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This project analyzes shape uncertainty and variability in point-sampled geometry. The uncertainty of acquired surface data due to noise and undersampling is measured using a statistical representation based on locally aggregated linear extrapolators computed from weighted least squares fits. Important issues are the effect of noise on this representation, efficiency of computation, and scale-space extensions of the scheme. Potential applications include adaptive re-sampling and merging of multiple scans.
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| Surface likelihood map for 2D and 3D scattered data. | Effect of scale on the likelihood map. |
In this project we extend a classical geometric
structure, alpha shapes, to locally adapted scales. Conformal alpha shapes shed
new light on the relationship between the two main approaches in Delaunay-based
surface reconstruction algorithms. We hope that this new understanding will
allow for a new "universal" theory that unifies the two approaches in the near
future.
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| Classical alpha shapes. |
Moving least squares (MLS) surfaces are an important
tool in sample-based shape modeling. This project introduces adaptive MLS
surfaces and an approximate scheme for fast computation of the implicit
surface.
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| Uniform 2D MLS reconstruction and adaptive 3D MLS surface. | Artifacts in the MLS surface due to undersampling. |
This project investigates multi-scale techniques for
the extraction of line-type features on point-sampled surfaces. Using principal
component analysis on local neighborhoods a feature graph is build that serves
as input to a constrained smoothing method using active contour models. The
extracted features are then used to create line drawings of the model.
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| Multi-scale feature extraction pipeline. | Line drawings using the extracted feature curves. |
This project addresses the problem of obtaining a
complete and consistent 3D model representation from incomplete surface scans.
Two different directions are persued. The first approach is based on extensive
user interaction and provides a set of suitable shape processing tools to
remove noise, fill holes, and adjust the sampling rate. The second approach
uses context information retrieved from a 3D shape database as a geometric
prior for regions of missing data. This allows shape completion even from
highly incomplete surface data without requiring significant manual support.
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| Shape completion of an acquired toy giraffe using context information from a horse, a camel, and a lion. | Context-based reconstruction of the Galleria dell' Accademia from a single range image. Data set courtesy of the Digital Michelangelo Project. |
This project is concerned with the implementation,
analysis, and comparison of different surface simplification methods for
point-sampled surfaces. We have implemented incremental and hierarchical
clustering, iterative simplification, and particle simulation algorithms to
create approximations of point-based models with lower sampling density.
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| Level-of-Detail representation of the Max Planck model. | Uniform (left) and adaptive (right) hierarchical clustering. |
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| Iterative simplification (left) and uniform and controlled particle simulation (right). | Geometric error analysis of different methods, from left to right: uniform clustering, adaptive clustering, iterative simplification, particle simulation. |
This project is concerned with the design of spectral
filters for advanced surface processing. Using an adaptive tesselation of the
model surface into regularly resampled displacement fields, the method computes
a set of windowed Fourier transforms to create a spectral decomposition of the
model. Direct analysis and manipulation of the spectral coefficients supports
effective filtering, resampling, power spectrum analysis and local error
control.
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| Different spectral filters applied to the St. Matthew data set. | Gaussian (2nd from left) vs. Wiener filtering (3rd from left) for noise removal. |
This project is concerned with the design of algorithms and interactive tools for
modifying the shape of a digital 3D model. Novel sampling strategies are
devoloped for handling large deformations during free-form editing, as well as
resolving complex surface-surface intersections for Boolean shape operators.
Additionally, a multi-scale representation for 3D objects is introduced that
allows advanced editing operations such es shape filtering and morphing.
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| Shape modeling using free-form deformation and boolean operations. | Boolean operations between two dragons, from left to right: Union, intersection, and difference operations. |
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| Free-form deformation to create an octopus from a sphere. | Different shapes created using Boolean operations. |
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| Multi-scale filtering of the Max Planck model. | Morphing between two head models. |
This project investigates novel methods for
interactively altering the appearance of a surface model. New painting
operators are introduced that allow simultaneous modification of color,
material properties, and surface microstructure through the use of carving and
displacement operations. A constrained minimum distortion parameterization
supports interactive texture mapping for point-sampled surfaces.
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| Appearance modeling using painting, carving, and texture mapping. | Interactive painting and texture filtering. |
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| Constrained texture mapping. | Brush painting with haptic feedback. |
In this project we investigate meshless methods for the
animation of elastic and plastic materials. Novel features include a
sample-based representation of both the simulation domain and the boundary
surface, a dynamic re-sampling strategy of the solid to handle large plastic
deformations and fracture, and a flexible dynamic surface model to handle
dynamic changes of topology during the simulation.
Meshless Animation of Fracturing Solids - ACM SIGGRAPH 2005 - [paper]
[movie] [slides] [web]
Efficient Raytracing of Deformable
Point-Sampled Surfaces - Eurographics
2005 - [paper] [movie1]
[movie2] [slides] [web]
Point-Based Animation of Elastic, Plastic,
and Melting Objects - Symp. on Comp.
Anim. 2004 - [paper]
[movie] [slides] [web]
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| Point-based animation. | Brittle fracture. |
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| Elastic deformations | Interaction of deformable and rigid bodies. |
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| Controlled fracture. | Highly plastic deformation and fracture. |
This project investigates techniques for modeling
contact between quasi-rigid objects - solids that undergo modest deformation in
the vicinity of a contact, while the overall object still preserves its basic
shape. The quasi-rigid model combines the benefits of rigid body models for
dynamic simulation and the benefits of deformable models for resolving contacts
and producing visible deformations.
Quasi-Rigid Objects in Contact
- Symp. on Comp. Anim. 2004 - [paper]
[movie] [slides] [web]
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| Quasi-rigid body simulation. | Pressure distribution on acquired human foot. |
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