Results 1  10
of
157
Point Set Surfaces
, 2001
"... We advocate the use of point sets to represent shapes. We provide a definition of a smooth manifold surface from a set of points close to the original surface. The definition is based on local maps from differential geometry, which are approximated by the method of moving least squares (MLS). We pre ..."
Abstract

Cited by 298 (42 self)
 Add to MetaCart
We advocate the use of point sets to represent shapes. We provide a definition of a smooth manifold surface from a set of points close to the original surface. The definition is based on local maps from differential geometry, which are approximated by the method of moving least squares (MLS). We present tools to increase or decrease the density of the points, thus, allowing an adjustment of the spacing among the points to control the fidelity of the representation. To display the point set surface, we introduce a novel point rendering technique. The idea is to evaluate the local maps according to the image resolution. This results in high quality shading effects and smooth silhouettes at interactive frame rates.
Computing and rendering point set surfaces
 IEEE Trans. Vis. Comput. Graph
, 2003
"... ..."
(Show Context)
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, freeform deformation and displacement mapping. We present a versatile and ..."
Abstract

Cited by 202 (28 self)
 Add to MetaCart
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, freeform deformation and displacement mapping. We present a versatile and complete freeform shape modeling framework for pointsampled 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, pointsampled surfaces can easily be restructured 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 pointsampled 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.
Image deformation using moving least squares
 ACM Trans. on Graph
, 2006
"... Figure 1: Deformation using Moving Least Squares. Original image with control points shown in blue (a). Moving Least Squares deformations using affine transformations (b), similarity transformations (c) and rigid transformations (d). We provide an image deformation method based on Moving Least Squar ..."
Abstract

Cited by 132 (2 self)
 Add to MetaCart
Figure 1: Deformation using Moving Least Squares. Original image with control points shown in blue (a). Moving Least Squares deformations using affine transformations (b), similarity transformations (c) and rigid transformations (d). We provide an image deformation method based on Moving Least Squares using various classes of linear functions including affine, similarity and rigid transformations. These deformations are realistic and give the user the impression of manipulating realworld objects. We also allow the user to specify the deformations using either sets of points or line segments, the later useful for controlling curves and profiles present in the image. For each of these techniques, we provide simple closedform solutions that yield fast deformations, which can be performed in realtime.
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 ..."
Abstract

Cited by 119 (12 self)
 Add to MetaCart
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
Curve reconstruction from unorganized points
 Computer Aided Geometric Design
, 2000
"... We present an algorithm to approximate a set of unorganized points with a simple curve without selfintersections. The moving leastsquares method has a good ability to reduce a point cloud to a thin curvelike shape which is a nearbest approximation of the point set. In this paper, an improved mov ..."
Abstract

Cited by 66 (3 self)
 Add to MetaCart
(Show Context)
We present an algorithm to approximate a set of unorganized points with a simple curve without selfintersections. The moving leastsquares method has a good ability to reduce a point cloud to a thin curvelike shape which is a nearbest approximation of the point set. In this paper, an improved moving leastsquares technique is suggested using Euclidean minimum spanning tree, region expansion and refining iteration. After thinning a given point cloud using the improved moving leastsquares technique we can easily reconstruct a smooth curve. As an application, a pipe surface reconstruction algorithm is presented.
Barycentric rational interpolation with no poles and high rates of approximation
 MATH
, 2006
"... It is well known that rational interpolation sometimes gives better approximations than polynomial interpolation, especially for large sequences of points, but it is difficult to control the occurrence of poles. In this paper we propose and study a family of barycentric rational interpolants that ha ..."
Abstract

Cited by 39 (7 self)
 Add to MetaCart
(Show Context)
It is well known that rational interpolation sometimes gives better approximations than polynomial interpolation, especially for large sequences of points, but it is difficult to control the occurrence of poles. In this paper we propose and study a family of barycentric rational interpolants that have no poles and arbitrarily high approximation orders, regardless of the distribution of the points. The family includes a construction of Berrut as a special case.
A Tour of Modern Image Filtering  New insights and methods, both practical and theoretical
 IEEE SIGNAL PROCESSING MAGAZINE [106]
, 2013
"... Recent developments in computational imaging and restoration have heralded the arrival and convergence of several powerful methods for adaptive processing of multidimensional data. Examples include moving least square (from graphics), the bilateral filter (BF) and anisotropic diffusion (from compute ..."
Abstract

Cited by 27 (2 self)
 Add to MetaCart
Recent developments in computational imaging and restoration have heralded the arrival and convergence of several powerful methods for adaptive processing of multidimensional data. Examples include moving least square (from graphics), the bilateral filter (BF) and anisotropic diffusion (from computer vision), boosting, kernel, and spectral methods (from machine learning), nonlocal means (NLM) and its variants (from signal processing), Bregman iterations (from applied math), kernel regression, and iterative scaling (from statistics). While these approaches found their inspirations in diverse fields of nascence, they are deeply connected. Digital Object Identifier 10.1109/MSP.2011.2179329 Date of publication: 5 December 2012 In this article, I present a practical and accessible framework to understand some of the basic underpinnings of these methods, with the intention of leading the reader to a broad understanding of how they interrelate. I also illustrate connections between these techniques and more classical (empirical) Bayesian approaches. The proposed framework is used to arrive at new insights and methods, both practical and theoretical. In particular, several novel optimality properties of algorithms in wide use such as blockmatching and threedimensional (3D) filtering (BM3D), and methods for their iterative improvement (or nonexistence thereof) are discussed. A general approach is laid out to enable the performance analysis and subsequent improvement of many existing filtering algorithms. While much of the material discussed is applicable to the wider class of linear degradation models beyond noise (e.g., blur,) to keep matters focused, we consider the problem of denoising here.
Virtual garments: A fully geometric approach for clothing design
 COMPUTER GRAPHICS FORUM (EUROGRAPHICS 2006)
, 2006
"... Modeling dressed characters is known as a very tedious process. It usually requires specifying 2D fabric patterns, positioning and assembling them in 3D, and then performing a physicallybased simulation. The latter accounts for gravity and collisions to compute the rest shape of the garment, with ..."
Abstract

Cited by 27 (2 self)
 Add to MetaCart
(Show Context)
Modeling dressed characters is known as a very tedious process. It usually requires specifying 2D fabric patterns, positioning and assembling them in 3D, and then performing a physicallybased simulation. The latter accounts for gravity and collisions to compute the rest shape of the garment, with the adequate folds and wrinkles. This paper presents a more intuitive way to design virtual clothing. We start with a 2D sketching system in which the user draws the contours and seamlines of the garment directly on a virtual mannequin. Our system then converts the sketch into an initial 3D surface using an existing method based on a precomputed distance field around the mannequin. The system then splits the created surface into different panels delimited by the seamlines. The generated panels are typically not developable. However, the panels of a realistic garment must be developable, since each panel must unfold into a 2D sewing pattern. Therefore our system automatically approximates each panel with a developable surface, while keeping them assembled along the seams. This process allows us to output the corresponding sewing patterns. The last step of our method computes a natural rest shape for the 3D garment, including the folds due to the