{"title":"The Domain of a Point Set Surface","authors":"N. Amenta, Yong Joo Kil","doi":"10.2312/SPBG/SPBG04/139-147","DOIUrl":"https://doi.org/10.2312/SPBG/SPBG04/139-147","url":null,"abstract":"It is useful to be able to define a two-dimensional point-set surface determined by a point cloud. One popular definition is Levin's MLS surface. This surface is defined on a domain which is a three-dimensional subset of R3, a narrow region around the input point cloud. If we were to extend the definition outside the domain, we would produce components of the surface which are far from the point cloud. This is important in practice, since when moving points onto the MLS surface, we need to begin with an initial guess which is within the domain. \u0000 \u0000We visualize the domain in two dimensions, and explain why it is so narrow. We also consider two MLS variants which can be defined on a wider domain without producing spurious surface components. One is efficient and works well except near sharp corners. The other is computationally expensive but seems to work well everywhere.","PeriodicalId":136739,"journal":{"name":"Symposium on Point Based Graphics","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2004-06-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131299104","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Compression of Point-Based 3D Models by Shape-Adaptive Wavelet Coding of Multi-Height Fields","authors":"T. Ochotta, D. Saupe","doi":"10.2312/SPBG/SPBG04/103-112","DOIUrl":"https://doi.org/10.2312/SPBG/SPBG04/103-112","url":null,"abstract":"In order to efficiently archive and transmit large 3D models, lossy and lossless compression methods are needed. We propose a compression scheme for coordinate data of point-based 3D models of surfaces. A point-based model is processed for compression in a pipeline of three subsequent operations, partitioning, parameterization, and coding. First the point set is partitioned yielding a suitable number of point clusters. Each cluster corresponds to a surface patch, that can be parameterized as a height field and resampled on a regular grid. The domains of the height fields have irregular shapes that are encoded losslessly. The height fields themselves are encoded using a shape-adaptive wavelet coder, producing a progressive bitstream for each patch. A rate-distortion optimization provides for an optimal bit allocation for the individual patch codes. With this algorithm design compact codes are produced that are scalable with respect to rate, quality, and resolution. In our encodings of complex 3D models competitive rate-distortion performances were achieved with excellent reconstruction quality at under 3 bits per point (bpp).","PeriodicalId":136739,"journal":{"name":"Symposium on Point Based Graphics","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2004-06-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130594700","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Interactive Point-Based Modeling from Dense Color and Sparse Depth","authors":"V. Popescu, E. Sacks, Gleb Bahmutov","doi":"10.2312/SPBG/SPBG04/069-076","DOIUrl":"https://doi.org/10.2312/SPBG/SPBG04/069-076","url":null,"abstract":"We are developing a system for interactive modeling of real world scenes. The acquisition device consists of a video camera enhanced with an attached laser system. As the operator sweeps the scene, the device acquires dense color and sparse depth frames that are registered and merged into a point-based model. The evolving model is rendered continually to provide immediate operator feedback. This paper discusses interactive modeling of structured scenes, which consist of large smooth surfaces. We have built an acquisition device that captures 7x7 evenly spaced depth samples per frame. The samples are grouped into patches that are approximated with polynomial surfaces. Consecutive frames are registered by computing a motion that aligns their depth and color samples. The scene is modeled as a collection of depth images created on demand during scanning. Resampling errors are avoided by using offsets to record accurately the positions of the acquired samples. The interactive modeling pipeline runs at five frames per second.","PeriodicalId":136739,"journal":{"name":"Symposium on Point Based Graphics","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2004-06-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130612774","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Uncertainty and Variability in Point Cloud Surface Data","authors":"M. Pauly, N. Mitra, L. Guibas","doi":"10.2312/SPBG/SPBG04/077-084","DOIUrl":"https://doi.org/10.2312/SPBG/SPBG04/077-084","url":null,"abstract":"We present a framework for analyzing shape uncertainty and variability in point-sampled geometry. Our representation is mainly targeted towards discrete surface data stemming from 3D acquisition devices, where a finite number of possibly noisy samples provides only incomplete information about the underlying surface. We capture this uncertainty by introducing a statistical representation that quantifies for each point in space the likelihood that a surface fitting the data passes through that point. This likelihood map is constructed by aggregating local linear extrapolators computed from weighted least squares fits. The quality of fit of these extrapolators is combined into a corresponding confidence map that measures the quality of local tangent estimates. We present an analysis of the effect of noise on these maps, show how to efficiently compute them, and extend the basic definition to a scale-space formulation. Various applications of our framework are discussed, including an adaptive re-sampling method, an algorithm for reconstructing surfaces in the presence of noise, and a technique for robustly merging a set of scans into a single point-based representation.","PeriodicalId":136739,"journal":{"name":"Symposium on Point Based Graphics","volume":"30 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2004-06-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121660809","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Boolean Operations on Surfel-Bounded Solids Using Programmable Graphics Hardware","authors":"B. Adams, P. Dutré","doi":"10.2312/SPBG/SPBG04/019-024","DOIUrl":"https://doi.org/10.2312/SPBG/SPBG04/019-024","url":null,"abstract":"In this paper we present an algorithm to compute boolean operations on free-form solids bounded by surfels using programmable graphics hardware. The intersection, union and difference of two or more solids, is calculated on the GPU using vertex and fragment programs. First, we construct an inside-outside partitioning using 3-color grids and signed distance fields. Next, we use this partitioning to classify the surfels of both solids as inside or outside the other solid. For surfels close to the boundary of the other solid, we use the distance field and its gradient to define a clipping plane, which can be used to resample or clip the surfel. Our algorithm runs at interactive rates on consumer-level graphics hardware.","PeriodicalId":136739,"journal":{"name":"Symposium on Point Based Graphics","volume":"94 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2004-06-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127052272","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
B. Adams, M. Wicke, P. Dutré, M. Gross, M. Pauly, M. Teschner
{"title":"Interactive 3D Painting on Point-Sampled Objects","authors":"B. Adams, M. Wicke, P. Dutré, M. Gross, M. Pauly, M. Teschner","doi":"10.2312/SPBG/SPBG04/057-066","DOIUrl":"https://doi.org/10.2312/SPBG/SPBG04/057-066","url":null,"abstract":"We present a novel painting system for 3D objects. In order to overcome parameterization problems of existing applications, we propose a unified sample-based approach to represent geometry and appearance of the 3D object as well as the brush surface. The generalization of 2D pixel-based paint models to point samples allows us to elegantly simulate paint transfer for 3D objects. In contrast to mesh-based painting systems, an efficient dynamic resampling scheme permits arbitrary levels of painted detail. \u0000 \u0000Our system provides intuitive user interaction with a six degree-of-freedom (DOF) input device. As opposed to other 3D painting systems, real brushes are simulated including their dynamics and collision handling.","PeriodicalId":136739,"journal":{"name":"Symposium on Point Based Graphics","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2004-06-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130286748","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Phong Splatting","authors":"M. Botsch, Michael Spernat, L. Kobbelt","doi":"10.2312/SPBG/SPBG04/025-032","DOIUrl":"https://doi.org/10.2312/SPBG/SPBG04/025-032","url":null,"abstract":"Surface splatting has developed into a valuable alternative to triangle meshes when it comes to rendering of highly detailed massive datasets. However, even highly accurate splat approximations of the given geometry may sometimes not provide a sufficient rendering quality since surface lighting mostly depends on normal vectors whose deviation is not bounded by the Hausdorff approximation error. Moreover, current point-based rendering systems usually associate a constant normal vector with each splat, leading to rendering results which are comparable to flat or Gouraud shading for polygon meshes. \u0000 \u0000In contrast, we propose to base the lighting of a splat on a linearly varying normal field associated with it, and we show that the resulting Phong Splats provide a visual quality which is far superior to existing approaches. We present a simple and effective way to construct a Phong splat representation for a given set of input samples. Our surface splatting system is implemented completely based on vertex and pixel shaders of current GPUs and achieves a splat rate of up to 4M Phong shaded, filtered, and blended splats per second. In contrast to previous work, our scan conversion is projectively correct per pixel, leading to more accurate visualization and clipping at sharp features.","PeriodicalId":136739,"journal":{"name":"Symposium on Point Based Graphics","volume":"50 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2004-06-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122393208","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Interactive Silhouette Rendering for Point-Based Models","authors":"Hui Xu, Minh X. Nguyen, Xiaoru Yuan, Baoquan Chen","doi":"10.2312/SPBG/SPBG04/013-018","DOIUrl":"https://doi.org/10.2312/SPBG/SPBG04/013-018","url":null,"abstract":"We present a new method for rendering silhouettes of point-based models. Due to the lack of connectivity information, most existing polygon-based silhouette generation algorithms cannot be applied to point-based models. Our method not only bypasses this connectivity requirement, but also accommodates point-based models with sparse non-uniform sampling and inaccurate/no normal information. Like conventional point-based rendering, we render a model in two passes. The points are rendered as enlarged opaque disks in the first pass to obtain a visibility mask, while being rendered as regular size splats/disks in the second pass. In this way, edges are automatically depicted at depth discontinuities, usually at the silhouette boundaries. The silhouette color is the disk color used in the first pass rendering. The silhouette thickness can be controlled by changing the disk size difference between two passes. \u0000 \u0000We demonstrate our method on different types of point-based models from various sources. The simplicity of our method allows it to be easily integrated with other rendering techniques to cater to many applications. Our method is capable of rendering large scenes of millions of points at interactive rates using modern graphics hardware.","PeriodicalId":136739,"journal":{"name":"Symposium on Point Based Graphics","volume":"185 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2004-06-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133748434","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Meshing Point Clouds Using Spherical Parameterization","authors":"Matthias Zwicker, C. Gotsman","doi":"10.2312/SPBG/SPBG04/173-180","DOIUrl":"https://doi.org/10.2312/SPBG/SPBG04/173-180","url":null,"abstract":"We present a simple method for meshing a 3D point cloud to a manifold genus-0 mesh. Our approach is based on recent methods for spherical embedding of planar graphs, where we use instead a k-nearest neighborhood graph of the point cloud. Our approach proceeds in two steps: We first embed the neighborhood graph on a sphere using an iterative procedure, minimizing the tangential Laplacian. Then we triangulate the embedded points and apply the resulting mesh connectivity to the input points. Besides meshing, spherical embedding of point clouds may also be used for other applications such as texture mapping or morphing.","PeriodicalId":136739,"journal":{"name":"Symposium on Point Based Graphics","volume":"11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2004-06-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116188281","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
M. Waschbüsch, M. Gross, Felix Eberhard, Edouard Lamboray, Stephan Würmlin
{"title":"Progressive Compression of Point-Sampled Models","authors":"M. Waschbüsch, M. Gross, Felix Eberhard, Edouard Lamboray, Stephan Würmlin","doi":"10.2312/SPBG/SPBG04/095-102","DOIUrl":"https://doi.org/10.2312/SPBG/SPBG04/095-102","url":null,"abstract":"decomposition of the point set and thus easily allows for progressive decoding. Our method is generic in the sense that it can handle arbitrary point attributes using attribute-specific coding operations. Furthermore, no resampling of the model is needed and thus we do not introduce additional smoothing artifacts. We provide coding operators for the point position, normal and color. Particularly, by transforming the point positions into a local reference frame, we exploit the fact that all point samples are living on a surface. Our framework enables for compressing both geometry and appearance of the model in a unified manner. We show the performance of our framework on a diversity of point-based models.","PeriodicalId":136739,"journal":{"name":"Symposium on Point Based Graphics","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2004-06-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128212720","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}