Results 1 - 10
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20
G.: Conformal flattening by curvature prescription and metric scaling
- Computer Graphics Forum
, 2008
"... We present an efficient method to conformally parameterize 3D mesh data sets to the plane. The idea behind our method is to concentrate all the 3D curvature at a small number of select mesh vertices, called cone singularities, and then cut the mesh through those singular vertices to obtain disk topo ..."
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Cited by 22 (2 self)
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We present an efficient method to conformally parameterize 3D mesh data sets to the plane. The idea behind our method is to concentrate all the 3D curvature at a small number of select mesh vertices, called cone singularities, and then cut the mesh through those singular vertices to obtain disk topology. The singular vertices are chosen automatically. As opposed to most previous methods, our flattening process involves only the solution of linear systems of Poisson equations, thus is very efficient. Our method is shown to be faster than existing methods, yet generates parameterizations having comparable quasi-conformal distortion.
Gaussian kd-trees for fast high-dimensional filtering
- ACM Trans. Graph
, 2009
"... Figure 1: The Gaussian kd-tree accelerates a broad class of non-linear filters, including the bilateral (left), non-local means (middle), and a novel non-local means for geometry (right). We propose a method for accelerating a broad class of non-linear filters that includes the bilateral, non-local ..."
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Cited by 15 (4 self)
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Figure 1: The Gaussian kd-tree accelerates a broad class of non-linear filters, including the bilateral (left), non-local means (middle), and a novel non-local means for geometry (right). We propose a method for accelerating a broad class of non-linear filters that includes the bilateral, non-local means, and other related filters. These filters can all be expressed in a similar way: First, assign each value to be filtered a position in some vector space. Then, replace every value with a weighted linear combination of all values, with weights determined by a Gaussian function of distance between the positions. If the values are pixel colors and the positions are (x, y) coordinates, this describes a Gaussian blur. If the positions are instead (x, y, r, g, b) coordinates in a five-dimensional space-color volume, this describes a bilateral filter. If we instead set the positions to local patches of color around the associated pixel, this describes non-local means. We describe a Monte-Carlo kdtree sampling algorithm that efficiently computes any filter that can be expressed in this way, along with a GPU implementation of this technique. We use this algorithm to implement an accelerated bilateral filter that respects full 3D color distance; accelerated non-local means on single images, volumes, and unaligned bursts of images for denoising; and a fast adaptation of non-local means to geometry. If we have n values to filter, and each is assigned a position in a d-dimensional space, then our space complexity is O(dn) and our time complexity is O(dn log n), whereas existing methods are typically either exponential in d or quadratic in n.
Dense Non-rigid Surface Registration Using High-Order Graph Matching
"... In this paper, we propose a high-order graph matching formulation to address non-rigid surface matching. The singleton terms capture the geometric and appearance similarities (e.g., curvature and texture) while the high-order terms model the intrinsic embedding energy. The novelty of this paper incl ..."
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Cited by 11 (3 self)
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In this paper, we propose a high-order graph matching formulation to address non-rigid surface matching. The singleton terms capture the geometric and appearance similarities (e.g., curvature and texture) while the high-order terms model the intrinsic embedding energy. The novelty of this paper includes: 1) casting 3D surface registration into a graph matching problem that combines both geometric and appearance similarities and intrinsic embedding information, 2) the first implementation of high-order graph matching algorithm that solves a non-convex optimization problem, and 3) an efficient two-stage optimization approach to constrain the search space for dense surface registration. Our method is validated through a series of experiments demonstrating its accuracy and efficiency, notably in challenging cases of large and/or non-isometric deformations, or meshes that are partially occluded. 1.
Volumetric Parameterization and Trivariate B-spline Fitting using Harmonic Functions
"... We present a methodology based on discrete volumetric harmonic functions to parameterize a volumetric model in a way that it can be used to fit a single trivariate B-spline to data so that simulation attributes can also be modeled. The resulting model representation is suitable for isogeometric anal ..."
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Cited by 10 (0 self)
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We present a methodology based on discrete volumetric harmonic functions to parameterize a volumetric model in a way that it can be used to fit a single trivariate B-spline to data so that simulation attributes can also be modeled. The resulting model representation is suitable for isogeometric analysis [Hughes T.J. 2005]. Input data consists of both a closed triangle mesh representing the exterior geometric shape of the object and interior triangle meshes that can represent material attributes or other interior features. The trivariate B-spline geometric and attribute representations are generated from the resulting parameterization, creating trivariate B-spline material property representations over the same parameterization in a way that is related to [Martin and Cohen 2001] but is suitable for application to a much larger family of shapes and attributes. The technique constructs a B-spline representation with guaranteed quality of approximation to the original data. Then we focus attention on a model of simulation interest, a femur, consisting of hard outer cortical bone and inner trabecular bone. The femur is a reasonably complex object to model with a single trivariate B-spline since the shape overhangs make it impossible to model by sweeping planar slices. The representation is used in an elastostatic isogeometric analysis, demonstrating its ability to suitably represent objects for isogeometric analysis.
Masked photo blending: mapping dense photographic dataset on high-resolution sampled 3D models
- COMPUTER & GRAPHICS
, 2008
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Sketch-Based Procedural Surface Modeling and Compositing Using Surface Trees
- EUROGRAPHICS
, 2008
"... We present a system for creating and manipulating layered procedural surface editing operations, which is motivated by the limited support for iterative design in free-form modeling. A combination of sketch-based and traditional modeling tools are used to design soft displacements, sharp creases, ex ..."
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Cited by 7 (3 self)
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We present a system for creating and manipulating layered procedural surface editing operations, which is motivated by the limited support for iterative design in free-form modeling. A combination of sketch-based and traditional modeling tools are used to design soft displacements, sharp creases, extrusions along 3D paths, and topological holes and handles. Using local parameterizations, these edits are combined in a dynamic hierarchy, enabling procedural operations like linked copy-and-paste and drag-and-drop layer-based editing. Such dynamic, layered "surface compositing" is formalized as a Surface Tree, an analog of CSG trees which generalizes previous hierarchical surface modeling techniques. By "anchoring" tree nodes in the parameter space of lower layers, our surface tree implementation can better preserve the semantics of an edit as the underlying surface changes. Details of our implementation are described, including an efficient procedural mesh data structure.
Globally optimal surface mapping for surfaces with arbitrary topology
- IEEE Trans. on Visualization and Computer Graphics
, 2008
"... Abstract — Computing smooth and optimal one-to-one maps between surfaces of same topology is a fundamental problem in graphics and such a method provides us a ubiquitous tool for geometric modeling and data visualization. Its vast variety of applications includes shape registration/matching, shape b ..."
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Cited by 4 (1 self)
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Abstract — Computing smooth and optimal one-to-one maps between surfaces of same topology is a fundamental problem in graphics and such a method provides us a ubiquitous tool for geometric modeling and data visualization. Its vast variety of applications includes shape registration/matching, shape blending, material/data transfer, data fusion, information reuse, etc. The mapping quality is typically measured in terms of angular distortions among different shapes. This paper proposes and develops a novel quasi-conformal surface mapping framework to globally minimize the stretching energy inevitably introduced between two different shapes. The existing state-of-the-art intersurface mapping techniques only afford local optimization either on surface patches via boundary cutting or on the simplified base domain, lacking rigorous mathematical foundation and analysis. We design and articulate an automatic variational algorithm that can reach the global distortion minimum for surface mapping between shapes of arbitrary topology, and our algorithm is solely founded upon the intrinsic geometry structure of surfaces. To our best knowledge, this is the first attempt towards rigorously and numerically computing globally optimal maps. Consequently, we demonstrate our mapping framework offers a powerful computational tool for graphics and visualization tasks such as data and texture transfer, shape morphing, and shape matching. Index Terms — Quasi-conformal surface mapping, harmonic map, uniformization metric, surface parameterization.
Almost isometric mesh parameterization through abstract domains
- 621–635, July/August 2010. [Online]. Available: http://vcg.isti.cnr.it/Publications/ 2010/PTC10
"... domains ..."
Mesh Colors
"... Figure 1: A head model textured using mesh colors. The image in the middle shows color samples on the low resolution mesh and the image on the right shows the result after final filtering operations. (Modelled and painted by Murat Afsar) The coloring of three dimensional models using two or three di ..."
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Cited by 2 (0 self)
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Figure 1: A head model textured using mesh colors. The image in the middle shows color samples on the low resolution mesh and the image on the right shows the result after final filtering operations. (Modelled and painted by Murat Afsar) The coloring of three dimensional models using two or three dimensional texture mapping has well known intrinsic problems, such as mapping discontinuities and limitations to model editing after coloring. Workarounds for these problems often require adopting very complex approaches. Here we propose a new technique, called mesh colors, for associating color data directly with a polygonal mesh. The approach eliminates all problems deriving from using a map from texture space to model space. Mesh colors is an extension of vertex colors where, in addition to keeping color values on each vertex, color values are also kept on edges and faces. Like texture mapping, the approach allows higher texture resolution than model resolution, but at the same time it guarantees one-to-one correspondence between the model surface and the color data, and eliminates discontinuities. We show that mesh colors integrate well with the current graphics pipeline and can be used to generate very high quality textures.
Manifold-valued Thin-Plate Splines with Applications in Computer Graphics
- Computer Graphics Forum
"... We present a generalization of thin-plate splines for interpolation and approximation of manifold-valued data, and demonstrate its usefulness in computer graphics with several applications from different fields. The cornerstone of our theoretical framework is an energy functional for mappings betwee ..."
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Cited by 2 (2 self)
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We present a generalization of thin-plate splines for interpolation and approximation of manifold-valued data, and demonstrate its usefulness in computer graphics with several applications from different fields. The cornerstone of our theoretical framework is an energy functional for mappings between two Riemannian manifolds which is independent of parametrization and respects the geometry of both manifolds. If the manifolds are Euclidean, the energy functional reduces to the classical thin-plate spline energy. We show how the resulting optimization problems can be solved efficiently in many cases. Our example applications range from orientation interpolation and motion planning in animation over geometric modelling tasks to color interpolation.

