Results 1 - 10
of
208
Surface reconstruction from unorganized points
- COMPUTER GRAPHICS (SIGGRAPH ’92 PROCEEDINGS)
, 1992
"... We describe and demonstrate an algorithm that takes as input an unorganized set of points fx1�:::�xng IR 3 on or near an unknown manifold M, and produces as output a simplicial surface that approximates M. Neither the topology, the presence of boundaries, nor the geometry of M are assumed to be know ..."
Abstract
-
Cited by 538 (8 self)
- Add to MetaCart
We describe and demonstrate an algorithm that takes as input an unorganized set of points fx1�:::�xng IR 3 on or near an unknown manifold M, and produces as output a simplicial surface that approximates M. Neither the topology, the presence of boundaries, nor the geometry of M are assumed to be known in advance — all are inferred automatically from the data. This problem naturally arises in a variety of practical situations such as range scanning an object from multiple view points, recovery of biological shapes from two-dimensional slices, and interactive surface sketching.
Multidimensional Access Methods
, 1998
"... Search operations in databases require special support at the physical level. This is true for conventional databases as well as spatial databases, where typical search operations include the point query (find all objects that contain a given search point) and the region query (find all objects that ..."
Abstract
-
Cited by 508 (3 self)
- Add to MetaCart
Search operations in databases require special support at the physical level. This is true for conventional databases as well as spatial databases, where typical search operations include the point query (find all objects that contain a given search point) and the region query (find all objects that overlap a given search region). More
Octrees for faster isosurface generation
- IEEE TRANSACTIONS ON MEDICAL IMAGING
, 2000
"... The large size of many volume data sets often prevents visualization algorithms from providing interactive rendering. The use of hierarchical data structures can ameliorate this problem by storing summary information to prevent useless exploration of regions of little or no current interest within ..."
Abstract
-
Cited by 258 (3 self)
- Add to MetaCart
The large size of many volume data sets often prevents visualization algorithms from providing interactive rendering. The use of hierarchical data structures can ameliorate this problem by storing summary information to prevent useless exploration of regions of little or no current interest within the volume. This paper discusses research into the use of the octree hierarchical data structure when the regions of current interest can vary during the application, and are not known a priori. Octrees are well suited to the six-sided cell structure of many volumes. A new space-efficient design is introduced for octree representations of volumes whose resolutions are not conveniently a power of two; octrees following this design are called branch-on-need octrees (BONOs). Also, a caching method is described that essentially passes information between octree neighbors whose visitation times may be quite different, then discards it when its useful life is over. Using the application of octrees to isosurface generation as a focus, space and time comparisons for octree-based versus more traditional "marching" methods are presented.
ROAMing Terrain: Real-time Optimally Adapting Meshes
, 1997
"... Terrain visualization is a difficult problem for applications requiring accurate images of large datasets at high frame rates, such as flight simulation and ground-based aircraft testing using synthetic sensor stimulation. On current graphics hardware, the problem is to maintain dynamic, view-depend ..."
Abstract
-
Cited by 196 (5 self)
- Add to MetaCart
Terrain visualization is a difficult problem for applications requiring accurate images of large datasets at high frame rates, such as flight simulation and ground-based aircraft testing using synthetic sensor stimulation. On current graphics hardware, the problem is to maintain dynamic, view-dependent triangle meshes and texture maps that produce good images at the required frame rate. We present an algorithm for constructing triangle meshes that optimizes flexible view-dependent error metrics, produces guaranteed error bounds, achieves specified triangle counts directly, and uses frame-to-frame coherence to operate at high frame rates for thousands of triangles per frame. Our method, dubbed Real-time Optimally Adapting Meshes (ROAM), uses two priority queues to drive split and merge operations that maintain continuous triangulations built from preprocessed bintree triangles. We introduce two additional performance optimizations: incremental triangle stripping and prioritycomputation deferral lists. ROAM execution time is proportionate to the number of triangle changes per frame, which is typically a few percent of the output mesh size, hence ROAM performance is insensitive to the resolution and extent of the input terrain. Dynamic terrain and simple vertex morphing are supported.
Survey of Polygonal Surface Simplification Algorithms
, 1997
"... This paper surveys methods for simplifying and approximating polygonal surfaces. A polygonal surface is a piecewiselinear surface in 3-D defined by a set of polygons ..."
Abstract
-
Cited by 177 (3 self)
- Add to MetaCart
This paper surveys methods for simplifying and approximating polygonal surfaces. A polygonal surface is a piecewiselinear surface in 3-D defined by a set of polygons
Indexing moving points
, 2003
"... We propose three indexing schemes for storing a set S of N points in the plane, each moving along a linear trajectory, so that any query of the following form can be answered quickly: Given a rectangle R and a real value t; report all K points of S that lie inside R at time t: We first present an in ..."
Abstract
-
Cited by 157 (13 self)
- Add to MetaCart
We propose three indexing schemes for storing a set S of N points in the plane, each moving along a linear trajectory, so that any query of the following form can be answered quickly: Given a rectangle R and a real value t; report all K points of S that lie inside R at time t: We first present an indexing structure that, for any given constant e> 0; uses OðN=BÞ disk blocks and answers a query in OððN=BÞ 1=2þe þ K=BÞ I/Os, where B is the block size. It can also report all the points of S that lie inside R during a given time interval. A point can be inserted or deleted, or the trajectory of a point can be changed, in Oðlog 2 B NÞ I/Os. Next, we present a general approach that improves the query time if the queries arrive in chronological order, by allowing the index to evolve over time. We obtain a tradeoff between the query time and the number of times the index needs to be updated as the points move. We also describe an indexing scheme in which the number of I/Os required to answer a query depends monotonically on the difference between the query time stamp t and the current time. Finally, we develop an efficient indexing scheme to answer approximate
Index-driven similarity search in metric spaces
- ACM Transactions on Database Systems
, 2003
"... Similarity search is a very important operation in multimedia databases and other database applications involving complex objects, and involves finding objects in a data set S similar to a query object q, based on some similarity measure. In this article, we focus on methods for similarity search th ..."
Abstract
-
Cited by 118 (6 self)
- Add to MetaCart
Similarity search is a very important operation in multimedia databases and other database applications involving complex objects, and involves finding objects in a data set S similar to a query object q, based on some similarity measure. In this article, we focus on methods for similarity search that make the general assumption that similarity is represented with a distance metric d. Existing methods for handling similarity search in this setting typically fall into one of two classes. The first directly indexes the objects based on distances (distance-based indexing), while the second is based on mapping to a vector space (mapping-based approach). The main part of this article is dedicated to a survey of distance-based indexing methods, but we also briefly outline how search occurs in mapping-based methods. We also present a general framework for performing search based on distances, and present algorithms for common types of queries that operate on an arbitrary “search hierarchy. ” These algorithms can be applied on each of the methods presented, provided a suitable search hierarchy is defined.
External-Memory Computational Geometry
, 1993
"... In this paper, we give new techniques for designing efficient algorithms for computational geometry problems that are too large to be solved in internal memory, and we use these techniques to develop optimal and practical algorithms for a number of important largescale problems. We discuss our algor ..."
Abstract
-
Cited by 117 (20 self)
- Add to MetaCart
In this paper, we give new techniques for designing efficient algorithms for computational geometry problems that are too large to be solved in internal memory, and we use these techniques to develop optimal and practical algorithms for a number of important largescale problems. We discuss our algorithms primarily in the contex't of single processor/single disk machines, a domain in which they are not only the first known optimal results but also of tremendous practical value. Our methods also produce the first known optimal algorithms for a wide range of two-level and hierarchical muir{level memory models, including parallel models. The algorithms are optimal both in terms of I/0 cost and internal computation.
Indexing for data models with constraints and classes
- Journal of Computer and System Sciences
, 1996
"... We examine I O-efficient data structures that provide indexing support for new data models. The database languages of these models include concepts from constraint programming (e.g., relational tuples are generated to conjunctions of constraints) and from object-oriented programming (e.g., objects a ..."
Abstract
-
Cited by 110 (21 self)
- Add to MetaCart
We examine I O-efficient data structures that provide indexing support for new data models. The database languages of these models include concepts from constraint programming (e.g., relational tuples are generated to conjunctions of constraints) and from object-oriented programming (e.g., objects are organized in class hierarchies). Let n be the size of the database, c the number of classes, B the page size on secondary storage, and t the size of the output of a query: (1) Indexing by one attribute in many constraint data models is equivalent to external dynamic interval management, which is a special case of external dynamic two-dimensional range searching. We present a semi-dynamic data structure for this problem that has worst-case space O(n B) pages, query I O time O(logB n+t B) and O(logB n+(logB n) 2 B) amortized insert I O time. Note that, for the static version of this problem, this is the first worst-case optimal solution. (2) Indexing by one attribute and by class name in an object-oriented model, where objects are organized
A survey of free-form object representation and recognition techniques
- Computer Vision and Image Understanding
, 2001
"... Advances in computer speed, memory capacity, and hardware graphics acceleration have made the interactive manipulation and visualization of complex, detailed (and therefore large) three-dimensional models feasible. These models are either painstakingly designed through an elaborate CAD process or re ..."
Abstract
-
Cited by 107 (1 self)
- Add to MetaCart
Advances in computer speed, memory capacity, and hardware graphics acceleration have made the interactive manipulation and visualization of complex, detailed (and therefore large) three-dimensional models feasible. These models are either painstakingly designed through an elaborate CAD process or reverse engineered from sculpted prototypes using modern scanning technologies and integration methods. The availability of detailed data describing the shape of an object offers the computer vision practitioner new ways to recognize and localize free-form objects. This survey reviews recent literature on both the 3D model building process and techniques used to match and identify free-form objects from imagery. c ○ 2001 Academic Press 1.

