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71
Shape modeling with pointsampled geometry
- ACM Transactions on Graphics
, 2003
"... Figure 1: Objects created with our system. (a) boolean operations with scanned geometry, (b) an Octopus modeled by deforming and extruding a sphere, (c) a design study for a Siggraph coffee mug created by boolean operations, free-form deformation and displacement mapping. We present a versatile and ..."
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Cited by 141 (28 self)
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Figure 1: Objects created with our system. (a) boolean operations with scanned geometry, (b) an Octopus modeled by deforming and extruding a sphere, (c) a design study for a Siggraph coffee mug created by boolean operations, free-form deformation and displacement mapping. We present a versatile and complete free-form shape modeling framework for point-sampled geometry. By combining unstructured point clouds with the implicit surface definition of the moving least squares approximation, we obtain a hybrid geometry representation that allows us to exploit the advantages of implicit and parametric surface models. Based on this representation we introduce a shape modeling system that enables the designer to perform large constrained deformations as well as boolean operations on arbitrarily shaped objects. Due to minimum consistency requirements, point-sampled surfaces can easily be re-structured on the fly to support extreme geometric deformations during interactive editing. In addition, we show that strict topology control is possible and sharp features can be generated and preserved on point-sampled objects. We demonstrate the effectiveness of our system on a large set of input models, including noisy range scans, irregular point clouds, and sparsely as well as densely sampled models.
Point Based Animation of Elastic, Plastic and Melting Objects
, 2004
"... We present a method for modeling and animating a wide spectrum of volumetric objects, with material properties anywhere in the range from stiff elastic to highly plastic. Both the volume and the surface representation are point based, which allows arbitrarily large deviations form the original sha ..."
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Cited by 76 (12 self)
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We present a method for modeling and animating a wide spectrum of volumetric objects, with material properties anywhere in the range from stiff elastic to highly plastic. Both the volume and the surface representation are point based, which allows arbitrarily large deviations form the original shape. In contrast to previous point based elasticity in computer graphics, our physical model is derived from continuum mechanics, which allows the specification of common material properties such as Young's Modulus and Poisson's Ratio. In each step
High-Quality Point-Based Rendering on Modern GPUs
, 2003
"... In the last years point-based rendering has been shown to offer the potential to outperform traditional triangle based rendering both in speed and visual quality when it comes to processing highly complex models. Existing surface splatting techniques achieve superior visual quality by proper filteri ..."
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Cited by 55 (6 self)
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In the last years point-based rendering has been shown to offer the potential to outperform traditional triangle based rendering both in speed and visual quality when it comes to processing highly complex models. Existing surface splatting techniques achieve superior visual quality by proper filtering but they are still limited in rendering speed. On the other hand the increasing availability and programmability of graphics hardware lead to the developement of very efficient hardware-accelerated rendering methods. However, since no filtered splats are used, these approaches trade visual quality for rendering speed.
A Multi-scale Approach to 3D Scattered Data Interpolation with Compactly Supported Basis Functions
, 2003
"... In this paper, we propose a hierarchical approach to 3D scattered data interpolation with compactly supported basis functions. Our numerical experiments suggest that the approach integrates the best aspects of scattered data fitting with locally and globally supported basis functions. Employing loca ..."
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Cited by 41 (3 self)
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In this paper, we propose a hierarchical approach to 3D scattered data interpolation with compactly supported basis functions. Our numerical experiments suggest that the approach integrates the best aspects of scattered data fitting with locally and globally supported basis functions. Employing locally supported functions leads to an efficient computational procedure, while a coarse-to-fine hierarchy makes our method insensitive to the density of scattered data and allows us to restore large parts of missed data. Given a point
Compression domain volume rendering
- In IEEE Visualization
, 2003
"... Results overview: First, a volumetric scalar data set of size 256 3 requiring 16 MB is shown. Second, the hierarchically encoded data set (0.78 MB) is directly rendered using programmable graphics hardware. Third, one time step (256 3) of a 1.4 GB shock wave simulation is shown. Fourth, the same tim ..."
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Cited by 31 (2 self)
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Results overview: First, a volumetric scalar data set of size 256 3 requiring 16 MB is shown. Second, the hierarchically encoded data set (0.78 MB) is directly rendered using programmable graphics hardware. Third, one time step (256 3) of a 1.4 GB shock wave simulation is shown. Fourth, the same time step is directly rendered out of a compressed sequence of 70 MB. Rendering the data sets to a 512 2 viewport runs at 11 and 24 fps, respectively, on an ATI 9700. A survey of graphics developers on the issue of texture mapping hardware for volume rendering would most likely find that the vast majority of them view limited texture memory as one of the most serious drawbacks of an otherwise fine technology. In this paper, we propose a compression scheme for static and time-varying volumetric data sets based on vector quantization that allows us to circumvent this limitation. We describe a hierarchical quantization scheme that is based on a multiresolution covariance analysis of the original field. This allows for the efficient encoding of large-scale data sets, yet providing a mechanism to exploit temporal coherence in non-stationary fields. We show, that decoding and rendering the compressed data stream can be done on the graphics chip using programmable hardware. In this way, data transfer between the CPU and the graphics processing unit (GPU) can be minimized thus enabling flexible and memory efficient real-time rendering options. We demonstrate the effectiveness of our approach by demonstrating interactive renditions of Gigabyte data sets at reasonable fidelity on commodity graphics hardware.
Hierarchical Splatting of Scattered Data
- In VIS ’03: Proceedings of the 14th IEEE Visualization 2003 (VIS’03
, 2003
"... Numerical particle simulations and astronomical observations create huge data sets containing uncorrelated 3D points of varying size. These data sets cannot be visualized interactively by simply rendering millions of colored points for each frame. Therefore, in many visualization applications a scal ..."
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Cited by 25 (2 self)
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Numerical particle simulations and astronomical observations create huge data sets containing uncorrelated 3D points of varying size. These data sets cannot be visualized interactively by simply rendering millions of colored points for each frame. Therefore, in many visualization applications a scalar density corresponding to the point distribution is resampled on a regular grid for direct volume rendering. However, many fine details are usually lost for voxel resolutions which still allow interactive visualization on standard workstations. Since no surface geometry is associated with our data sets, the recently introduced point-based rendering algorithms cannot be applied as well.
Perspective Accurate Splatting
, 2004
"... We present a novel algorithm for accurate, high quality point rendering, which is based on the formulation of splatting using homogeneous coordinates. In contrast to previous methods, this leads to perspective correct splat shapes, avoiding artifacts such as holes caused by the affine approximation ..."
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Cited by 21 (4 self)
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We present a novel algorithm for accurate, high quality point rendering, which is based on the formulation of splatting using homogeneous coordinates. In contrast to previous methods, this leads to perspective correct splat shapes, avoiding artifacts such as holes caused by the affine approximation of the perspective projection. Further, our algorithm implements the EWA resampling filter, hence providing high image quality with anisotropic texture filtering. We also present an extension of our rendering primitive that facilitates the display of sharp edges and corners. Finally, we describe an efficient implementation of the entire point rendering pipeline using vertex and fragment programs of current GPUs.
Confetti: Object-space point blending and splatting
- IEEE Transactions on Visualization and Computer Graphics
, 2004
"... Abstract—In this paper, we present Confetti, a novel point-based rendering approach based on object-space point interpolation of densely sampled surfaces. We introduce the concept of a transformation-invariant covariance matrix of a set of points which can efficiently be used to determine splat size ..."
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Cited by 15 (6 self)
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Abstract—In this paper, we present Confetti, a novel point-based rendering approach based on object-space point interpolation of densely sampled surfaces. We introduce the concept of a transformation-invariant covariance matrix of a set of points which can efficiently be used to determine splat sizes in a multiresolution point hierarchy. We also analyze continuous point interpolation in objectspace and we define a new class of parameterized blending kernels as well as a normalization procedure to achieve smooth blending. Furthermore, we present a hardware accelerated rendering algorithm based on texture mapping and-blending as well as programmable vertex and pixel-shaders. Index Terms—Point-based rendering, multiresolution modeling, level-of-detail, hardware accelerated blending. 1

