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883
A taxonomy and evaluation of dense two-frame stereo correspondence algorithms.
- In IEEE Workshop on Stereo and Multi-Baseline Vision,
, 2001
"... Abstract Stereo matching is one of the most active research areas in computer vision. While a large number of algorithms for stereo correspondence have been developed, relatively little work has been done on characterizing their performance. In this paper, we present a taxonomy of dense, two-frame ..."
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Cited by 1546 (22 self)
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Abstract Stereo matching is one of the most active research areas in computer vision. While a large number of algorithms for stereo correspondence have been developed, relatively little work has been done on characterizing their performance. In this paper, we present a taxonomy of dense, two-frame stereo methods. Our taxonomy is designed to assess the different components and design decisions made in individual stereo algorithms. Using this taxonomy, we compare existing stereo methods and present experiments evaluating the performance of many different variants. In order to establish a common software platform and a collection of data sets for easy evaluation, we have designed a stand-alone, flexible C++ implementation that enables the evaluation of individual components and that can easily be extended to include new algorithms. We have also produced several new multi-frame stereo data sets with ground truth and are making both the code and data sets available on the Web. Finally, we include a comparative evaluation of a large set of today's best-performing stereo algorithms.
Snakes, Shapes, and Gradient Vector Flow
- IEEE TRANSACTIONS ON IMAGE PROCESSING
, 1998
"... Snakes, or active contours, are used extensively in computer vision and image processing applications, particularly to locate object boundaries. Problems associated with initialization and poor convergence to boundary concavities, however, have limited their utility. This paper presents a new extern ..."
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Cited by 755 (16 self)
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Snakes, or active contours, are used extensively in computer vision and image processing applications, particularly to locate object boundaries. Problems associated with initialization and poor convergence to boundary concavities, however, have limited their utility. This paper presents a new external force for active contours, largely solving both problems. This external force, which we call gradient vector flow (GVF), is computed as a diffusion of the gradient vectors of a gray-level or binary edge map derived from the image. It differs fundamentally from traditional snake external forces in that it cannot be written as the negative gradient of a potential function, and the corresponding snake is formulated directly from a force balance condition rather than a variational formulation. Using several two-dimensional (2-D) examples and one three-dimensional (3-D) example, we show that GVF has a large capture range and is able to move snakes into boundary concavities.
A Signal Processing Approach To Fair Surface Design
, 1995
"... In this paper we describe a new tool for interactive free-form fair surface design. By generalizing classical discrete Fourier analysis to two-dimensional discrete surface signals -- functions defined on polyhedral surfaces of arbitrary topology --, we reduce the problem of surface smoothing, or fai ..."
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Cited by 654 (15 self)
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In this paper we describe a new tool for interactive free-form fair surface design. By generalizing classical discrete Fourier analysis to two-dimensional discrete surface signals -- functions defined on polyhedral surfaces of arbitrary topology --, we reduce the problem of surface smoothing, or fairing, to low-pass filtering. We describe a very simple surface signal low-pass filter algorithm that applies to surfaces of arbitrary topology. As opposed to other existing optimization-based fairing methods, which are computationally more expensive, this is a linear time and space complexity algorithm. With this algorithm, fairing very large surfaces, such as those obtained from volumetric medical data, becomes affordable. By combining this algorithm with surface subdivision methods we obtain a very effective fair surface design technique. We then extend the analysis, and modify the algorithm accordingly, to accommodate different types of constraints. Some constraints can be imposed without any modification of the algorithm, while others require the solution of a small associated linear system of equations. In particular, vertex location constraints, vertex normal constraints, and surface normal discontinuities across curves embedded in the surface, can be imposed with this technique.
Decimation of triangle meshes
- Computer Graphics (SIGGRAPH '92 Proceedings
, 1992
"... The polygon remains a popular graphics primitive for computer graphics application. Besides having a simple representation, computer rendering of polygons is widely supported by commercial graphics hardware and software. ..."
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Cited by 640 (2 self)
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The polygon remains a popular graphics primitive for computer graphics application. Besides having a simple representation, computer rendering of polygons is widely supported by commercial graphics hardware and software.
Large steps in cloth simulation
- SIGGRAPH 98 Conference Proceedings
, 1998
"... The bottle-neck in most cloth simulation systems is that time steps must be small to avoid numerical instability. This paper describes a cloth simulation system that can stably take large time steps. The simulation system couples a new technique for enforcing constraints on individual cloth particle ..."
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Cited by 576 (5 self)
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The bottle-neck in most cloth simulation systems is that time steps must be small to avoid numerical instability. This paper describes a cloth simulation system that can stably take large time steps. The simulation system couples a new technique for enforcing constraints on individual cloth particles with an implicit integration method. The simulator models cloth as a triangular mesh, with internal cloth forces derived using a simple continuum formulation that supports modeling operations such as local anisotropic stretch or compression; a unified treatment of damping forces is included as well. The implicit integration method generates a large, unbanded sparse linear system at each time step which is solved using a modified conjugate gradient method that simultaneously enforces particles ’ constraints. The constraints are always maintained exactly, independent of the number of conjugate gradient iterations, which is typically small. The resulting simulation system is significantly faster than previous accounts of cloth simulation systems in the literature. Keywords—Cloth, simulation, constraints, implicit integration, physically-based modeling. 1
Cortical surface-based analysis. I. Segmentation and surface reconstruction
- Neuroimage
, 1999
"... Several properties of the cerebral cortex, including its columnar and laminar organization, as well as the topographic organization of cortical areas, can only be properly understood in the context of the intrinsic two-dimensional structure of the cortical surface. In order to study such cortical pr ..."
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Cited by 450 (42 self)
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Several properties of the cerebral cortex, including its columnar and laminar organization, as well as the topographic organization of cortical areas, can only be properly understood in the context of the intrinsic two-dimensional structure of the cortical surface. In order to study such cortical properties in humans, it is necessary to obtain an accurate and explicit representation of the cortical surface in individual subjects. Here we describe a set of automated procedures for obtaining accurate reconstructions of the cortical surface, which have been applied to data from more than 100 subjects, requiring little or no manual intervention. Automated routines for unfolding and flattening the cortical surface are described in a companion paper. These procedures allow for the routine use of cortical surface-based analysis and visualization methods in functional brain imaging.
Spacetime Constraints
- Computer Graphics
, 1988
"... Spacetime constraints are a new method for creating character animation. The animator specifies what the character has to do, for instance, "jump from here to there, clearing a hurdle in between;" how the motion should be performed, for instance "don't waste energy," or &quo ..."
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Cited by 378 (6 self)
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Spacetime constraints are a new method for creating character animation. The animator specifies what the character has to do, for instance, "jump from here to there, clearing a hurdle in between;" how the motion should be performed, for instance "don't waste energy," or "come down hard enough to splatter whatever you land on;" the character's physical structure---the geometry, mass, connectivity, etc. of the parts; and the physical resources available to the character to accomplish the motion, for instance the character 's muscles, a floor to push off from, etc. The requirements contained in this description, together with Newton 's laws, comprise a problem of constrained optimization. The solution to this problem is a physically valid motion satisfying the "what" constraints and optimizing the "how" criteria. We present as examples a Luxo lamp performing a variety of coordinated motions. These realistic motions conform to such principles of traditional animation as anticipation, squas...
Robust treatment of collisions, contact and friction for cloth animation
- ACM Transactions on Graphics
, 2002
"... We present an algorithm to efficiently and robustly process collisions, contact and friction in cloth simulation. It works with any technique for simulating the internal dynamics of the cloth, and allows true modeling of cloth thickness. We also show how our simulation data can be post-processed wit ..."
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Cited by 300 (28 self)
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We present an algorithm to efficiently and robustly process collisions, contact and friction in cloth simulation. It works with any technique for simulating the internal dynamics of the cloth, and allows true modeling of cloth thickness. We also show how our simulation data can be post-processed with a collision-aware subdivision scheme to produce smooth and interference free data for rendering.
Subdivision surfaces in character animation
- In Proceedings of the 25th annual conference on Computer graphics and interactive techniques, SIGGRAPH ’98
, 1998
"... The creation of believable and endearing characters in computer graphics presents a number of technical challenges, including the modeling, animation and rendering of complex shapes such as heads, hands, and clothing. Traditionally, these shapes have been modeled with NURBS surfaces despite the seve ..."
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Cited by 233 (1 self)
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The creation of believable and endearing characters in computer graphics presents a number of technical challenges, including the modeling, animation and rendering of complex shapes such as heads, hands, and clothing. Traditionally, these shapes have been modeled with NURBS surfaces despite the severe topological re-strictions that NURBS impose. In order to move beyond these re-strictions, we have recently introduced subdivision surfaces into our production environment. Subdivision surfaces are not new, but their use in high-end CG production has been limited. Here we describe a series of developments that were required in order for subdivision surfaces to meet the demands of high-end production. First, we devised a practical technique for construct-ing provably smooth variable-radius fillets and blends. Second, we developed methods for using subdivision surfaces in clothing sim-ulation including a new algorithm for efficient collision detection. Third, we developed a method for constructing smooth scalar fields on subdivision surfaces, thereby enabling the use of a wider class of programmable shaders. These developments, which were used extensively in our recently completed short film Geri’s game, have become a highly valued feature of our production environment.
Dynamic Real-Time Deformations using Space Time Adaptive Sampling
, 2001
"... This paper presents a robust, adaptive method for animating dynamic visco-elastic deformable objects that provides a guaranteed frame rate. Our approach uses a novel automatic space and time adaptive level of detail technique, in combination with a largedisplacement (Green) strain tensor formulation ..."
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Cited by 226 (14 self)
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This paper presents a robust, adaptive method for animating dynamic visco-elastic deformable objects that provides a guaranteed frame rate. Our approach uses a novel automatic space and time adaptive level of detail technique, in combination with a largedisplacement (Green) strain tensor formulation. The body is partitioned in a non-nested multiresolution hierarchy of tetrahedral meshes. The local resolution is determined by a quality condition that indicates where and when the resolution is too coarse. As the object moves and deforms, the sampling is refined to concentrate the computational load into the regions that deform the most. Our model consists of a continuous differential equation that is solved using a local explicit finite element method. We demonstrate that our adaptive Green strain tensor formulation suppresses unwanted artifacts in the dynamic behavior, compared to adaptive mass-spring and other adaptive approaches. In particular, damped elastic vibration modes are shown to be nearly unchanged for several levels of refinement. Results are presented in the context of a virtual reality system. The user interacts in real-time with the dynamic object through the control of a rigid tool, attached to a haptic device driven with forces derived from the method.