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299
Poisson Surface Reconstruction
, 2006
"... We show that surface reconstruction from oriented points can be cast as a spatial Poisson problem. This Poisson formulation considers all the points at once, without resorting to heuristic spatial partitioning or blending, and is therefore highly resilient to data noise. Unlike radial basis function ..."
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Cited by 369 (5 self)
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We show that surface reconstruction from oriented points can be cast as a spatial Poisson problem. This Poisson formulation considers all the points at once, without resorting to heuristic spatial partitioning or blending, and is therefore highly resilient to data noise. Unlike radial basis function schemes, our Poisson approach allows a hierarchy of locally supported basis functions, and therefore the solution reduces to a well conditioned sparse linear system. We describe a spatially adaptive multiscale algorithm whose time and space complexities are proportional to the size of the reconstructed model. Experimenting with publicly available scan data, we demonstrate reconstruction of surfaces with greater detail than previously achievable.
Computing and rendering point set surfaces.
 IEEE Transactions on Visualization and Computer Graphics,
, 2003
"... ..."
Multilevel Partition of Unity Implicits
 ACM TRANSACTIONS ON GRAPHICS
, 2003
"... We present a shape representation, the multilevel partition of unity implicit surface, that allows us to construct surface models from very large sets of points. There are three key ingredients to our approach: 1) piecewise quadratic functions that capture the local shape of the surface, 2) weighti ..."
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Cited by 218 (7 self)
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We present a shape representation, the multilevel partition of unity implicit surface, that allows us to construct surface models from very large sets of points. There are three key ingredients to our approach: 1) piecewise quadratic functions that capture the local shape of the surface, 2) weighting functions (the partitions of unity) that blend together these local shape functions, and 3) an octree subdivision method that adapts to variations in the complexity of the local shape. Our approach
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 ..."
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Cited by 201 (30 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, 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.
Pointshop 3D: An Interactive System for PointBased Surface Editing
, 2002
"... We present a system for interactive shape and appearance editing of 3D pointsampled geometry. By generalizing conventional 2D pixel editors, our system supports a great variety of different interaction techniques to alter shape and appearance of 3D point models, including cleaning, texturing, sculp ..."
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Cited by 171 (17 self)
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We present a system for interactive shape and appearance editing of 3D pointsampled geometry. By generalizing conventional 2D pixel editors, our system supports a great variety of different interaction techniques to alter shape and appearance of 3D point models, including cleaning, texturing, sculpting, carving, filtering, and resampling. One key ingredient of our framework is a novel concept for interactive point cloud parameterization allowing for distortion minimal and aliasingfree texture mapping. A second one is a dynamic, adaptive resampling method which builds upon a continuous reconstruction of the model surface and its attributes. These techniques allow us to transfer the full functionality of 2D image editing operations to the irregular 3D point setting. Our system reads, processes, and writes pointsampled models without intermediate tesselation. It is intended to complement existing low cost 3D scanners and point rendering pipelines for efficient 3D content creation.
Interpolating and approximating implicit surfaces from polygon soup
 IN PROCEEDINGS OF ACM SIGGRAPH
, 2004
"... This paper describes a method for building interpolating or approximating implicit surfaces from polygonal data. The user can choose to generate a surface that exactly interpolates the polygons, or a surface that approximates the input by smoothing away features smaller than some userspecified size ..."
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Cited by 117 (2 self)
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This paper describes a method for building interpolating or approximating implicit surfaces from polygonal data. The user can choose to generate a surface that exactly interpolates the polygons, or a surface that approximates the input by smoothing away features smaller than some userspecified size. The implicit functions are represented using a moving leastsquares formulation with constraints integrated over the polygons. The paper also presents an improved method for enforcing normal constraints and an iterative procedure for ensuring that the implicit surface tightly encloses the input vertices.
Efficient high quality rendering of point sampled geometry
 In: EGRW ’02: proceedings of the 13th eurographics workshop on rendering
, 2002
"... We propose a highly efficient hierarchical representation for point sampled geometry that automatically balances sampling density and point coordinate quantization. The representation is very compact with a memory consumption of far less than 2 bits per point position which does not depend on the qu ..."
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Cited by 99 (6 self)
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We propose a highly efficient hierarchical representation for point sampled geometry that automatically balances sampling density and point coordinate quantization. The representation is very compact with a memory consumption of far less than 2 bits per point position which does not depend on the quantization precision. We present an efficient rendering algorithm that exploits the hierarchical structure of the representation to perform fast 3D transformations and shading. The algorithm is extended to surface splatting which yields high quality antialiased and water tight surface renderings. Our pure software implementation renders up to 14 million Phong shaded and textured samples per second and about 4 million antialiased surface splats on a commodity PC. This is more than a factor 10 times faster than previous algorithms. 1.
Object Space EWA Surface Splatting: A Hardware Accelerated Approach to High Quality Point Rendering
 Computer Graphics Forum
, 2002
"... Elliptical weighted average (EWA) surface splatting is a technique for high quality rendering of pointsampled 3D objects. EWA surface splatting renders watertight surfaces of complex point models with high quality, anisotropic texture filtering. In this paper we introduce a new multipass approach ..."
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Cited by 84 (1 self)
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Elliptical weighted average (EWA) surface splatting is a technique for high quality rendering of pointsampled 3D objects. EWA surface splatting renders watertight surfaces of complex point models with high quality, anisotropic texture filtering. In this paper we introduce a new multipass approach to perform EWA surface splatting on modern PC graphics hardware, called object space EWA splatting. We derive an object space formulation of the EWA filter, which is amenable for acceleration by conventional trianglebased graphics hardware. We describe how to implement the object space EWA filter using a two pass rendering algorithm. In the first rendering pass, visibility splatting is performed by shifting opaque surfel polygons backward along the viewing rays, while in the second rendering pass viewdependent EWA prefiltering is performed by deforming texture mapped surfel polygons.
A Survey of PointBased Techniques in Computer Graphics
 Computers & Graphics
, 2004
"... In recent years pointbased geometry has gained increasing attention as an alternative surface representation, both for efficient rendering and for flexible geometry processing of highly complex 3Dmodels. Point sampled objects do neither have to store nor to maintain globally consistent topological ..."
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Cited by 84 (4 self)
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In recent years pointbased geometry has gained increasing attention as an alternative surface representation, both for efficient rendering and for flexible geometry processing of highly complex 3Dmodels. Point sampled objects do neither have to store nor to maintain globally consistent topological information. Therefore they are more flexible compared to triangle meshes when it comes to handling highly complex or dynamically changing shapes. In this paper, we make an attempt to give an overview of the various pointbased methods that have been proposed over the last years. In particular we review and evaluate different shape representations, geometric algorithms, and rendering methods which use points as a universal graphics primitive.
Interactive Boolean Operations on SurfelBounded Solids
, 2003
"... In this paper we present an algorithm to perform interactive boolean operations on freeform solids bounded by surfels. We introduce a fast insideoutside test to check whether surfels lie within the bounds of another surfelbounded solid. This enables us to add, subtract and intersect complex solid ..."
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Cited by 75 (2 self)
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In this paper we present an algorithm to perform interactive boolean operations on freeform solids bounded by surfels. We introduce a fast insideoutside test to check whether surfels lie within the bounds of another surfelbounded solid. This enables us to add, subtract and intersect complex solids at interactive rates. Our algorithm is fast both in displaying and constructing the new geometry resulting from the boolean operation. We present a