Results 11  20
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150
Shape Segmentation Using Local Slippage Analysis
, 2004
"... We propose a method for segmentation of 3D scanned shapes into simple geometric parts. Given an input point cloud, our method computes a set of components which possess one or more slippable motions: rigid motions which, when applied to a shape, slide the transformed version against the stationary v ..."
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Cited by 62 (4 self)
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We propose a method for segmentation of 3D scanned shapes into simple geometric parts. Given an input point cloud, our method computes a set of components which possess one or more slippable motions: rigid motions which, when applied to a shape, slide the transformed version against the stationary version without forming any gaps. Slippable shapes include rotationally and translationally symmetrical shapes such as planes, spheres, and cylinders, which are often found as components of scanned mechanical parts. We show how to determine the slippable motions of a given shape by computing eigenvalues of a certain symmetric matrix derived from the points and normals of the shape. Our algorithm then discovers slippable components in the input data by computing local slippage signatures at a set of points of the input and iteratively aggregating regions with matching slippable motions. We demonstrate the performance of our algorithm for reverse engineering surfaces of mechanical parts.
Efficient Adaptive Simplification of Massive Meshes
, 2001
"... The growing availability of massive polygonal models, and the inability of most existing visualization tools to work with such data, has created a pressing need for memory efficient methods capable of simplifying very large meshes. In this paper, we present a method for performing adaptive simplific ..."
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Cited by 58 (2 self)
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The growing availability of massive polygonal models, and the inability of most existing visualization tools to work with such data, has created a pressing need for memory efficient methods capable of simplifying very large meshes. In this paper, we present a method for performing adaptive simplification of polygonal meshes that are too large to fit incore.
Consistent Segmentation of 3D Models
 Computers 01/04/2010 81 K3D D1.4.1 & Graphics, IEEE SMI 2009 proceedings, (33)3
, 2009
"... This paper proposes a method to segment a set of models consistently. The method simultaneously segments models and creates correspondences between segments. First, a graph is constructed whose nodes represent the faces of every mesh, and whose edges connect adjacent faces within a mesh and correspo ..."
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Cited by 57 (5 self)
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This paper proposes a method to segment a set of models consistently. The method simultaneously segments models and creates correspondences between segments. First, a graph is constructed whose nodes represent the faces of every mesh, and whose edges connect adjacent faces within a mesh and corresponding faces in different meshes. Second, a consistent segmentation is created by clustering this graph, allowing for outlier segments that are not present in every mesh. The method is demonstrated for several classes of objects and used for two applications: symmetric segmentation and segmentation transfer. Key words: Mesh segmentation, Mesh analysis 1.
Mesh Parameterization: Theory and Practice
 SIGGRAPH ASIA 2008 COURSE NOTES
, 2008
"... Mesh parameterization is a powerful geometry processing tool with numerous computer graphics applications, from texture mapping to animation transfer. This course outlines its mathematical foundations, describes recent methods for parameterizing meshes over various domains, discusses emerging tools ..."
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Cited by 56 (5 self)
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Mesh parameterization is a powerful geometry processing tool with numerous computer graphics applications, from texture mapping to animation transfer. This course outlines its mathematical foundations, describes recent methods for parameterizing meshes over various domains, discusses emerging tools like global parameterization and intersurface mapping, and demonstrates a variety of parameterization applications.
Hierarchical Pattern Mapping
 ACM Transactions on Graphics
, 2002
"... We present a multiscale algorithm for mapping a texture defined by an input image onto an arbitrary surface. It avoids the generation and storage of a new, specific texture. The idea is to progressively cover the surface by texture patches of various sizes and shapes, selected from a single input i ..."
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Cited by 49 (0 self)
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We present a multiscale algorithm for mapping a texture defined by an input image onto an arbitrary surface. It avoids the generation and storage of a new, specific texture. The idea is to progressively cover the surface by texture patches of various sizes and shapes, selected from a single input image. The process starts with large patches. A mapping that minimizes the texture fitting error with already textured neighbouring patches is selected. When this error is above a threshold, the patch is split into smaller ones, and the algorithm recursively looks for good fits at a smaller scale. The process ends when the surface is entirely covered. Our results show that the method correctly handles a wide set of texture patterns, which can be used at different mapping scales. Hierarchical texture mapping only outputs texture coordinates in the original texture for each triangle of the initial mesh. Rendering is therefore easy and memory cost minimal. Moreover the initial geometry is preserved.
Collision Detection for Continuously Deforming Bodies
, 2001
"... Fast and accurate collision detection between geometric bodies is essential in application areas like virtual reality, animation, simulation, games and robotics. In this work, we address the collision detection problem in applications where deformable bodies are used, which change their overall sh ..."
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Cited by 47 (1 self)
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Fast and accurate collision detection between geometric bodies is essential in application areas like virtual reality, animation, simulation, games and robotics. In this work, we address the collision detection problem in applications where deformable bodies are used, which change their overall shape every time step of the simulation. We propose and evaluate suitable bounding volume trees for deforming bodies that can be prebuilt and then updated very efficiently during simulation. Several heuristics for updating the trees due to deformations are compared to each other. By combining a topdown and a bottomup update strategy into a hybrid tree update method, promising results were achieved. Experiments show that our approach is four to five times faster than a previously leading method.
Structure recovery via hybrid variational surface approximation
 Computer Graphics Forum (Proc. Eurographics
"... Aiming at robust surface structure recovery, we extend the powerful optimization technique of variational shape approximation by allowing for several different primitives to represent the geometric proxy of a surface region. While the original paper only considered planes, we also include spheres, c ..."
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Cited by 46 (2 self)
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Aiming at robust surface structure recovery, we extend the powerful optimization technique of variational shape approximation by allowing for several different primitives to represent the geometric proxy of a surface region. While the original paper only considered planes, we also include spheres, cylinders, and more complex rollingball blend patches. The motivation for this choice is the fact that most technical CAD objects consist of patches from these four categories. The robust segmentation and global optimization properties which have been observed for the variational shape approximation carry over to our hybrid extension. Hence, we can use our algorithm to segment a given mesh model into characteristic patches and provide a corresponding geometric proxy for each patch. The expected result that we recover surface structures more robustly and thus obtain better approximations with a smaller number of primitives, is validated and demonstrated on a number of examples. Categories and Subject Descriptors (according to ACM CCS): I.3.5 [Computer Graphics]: Curve, surface, solid and object representations
A Formulation of Boundary Mesh Segmentation
, 2004
"... We present a formulation of boundary mesh segmentation as an optimization problem. Previous segmentation solutions are classified according to the different segmentation goals, the optimization criteria and the various algorithmic techniques used. We identify two primarily distinct types of mesh seg ..."
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Cited by 42 (0 self)
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We present a formulation of boundary mesh segmentation as an optimization problem. Previous segmentation solutions are classified according to the different segmentation goals, the optimization criteria and the various algorithmic techniques used. We identify two primarily distinct types of mesh segmentation, namely parts segmentation and patch segmentation. We also define generic algorithms for the major techniques used for segmentation.
Meshed Atlases for RealTime Procedural Solid Texturing
 ACM Transactions on Graphics
, 2002
"... We describe an implementation of procedural solid texturing that uses the texture atlas, a onetoone mapping from an object’s surface into its texture space. The method uses the graphics hardware to rasterize the solid texture coordinates as colors directly into the atlas. A texturing procedure is ..."
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Cited by 40 (6 self)
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We describe an implementation of procedural solid texturing that uses the texture atlas, a onetoone mapping from an object’s surface into its texture space. The method uses the graphics hardware to rasterize the solid texture coordinates as colors directly into the atlas. A texturing procedure is applied perpixel to the texture map, replacing each solid texture coordinate with its corresponding procedural solid texture result. The procedural solid texture is then mapped back onto the object surface using standard texture mapping. The implementation renders procedural solid textures in real time, and the user can design them interactively. The quality of this technique depends greatly on the layout of the texture atlas. A broad survey of texture atlas schemes is used to develop a set of general purpose mesh atlases and tools for measuring their effectiveness at distributing as many available texture samples as evenly across the surface as possible. The main contribution of this paper is a new multiresolution texture atlas. It distributes all available texture samples in a nearly uniform distribution. This multiresolution texture atlas is the first of its kind to fully support MIPmapped minification antialiasing and linear magnification filtering. Categories and Subject Descriptors: I.3.7 [Computer Graphics]: ThreeDimensional Graphics and Realism—color, shading and texture
MinCut Based Segmentation of Point Clouds
"... foreground points from background clutter. (For easier visualization, points are drawn with colors representing their heights) We present a mincut based method of segmenting objects in point clouds. Given an object location, our method builds a knearest neighbors graph, assumes a background prior, ..."
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Cited by 33 (2 self)
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foreground points from background clutter. (For easier visualization, points are drawn with colors representing their heights) We present a mincut based method of segmenting objects in point clouds. Given an object location, our method builds a knearest neighbors graph, assumes a background prior, adds hard foreground (and optionally background) constraints, and finds the mincut to compute a foregroundbackground segmentation. Our method can be run fully automatically, or interactively with a user interface. We test our system on an outdoor urban scan, quantitatively evaluate our algorithm on a test set of about 1000 objects, and compare to several alternative approaches. 1.