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558
Surface reconstruction from unorganized points
- COMPUTER GRAPHICS (SIGGRAPH ’92 PROCEEDINGS)
, 1992
"... We describe and demonstrate an algorithm that takes as input an unorganized set of points fx1�:::�xng IR 3 on or near an unknown manifold M, and produces as output a simplicial surface that approximates M. Neither the topology, the presence of boundaries, nor the geometry of M are assumed to be know ..."
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Cited by 538 (8 self)
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We describe and demonstrate an algorithm that takes as input an unorganized set of points fx1�:::�xng IR 3 on or near an unknown manifold M, and produces as output a simplicial surface that approximates M. Neither the topology, the presence of boundaries, nor the geometry of M are assumed to be known in advance — all are inferred automatically from the data. This problem naturally arises in a variety of practical situations such as range scanning an object from multiple view points, recovery of biological shapes from two-dimensional slices, and interactive surface sketching.
Multiresolution Analysis for Surfaces Of Arbitrary . . .
, 1993
"... Multiresolution analysis provides a useful and efficient tool for representing shape and analyzing features at multiple levels of detail. Although the technique has met with considerable success when applied to univariate functions, images, and more generally to functions defined on lR , to our k ..."
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Cited by 292 (3 self)
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Multiresolution analysis provides a useful and efficient tool for representing shape and analyzing features at multiple levels of detail. Although the technique has met with considerable success when applied to univariate functions, images, and more generally to functions defined on lR , to our knowledge it has not been extended to functions defined on surfaces of arbitrary genus. In this
Piecewise smooth surface reconstruction
, 1994
"... We present a general method for automatic reconstruction of accurate, concise, piecewise smooth surface models from scattered range data. The method can be used in a variety of applications such as reverse engineering — the automatic generation of CAD models from physical objects. Novel aspects of t ..."
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Cited by 234 (12 self)
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We present a general method for automatic reconstruction of accurate, concise, piecewise smooth surface models from scattered range data. The method can be used in a variety of applications such as reverse engineering — the automatic generation of CAD models from physical objects. Novel aspects of the method are its ability to model surfaces of arbitrary topological type and to recover sharp features such as creases and corners. The method has proven to be effective, as demonstrated by a number of examples using both simulated and real data. A key ingredient in the method, and a principal contribution of this paper, is the introduction of a new class of piecewise smooth surface representations based on subdivision. These surfaces have a number of properties that make them ideal for use in surface reconstruction: they are simple to implement, they can model sharp features concisely, and they can be fit to scattered range data using an unconstrained optimization procedure.
Parametrization and smooth approximation of surface triangulations
- Computer Aided Geometric Design
, 1997
"... Abstract. A method based on graph theory is investigated for creating global parametrizations for surface triangulations for the purpose of smooth surface fitting. The parametrizations, which are planar triangulations, are the solutions of linear systems based on convex combinations. A particular pa ..."
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Cited by 225 (15 self)
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Abstract. A method based on graph theory is investigated for creating global parametrizations for surface triangulations for the purpose of smooth surface fitting. The parametrizations, which are planar triangulations, are the solutions of linear systems based on convex combinations. A particular parametrization, called shape-preserving, is found to lead to visually smooth surface approximations. A standard approach to fitting a smooth parametric curve c(t) through a given sequence of points xi = (xi,yi,zi) ∈ IR 3, i = 1,...,N is to first make a parametrization, a corresponding increasing sequence of parameter values ti. By finding smooth functions x,y,z: [t1,tN] → IR for which x(ti) = xi, y(ti) = yi, z(ti) = zi, an interpolatory curve
Fitting Smooth Surfaces to Dense Polygon Meshes
- Proceedings of SIGGRAPH 96
, 1996
"... Recent progress in acquiring shape from range data permits the acquisition of seamless million-polygon meshes from physical models. In this paper, we present an algorithm and system for converting dense irregular polygon meshes of arbitrary topology into tensor product B-spline surface patches with ..."
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Cited by 187 (5 self)
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Recent progress in acquiring shape from range data permits the acquisition of seamless million-polygon meshes from physical models. In this paper, we present an algorithm and system for converting dense irregular polygon meshes of arbitrary topology into tensor product B-spline surface patches with accompanying displacement maps. This choice of representation yields a coarse but efficient model suitable for animation and a fine but more expensive model suitable for rendering. The first step in our process consists of interactively painting patch boundaries over a rendering of the mesh. In many applications, interactive placement of patch boundaries is considered part of the creative process and is not amenable to automation. The next step is gridded resampling of eachboundedsection of the mesh. Our resampling algorithm lays a grid of springs acrossthe polygonmesh, then iterates between relaxing this grid and subdividing it. This grid provides a parameterization for the mesh section, w...
Collision Detection Between Geometric Models: A Survey
- In Proc. of IMA Conference on Mathematics of Surfaces
, 1998
"... In this paper, we survey the state of the art in collision detection between general geometric models. The set of models include polygonal objects, spline or algebraic surfaces, CSG models, and deformable bodies. We present a number of techniques and systems available for contact determination. We a ..."
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Cited by 168 (15 self)
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In this paper, we survey the state of the art in collision detection between general geometric models. The set of models include polygonal objects, spline or algebraic surfaces, CSG models, and deformable bodies. We present a number of techniques and systems available for contact determination. We also describe several N-body algorithms to reduce the number of pairwise intersection tests. 1 Introduction The goal of collision detection (also known as interference detection or contact determination) is to automatically report a geometric contact when it is about to occur or has actually occurred. The geometric models may be polygonal objects, splines, or algebraic surfaces. The problem is encountered in computer-aided design and machining (CAD/CAM), robotics and automation, manufacturing, computer graphics, animation and computer simulated environments. Collision detection enables simulationbased design, tolerance verification, engineering analysis, assembly and dis-assembly, motion pla...
Computer-Generated Pen-and-Ink Illustration
, 1996
"... This dissertation describes the principles of pen-and-ink illustration, and shows how a great number of them can be implemented as part of an automated rendering system. Illustration techniques in general, and pen-and-ink rendering in particular, offer great potential for creating effective images f ..."
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Cited by 158 (9 self)
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This dissertation describes the principles of pen-and-ink illustration, and shows how a great number of them can be implemented as part of an automated rendering system. Illustration techniques in general, and pen-and-ink rendering in particular, offer great potential for creating effective images from CAD models. And with the computer's ability to manipulate increasingly large models, communicating complex information in an effective and comprehensible manner is becoming an important problem. However, this potential remains relatively untapped in the field of computer graphics. After discussing principles of traditional pen-and-ink rendering, this dissertation shows how the traditional graphics pipeline must be modified to support pen-andink rendering. Then, it introduces the new concept of prioritized stroke textures. Prioritized stroke textures form the central mechanism by which strokes are generated so as to both convey a certain texture, such as "bricks", and achieve a target tone simultaneously. Prioritized stroke textures also have the advantages of being resolution dependent
A Hierarchical Approach to Interactive Motion Editing for Human-like Figures
, 1999
"... This paper presents a technique for adapting existing motion of a human-like character to have the desired features that are specified by a set of constraints. This problem can be typically formulated as a spacetime constraint problem. Our approach combines a hierarchical curve fitting technique wit ..."
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Cited by 153 (12 self)
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This paper presents a technique for adapting existing motion of a human-like character to have the desired features that are specified by a set of constraints. This problem can be typically formulated as a spacetime constraint problem. Our approach combines a hierarchical curve fitting technique with a new inverse kinematics solver. Using the kinematics solver, we can adjust the configuration of an articulated figure to meet the constraints in each frame. Through the fitting technique, the motion displacement of every joint at each constrained frame is interpolated and thus smoothly propagated to frames. We are able to adaptively add motion details to satisfy the constraints within a specified tolerance by adopting a multilevel B-spline representation which also provides a speedup for the interpolation. The performance of our system is further enhanced by the new inverse kinematics solver. We present a closed-form solution to compute the joint angles of a limb linkage. This analytical m...
Free-Form Shape Design Using Triangulated Surfaces
, 1994
"... We present an approach to modeling with truly mutable yet completely controllable free-form surfaces of arbitrary topology. Surfaces may be pinned down at points and along curves, cut up and smoothly welded back together, and faired and reshaped in the large. This style of control is formulated as a ..."
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Cited by 144 (0 self)
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We present an approach to modeling with truly mutable yet completely controllable free-form surfaces of arbitrary topology. Surfaces may be pinned down at points and along curves, cut up and smoothly welded back together, and faired and reshaped in the large. This style of control is formulated as a constrained shape optimization, with minimization of squared principal curvatures yielding graceful shapes that are free of the parameterization worries accompanying many patch-based approaches. Triangulated point sets are used to approximate these smooth variational surfaces, bridging the gap between patch-based and particle-based representations. Automatic refinement, mesh smoothing, and re-triangulation maintain a good computational mesh as the surface shape evolves, and give sample points and surface features much of the freedom to slide around in the surface that oriented particles enjoy. The resulting surface triangulations are constructed and maintained in real time. 1 Introduction ...
A survey of deformable modeling in computer graphics
, 1997
"... This paper presents a survey of the work done in modeling deformable objects within the computer graphics research community. The research has a long history and a wide variety of approaches have been used. This paper organizes the diversity of research by the technique used rather than by the appli ..."
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Cited by 135 (1 self)
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This paper presents a survey of the work done in modeling deformable objects within the computer graphics research community. The research has a long history and a wide variety of approaches have been used. This paper organizes the diversity of research by the technique used rather than by the application, although applications are discussed throughout. This paper presents some purely geometric approaches for modeling deformable objects, but focuses on physically based approaches. In the latter category are mass-spring models, nite element models, approximate continuum models, and low degree of freedom models. Special emphasis is placed on nite element models, which o er the greatest accuracy, but have seen limited use in computer graphics. The paper also suggests important areas for future research. 1

