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Former Projects

Shape Uncertainty and Variability

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.

uncertainty
uncertainity2
Surface likelihood map for 2D and 3D scattered data. Effect of scale on the likelihood map.

Conformal Alpha Shapes

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.

conformal_alphashapes
Classical alpha shapes.

Moving Least Squares Surfaces

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.

mls1
mls2
Uniform 2D MLS reconstruction and adaptive 3D MLS surface. Artifacts in the MLS surface due to undersampling.

Feature Extraction

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.

feature_extraction1
feature_extraction2
Multi-scale feature extraction pipeline. Line drawings using the extracted feature curves.

Scan Cleaning and Shape Completion

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.

Interactive Scan Cleaning

scan_artifacts


Typical deficiencies in acquired surface data.

scan_clean


Low-pass filtering and outlier removal.

scan_models


Two models obtained from low-quality scan data using the set of interactive scan cleaning tools.

Example-Based 3D Scan Completion

completion_zoo
completion_david
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.

Shape Simplification

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.

simpl_lod
simpl_clustering
Level-of-Detail representation of the Max Planck model. Uniform (left) and adaptive (right) hierarchical clustering.
simpl_it_part
simpl_error
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.

Spectral Processing

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.

spect_eye
spect_dario
Different spectral filters applied to the St. Matthew data set. Gaussian (2nd from left) vs. Wiener filtering (3rd from left) for noise removal.

Shape Modeling

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.

mod_max
mod_dragons
Shape modeling using free-form deformation and boolean operations. Boolean operations between two dragons, from left to right: Union, intersection, and difference operations.
mod_octopus
mod_boolean
Free-form deformation to create an octopus from a sphere. Different shapes created using Boolean operations.
multi_filter
multi_morph
Multi-scale filtering of the Max Planck model. Morphing between two head models.

Appearance Modeling

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.

mod_max_paint
mod_cham
Appearance modeling using painting, carving, and texture mapping. Interactive painting and texture filtering.
mod_face
mod_bunnies
Constrained texture mapping. Brush painting with haptic feedback.

Meshless Methods for Physically-Based Animation

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]

phys_max
fracture_pharao
Point-based animation. Brittle fracture.
goblin
phys_armadillo
Elastic deformations Interaction of deformable and rigid bodies.
fracture_controlled
fracture_bubblegum
Controlled fracture. Highly plastic deformation and fracture.

Quasi-Rigid Objects

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]

contact_max
contact_foot
Quasi-rigid body simulation. Pressure distribution on acquired human foot.
 

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© 2013 ETH Zurich | Imprint | Disclaimer | 20 June 2006
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