION COMPUTING
, 1996
"... In general, multiple views are required to create a complete 3-D model of an object or a multiroomed indoor scene. In this work, we address the problem of merging multiple textured 3-D data sets, each of which corresponding to a different view of a scene or object. There are two steps to the merging ..."
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Cited by 65 (2 self)
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In general, multiple views are required to create a complete 3-D model of an object or a multiroomed indoor scene. In this work, we address the problem of merging multiple textured 3-D data sets, each of which corresponding to a different view of a scene or object. There are two steps to the merging process: registration and integration. Registration is the process by which data sets are brought into alignment. To this end, we use a modified version of the Iterative Closest Point algorithm (ICP); our version, which we call color ICP, considers not only 3-D information, but color as well. This has shown to have resulted in improved performance. Once the 3-D data sets have been registered, we then integrate them to produce a seamless, composite 3-D textured model. Our approach to integration uses a 3-D occupancy grid to represent likelihood of spatial occupancy through voting. The occupancy grid representation allows the incorporation of sensor modeling. The surface of the merged model i...
Building a Digital Model of Michelangelo's Florentine Pietà
- IEEE Computer Graphics and Applications
, 2002
"... We describe a project to create a three-dimensional digital model of Michelangelo's Florentine Piet a. The model is being used in a comprehensive art-historical study of this sculpture that includes a consideration of historical records and artistic significance as well as scientific data. ..."
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Cited by 65 (3 self)
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We describe a project to create a three-dimensional digital model of Michelangelo's Florentine Piet a. The model is being used in a comprehensive art-historical study of this sculpture that includes a consideration of historical records and artistic significance as well as scientific data.
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.
Three-Dimensional Face Recognition
, 2005
"... An expression-invariant 3D face recognition approach is presented. Our basic assumption is that facial expressions can be modelled as isometries of the facial surface. This allows to construct expression-invariant representations of faces using the bending-invariant canonical forms approach. The re ..."
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Cited by 64 (22 self)
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An expression-invariant 3D face recognition approach is presented. Our basic assumption is that facial expressions can be modelled as isometries of the facial surface. This allows to construct expression-invariant representations of faces using the bending-invariant canonical forms approach. The result is an efficient and accurate face recognition algorithm, robust to facial expressions, that can distinguish between identical twins (the first two authors). We demonstrate a prototype system based on the proposed algorithm and compare its performance to classical face recognition methods. The numerical methods employed by our approach do not require the facial surface explicitly. The surface gradients field, or the surface metric, are sufficient for constructing the expression-invariant representation of any given face. It allows us to perform the 3D face recognition task while avoiding the surface reconstruction stage.
Simplex Meshes: a General Representation for 3D Shape Reconstruction
, 1994
"... In this report, we develop the concept of simplex mesh as a representation of deformable models. Simplex meshes are simply connected meshes that are topologically dual of triangulations. In a previous work, we have introduced the simplex mesh representation for performing recognition of partially oc ..."
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Cited by 63 (12 self)
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In this report, we develop the concept of simplex mesh as a representation of deformable models. Simplex meshes are simply connected meshes that are topologically dual of triangulations. In a previous work, we have introduced the simplex mesh representation for performing recognition of partially occluded smooth objects. In this paper, we present a physically-based approach for recovering three-dimensional objects, based on the geometry of simplex meshes. Elastic behavior is modeled by local stabilizing functionals, controlling the mean curvature through the simplex angle extracted at each vertex. Those functionals are viewpoint-invariant, intrinsic and scale-sensitive. They control either the normal orientation or the curvature continuity of the mesh or its closeness to a given reference shape. Unlike
Automatic Model Construction, Pose Estimation, and Object Recognition from Photographs Using Triangular Splines
- IEEE Transactions on Pattern Analysis and Machine Intelligence
, 1998
"... : This paper proposes a method for automatically constructing triangular G 1 spline models of complex three-dimensional objects from a few registered photographs. These models are used for pose estimation from monocular silhouette data and they form the basis for a simple recognition strategy. The ..."
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Cited by 63 (2 self)
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: This paper proposes a method for automatically constructing triangular G 1 spline models of complex three-dimensional objects from a few registered photographs. These models are used for pose estimation from monocular silhouette data and they form the basis for a simple recognition strategy. The proposed approach is demonstrated by several experiments. 1 Introduction Geometric object models play a central role in both computer vision and computer graphics systems. Unfortunately, manual model construction can be cumbersome and error-prone, and special-purpose measuring machines (e.g., laser range-finders) are expensive or impractical in many situations. We propose in this paper to construct polynomial spline models of solid shapes with unknown topology from the silhouette information contained in a few registered photographs. Our approach can be fully automated and does not require special-purpose hardware: the modeled object is set in front of a calibration chart and photographed...
Learning Compact 3D Models of Indoor and Outdoor Environments with a Mobile Robot
"... This paper presents an algorithm for full 3D shape reconstruction of indoor and outdoor environments with mobile robots. Data is acquired by a fastmoving robot equipped with two 2D laser range finders. Our approach combines an efficient scan matching routine for robot pose estimation with an a ..."
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Cited by 63 (11 self)
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This paper presents an algorithm for full 3D shape reconstruction of indoor and outdoor environments with mobile robots. Data is acquired by a fastmoving robot equipped with two 2D laser range finders. Our approach combines an efficient scan matching routine for robot pose estimation with an algorithm for approximating environments using flat surfaces. On top of that, our approach includes a mesh simplification technique to reduce the complexity of the resulting models. In extensive experiments, our method is shown to produce accurate models of indoor and outdoor environments that compare favorably to other methods.

