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Surface Representation (surface + representation)
Selected AbstractsMultiresolution Surface Representation Based on Displacement VolumesCOMPUTER GRAPHICS FORUM, Issue 3 2003Mario Botsch We propose a new representation for multiresolution models which uses volume elements enclosed between thedifferent resolution levels to encode the detail information. Keeping these displacement volumes locally constantduring a deformation of the base surface leads to a natural behaviour of the detail features. The correspondingreconstruction operator can be implemented efficiently by a hierarchical iterative relaxation scheme, providingclose to interactive response times for moderately complex models. Based on this representation we implement a multiresolution editing tool for irregular polygon meshes that allowsthe designer to freely edit the base surface of a multiresolution model without having to care about self-intersectionsin the respective detailed surface. We demonstrate the effectiveness and robustness of the reconstructionby several examples with real-world data. [source] Differential Representations for Mesh ProcessingCOMPUTER GRAPHICS FORUM, Issue 4 2006Olga Sorkine Abstract Surface representation and processing is one of the key topics in computer graphics and geometric modeling, since it greatly affects the range of possible applications. In this paper we will present recent advances in geometry processing that are related to the Laplacian processing framework and differential representations. This framework is based on linear operators defined on polygonal meshes, and furnishes a variety of processing applications, such as shape approximation and compact representation, mesh editing, watermarking and morphing. The core of the framework is the definition of differential coordinates and new bases for efficient mesh geometry representation, based on the mesh Laplacian operator. [source] Range Scan Registration Using Reduced Deformable ModelsCOMPUTER GRAPHICS FORUM, Issue 2 2009W. Chang Abstract We present an unsupervised method for registering range scans of deforming, articulated shapes. The key idea is to model the motion of the underlying object using a reduced deformable model. We use a linear skinning model for its simplicity and represent the weight functions on a regular grid localized to the surface geometry. This decouples the deformation model from the surface representation and allows us to deal with the severe occlusion and missing data that is inherent in range scan data. We formulate the registration problem using an objective function that enforces close alignment of the 3D data and includes an intuitive notion of joints. This leads to an optimization problem that we solve using an efficient EM-type algorithm. With our algorithm we obtain smooth deformations that accurately register pairs of range scans with significant motion and occlusion. The main advantages of our approach are that it does not require user specified markers, a template, nor manual segmentation of the surface geometry into rigid parts. [source] Determination of Gradient and Curvature Constrained Optimal PathsCOMPUTER-AIDED CIVIL AND INFRASTRUCTURE ENGINEERING, Issue 1 2006Michael J. De Smith Initially, we examine the case of a single (global) gradient constraint and a planar surface, with or without boundaries and obstacles. This leads to a consideration of surface representation using rectangular lattices and procedures for determining shortest gradient-constrained paths across such surfaces. Gradient-constrained distance transforms are introduced as a new procedure to enable such optimal paths to be computed, and examples are provided for a range of landform profiles and gradients. Horizontal and vertical curvature constraints are then analyzed and incorporated into final solution paths at subsequent stages of the optimization process. Such paths may then be used as preanalyzed input to detailed cost and engineering models to speed up, and where possible improve, the quality and cost-effectiveness of route selection. [source] A stabilized pseudo-shell approach for surface parametrization in CFD design problemsINTERNATIONAL JOURNAL FOR NUMERICAL METHODS IN BIOMEDICAL ENGINEERING, Issue 4 2002O. Soto Abstract A surface representation for computational fluid dynamics (CFD) shape design problems is presented. The surface representation is based on the solution of a simplified pseudo-shell problem on the surface to be optimized. A stabilized finite element formulation is used to perform this step. The methodology has the advantage of being completely independent of the CAD representation. Moreover, the user does not have to predefine any set of shape functions to parameterize the surface. The scheme uses a reasonable discretization of the surface to automatically build the shape deformation modes, by using the pseudo-shell approach and the design parameter positions. Almost every point of the surface grid can be chosen as design parameter, which leads to a very rich design space. Most of the design variables are chosen in an automatic way, which makes the scheme easy to use. Furthermore, the surface grid is not distorted through the design cycles which avoids remeshing procedures. An example is presented to demonstrate the proposed methodology. Copyright © 2002 John Wiley & Sons, Ltd. [source] Integration of geometric design and mechanical analysis using B-spline functions on surfaceINTERNATIONAL JOURNAL FOR NUMERICAL METHODS IN ENGINEERING, Issue 14 2005Hee Yuel Roh Abstract B-spline finite element method which integrates geometric design and mechanical analysis of shell structures is presented. To link geometric design and analysis modules completely, the non-periodic cubic B-spline functions are used for the description of geometry and for the displacement interpolation function in the formulation of an isoparametric B-spline finite element. Non-periodic B-spline functions satisfy Kronecker delta properties at the boundaries of domain intervals and allow the handling of the boundary conditions in a conventional finite element formulation. In addition, in this interpolation, interior supports such as nodes can be introduced in a conventional finite element formulation. In the formulation of the mechanical analysis of shells, a general tensor-based shell element with geometrically exact surface representation is employed. In addition, assumed natural strain fields are proposed to alleviate the locking problems. Various numerical examples are provided to assess the performance of the present B-spline finite element. Copyright © 2005 John Wiley & Sons, Ltd. [source] Face modeling and editing with statistical local feature control modelsINTERNATIONAL JOURNAL OF IMAGING SYSTEMS AND TECHNOLOGY, Issue 6 2007Yu Zhang Abstract This article presents a novel method based on statistical facial feature control models for generating realistic controllable face models. The local feature control models are constructed based on the exemplar 3D face scans. We use a three-step model fitting approach for the 3D registration problem. Once we have a common surface representation for examples, we form feature shape spaces by applying a principal component analysis (PCA) to the data sets of facial feature shapes. We compute a set of anthropometric measurements to parameterize the exemplar shapes of each facial feature in a measurement space. Using PCA coefficients as a compact shape representation, we approach the shape synthesis problem by forming scattered data interpolation functions that are devoted to the generation of desired shape by taking the anthropometric parameters as input. The correspondence among all exemplar face textures is obtained by parameterizing a 3D generic mesh over a 2D image domain. The new feature texture with desired attributes is synthesized by interpolating the exemplar textures. With the exception of an initial tuning of feature point positions and assignment of texture attribute values, our method is fully automated. In the resulting system, users are assisted in automatically generating or editing a face model by controlling the high-level parameters. © 2008 Wiley Periodicals, Inc. Int J Imaging Syst Technol, 17, 341,358, 2007 [source] Automatic appearance-based loop detection from three-dimensional laser data using the normal distributions transformJOURNAL OF FIELD ROBOTICS (FORMERLY JOURNAL OF ROBOTIC SYSTEMS), Issue 11-12 2009Martin Magnusson We propose a new approach to appearance-based loop detection for mobile robots, using three-dimensional (3D) laser scans. Loop detection is an important problem in the simultaneous localization and mapping (SLAM) domain, and, because it can be seen as the problem of recognizing previously visited places, it is an example of the data association problem. Without a flat-floor assumption, two-dimensional laser-based approaches are bound to fail in many cases. Two of the problems with 3D approaches that we address in this paper are how to handle the greatly increased amount of data and how to efficiently obtain invariance to 3D rotations. We present a compact representation of 3D point clouds that is still discriminative enough to detect loop closures without false positives (i.e., detecting loop closure where there is none). A low false-positive rate is very important because wrong data association could have disastrous consequences in a SLAM algorithm. Our approach uses only the appearance of 3D point clouds to detect loops and requires no pose information. We exploit the normal distributions transform surface representation to create feature histograms based on surface orientation and smoothness. The surface shape histograms compress the input data by two to three orders of magnitude. Because of the high compression rate, the histograms can be matched efficiently to compare the appearance of two scans. Rotation invariance is achieved by aligning scans with respect to dominant surface orientations. We also propose to use expectation maximization to fit a gamma mixture model to the output similarity measures in order to automatically determine the threshold that separates scans at loop closures from nonoverlapping ones. We discuss the problem of determining ground truth in the context of loop detection and the difficulties in comparing the results of the few available methods based on range information. Furthermore, we present quantitative performance evaluations using three real-world data sets, one of which is highly self-similar, showing that the proposed method achieves high recall rates (percentage of correctly identified loop closures) at low false-positive rates in environments with different characteristics. © 2009 Wiley Periodicals, Inc. [source] Are Points the Better Graphics Primitives?COMPUTER GRAPHICS FORUM, Issue 3 2001Markus Gross Since the early days of graphics the computer based representation of three-dimensional geometry has been one of the core research fields. Today, various sophisticated geometric modelling techniques including NURBS or implicit surfaces allow the creation of 3D graphics models with increasingly complex shape. In spite of these methods the triangle has survived over decades as the king of graphics primitives meeting the right balance between descriptive power and computational burden. As a consequence, today's consumer graphics hardware is heavily tailored for high performance triangle processing. In addition, a new generation of geometry processing methods including hierarchical representations, geometric filtering, or feature detection fosters the concept of triangle meshes for graphics modelling. Unlike triangles, points have amazingly been neglected as a graphics primitive. Although being included in APIs since many years, it is only recently that point samples experience a renaissance in computer graphics. Conceptually, points provide a mere discretization of geometry without explicit storage of topology. Thus, point samples reduce the representation to the essentials needed for rendering and enable us to generate highly optimized object representations. Although the loss of topology poses great challenges for graphics processing, the latest generation of algorithms features high performance rendering, point/pixel shading, anisotropic texture mapping, and advanced signal processing of point sampled geometry. This talk will give an overview of how recent research results in the processing of triangles and points are changing our traditional way of thinking of surface representations in computer graphics - and will discuss the question: Are Points the Better Graphics Primitives? [source] |