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486
Shape Distributions
- ACM Transactions on Graphics
, 2002
"... this paper, we propose and analyze a method for computing shape signatures for arbitrary (possibly degenerate) 3D polygonal models. The key idea is to represent the signature of an object as a shape distribution sampled from a shape function measuring global geometric properties of an object. The pr ..."
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Cited by 295 (2 self)
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this paper, we propose and analyze a method for computing shape signatures for arbitrary (possibly degenerate) 3D polygonal models. The key idea is to represent the signature of an object as a shape distribution sampled from a shape function measuring global geometric properties of an object. The primary motivation for this approach is to reduce the shape matching problem to the comparison of probability distributions, which is simpler than traditional shape matching methods that require pose registration, feature correspondence, or model fitting
On Visual Similarity Based 3D Model Retrieval
, 2003
"... A large number of 3D models are created and available on the Web, since more and more 3D modelling and digitizing tools are developed for ever increasing applications. The techniques for content-based 3D model retrieval then become necessary. In this paper, a visual similarity-based 3D model retriev ..."
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Cited by 197 (4 self)
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A large number of 3D models are created and available on the Web, since more and more 3D modelling and digitizing tools are developed for ever increasing applications. The techniques for content-based 3D model retrieval then become necessary. In this paper, a visual similarity-based 3D model retrieval system is proposed.
Automatic Rigging and Animation of 3D Characters
- ACM Transactions on Graphics (SIGGRAPH proceedings
"... Copyright Notice ..."
Lowering the barriers to programming: A taxonomy of programming environments and languages for novice programmers
- ACM COMPUT. SURV
, 2005
"... Since the early 1960’s, researchers have built a number of programming languages and environments with the intention of making programming accessible to a larger number of people. This article presents a taxonomy of languages and environments designed to make programming more accessible to novice pr ..."
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Cited by 145 (5 self)
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Since the early 1960’s, researchers have built a number of programming languages and environments with the intention of making programming accessible to a larger number of people. This article presents a taxonomy of languages and environments designed to make programming more accessible to novice programmers of all ages. The systems are organized by their primary goal, either to teach programming or to use programming to empower their users, and then, by each system’s authors ’ approach, to making learning to program easier for novice programmers. The article explains all categories in the taxonomy, provides a brief description of the systems in each category, and suggests some avenues for future work in novice programming environments and languages.
Image-Based Modeling and Photo Editing
- IN PROCEEDINGS OF ACM SIGGRAPH’01. ACM
, 2001
"... We present an image-based modeling and editing system that takes a single photo as input. We represent a scene as a layered collection of depth images, where each pixel encodes both color and depth. Starting from an input image, we employ a suite of user-assisted techniques, based on a painting meta ..."
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Cited by 138 (8 self)
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We present an image-based modeling and editing system that takes a single photo as input. We represent a scene as a layered collection of depth images, where each pixel encodes both color and depth. Starting from an input image, we employ a suite of user-assisted techniques, based on a painting metaphor, to assign depths and extract layers. We introduce two specific editing operations. The first, a "clone brushing tool," permits the distortion-free copying of parts of a picture, by using a parameterization optimization technique. The second, a "texture-illuminance decoupling filter," discounts the effect of illumination on uniformly textured areas, by decoupling large- and small-scale features via bilateral filtering. Our system enables editing from different viewpoints, extracting and grouping of image-based objects, and modifying the shape, color, and illumination of these objects.
WYSIWYG NPR: Drawing strokes directly on 3D models
- ACM Transactions on Graphics (Proceedings of SIGGRAPH
, 2002
"... We present a system that lets a designer directly annotate a 3D model with strokes, imparting a personal aesthetic to the non-photorealistic rendering of the object. The artist chooses a “brush ” style, then draws strokes over the model from one or more viewpoints. When the system renders the scene ..."
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Cited by 123 (25 self)
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We present a system that lets a designer directly annotate a 3D model with strokes, imparting a personal aesthetic to the non-photorealistic rendering of the object. The artist chooses a “brush ” style, then draws strokes over the model from one or more viewpoints. When the system renders the scene from any new viewpoint, it adapts the number and placement of the strokes appropriately to maintain the original look.
Deformable m-reps for 3d medical image segmentation.
- International Journal of Computer Vision
, 2003
"... Abstract M-reps (formerly called DSLs) are a multiscale medial means for modeling and rendering 3D solid geometry. They are particularly well suited to model anatomic objects and in particular to capture prior geometric information effectively in deformable models segmentation approaches. The repre ..."
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Cited by 109 (44 self)
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Abstract M-reps (formerly called DSLs) are a multiscale medial means for modeling and rendering 3D solid geometry. They are particularly well suited to model anatomic objects and in particular to capture prior geometric information effectively in deformable models segmentation approaches. The representation is based on figural models, which define objects at coarse scale by a hierarchy of figures -each figure generally a slab representing a solid region and its boundary simultaneously. This paper focuses on the use of single figure models to segment objects of relatively simple structure. A single figure is a sheet of medial atoms, which is interpolated from the model formed by a net, i.e., a mesh or chain, of medial atoms (hence the name m-reps), each atom modeling a solid region via not only a position and a width but also a local figural frame giving figural directions and an object angle between opposing, corresponding positions on the boundary implied by the m-rep. The special capability of an m-rep is to provide spatial and orientational correspondence between an object in two different states of deformation. This ability is central to effective measurement of both geometric typicality and geometry to image match, the two terms of the objective function optimized in segmentation by deformable models. The other ability of m-reps central to effective segmentation is their ability to support segmentation at multiple levels of scale, with successively finer precision. Objects modeled by single figures are segmented first by a similarity transform augmented by object elongation, then by adjustment of each medial atom, and finally by displacing a dense sampling of the m-rep implied boundary. While these models and approaches also exist in 2D, we focus on 3D objects. The segmentation of the kidney from CT and the hippocampus from MRI serve as the major examples in this paper. The accuracy of segmentation as compared to manual, slice-by-slice segmentation is reported.
Learning 3D mesh segmentation and labeling
- ACM Trans. on Graphics
, 2010
"... head torso upper arm lower arm hand upper leg lower leg foot ear head torso arm leg tail body fin handle cup top base arm lens bridge antenna head thorax leg abdomen cup handle face hair neck fin stabilizer body wing top leg thumb index middle ring pinky palm big roller medium roller axle handle joi ..."
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Cited by 101 (7 self)
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head torso upper arm lower arm hand upper leg lower leg foot ear head torso arm leg tail body fin handle cup top base arm lens bridge antenna head thorax leg abdomen cup handle face hair neck fin stabilizer body wing top leg thumb index middle ring pinky palm big roller medium roller axle handle joint jaws head neck torso leg tail ear head torso back upper arm lower arm hand upper leg lower leg foot tail head wing body leg tail big cube small cube back middle seat leg head tentacle Figure 1: Labeling and segmentation results from applying our algorithm to one mesh each from every category in the Princeton Segmentation Benchmark [Chen et al. 2009]. For each result, the algorithm was trained on the other meshes in the same class, e.g., the human was labeled after training on the other meshes in the human class. This paper presents a data-driven approach to simultaneous segmentation and labeling of parts in 3D meshes. An objective function is formulated as a Conditional Random Field model, with terms assessing the consistency of faces with labels, and terms between labels of neighboring faces. The objective function is learned from a collection of labeled training meshes. The algorithm uses hundreds of geometric and contextual label features and learns different types of segmentations for different tasks, without requiring manual parameter tuning. Our algorithm achieves a significant improvement in results over the state-of-the-art when evaluated on the Princeton Segmentation Benchmark, often producing segmentations and labelings comparable to those produced by humans. 1
A Suggestive Interface for 3D Drawing
, 2001
"... This paper introduces a new type of interface for 3D drawings that improves the usability of gestural interfaces and augments typical command-based modeling systems. In our suggestive interface, the user gives hints about a desired operation to the system by highlighting related geometric components ..."
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Cited by 92 (9 self)
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This paper introduces a new type of interface for 3D drawings that improves the usability of gestural interfaces and augments typical command-based modeling systems. In our suggestive interface, the user gives hints about a desired operation to the system by highlighting related geometric components in the scene. The system then infers possible operations based on the hints and presents the results of these operations as small thumbnails. The user completes the editing operation simply by clicking on the desired thumbnail. The hinting mechanism lets the user specify geometric relations among graphical components in the scene, and the multiple thumbnail suggestions make it possible to define many operations with relatively few distinct hint patterns. The suggestive interface system is implemented as a set of suggestion engines working in parallel, and is easily extended by adding customized engines. Our prototype 3D drawing system, Chateau, shows that a suggestive interface can effectively support construction of various 3D drawings.