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Selected Readings in Vision and Graphics
edited by Luc Van Gool, Gábor Székely, Markus Gross, Bernt Schiele

Volume 23

 

 

Mark Pauly
Point Primitives for Interactive Modeling
and Processing of 3D Geometry.
First edition 2003, 164 pages, € 64,00. ISBN 3-89649-875-4

This thesis investigates the use of point primitives for 3D geometry processing and interactive modeling. Representing surfaces by point clouds allows direct processing of 3D scanner data, which avoids the need for surface reconstruction methods. The structural simplicity of point-based representations supports efficient re-sampling for extreme geometric deformations and topology changes. It also leads to concise algorithms that are well suited for hardware implementation. The main focus of this thesis is on algorithms for shape and appearance modeling of surfaces represented by point clouds. This requires methods for local surface analysis and reconstruction, filtering, re-sampling, and estimation of the signed distance function. Local surface analysis is based on a statistical operator applied to local neighborhoods of point samples. This enables efficient estimation of the tangent space of the underlying surface, as well as providing different approximations for surface curvature. To reduce the complexity of point-sampled surfaces, various simplification methods are presented, including clustering, iterative point-pair contraction, and particle simulation. A multi-scale surface representation is introduced that enables sophisticated editing functionality at different approximation levels. Representing a point-sampled surface at different levels of geometric detail supports advanced filtering methods such as enhancement filters. Multi-scale methods are also applied to implement a feature extraction pipeline for point-sampled surfaces. The above methods are integrated into a unified framework for point-based shape and appearance modeling. Shape modeling functionality includes boolean operations and free-form deformation, appearance editing comprises painting, texturing, sculpting, and filtering methods. Based on a dynamic sampling paradigm, this system defines a complete and versatile modeling environment for 3D content creation.

About th Author:
Mark Pauly received his MSc degree in Computer Science (Dipl. Inf.) from the University of Kaiserlautern, Germany, in 1999. From 2000 to 2003, he has been a PhD student of the European Graduate Program 'Combinatorics, Geometry, and Computation' at the Swiss Federal Institute of Technology (ETH) Zurich, Switzerland. During this time, he worked at the Computer Graphics Laboratory on point-based representations for interactive modeling and processing of 3D geometry. After completing his PhD in Computer Science in 2003, he joined Stanford University as a Postdoctoral Scholar.

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