Results 1 - 10
of
356
An Experimental Comparison of Min-Cut/Max-Flow Algorithms for Energy Minimization in Vision
- IEEE Transactions on Pattern Analysis and Machine Intelligence
, 2001
"... After [10, 15, 12, 2, 4] minimum cut/maximum ow algorithms on graphs emerged as an increasingly useful tool for exact or approximate energy minimization in low-level vision. The combinatorial optimization literature provides many min-cut/max-ow algorithms with dierent polynomial time complexity. ..."
Abstract
-
Cited by 471 (36 self)
- Add to MetaCart
After [10, 15, 12, 2, 4] minimum cut/maximum ow algorithms on graphs emerged as an increasingly useful tool for exact or approximate energy minimization in low-level vision. The combinatorial optimization literature provides many min-cut/max-ow algorithms with dierent polynomial time complexity. Their practical eciency, however, has to date been studied mainly outside the scope of computer vision.
Practical animation of liquids
- Graphical Models and Image Processing
, 1996
"... We present a comprehensive methodology for realistically animating liquid phenomena. Our approach unifies existing computer graphics techniques for simulating fluids and extends them by incorporating more complex behavior. It is based on the Navier-Stokes equations which couple momentum and mass con ..."
Abstract
-
Cited by 299 (20 self)
- Add to MetaCart
We present a comprehensive methodology for realistically animating liquid phenomena. Our approach unifies existing computer graphics techniques for simulating fluids and extends them by incorporating more complex behavior. It is based on the Navier-Stokes equations which couple momentum and mass conservation to completely describe fluid motion. Our starting point is an environment containing an arbitrary distribution of fluid, and submerged or semi-submerged obstacles. Velocity and pressure are defined everywhere within this environment, and updated using a set of finite difference expressions. The resulting vector and scalar fields are used to drive a height field equation representing the liquid surface. The nature of the coupling between obstacles in the environment and free variables allows for the simulation of a wide range of effects that were not possible with previous computer-graphics fluid models. Wave effects such as reflection, refraction and diffraction, as well as rotational effects such as eddies, vorticity, and splashing are a natural consequence of solving the system. In addition, the Lagrange equations of motion are used to place buoyant dynamic objects into a scene, and track the position of spray and foam during the animation process. Typical disadvantages to dynamic simulations such as poor scalability and lack of control are addressed by assuming that stationary obstacles align with grid cells during the finite difference discretization, and by appending terms to the Navier-Stokes equations to include forcing functions. Free surfaces in our system are represented as either a collection of massless particles in 2D, or a height field which is suitable for many of the water rendering algorithms presented by researchers in recent years.
Animation and Rendering of Complex Water Surfaces
, 2002
"... We present a new method for the animation and rendering of photorealistic water effects. Our method is designed to produce visually plausible three dimensional effects, for example the pouring of water into a glass (see figure 1) and the breaking of an ocean wave, in a manner which can be used in a ..."
Abstract
-
Cited by 177 (17 self)
- Add to MetaCart
We present a new method for the animation and rendering of photorealistic water effects. Our method is designed to produce visually plausible three dimensional effects, for example the pouring of water into a glass (see figure 1) and the breaking of an ocean wave, in a manner which can be used in a computer animation environment. In order to better obtain photorealism in the behavior of the simulated water surface, we introduce a new "thickened" front tracking technique to accurately represent the water surface and a new velocity extrapolation method to move the surface in a smooth, water-like manner. The velocity extrapolation method allows us to provide a degree of control to the surface motion, e.g. to generate a windblown look or to force the water to settle quickly. To ensure that the photorealism of the simulation carries over to the final images, we have integrated our method with an advanced physically based rendering system.
Computing geodesics and minimal surfaces via graph cuts
- in International Conference on Computer Vision
, 2003
"... Geodesic active contours and graph cuts are two standard image segmentation techniques. We introduce a new segmentation method combining some of their benefits. Our main intuition is that any cut on a graph embedded in some continuous space can be interpreted as a contour (in 2D) or a surface (in 3D ..."
Abstract
-
Cited by 123 (14 self)
- Add to MetaCart
Geodesic active contours and graph cuts are two standard image segmentation techniques. We introduce a new segmentation method combining some of their benefits. Our main intuition is that any cut on a graph embedded in some continuous space can be interpreted as a contour (in 2D) or a surface (in 3D). We show how to build a grid graph and set its edge weights so that the cost of cuts is arbitrarily close to the length (area) of the corresponding contours (surfaces) for any anisotropic Riemannian metric. There are two interesting consequences of this technical result. First, graph cut algorithms can be used to find globally minimum geodesic contours (minimal surfaces in 3D) under arbitrary Riemannian metric for a given set of boundary conditions. Second, we show how to minimize metrication artifacts in existing graph-cut based methods in vision. Theoretically speaking, our work provides an interesting link between several branches of mathematics-differential geometry, integral geometry, and combinatorial optimization. The main technical problem is solved using Cauchy-Crofton formula from integral geometry. 1.
Mesh Editing with Poisson-Based Gradient Field Manipulation
- ACM TRANS. GRAPH
, 2004
"... In this paper, we introduce a novel approach to mesh editing with the Poisson equation as the theoretical foundation. The most distinctive feature of this approach is that it modifies the original mesh geometry implicitly through gradient field manipulation. Our approach can produce desirable and pl ..."
Abstract
-
Cited by 108 (11 self)
- Add to MetaCart
In this paper, we introduce a novel approach to mesh editing with the Poisson equation as the theoretical foundation. The most distinctive feature of this approach is that it modifies the original mesh geometry implicitly through gradient field manipulation. Our approach can produce desirable and pleasing results for both global and local editing operations, such as deformation, object merging, and smoothing. With the help from a few novel interactive tools, these operations can be performed conveniently with a small amount of user interaction. Our technique has three key components, a basic mesh solver based on the Poisson equation, a gradient field manipulation scheme using local transforms, and a generalized boundary condition representation based on local frames. Experimental results indicate that our framework can outperform previous related mesh editing techniques.
A Hybrid Particle Level Set Method for Improved Interface Capturing
- J. Comput. Phys
, 2002
"... In this paper, we propose a new numerical method for improving the mass conservation properties of the level set method when the interface is passively advected in a flow field. Our method uses Lagrangian marker particles to rebuild the level set in regions which are under-resolved. This is ofte ..."
Abstract
-
Cited by 84 (16 self)
- Add to MetaCart
In this paper, we propose a new numerical method for improving the mass conservation properties of the level set method when the interface is passively advected in a flow field. Our method uses Lagrangian marker particles to rebuild the level set in regions which are under-resolved. This is often the case for flows undergoing stretching and tearing. The overall method maintains a smooth geometrical description of the interface and the implementation simplicity characteristic of the level set method. Our method compares favorably with volume of fluid methods in the conservation of mass and purely Lagrangian schemes for interface resolution. The method is presented in three spatial dimensions.
Graph Cuts and Efficient N-D Image Segmentation
, 2006
"... Combinatorial graph cut algorithms have been successfully applied to a wide range of problems in vision and graphics. This paper focusses on possibly the simplest application of graph-cuts: segmentation of objects in image data. Despite its simplicity, this application epitomizes the best features ..."
Abstract
-
Cited by 74 (3 self)
- Add to MetaCart
Combinatorial graph cut algorithms have been successfully applied to a wide range of problems in vision and graphics. This paper focusses on possibly the simplest application of graph-cuts: segmentation of objects in image data. Despite its simplicity, this application epitomizes the best features of combinatorial graph cuts methods in vision: global optima, practical efficiency, numerical robustness, ability to fuse a wide range of visual cues and constraints, unrestricted topological properties of segments, and applicability to N-D problems. Graph cuts based approaches to object extraction have also been shown to have interesting connections with earlier segmentation methods such as snakes, geodesic active contours, and level-sets. The segmentation energies optimized by graph cuts combine boundary regularization with region-based properties in the same fashion as Mumford-Shah style functionals. We present motivation and detailed technical description of the basic combinatorial optimization framework for image segmentation via s/t graph cuts. After the general concept of using binary graph cut algorithms for object segmentation was first proposed and tested in Boykov and Jolly (2001), this idea was widely studied in computer vision and graphics communities. We provide links to a large number of known extensions based on iterative parameter re-estimation and learning, multi-scale or hierarchical approaches, narrow bands, and other techniques for demanding photo, video, and medical applications.
Semi-Regular Mesh Extraction from Volumes
, 2000
"... We present a novel method to extract iso-surfaces from distance volumes. It generates high quality semi-regular multiresolution meshes of arbitrary topology. Our technique proceeds in two stages. First, a very coarse mesh with guaranteed topology is extracted. Subsequently an iterative multi-scale f ..."
Abstract
-
Cited by 73 (9 self)
- Add to MetaCart
We present a novel method to extract iso-surfaces from distance volumes. It generates high quality semi-regular multiresolution meshes of arbitrary topology. Our technique proceeds in two stages. First, a very coarse mesh with guaranteed topology is extracted. Subsequently an iterative multi-scale force-based solver refines the initial mesh into a semi-regular mesh with geometrically adaptive sampling rate and good aspect ratio triangles. The coarse mesh extraction is performed using a new approach we call surface wavefront propagation. A set of discrete iso-distance ribbons are rapidly built and connected while respecting the topology of the iso-surface implied by the data. Subsequent multi-scale refinement is driven by a simple force-based solver designed to combine good iso-surface fit and high quality sampling through reparameterization. In contrast to the Marching Cubes technique our output meshes adapt gracefully to the iso-surface geometry, have a natural multiresolution structure and good aspect ratio triangles, as demonstrated with a number of examples.
Level Set Surface Editing Operators
- ACM TRANSACTIONS ON GRAPHICS
, 2002
"... We present a level set framework for implementing editing operators for surfaces. Level set models are deformable implicit surfaces where the deformation of the surface is controlled by a speed function in the level set partial differential equation. In this paper we define a collection of speed fun ..."
Abstract
-
Cited by 73 (5 self)
- Add to MetaCart
We present a level set framework for implementing editing operators for surfaces. Level set models are deformable implicit surfaces where the deformation of the surface is controlled by a speed function in the level set partial differential equation. In this paper we define a collection of speed functions that produce a set of surface editing operators. The speed functions describe the velocity at each point on the evolving surface in the direction of the surface normal. All of the information needed to deform a surface is encapsulated in the speed function, providing a simple, unified computational framework. The user combines pre-defined building blocks to create the desired speed function. The surface editing operators are quickly computed and may be applied both regionally and globally. The level set framework offers several advantages. 1) By construction, self-intersection cannot occur, which guarantees the generation of physically-realizable, simple, closed surfaces. 2) Level set models easily change topological genus, and 3) are free of the edge connectivity and mesh quality problems associated with mesh models. We present five examples of surface editing operators: blending, smoothing, sharpening, openings/closings and embossing. We demonstrate their effectiveness on several scanned objects and scan-converted models.
A Survey of Methods for Volumetric Scene Reconstruction from Photographs
"... Scene reconstruction, the task of generating a 3D model of a scene given multiple 2D photographs taken of the scene, is an old and difficult problem in computer vision. Since its introduction, scene reconstruction has found application in many fields, including robotics, virtual reality, and entert ..."
Abstract
-
Cited by 59 (1 self)
- Add to MetaCart
Scene reconstruction, the task of generating a 3D model of a scene given multiple 2D photographs taken of the scene, is an old and difficult problem in computer vision. Since its introduction, scene reconstruction has found application in many fields, including robotics, virtual reality, and entertainment. Volumetric models are a natural choice for scene reconstruction. Three broad classes of volumetric reconstruction techniques have been developed based on geometric intersections, color consistency, and pair-wise matching. Some of these techniques have spawned a number of variations and undergone considerable refinement. This paper is a survey of techniques for volumetric scene reconstruction.

