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558
Multiresolution Curves
, 1994
"... We describe a multiresolution curve representation, based on wavelets, that conveniently supports a variety of operations: smoothing a curve; editing the overall form of a curve while preserving its details; and approximating a curve within any given error tolerance for scan conversion. We present m ..."
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Cited by 129 (5 self)
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We describe a multiresolution curve representation, based on wavelets, that conveniently supports a variety of operations: smoothing a curve; editing the overall form of a curve while preserving its details; and approximating a curve within any given error tolerance for scan conversion. We present methods to support continuous levels of smoothing as well as direct manipulation of an arbitrary portion of the curve; the control points, as well as the discrete nature of the underlying hierarchical representation, can be hidden from the user. The multiresolution representation requires no extra storage beyond that of the original control points, and the algorithms using the representation are both simple and fast.
Automatic reconstruction of B-spline surfaces of arbitrary topological type
- SIGGRAPH'96
, 1996
"... Creating freeform surfaces is a challenging task even with advanced geometric modeling systems. Laser range scanners offer a promising alternative for model acquisition—the 3D scanning of existing objects or clay maquettes. The problem of converting the dense point sets produced by laser scanners in ..."
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Cited by 121 (0 self)
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Creating freeform surfaces is a challenging task even with advanced geometric modeling systems. Laser range scanners offer a promising alternative for model acquisition—the 3D scanning of existing objects or clay maquettes. The problem of converting the dense point sets produced by laser scanners into useful geometric models is referred to as surface reconstruction. In this paper, we present a procedure for reconstructing a tensor product B-spline surface from a set of scanned 3D points. Unlike previous work which considers primarily the problem of fitting a single B-spline patch, our goal is to directly reconstruct a surface of arbitrary topological type. We must therefore define the surface as a network of B-spline patches. A key ingredient in our solution is a scheme for automatically constructing both a network of patches and a parametrization of the data points over these patches. In addition, we define the B-spline surface using a surface spline construction, and demonstrate that such an approach leads to an efficient procedure for fitting the surface while maintaining tangent plane continuity. We explore adaptive refinement of the patch network in order to satisfy user-specified error tolerances, and demonstrate our method on both synthetic and real data.
Laplacian Surface Editing
, 2004
"... Surface editing operations commonly require geometric details of the surface to be preserved as much as possible. We argue that geometric detail is an intrinsic property of a surface and that, consequently, surface editing is best performed by operating over an intrinsic surface representation. We p ..."
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Cited by 121 (12 self)
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Surface editing operations commonly require geometric details of the surface to be preserved as much as possible. We argue that geometric detail is an intrinsic property of a surface and that, consequently, surface editing is best performed by operating over an intrinsic surface representation. We provide such a representation of a surface, based on the Laplacian of the mesh, by encoding each vertex relative to its neighborhood. The Laplacian of the mesh is enhanced to be invariant to locally linearized rigid transformations and scaling. Based on this Laplacian representation, we develop useful editing operations: interactive free-form deformation in a region of interest based on the transformation of a handle, transfer and mixing of geometric details between two surfaces, and transplanting of a partial surface mesh onto another surface. The main computation involved in all operations is the solution of a sparse linear system, which can be done at interactive rates. We demonstrate the effectiveness of our approach in several examples, showing that the editing operations change the shape while respecting the structural geometric detail.
Efficient Collision Detection for Animation and Robotics
, 1993
"... We present efficient algorithms for collision detection and contact determination between geometric models, described by linear or curved boundaries, undergoing rigid motion. The heart of our collision detection algorithm is a simple and fast incremental method to compute the distance between two ..."
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Cited by 99 (19 self)
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We present efficient algorithms for collision detection and contact determination between geometric models, described by linear or curved boundaries, undergoing rigid motion. The heart of our collision detection algorithm is a simple and fast incremental method to compute the distance between two convex polyhedra. It utilizes convexity to establish some local applicability criteria for verifying the closest features. A preprocessing procedure is used to subdivide each feature's neighboring features to a constant size and thus guarantee expected constant running time for each test. The expected constant time performance is an attribute from exploiting the geometric coherence and locality. Let n be the total number of features, the expected run time is between O( p n) and O(n) ...
Convolution Surfaces
, 1991
"... Smoothly blended articulated models are often difficult to construct using current techniques. Our solution in this paper is to extend the surfaces introduced by Blinn [Blinn 1982] by using threedimensional convolution with skeletons composed of polygons or curves. The resulting convolution surfaces ..."
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Cited by 95 (0 self)
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Smoothly blended articulated models are often difficult to construct using current techniques. Our solution in this paper is to extend the surfaces introduced by Blinn [Blinn 1982] by using threedimensional convolution with skeletons composed of polygons or curves. The resulting convolution surfaces permit fluid topology changes, seamless part joins, and efficient implementation.
Dynamic NURBS with Geometric Constraints for Interactive Sculpting
, 1994
"... This article develops a dynamic generalization of the nonuniform rational B-spline (NURBS) model. NURBS have become a de facto standard in commercial modeling systems because of their power to represent free-form shapes as well as common analytic shapes. To date, however, they have been viewed as pu ..."
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Cited by 89 (27 self)
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This article develops a dynamic generalization of the nonuniform rational B-spline (NURBS) model. NURBS have become a de facto standard in commercial modeling systems because of their power to represent free-form shapes as well as common analytic shapes. To date, however, they have been viewed as purely geometric primitives that require the user to manually adjust multiple control points and associated weights in order to design shapes. Dynamic NURBS, or D-NURBS, are physics-based models that incorporate mass distributions, inertial deformation energies, and other physical quantities into the popular NURBS geometric substrate. Using D-NURBS, a modeler can interactively sculpt curves and surfaces and design complex shapes to required specifications not only in the traditional indirect fashion, by adjusting control points and weights, but also through direct physical manipulation, by applying simulated forces and local and global shape constraints. D-NURBS move and deform in a physically intuitive manner in response to the user's direct manipulations. Their dynamic behavior results from the numerical integration of a set of nonlinear differential equations that automatically evolve the control points and weights in response to the applied forces and constraints. To derive these equations, we employ Lagrangian mechanics and finite-element-like discretization. Our approach supports the trimming of D-NURBS surfaces using D-NURBS curves. We demonstrate D-NURBS models and constraints in applications including the rounding of solids, optimal surface fitting to unstructured data, surface design from cross-sections, and free-form deformation. We also introduce a new technique for 2D shape metamorphosis using constrained D-NURBS surfaces.
Reflection Space Image Based Rendering
, 1999
"... High quality, physically accurate rendering at interactive rates has widespread application, but is a daunting task. We attempt to bridge the gap between high-quality offline and interactive rendering by using existing environment mapping hardware in combination with a novel Image Based Rendering (I ..."
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Cited by 75 (1 self)
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High quality, physically accurate rendering at interactive rates has widespread application, but is a daunting task. We attempt to bridge the gap between high-quality offline and interactive rendering by using existing environment mapping hardware in combination with a novel Image Based Rendering (IBR) algorithm. The primary contribution lies in performing IBR in reflection space. This method can be applied to ordinary environment maps, but for more physically accurate rendering, we apply reflection space IBR to radiance environment maps. A radiance environment map pre-integrates a Bidirectional Reflection Distribution Function (BRDF) with a lighting environment. Using the reflection-space IBR algorithm on radiance environment maps allows interactive rendering of arbitrary objects with a large class of complex BRDFs in arbitrary lighting environments. The ultimate simplicity of the final algorithm suggests that it will be widely and immediately valuable given the ready availability of hardware assisted environment mapping.
Approaches to uncertainty visualization
- The Visual Computer
, 1997
"... Visualized data often have dubious origins and quality. Di erent forms of uncertainty and errors are also introduced as the data are derived, transformed, interpolated, and nally rendered. In the absence of integrated presentation of data and uncertainty, the analysis of the visualization is incompl ..."
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Cited by 71 (6 self)
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Visualized data often have dubious origins and quality. Di erent forms of uncertainty and errors are also introduced as the data are derived, transformed, interpolated, and nally rendered. In the absence of integrated presentation of data and uncertainty, the analysis of the visualization is incomplete at best and often leads to inaccurate or incorrect conclusions. This paper surveys techniques for presenting data together with uncertainty. These uncertainty visualization techniques present data in such a manner that users are made aware of the locations and degree of uncertainties in their data so as to make more informed analyses and decisions. The techniques include adding glyphs, adding geometry, modifying geometry, modifying attributes, animation, soni cation, and psycho-visual approaches. We present our results in uncertainty visualization for environmental visualization, surface interpolation, global illumination with radiosity, ow visualization, and gure animation. We also present a classi cation of the possibilities in uncertainty visualization, and locate our contributions within this classi cation.
Wavelets for Computer Graphics: A Primer - Part 2
- IEEE Computer Graphics and Applications
, 1995
"... this paper. Thanks also go to Ronen Barzel, Steven Gortler, Michael Shantzis, and the anonymous reviewers for their many helpful comments. This work was supported by NSF Presidential and National Young Investigator awards (CCR-8957323 and CCR-9357790), by NSF grant CDA9123308, by an NSF Graduate Res ..."
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Cited by 71 (1 self)
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this paper. Thanks also go to Ronen Barzel, Steven Gortler, Michael Shantzis, and the anonymous reviewers for their many helpful comments. This work was supported by NSF Presidential and National Young Investigator awards (CCR-8957323 and CCR-9357790), by NSF grant CDA9123308, by an NSF Graduate Research Fellowship, by the University of Washington Royalty Research Fund (65-9731), and by industrial gifts from Adobe, Aldus, Microsoft, and Xerox. References

