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389
Multiresolution shape deformations for meshes with dynamic connectivity
- In Computer Graphics Forum (Proc. Eurographics 2000
"... Multiresolution shape representation is a very effective way to decompose surface geometry into several levels of detail. Geometric modeling with such representations enables flexible modifications of the global shape while preserving the detail information. Many schemes for modeling with multiresol ..."
Abstract
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Cited by 89 (10 self)
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Multiresolution shape representation is a very effective way to decompose surface geometry into several levels of detail. Geometric modeling with such representations enables flexible modifications of the global shape while preserving the detail information. Many schemes for modeling with multiresolution decompositions based on splines, polygonal meshes and subdivision surfaces have been proposed recently. In this paper we modify the classical concept of multiresolution representation by no longer requiring a global hierarchical structure that links the different levels of detail. Instead we represent the detail information implicitly by the geometric difference between independent meshes. The detail function is evaluated by shooting rays in normal direction from one surface to the other without assuming a consistent tesselation. In the context of multiresolution shape deformation, we propose a dynamic mesh representation which adapts the connectivity during the modification in order to maintain a prescribed mesh quality. Combining the two techniques leads to an efficient mechanism which enables extreme deformations of the global shape while preventing the mesh from degenerating. During the deformation, the detail is reconstructed in a natural and robust way. The key to the intuitive detail preservation is a transformation map which associates points on the original and the modified geometry with minimum distortion. We show several examples which demonstrate the effectiveness and robustness of our approach including the editing of multiresolution models and models with texture. 1.
A Shrink Wrapping Approach to Remeshing Polygonal Surfaces
- EUROGRAPHICS ’99 / P. BRUNET AND R. SCOPIGNO (GUEST EDITORS)
, 1999
"... Due to their simplicity and flexibility, polygonal meshes are about to become the standard representation for surface geometry in computer graphics applications. Some algorithms in the context of multiresolution representation and modeling can be performed much more efficiently and robustly if the u ..."
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Cited by 83 (13 self)
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Due to their simplicity and flexibility, polygonal meshes are about to become the standard representation for surface geometry in computer graphics applications. Some algorithms in the context of multiresolution representation and modeling can be performed much more efficiently and robustly if the underlying surface tesselations have the special subdivision connectivity. In this paper, we propose a new algorithm for converting a given unstructured triangle mesh into one having subdivision connectivity. The basic idea is to simulate the shrink wrapping process by adapting the deformable surface technique known from image processing. The resulting algorithm generates subdivision connectivity meshes whose base meshes only have a very small number of triangles. The iterative optimization process that distributes the mesh vertices over the given surface geometry guarantees low local distortion of the triangular faces. We show several examples and applications including the progressive transmission of subdivision surfaces.
Cut-and-Paste Editing of Multiresolution Surfaces
, 2002
"... Cutting and pasting to combine different elements into a common structure are widely used operations that have been successfully adapted to many media types. Surface design could also benefit from the availability of a general, robust, and efficient cut-andpaste tool, especially during the initial s ..."
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Cited by 79 (5 self)
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Cutting and pasting to combine different elements into a common structure are widely used operations that have been successfully adapted to many media types. Surface design could also benefit from the availability of a general, robust, and efficient cut-andpaste tool, especially during the initial stages of design when a large space of alternatives needs to be explored. Techniques to support cut-and-paste operations for surfaces have been proposed in the past, but have been of limited usefulness due to constraints on the type of shapes supported and the lack of real-time interaction. In this paper, we describe a set of algorithms based on multiresolution subdivision surfaces that perform at interactive rates and enable intuitive cut-and-paste operations.
Hierarchical and Variational Geometric Modeling with Wavelets
- IN PROCEEDINGS SYMPOSIUM ON INTERACTIVE 3D GRAPHICS
, 1995
"... This paper discusses how wavelet techniques may be applied to a variety of geometric modeling tools. In particular, wavelet decompositions are shown to be useful for hierarchical control point or least squares editing. In addition, direct curve and surface manipulation methods using an underlying ge ..."
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Cited by 73 (1 self)
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This paper discusses how wavelet techniques may be applied to a variety of geometric modeling tools. In particular, wavelet decompositions are shown to be useful for hierarchical control point or least squares editing. In addition, direct curve and surface manipulation methods using an underlying geometric variational principle can be solved more efficiently by using a wavelet basis. Because the wavelet basis is hierarchical, iterative solution methods converge rapidly. Also, since the wavelet coefficients indicate the degree of detail in the solution, the number of basis functions needed to express the variational minimum can be reduced, avoiding unnecessary computation. An implementation of a curve and surface modeler based on these ideas is discussed and experimental results are reported.
Analysis and Application of Subdivision Surfaces
, 1996
"... Subdivision surfaces are a convenient representation for modeling objects of arbitrary topological type. In this dissertation, we investigate the analysis of a piecewise smooth subdivision scheme, and we apply the scheme to reconstruct objects from non-uniformly sampled data points. Defined as the ..."
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Cited by 72 (0 self)
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Subdivision surfaces are a convenient representation for modeling objects of arbitrary topological type. In this dissertation, we investigate the analysis of a piecewise smooth subdivision scheme, and we apply the scheme to reconstruct objects from non-uniformly sampled data points. Defined as the limit of repeated refinement of a mesh of 3D control points, subdivision surfaces require analysis to establish convergence to a well-defined, tangent plane smooth G1 surface. Recent research has focused on analyzing smooth surface schemes in which the rules are symmetrical about each vertex and edge. However, a scheme for creating surfaces with sharp features has rules that do not exhibit this symmetry. In this dissertation, we extend the use of eigenanalysis and characteristic maps to analyze a piecewise smoot...
S.: Controlled topology simplification
- IEEE Transactions on Visualization and Computer Graphics
, 1996
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A Multiresolution Framework for Dynamic Deformations
, 2002
"... We present a novel framework for dynamic simulation of elastically deformable solids. Our approach combines classical finite element methodology with subdivision wavelets to meet the needs of computer graphics applications. We represent deformations using a wavelet basis constructed from volumetric ..."
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Cited by 72 (2 self)
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We present a novel framework for dynamic simulation of elastically deformable solids. Our approach combines classical finite element methodology with subdivision wavelets to meet the needs of computer graphics applications. We represent deformations using a wavelet basis constructed from volumetric Catmull-Clark subdivision. Catmull-Clark subdivision solids allow the domain of deformation to be tailored to objects of arbitrary topology. The domain of deformation can correspond to the interior of a subdivision surface or can enclose an arbitrary surface mesh. Within the wavelet framework we develop the equations of motion for elastic deformations in the presence of external forces and constraints. We solve the resulting differential equations using an implicit method, which lends stability. Our framework allows trade-off between speed and accuracy. For interactive applications, we accelerate the simulation by adaptively refining the wavelet basis while avoiding visual "popping" artifacts. Off-line simulations can employ a fine basis for higher accuracy at the cost of more computation time. By exploiting the properties of smooth subdivision we can compute less expensive solutions using a trilinear basis yet produce a smooth result that meets the constraints.
Efficient triangular surface approximation using wavelets and quadtree data structures
- IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS
, 1996
"... We present a new method for adaptive surface meshing and triangulation which controls the local level-of-detail of the surface approximation by local spectral estimates. These estimates are determined by a wavelet representation of the surface data. The basic idea is to decompose the initial data se ..."
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Cited by 65 (6 self)
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We present a new method for adaptive surface meshing and triangulation which controls the local level-of-detail of the surface approximation by local spectral estimates. These estimates are determined by a wavelet representation of the surface data. The basic idea is to decompose the initial data set by means of an orthogonal or semi-orthogonal tensor product wavelet transform (WT) and to analyze the resulting coefficients. In surface regions, where the partial energy of the resulting coefficients is low, the polygonal approximation of the surface can be performed with larger triangles without loosing too much fine grain details. However, since the localization of the WT is bound by the Heisenberg principle the meshing method has to be controlled by the detail signals rather than directly by the coefficients. The dyadic scaling of the WT stimulated us to build an hierarchical meshing algorithm which transforms the initially regular data grid into a quadtree representation by rejection of unimportant mesh vertices. The optimum triangulation of the resulting quadtree cells is carried out by selection from a look-up table. The tree grows recursively as controlled by detail signals which are computed from a modified inverse WT. In order to control the local level-of-detail, we introduce a new class of wavelet space filters acting as “magnifying glasses ” on the data. We show that our algorithm performs a low algorithmic complexity, so that surface meshing can be achieved at interactive rates, such as required by flight simulators. However, other applications are possible as well, such as mesh reduction in complex data, FEM or radiosity meshing. The method is applied on different types of data comprising both digital terrain models and laser range scans. In addition, quantitative investigations on error analysis are carried out.
Digital Watermarking for 3D Polygons using Multiresolution Wavelet Decomposition
- Proc. Sixth IFIP WG 5.2 GEO-6
, 1998
"... Recently, much interest is being taken in methods to protect the copyright of digital data and preventing illegal duplication of it. However, in the area of CAD/CAM and CG, there are no effective ways to protect the copyright of 3D geometric models. As a first step to solve this problem, a new digit ..."
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Cited by 65 (0 self)
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Recently, much interest is being taken in methods to protect the copyright of digital data and preventing illegal duplication of it. However, in the area of CAD/CAM and CG, there are no effective ways to protect the copyright of 3D geometric models. As a first step to solve this problem, a new digital watermarking method for 3D polygonal models is introduced in this paper. Watermarking is one of the copyright protection methods where an invisible watermark is secretly embedded into the original data. The proposed watermarking method is based on wavelet transform (WT) and multiresolution representation (MRR) of the polygonal model. The watermark can be embedded in the large wavelet coefficient vectors at various resolution levels of the MRR. This makes the embedded watermark imperceptible and invariant to the affine transformation. And also makes the control of the geometric error caused by the watermarking reliable. First the requirements and features of the proposed watermarking method are discussed. Second the mathematical formulations of WT and MRR of the polygonal model are shown. Third the algorithm of embedding and extracting the watermark is proposed. Finally, the effectiveness of the proposed watermarking method is shown through several simulation results.
Navigating Static Environments Using Image-Space Simplification and Morphing
, 1997
"... We present a z-buffered image-space-based rendering technique that allows navigation in complex static environments. The rendering speed is relatively insensitive to the complexity of the scene as the rendering is performed apriori, and the scene is converted into a bounded complexity representation ..."
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Cited by 58 (4 self)
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We present a z-buffered image-space-based rendering technique that allows navigation in complex static environments. The rendering speed is relatively insensitive to the complexity of the scene as the rendering is performed apriori, and the scene is converted into a bounded complexity representation in the image space. Realtime performance is attained by using hardware texture mapping to implement the image-space warping and hardware affine transformations to compute the viewpoint--dependent warping function. Our proposed method correctly simulates the kinetic depth effect (parallax), occlusion, and can resolve the missing visibility information by combining z-buffered environment maps from multiple viewpoints. CRCategories and Subject Descriptors: I.3.3 [Computer Graphics ]: Picture/Image Generation - Display Algorithms, Viewing Algorithms; I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism - Animation, Texture; I.4.8 [Image Processing]: Scene Analysis - Range data. A...