Szymon Rusinkiewicz

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86ranked-venue papers
5as first author
11since 2021 · last 2026
0000-0002-4253-2588ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 78 · 5 first-author · 7 since 2021Artificial intelligence and machine learning · 19 · 5 since 2021Human-computer interaction and ubiquitous computing · 7 · 2 first-author · 3 since 2021Systems, architecture and hardware · 3 · 2 since 2021Theory of computation · 1
YearPublicationVenuePosition
2026 VisiPrint: Previewing 3D-Print Appearance from Real Material Samples
abstract
We present VisiPrint, a tool for appearance-first previews of 3D-printed objects. Existing print preview slicers focus on toolpaths, not appearance, while pure rendering software is complex and cannot automatically reproduce slicing patterns. Prior work highlights persistent gaps between digital previews and printed results, such as color shifts, gloss/translucency changes, and layer-line highlights, motivating the creation of VisiPrint, an appearance-focused support tool. The VisiPrint algorithm combines slicer screenshots with filament photos via a custom diffusion-based synthesis pipeline. We present both a standalone user interface for VisiPrint compatible with any slicer and an Ultimaker Cura Plugin. We evaluate VisiPrint through a user study showing it is significantly faster, easier to use, and more faithful than alternatives: within a time-limit, participants completed 100% of preview tasks with VisiPrint, versus 63% with Cura and 13% with Blender. VisiPrint narrows the gap between design intent and printed appearance, complementing settings-centric tools with appearance-driven decision support.
Maxine Perroni-Scharf, Faraz Faruqi, Sooyeon Ahn 0001, Raul Hernandez, Szymon Rusinkiewicz, William T. Freeman, Stefanie Mueller 0001
CHI5
2024 Region-Aware Simplification and Stylization of 3D Line Drawings
abstract
Abstract Shape‐conveying line drawings generated from 3D models normally create closed regions in image space. These lines and regions can be stylized to mimic various artistic styles, but for complex objects, the extracted topology is unnecessarily dense, leading to unappealing and unnatural results under stylization. Prior works typically simplify line drawings without considering the regions between them, and lines and regions are stylized separately, then composited together, resulting in unintended inconsistencies. We present a method for joint simplification of lines and regions simultaneously that penalizes large changes to region structure, while keeping regions closed. This feature enables region stylization that remains consistent with the outline curves and underlying 3D geometry.
Vivien Nguyen, Matthew Fisher, Aaron Hertzmann, Szymon Rusinkiewicz
Comput. Graph. Forum4
2023 Clutter Detection and Removal in 3D Scenes with View-Consistent Inpainting
abstract
Removing clutter from scenes is essential in many applications, ranging from privacy-concerned content filtering to data augmentation. In this work, we present an automatic system that removes clutter from 3D scenes and inpaints with coherent geometry and texture. We propose techniques for its two key components: 3D segmentation based on shared properties and 3D inpainting, both of which are important problems. The definition of 3D scene clutter (frequently-moving objects) is not well captured by commonly-studied object categories in computer vision. To tackle the lack of well-defined clutter annotations, we group noisy fine-grained labels, leverage virtual rendering, and impose an instance-level area-sensitive loss. Once clutter is removed, we inpaint geometry and texture in the resulting holes by merging inpainted RGB-D images. This requires novel voting and pruning strategies that guarantee multi-view consistency across individually inpainted images for mesh reconstruction. Experiments on ScanNet and Matterport3D dataset show that our method outperforms baselines for clutter segmentation and 3D in-painting, both visually and quantitatively. Project page: https://weify627.github.io/clutter/.
Fangyin Wei, Thomas A. Funkhouser, Szymon Rusinkiewicz
ICCV3
2023 TidyBot: Personalized Robot Assistance with Large Language Models
abstract
For a robot to personalize physical assistance effectively, it must learn user preferences that can be generally reapplied to future scenarios. In this work, we investigate personalization of household cleanup with robots that can tidy up rooms by picking up objects and putting them away. A key challenge is determining the proper place to put each object, as people's preferences can vary greatly depending on personal taste or cultural background. For instance, one person may prefer storing shirts in the drawer, while another may prefer them on the shelf. We aim to build systems that can learn such preferences from just a handful of examples via prior interactions with a particular person. We show that robots can combine language-based planning and perception with the few-shot summarization capabilities of large language models (LLMs) to infer generalized user preferences that are broadly applicable to future interactions. This approach enables fast adaptation and achieves 91.2% accuracy on unseen objects in our benchmark dataset. We also demonstrate our approach on a real-world mobile manipulator called TidyBot, which successfully puts away 85.0% of objects in real-world test scenarios.
Jimmy Wu, Rika Antonova, Adam Kan, Marion Lepert, Andy Zeng 0001, Shuran Song, Jeannette Bohg, Szymon Rusinkiewicz, Thomas A. Funkhouser
IROS8
2023 Hand Pose Estimation with Mems-Ultrasonic Sensors
abstract
Hand tracking is an important aspect of human-computer interaction and has a wide range of applications in extended reality devices. However, current hand motion capture methods suffer from various limitations. For instance, visual hand pose estimation is susceptible to self-occlusion and changes in lighting conditions, while IMU-based tracking gloves experience significant drift and are not resistant to external magnetic field interference. To address these issues, we propose a novel and low-cost hand-tracking glove that utilizes several MEMS-ultrasonic sensors attached to the fingers, to measure the distance matrix among the sensors. Our lightweight deep network then reconstructs the hand pose from the distance matrix. Our experimental results demonstrate that this approach is both accurate, size-agnostic, and robust to external interference. We also show the design logic for the sensor selection, sensor configurations, circuit diagram, as well as model architecture.
Qiang Zhang 0056, Yuanqiao Lin, Szymon Rusinkiewicz
SIGGRAPH Asia4
2022 Self-supervised Neural Articulated Shape and Appearance Models
abstract
Learning geometry, motion, and appearance priors of object classes is important for the solution of a large variety of computer vision problems. While the majority of approaches has focused on static objects, dynamic objects, especially with controllable articulation, are less explored. We propose a novel approach for learning a representation of the geometry, appearance, and motion of a class of articulated objects given only a set of color images as input. In a self-supervised manner, our novel representation learns shape, appearance, and articulation codes that enable independent control of these semantic dimensions. Our model is trained end-to-end without requiring any articulation annotations. Experiments show that our approach performs well for different joint types, such as revolute and prismatic joints, as well as different combinations of these joints. Compared to state of the art that uses direct 3D supervision and does not output appearance, we recover more faithful geometry and appearance from 2D observations only. In addition, our representation enables a large variety of applications, such as few-shot reconstruction, the generation of novel articulations, and novel view-synthesis. Project page: https://weify627.github.io/nasam/.
Fangyin Wei, Rohan Chabra, Lingni Ma, Christoph Lassner, Michael Zollhöfer, Szymon Rusinkiewicz, Chris Sweeney, Richard A. Newcombe, Mira Slavcheva
CVPR6
2022 Differentiable Point-Based Radiance Fields for Efficient View Synthesis
abstract
We propose a differentiable rendering algorithm for efficient novel view synthesis. By departing from volume-based representations in favor of a learned point representation, we improve on existing methods more than an order of magnitude in memory and runtime, both in training and inference. The method begins with a uniformly-sampled random point cloud and learns per-point position and view-dependent appearance, using a differentiable splat-based renderer to train the model to reproduce a set of input training images with the given pose. Our method is up to 300 × faster than NeRF in both training and inference, with only a marginal sacrifice in quality, while using less than 10 MB of memory for a static scene. For dynamic scenes, our method trains two orders of magnitude faster than STNeRF and renders at a near interactive rate, while maintaining high image quality and temporal coherence even without imposing any temporal-coherency regularizers.
Qiang Zhang 0056, Seung-Hwan Baek, Szymon Rusinkiewicz, Felix Heide
SIGGRAPH Asia3
2022 Closed-loop control of direct ink writing via reinforcement learning
abstract
Enabling additive manufacturing to employ a wide range of novel, functional materials can be a major boost to this technology. However, making such materials printable requires painstaking trial-and-error by an expert operator, as they typically tend to exhibit peculiar rheological or hysteresis properties. Even in the case of successfully finding the process parameters, there is no guarantee of print-to-print consistency due to material differences between batches. These challenges make closed-loop feedback an attractive option where the process parameters are adjusted on-the-fly. There are several challenges for designing an efficient controller: the deposition parameters are complex and highly coupled, artifacts occur after long time horizons, simulating the deposition is computationally costly, and learning on hardware is intractable. In this work, we demonstrate the feasibility of learning a closed-loop control policy for additive manufacturing using reinforcement learning. We show that approximate, but efficient, numerical simulation is sufficient as long as it allows learning the behavioral patterns of deposition that translate to real-world experiences. In combination with reinforcement learning, our model can be used to discover control policies that outperform baseline controllers. Furthermore, the recovered policies have a minimal sim-to-real gap. We showcase this by applying our control policy in-vivo on a single-layer printer using low and high viscosity materials.
Michal Piovarci, Michael Foshey, Jie Xu 0028, Timothy Erps, Vahid Babaei, Piotr Didyk, Szymon Rusinkiewicz, Wojciech Matusik, Bernd Bickel
ACM Trans. Graph.7
2021 Spatial Intention Maps for Multi-Agent Mobile Manipulation
abstract
The ability to communicate intention enables decentralized multi-agent robots to collaborate while performing physical tasks. In this work, we present spatial intention maps, a new intention representation for multi-agent vision-based deep reinforcement learning that improves coordination between decentralized mobile manipulators. In this representation, each agent’s intention is provided to other agents, and rendered into an overhead 2D map aligned with visual observations. This synergizes with the recently proposed spatial action maps framework, in which state and action representations are spatially aligned, providing inductive biases that encourage emergent cooperative behaviors requiring spatial coordination, such as passing objects to each other or avoiding collisions. Experiments across a variety of multi-agent environments, including heterogeneous robot teams with different abilities (lifting, pushing, or throwing), show that incorporating spatial intention maps improves performance for different mobile manipulation tasks while significantly enhancing cooperative behaviors.
Jimmy Wu, Xingyuan Sun, Andy Zeng 0001, Shuran Song, Szymon Rusinkiewicz, Thomas A. Funkhouser
ICRA5
2021 Amortized Synthesis of Constrained Configurations Using a Differentiable Surrogate
abstract
In design, fabrication, and control problems, we are often faced with the task of synthesis, in which we must generate an object or configuration that satisfies a set of constraints while maximizing one or more objective functions. The synthesis problem is typically characterized by a physical process in which many different realizations may achieve the goal. This many-to-one map presents challenges to the supervised learning of feed-forward synthesis, as the set of viable designs may have a complex structure. In addition, the non-differentiable nature of many physical simulations prevents efficient direct optimization. We address both of these problems with a two-stage neural network architecture that we may consider to be an autoencoder. We first learn the decoder: a differentiable surrogate that approximates the many-to-one physical realization process. We then learn the encoder, which maps from goal to design, while using the fixed decoder to evaluate the quality of the realization. We evaluate the approach on two case studies: extruder path planning in additive manufacturing and constrained soft robot inverse kinematics. We compare our approach to direct optimization of the design using the learned surrogate, and to supervised learning of the synthesis problem. We find that our approach produces higher quality solutions than supervised learning, while being competitive in quality with direct optimization, at a greatly reduced computational cost.
Xingyuan Sun, Tianju Xue, Szymon Rusinkiewicz, Ryan P. Adams
NeurIPS3
2021 ECHO: Extended Convolution Histogram of Orientations for Local Surface Description
abstract
Abstract This paper presents a novel, highly distinctive and robust local surface feature descriptor. Our descriptor is predicated on a simple observation: instead of describing the points in the vicinity of a feature point relative to a reference frame at the feature point, all points in the region describe the feature point relative to their own frames. Isometry invariance is a byproduct of this construction. Our descriptor is derived relative to the extended convolution – a generalization of the standard convolution that allows the filter to adaptively transform as it passes over the domain. As such, we name our descriptor the Extended Convolution Histogram of Orientations (ECHO). It exhibits superior performance compared to popular surface descriptors in both feature matching and shape correspondence experiments. In particular, the ECHO descriptor is highly stable under near‐isometric deformations and remains distinctive under significant levels of noise, tessellation, complex deformations and the kinds of interference commonly found in real data.
Thomas W. Mitchel, Szymon Rusinkiewicz, Gregory S. Chirikjian, Michael M. Kazhdan
Comput. Graph. Forum2
2020 Learning to Infer Semantic Parameters for 3D Shape Editing
abstract
Many applications in 3D shape design and augmentation require the ability to make specific edits to an object's semantic parameters (e.g., the pose of a person's arm or the length of an airplane's wing) while preserving as much existing details as possible. We propose to learn a deep network that infers the semantic parameters of an input shape and then allows the user to manipulate those parameters. The network is trained jointly on shapes from an auxiliary synthetic template and unlabeled realistic models, ensuring robustness to shape variability while relieving the need to label realistic exemplars. At testing time, edits within the parameter space drive deformations to be applied to the original shape, which provides semantically-meaningful manipulation while preserving the details. This is in contrast to prior methods that either use autoencoders with a limited latent-space dimensionality, failing to preserve arbitrary detail, or drive deformations with purely-geometric controls, such as cages, losing the ability to update local part regions. Experiments with datasets of chairs, airplanes, and human bodies demonstrate that our method produces more natural edits than prior work.
Fangyin Wei, Elena Sizikova, Avneesh Sud, Szymon Rusinkiewicz, Thomas A. Funkhouser
3DV4
2020 Poisson Surface Reconstruction with Envelope Constraints
abstract
Abstract Reconstructing surfaces from scanned 3D points has been an important research area for several decades. One common approach that has proven efficient and robust to noise is implicit surface reconstruction, i.e. fitting to the points a 3D scalar function (such as an indicator function or signed‐distance field) and then extracting an isosurface. Though many techniques fall within this category, existing methods either impose no boundary constraints or impose Dirichlet/Neumann conditions on the surface of a bounding box containing the scanned data. In this work, we demonstrate the benefit of supporting Dirichlet constraints on a general boundary. To this end, we adapt the Screened Poisson Reconstruction algorithm to input a constraint envelope in addition to the oriented point cloud. We impose Dirichlet boundary conditions, forcing the reconstructed implicit function to be zero outside this constraint surface. Using a visual hull and/or depth hull derived from RGB‐D scans to define the constraint envelope, we obtain substantially improved surface reconstructions in regions of missing data.
Michael M. Kazhdan, Ming Chuang, Szymon Rusinkiewicz, Hugues Hoppe
Comput. Graph. Forum3
2020 Learned feature embeddings for non-line-of-sight imaging and recognition
abstract
Objects obscured by occluders are considered lost in the images acquired by conventional camera systems, prohibiting both visualization and understanding of such hidden objects. Non-line-of-sight methods (NLOS) aim at recovering information about hidden scenes, which could help make medical imaging less invasive, improve the safety of autonomous vehicles, and potentially enable capturing unprecedented high-definition RGB-D data sets that include geometry beyond the directly visible parts. Recent NLOS methods have demonstrated scene recovery from time-resolved pulse-illuminated measurements encoding occluded objects as faint indirect reflections. Unfortunately, these systems are fundamentally limited by the quartic intensity fall-off for diffuse scenes. With laser illumination limited by eye-safety limits, recovery algorithms must tackle this challenge by incorporating scene priors. However, existing NLOS reconstruction algorithms do not facilitate learning scene priors. Even if they did, datasets that allow for such supervision do not exist, and successful encoder-decoder networks and generative adversarial networks fail for real-world NLOS data. In this work, we close this gap by learning hidden scene feature representations tailored to both reconstruction and recognition tasks such as classification or object detection, while still relying on physical models at the feature level. We overcome the lack of real training data with a generalizable architecture that can be trained in simulation. We learn the differentiable scene representation jointly with the reconstruction task using a differentiable transient renderer in the objective, and demonstrate that it generalizes to unseen classes and unseen real-world scenes , unlike existing encoder-decoder architectures and generative adversarial networks. The proposed method allows for end-to-end training for different NLOS tasks , such as image reconstruction, classification, and object detection, while being memory-efficient and running at real-time rates. We demonstrate hidden view synthesis, RGB-D reconstruction, classification, and object detection in the hidden scene in an end-to-end fashion.
Wenzheng Chen, Fangyin Wei, Kiriakos N. Kutulakos, Szymon Rusinkiewicz, Felix Heide
ACM Trans. Graph.4
2020 Towards spatially varying gloss reproduction for 3D printing
abstract
3D printing technology is a powerful tool for manufacturing complex shapes with high-quality textures. Gloss, next to color and shape, is one of the most salient visual aspects of an object. Unfortunately, printing a wide range of spatially-varying gloss properties using state-of-the-art 3D printers is challenging as it relies on geometrical modifications to achieve the desired appearance. A common post-processing step is to apply off-the-shelf varnishes that modify the final gloss. The main difficulty in automating this process lies in the physical properties of the varnishes which owe their appearance to a high concentration of large particles and as such, they cannot be easily deposited with current 3D color printers. As a result, fine-grained control of gloss properties using today's 3D printing technologies is limited in terms of both spatial resolution and the range of achievable gloss. We address the above limitations and propose new printing hardware based on piezo-actuated needle valves capable of jetting highly viscous varnishes. Based on the new hardware setup, we present the complete pipeline for controlling the gloss of a given 2.5 D object, from printer calibration, through material selection, to the manufacturing of models with spatially-varying reflectance. Furthermore, we discuss the potential integration with current 3D printing technology. Apart from being a viable solution for 3D printing, our method offers an additional and essential benefit of separating color and gloss fabrication which makes the process more flexible and enables high-quality color and gloss reproduction.
Michal Piovarci, Michael Foshey, Vahid Babaei, Szymon Rusinkiewicz, Wojciech Matusik, Piotr Didyk
ACM Trans. Graph.4
2020 SymmetryNet: learning to predict reflectional and rotational symmetries of 3D shapes from single-view RGB-D images
abstract
We study the problem of symmetry detection of 3D shapes from single-view RGB-D images, where severely missing data renders geometric detection approach infeasible. We propose an end-to-end deep neural network which is able to predict both reflectional and rotational symmetries of 3D objects present in the input RGB-D image. Directly training a deep model for symmetry prediction, however, can quickly run into the issue of overfitting. We adopt a multi-task learning approach. Aside from symmetry axis prediction, our network is also trained to predict symmetry correspondences. In particular, given the 3D points present in the RGB-D image, our network outputs for each 3D point its symmetric counterpart corresponding to a specific predicted symmetry. In addition, our network is able to detect for a given shape multiple symmetries of different types. We also contribute a benchmark of 3D symmetry detection based on single-view RGB-D images. Extensive evaluation on the benchmark demonstrates the strong generalization ability of our method, in terms of high accuracy of both symmetry axis prediction and counterpart estimation. In particular, our method is robust in handling unseen object instances with large variation in shape, multi-symmetry composition, as well as novel object categories.
Junwen Huang 0001, Xin Xu 0001, Szymon Rusinkiewicz, Kai Xu 0004
ACM Trans. Graph.5
2019 Learning Local Descriptors With a CDF-Based Dynamic Soft Margin
abstract
The triplet loss is adopted by a variety of learning tasks, such as local feature descriptor learning. However, its standard formulation with a hard margin only leverages part of the training data in each mini-batch. Moreover, the margin is often empirically chosen or determined through computationally expensive validation, and stays unchanged during the entire training session. In this work, we propose a simple yet effective method to overcome the above limitations. The core idea is to replace the hard margin with a non-parametric soft margin, which is dynamically updated. The major observation is that the difficulty of a triplet can be inferred from the cumulative distribution function of the triplets' signed distances to the decision boundary. We demonstrate through experiments on both real-valued and binary local feature descriptors that our method leads to state-of-the-art performance on popular benchmarks, while eliminating the need to determine the best margin.
Linguang Zhang, Szymon Rusinkiewicz
ICCV2
2019 High-Precision Localization Using Ground Texture
abstract
Location-aware applications play an increasingly critical role in everyday life. However, satellite-based localization (e.g., GPS) has limited accuracy and can be unusable in dense urban areas and indoors. We introduce an image-based global localization system that is accurate to a few millimeters and performs reliable localization both indoors and outside. The key idea is to capture and index distinctive local keypoints in ground textures. This is based on the observation that ground textures including wood, carpet, tile, concrete, and asphalt may look random and homogeneous, but all contain cracks, scratches, or unique arrangements of fibers. These imperfections are persistent, and can serve as local features. Our system incorporates a downward-facing camera to capture the fine texture of the ground, together with an image processing pipeline that locates the captured texture patch in a compact database constructed offline. We demonstrate the capability of our system to robustly, accurately, and quickly locate test images on various types of outdoor and indoor ground surfaces. This paper contains a supplementary video. All datasets and code are available online at microgps.cs.princeton.edu.
Linguang Zhang, Adam Finkelstein, Szymon Rusinkiewicz
ICRA3
2019 A symmetric objective function for ICP
abstract
The Iterative Closest Point (ICP) algorithm, commonly used for alignment of 3D models, has previously been defined using either a point-to-point or point-to-plane objective. Alternatively, researchers have proposed computationally-expensive methods that directly minimize the distance function between surfaces. We introduce a new symmetrized objective function that achieves the simplicity and computational efficiency of point-to-plane optimization, while yielding improved convergence speed and a wider convergence basin. In addition, we present a linearization of the objective that is exact in the case of exact correspondences. We experimentally demonstrate the improved speed and convergence basin of the symmetric objective, on both smooth models and challenging cases involving noise and partial overlap.
Szymon Rusinkiewicz
ACM Trans. Graph.1
2018 Learning to Detect Features in Texture Images
abstract
Local feature detection is a fundamental task in computer vision, and hand-crafted feature detectors such as SIFT have shown success in applications including image-based localization and registration. Recent work has used features detected in texture images for precise global localization, but is limited by the performance of existing feature detectors on textures, as opposed to natural images. We propose an effective and scalable method for learning feature detectors for textures, which combines an existing "ranking" loss with an efficient fully-convolutional architecture as well as a new training-loss term that maximizes the "peakedness" of the response map. We demonstrate that our detector is more repeatable than existing methods, leading to improvements in a real-world texture-based localization application.
Linguang Zhang, Szymon Rusinkiewicz
CVPR2
2018 PlaneMatch: Patch Coplanarity Prediction for Robust RGB-D Reconstruction
Kai Xu 0004, Matthias Nießner, Szymon Rusinkiewicz, Thomas A. Funkhouser
ECCV (8)4
2018 Deep multispectral painting reproduction via multi-layer, custom-ink printing
abstract
We propose a workflow for spectral reproduction of paintings, which captures a painting's spectral color, invariant to illumination, and reproduces it using multi-material 3D printing. We take advantage of the current 3D printers' capabilities of combining highly concentrated inks with a large number of layers, to expand the spectral gamut of a set of inks. We use a data-driven method to both predict the spectrum of a printed ink stack and optimize for the stack layout that best matches a target spectrum. This bidirectional mapping is modeled using a pair of neural networks, which are optimized through a problem-specific multi-objective loss function. Our loss function helps find the best possible ink layout resulting in the balance between spectral reproduction and colorimetric accuracy under a multitude of illuminants. In addition, we introduce a novel spectral vector error diffusion algorithm based on combining color contoning and halftoning, which simultaneously solves the layout discretization and color quantization problems, accurately and efficiently. Our workflow outperforms the state-of-the-art models for spectral prediction and layout optimization. We demonstrate reproduction of a number of real paintings and historically important pigments using our prototype implementation that uses 10 custom inks with varying spectra and a resin-based 3D printer.
Liang Shi 0003, Vahid Babaei, Changil Kim 0001, Michael Foshey, Yuanming Hu, Pitchaya Sitthi-amorn, Szymon Rusinkiewicz, Wojciech Matusik
ACM Trans. Graph.7
2017 Learning Detail Transfer based on Geometric Features
abstract
The visual richness of computer graphics applications is frequently limited by the difficulty of obtaining high-quality, detailed 3D models. This paper proposes a method for realistically transferring details (specifically, displacement maps) from existing high-quality 3D models to simple shapes that may be created with easy-to-learn modeling tools. Our key insight is to use metric learning to find a combination of geometric features that successfully predicts detail-map similarities on the source mesh; we use the learned feature combination to drive the detail transfer. The latter uses a variant of multi-resolution non-parametric texture synthesis, augmented by a high-frequency detail transfer step in texture space. We demonstrate that our technique can successfully transfer details among a variety of shapes including furniture and clothing.
Sema Berkiten, Maciej Halber, Justin Solomon 0001, Chongyang Ma, Hao Li 0015, Szymon Rusinkiewicz
Comput. Graph. Forum6
2017 State of the Art in Methods and Representations for Fabrication-Aware Design
abstract
Computational manufacturing technologies such as 3D printing hold the potential for creating objects with previously undreamed-of combinations of functionality and physical properties. Human designers, however, typically cannot exploit the full geometric (and often material) complexity of which these devices are capable. This STAR examines recent systems developed by the computer graphics community in which designers specify higher-level goals ranging from structural integrity and deformation to appearance and aesthetics, with the final detailed shape and manufacturing instructions emerging as the result of computation. It summarizes frameworks for interaction, simulation, and optimization, as well as documents the range of general objectives and domain-specific goals that have been considered. An important unifying thread in this analysis is that different underlying geometric and physical representations are necessary for different tasks: we document over a dozen classes of representations that have been used for fabrication-aware design in the literature. We analyze how these classes possess obvious advantages for some needs, but have also been used in creative manners to facilitate unexpected problem solutions.
Amit Bermano, Thomas A. Funkhouser, Szymon Rusinkiewicz
Comput. Graph. Forum3
2017 Shape Estimation from Shading, Defocus, and Correspondence Using Light-Field Angular Coherence
abstract
Light-field cameras are quickly becoming commodity items, with consumer and industrial applications. They capture many nearby views simultaneously using a single image with a micro-lens array, thereby providing a wealth of cues for depth recovery: defocus, correspondence, and shading. In particular, apart from conventional image shading, one can refocus images after acquisition, and shift one's viewpoint within the sub-apertures of the main lens, effectively obtaining multiple views. We present a principled algorithm for dense depth estimation that combines defocus and correspondence metrics. We then extend our analysis to the additional cue of shading, using it to refine fine details in the shape. By exploiting an all-in-focus image, in which pixels are expected to exhibit angular coherence, we define an optimization framework that integrates photo consistency, depth consistency, and shading consistency. We show that combining all three sources of information: defocus, correspondence, and shading, outperforms state-of-the-art light-field depth estimation algorithms in multiple scenarios.
Michael W. Tao, Pratul P. Srinivasan, Sunil Hadap, Szymon Rusinkiewicz, Jitendra Malik, Ravi Ramamoorthi
IEEE Trans. Pattern Anal. Mach. Intell.4
2017 Printing anisotropic appearance with magnetic flakes
abstract
The ability to fabricate surfaces with fine control over bidirectional reflectance (BRDF) is a long-standing goal in appearance research, with applications in product design and manufacturing. We propose a technique that embeds magnetic flakes in a photo-cured resin, allowing the orientation distribution of those flakes to be controlled at printing time using a magnetic field. We show that time-varying magnetic fields allow us to control off-specular lobe direction, anisotropy, and lobe width, while using multiple spatial masks displayed by a UV projector allows for spatial variation. We demonstrate optical effects including bump maps: fat surfaces with spatially-varying specular lobe direction.
Thiago Pereira, Carolina L. A. Paes Leme, Steve Marschner, Szymon Rusinkiewicz
ACM Trans. Graph.4
2016 Automated view and path planning for scalable multi-object 3D scanning
abstract
Demand for high-volume 3D scanning of real objects is rapidly growing in a wide range of applications, including online retailing, quality-control for manufacturing, stop motion capture for 3D animation, and archaeological documentation and reconstruction. Although mature technologies exist for high-fidelity 3D model acquisition, deploying them at scale continues to require non-trivial manual labor. We describe a system that allows non-expert users to scan large numbers of physical objects within a reasonable amount of time, and with greater ease. Our system uses novel view- and path-planning algorithms to control a structured-light scanner mounted on a calibrated motorized positioning system. We demonstrate the ability of our prototype to safely, robustly, and automatically acquire 3D models for large collections of small objects.
Xinyi Fan, Linguang Zhang, Benedict J. Brown, Szymon Rusinkiewicz
ACM Trans. Graph.4
2015 Depth from shading, defocus, and correspondence using light-field angular coherence
abstract
Light-field cameras are now used in consumer and industrial applications. Recent papers and products have demonstrated practical depth recovery algorithms from a passive single-shot capture. However, current light-field capture devices have narrow baselines and constrained spatial resolution; therefore, the accuracy of depth recovery is limited, requiring heavy regularization and producing planar depths that do not resemble the actual geometry. Using shading information is essential to improve the shape estimation. We develop an improved technique for local shape estimation from defocus and correspondence cues, and show how shading can be used to further refine the depth. Light-field cameras are able to capture both spatial and angular data, suitable for refocusing. By locally refocusing each spatial pixel to its respective estimated depth, we produce an all-in-focus image where all viewpoints converge onto a point in the scene. Therefore, the angular pixels have angular coherence, which exhibits three properties: photo consistency, depth consistency, and shading consistency. We propose a new framework that uses angular coherence to optimize depth and shading. The optimization framework estimates both general lighting in natural scenes and shading to improve depth regularization. Our method outperforms current state-of-the-art light-field depth estimation algorithms in multiple scenarios, including real images.
Michael W. Tao, Pratul P. Srinivasan, Jitendra Malik, Szymon Rusinkiewicz, Ravi Ramamoorthi
CVPR4
2014 Merge2-3D: Combining Multiple Normal Maps with 3D Surfaces
abstract
We propose an approach to enhance rough 3D geometry with fine details obtained from multiple normal maps. We begin with unaligned 2D normal maps and rough geometry, and automatically optimize the alignments through 2-step iterative registration algorithm. We then map the normals onto the surface, correcting and seamlessly blending them together. Finally, we optimize the geometry to produce high-quality 3D models that incorporate the high-frequency details from the normal maps. We demonstrate that our algorithm improves upon the results produced by some well-known algorithms: Poisson surface reconstruction [1] and the algorithm proposed by Nehab et al. [2].
Sema Berkiten, Xinyi Fan, Szymon Rusinkiewicz
3DV3
2014 AutoStyle: Automatic Style Transfer from Image Collections to Users' Images
abstract
Abstract Stylizing photos, to give them an antique or artistic look, has become popular in recent years. The available stylization filters, however, are usually created manually by artists, resulting in a narrow set of choices. Moreover, it can be difficult for the user to select a desired filter, since the filters’ names often do not convey their functions. We investigate an approach to photo filtering in which the user provides one or more keywords, and the desired style is defined by the set of images returned by searching the web for those keywords. Our method clusters the returned images, allows the user to select a cluster, then stylizes the user's photos by transferring vignetting, color, and local contrast from that cluster. This approach vastly expands the range of available styles, and gives each filter a meaningful name by default. We demonstrate that our method is able to robustly transfer a wide range of styles from image collections to users’ photos.
Yiming Liu 0001, Michael F. Cohen, Matthew Uyttendaele, Szymon Rusinkiewicz
Comput. Graph. Forum4
2014 Time-Lapse Photometric Stereo and Applications
abstract
Abstract This paper presents a technique to recover geometry from time‐lapse sequences of outdoor scenes. We build upon photometric stereo techniques to recover approximate shadowing, shading and normal components allowing us to alter the material and normals of the scene. Previous work in analyzing such images has faced two fundamental difficulties: 1. the illumination in outdoor images consists of time‐varying sunlight and skylight, and 2. the motion of the sun is restricted to a near‐planar arc through the sky, making surface normal recovery unstable. We develop methods to estimate the reflection component due to skylight illumination. We also show that sunlight directions are usually non‐planar, thus making surface normal recovery possible. This allows us to estimate approximate surface normals for outdoor scenes using a single day of data. We demonstrate the use of these surface normals for a number of image editing applications including reflectance, lighting, and normal editing.
Fangyang Shen, Kalyan Sunkavalli, Nicolas Bonneel, Szymon Rusinkiewicz, Hanspeter Pfister, Xin Tong 0001
Comput. Graph. Forum4
2014 Computational Light Routing: 3D Printed Optical Fibers for Sensing and Display
abstract
Despite recent interest in digital fabrication, there are still few algorithms that provide control over how light propagates inside a solid object. Existing methods either work only on the surface or restrict themselves to light diffusion in volumes. We use multi-material 3D printing to fabricate objects with embedded optical fibers, exploiting total internal reflection to guide light inside an object. We introduce automatic fiber design algorithms together with new manufacturing techniques to route light between two arbitrary surfaces. Our implicit algorithm optimizes light transmission by minimizing fiber curvature and maximizing fiber separation while respecting constraints such as fiber arrival angle. We also discuss the influence of different printable materials and fiber geometry on light propagation in the volume and the light angular distribution when exiting the fiber. Our methods enable new applications such as surface displays of arbitrary shape, touch-based painting of surfaces, and sensing a hemispherical light distribution in a single shot.
Thiago Pereira, Szymon Rusinkiewicz, Wojciech Matusik
ACM Trans. Graph.2
2013 Wide-Baseline Hair Capture Using Strand-Based Refinement
abstract
We propose a novel algorithm to reconstruct the 3D geometry of human hairs in wide-baseline setups using strand-based refinement. The hair strands are first extracted in each 2D view, and projected onto the 3D visual hull for initialization. The 3D positions of these strands are then refined by optimizing an objective function that takes into account cross-view hair orientation consistency, the visual hull constraint and smoothness constraints defined at the strand, wisp and global levels. Based on the refined strands, the algorithm can reconstruct an approximate hair surface: experiments with synthetic hair models achieve an accuracy of ~3mm. We also show real-world examples to demonstrate the capability to capture full-head hair styles as well as hair in motion with as few as 8 cameras.
Linjie Luo, Cha Zhang, Zhengyou Zhang, Szymon Rusinkiewicz
CVPR4
2013 Design and Fabrication of Faceted Mirror Arrays for Light Field Capture
abstract
Abstract The high resolution of digital cameras has made single‐shot, single‐sensor acquisition of light fields feasible, though considerable design effort is still necessary in order to construct the necessary collection of optical elements for particular acquisition scenarios. This paper explores a pipeline for designing, fabricating and utilizing faceted mirror arrays which simplifies this task. The foundation of the pipeline is an interactive tool that automatically optimizes for mirror designs while exposing to the user a set of intuitive parameters for light field quality and manufacturing constraints. We investigate two manufacturing processes for automatic fabrication of the resulting designs: one is based on CNC milling, polishing, and plating of one solid work piece, while the other involves assembly of CNC‐cut mirror facets. We demonstrate results for refocusing in a macro photography scenario. In addition, we observe that traditional photographic parameters take novel roles in the faceted mirror array setup and discuss their influence.
Martin Fuchs 0001, Markus Kächele, Szymon Rusinkiewicz
Comput. Graph. Forum3
2013 A no-reference metric for evaluating the quality of motion deblurring
abstract
Methods to undo the effects of motion blur are the subject of intense research, but evaluating and tuning these algorithms has traditionally required either user input or the availability of ground-truth images. We instead develop a metric for automatically predicting the perceptual quality of images produced by state-of-the-art deblurring algorithms. The metric is learned based on a massive user study, incorporates features that capture common deblurring artifacts, and does not require access to the original images (i.e., is "noreference"). We show that it better matches user-supplied rankings than previous approaches to measuring quality, and that in most cases it outperforms conventional full-reference image-similarity measures. We demonstrate applications of this metric to automatic selection of optimal algorithms and parameters, and to generation of fused images that combine multiple deblurring results.
Yiming Liu 0001, Jue Wang 0001, Sunghyun Cho, Adam Finkelstein, Szymon Rusinkiewicz
ACM Trans. Graph.5
2013 Structure-aware hair capture
abstract
Existing hair capture systems fail to produce strands that reflect the structures of real-world hairstyles. We introduce a system that reconstructs coherent and plausible wisps aware of the underlying hair structures from a set of still images without any special lighting. Our system first discovers locally coherent wisp structures in the reconstructed point cloud and the 3D orientation field, and then uses a novel graph data structure to reason about both the connectivity and directions of the local wisp structures in a global optimization. The wisps are then completed and used to synthesize hair strands which are robust against occlusion and missing data and plausible for animation and simulation. We show reconstruction results for a variety of complex hairstyles including curly, wispy, and messy hair.
Linjie Luo, Hao Li 0015, Szymon Rusinkiewicz
ACM Trans. Graph.3
2012 Multi-view hair capture using orientation fields
abstract
Reconstructing realistic 3D hair geometry is challenging due to omnipresent occlusions, complex discontinuities and specular appearance. To address these challenges, we propose a multi-view hair reconstruction algorithm based on orientation fields with structure-aware aggregation. Our key insight is that while hair's color appearance is view-dependent, the response to oriented filters that captures the local hair orientation is more stable. We apply the structure-aware aggregation to the MRF matching energy to enforce the structural continuities implied from the local hair orientations. Multiple depth maps from the MRF optimization are then fused into a globally consistent hair geometry with a template refinement procedure. Compared to the state-of-the-art color-based methods, our method faithfully reconstructs detailed hair structures. We demonstrate the results for a number of hair styles, ranging from straight to curly, and show that our framework is suitable for capturing hair in motion.
Linjie Luo, Hao Li 0015, Sylvain Paris, Thibaut Weise, Mark Pauly, Szymon Rusinkiewicz
CVPR6
2012 Gamut Mapping Spatially Varying Reflectance with an Improved BRDF Similarity Metric
abstract
Abstract Recent spatially varying reflectance (svBRDF) printing systems can reproduce an input document as a combination of matte, glossy and metallic inks. Due to the limited number of inks, this reproduction process incurs some distortion. In this work, we present an svBRDF gamut mapping algorithm that minimizes distortions in the angular and spatial domains. To preserve a material's perceived variation with lighting and view, we introduce an improved BRDF similarity metric that builds on both experimental results on reflectance perception and on the statistics of natural lighting environments. Our experiments show better preservation of object color and highlights, as validated quantitatively as well as through a perceptual study. As for the spatial domain, we show how to adapt traditional color gamut mapping methods to svBRDFs. Our solution takes into account the contrast between regions, achieving better preservation of textures and edges.
Thiago Pereira, Szymon Rusinkiewicz
Comput. Graph. Forum2
2012 Temporally coherent completion of dynamic shapes
abstract
We present a novel shape completion technique for creating temporally coherent watertight surfaces from real-time captured dynamic performances. Because of occlusions and low surface albedo, scanned mesh sequences typically exhibit large holes that persist over extended periods of time. Most conventional dynamic shape reconstruction techniques rely on template models or assume slow deformations in the input data. Our framework sidesteps these requirements and directly initializes shape completion with topology derived from the visual hull. To seal the holes with patches that are consistent with the subject's motion, we first minimize surface bending energies in each frame to ensure smooth transitions across hole boundaries. Temporally coherent dynamics of surface patches are obtained by unwarping all frames within a time window using accurate interframe correspondences. Aggregated surface samples are then filtered with a temporal visibility kernel that maximizes the use of nonoccluded surfaces. A key benefit of our shape completion strategy is that it does not rely on long-range correspondences or a template model. Consequently, our method does not suffer error accumulation typically introduced by noise, large deformations, and drastic topological changes. We illustrate the effectiveness of our method on several high-resolution scans of human performances captured with a state-of-the-art multiview 3D acquisition system.
Hao Li 0015, Linjie Luo, Daniel Vlasic, Pieter Peers, Jovan Popovic, Mark Pauly, Szymon Rusinkiewicz
ACM Trans. Graph.7
2012 Chopper: partitioning models into 3D-printable parts
abstract
3D printing technology is rapidly maturing and becoming ubiquitous. One of the remaining obstacles to wide-scale adoption is that the object to be printed must fit into the working volume of the 3D printer. We propose a framework, called Chopper, to decompose a large 3D object into smaller parts so that each part fits into the printing volume. These parts can then be assembled to form the original object. We formulate a number of desirable criteria for the partition, including assemblability, having few components, unobtrusiveness of the seams, and structural soundness. Chopper optimizes these criteria and generates a partition either automatically or with user guidance. Our prototype outputs the final decomposed parts with customized connectors on the interfaces. We demonstrate the effectiveness of Chopper on a variety of non-trivial real-world objects.
Linjie Luo, Ilya Baran, Szymon Rusinkiewicz, Wojciech Matusik
ACM Trans. Graph.3
2011 Goal-based Caustics
abstract
Abstract We propose a novel system for designing and manufacturing surfaces that produce desired caustic images when illuminated by a light source. Our system is based on a nonnegative image decomposition using a set of possibly overlapping anisotropic Gaussian kernels. We utilize this decomposition to construct an array of continuous surface patches, each of which focuses light onto one of the Gaussian kernels, either through refraction or reflection. We show how to derive the shape of each continuous patch and arrange them by performing a discrete assignment of patches to kernels in the desired caustic. Our decomposition provides for high fidelity reconstruction of natural images using a small collection of patches. We demonstrate our approach on a wide variety of caustic images by manufacturing physical surfaces with a small number of patches.
Marios Papas, Wojciech Jarosz, Wenzel Jakob, Szymon Rusinkiewicz, Wojciech Matusik, Tim Weyrich
Comput. Graph. Forum4
2010 Density-based Outlier Rejection in Monte Carlo Rendering
abstract
Abstract The problem of noise in Monte‐Carlo rendering arising from estimator variance is well‐known and well‐studied. In this work, we concentrate on identifying individual light paths as outliers that lead to significant spikes of noise and represent a challenge for existing filtering methods. Most noise‐reduction methods, such as importance sampling and stratification, attempt to generate samples that are expected a priori to have lower variance, but do not take into account actual sample values. While these methods are essential to decrease overall noise, we show that filtering samples a posteriori allows for greater reduction of spiked noise. In particular, given evaluated sample values, outliers can be identified and removed. Conforming with conventions in statistics, we emphasize that the term “outlier” should not be taken as synonymous with “incorrect”, but as referring to samples that distort the empirically‐observed distribution of energy relative to the true underlying distribution. By expressing a path distribution in joint image and color space, we show how outliers can be characterized by their density across the set of all nearby paths in this space. We show that removing these outliers leads to significant improvements in rendering quality.
Christopher DeCoro, Tim Weyrich, Szymon Rusinkiewicz
Comput. Graph. Forum3
2010 Physical reproduction of materials with specified subsurface scattering
abstract
We investigate a complete pipeline for measuring, modeling, and fabricating objects with specified subsurface scattering behaviors. The process starts with measuring the scattering properties of a given set of base materials, determining their radial reflection and transmission profiles. We describe a mathematical model that predicts the profiles of different stackings of base materials, at arbitrary thicknesses. In an inverse process, we can then specify a desired reflection profile and compute a layered composite material that best approximates it. Our algorithm efficiently searches the space of possible combinations of base materials, pruning unsatisfactory states imposed by physical constraints. We validate our process by producing both homogeneous and heterogeneous composites fabricated using a multi-material 3D printer. We demonstrate reproductions that have scattering properties approximating complex materials.
Milos Hasan, Martin Fuchs 0001, Wojciech Matusik, Hanspeter Pfister, Szymon Rusinkiewicz
ACM Trans. Graph.5
2010 Computational highlight holography
abstract
Computational highlight holography converts three-dimensional computer models into mechanical "holograms" fabricated on (specular) reflective or refractive materials. The surface consists of small grooves with patches of paraboloids or hyperboloids, each of which produces a highlight when illuminated by a directional light. Each highlight appears in different places for different view directions, with the correct binocular and motion parallax corresponding to a virtual 3D point position. Our computational pipeline begins with a 3D model and desired view position, samples the model to generate points that depict its features accurately, and computes a maximal set of non-overlapping patches to be embedded in the surface. We provide a preview of the hologram for the user, then fabricate the surface using a computer-controlled engraving machine. We show a variety of different fabricated holograms: reflective, transmissive, and holograms with color and proper shading. We also present extensions to stationary and animated 2D stippled images.
Christian Regg, Szymon Rusinkiewicz, Wojciech Matusik, Markus Gross 0001
ACM Trans. Graph.2
2010 Multi-feature matching of fresco fragments
abstract
We present a multiple-feature approach for determining matches between small fragments of archaeological artifacts such as Bronze-Age and Roman frescoes. In contrast with traditional 2D and 3D shape matching approaches, we introduce a set of feature descriptors that are based on not only color and shape, but also normal maps. These are easy to acquire and combine high data quality with discriminability and robustness to some types of deterioration. Our feature descriptors range from general-purpose to domain-specific, and are quick to compute and match. We have tested our system on three datasets of fresco fragments, demonstrating that multi-cue matching using different subsets of features leads to different tradeoffs between efficiency and effectiveness. In particular, we show that normal-based features are more effective than color-based ones at similar computational complexity, and that 3D features are more discriminative than ones based on 2D or normals, but at higher computational cost. We also demonstrate how machine learning techniques can be used to effectively combine our new features with traditional ones. Our results show good retrieval performance, significantly improving upon the match prediction rate of state-of-the-art 3D matching algorithms, and are expected to extend to general matching problems in applications such as texture synthesis and forensics.
Corey Toler-Franklin, Benedict J. Brown, Tim Weyrich, Thomas A. Funkhouser, Szymon Rusinkiewicz
ACM Trans. Graph.5
2009 Estimating the Laplace-Beltrami Operator by Restricting 3D Functions
abstract
Abstract We present a novel approach for computing and solving the Poisson equation over the surface of a mesh. As in previous approaches, we define the Laplace‐Beltrami operator by considering the derivatives of functions defined on the mesh. However, in this work, we explore a choice of functions that is decoupled from the tessellation. Specifically, we use basis functions (second‐order tensor‐product B‐splines) defined over 3D space, and then restrict them to the surface. We show that in addition to being invariant to mesh topology, this definition of the Laplace‐Beltrami operator allows a natural multiresolution structure on the function space that is independent of the mesh structure, enabling the use of a simple multigrid implementation for solving the Poisson equation.
Ming Chuang, Linjie Luo, Benedict J. Brown, Szymon Rusinkiewicz, Michael M. Kazhdan
Comput. Graph. Forum4
2009 How well do line drawings depict shape?
abstract
This paper investigates the ability of sparse line drawings to depict 3D shape. We perform a study in which people are shown an image of one of twelve 3D objects depicted with one of six styles and asked to orient a gauge to coincide with the surface normal at many positions on the object's surface. The normal estimates are compared with each other and with ground truth data provided by a registered 3D surface model to analyze accuracy and precision. The paper describes the design decisions made in collecting a large data set (275,000 gauge measurements) and provides analysis to answer questions about how well people interpret shapes from drawings. Our findings suggest that people interpret certain shapes almost as well from a line drawing as from a shaded image, that current computer graphics line drawing techniques can effectively depict shape and even match the effectiveness of artist's drawings, and that errors in depiction are often localized and can be traced to particular properties of the lines used. The data collected for this study will become a publicly available resource for further studies of this type.
Forrester Cole, Kevin Sanik, Douglas DeCarlo, Adam Finkelstein, Thomas A. Funkhouser, Szymon Rusinkiewicz, Manish Singh 0001
ACM Trans. Graph.6
2009 Printing spatially-varying reflectance
abstract
Although real-world surfaces can exhibit significant variation in materials --- glossy, diffuse, metallic, etc. --- printers are usually used to reproduce color or gray-scale images. We propose a complete system that uses appropriate inks and foils to print documents with a variety of material properties. Given a set of inks with known Bidirectional Reflectance Distribution Functions (BRDFs), our system automatically finds the optimal linear combinations to approximate the BRDFs of the target documents. Novel gamut-mapping algorithms preserve the relative glossiness between different BRDFs, and halftoning is used to produce patterns to be sent to the printer. We demonstrate the effectiveness of this approach with printed samples of a number of measured spatially-varying BRDFs.
Wojciech Matusik, Boris Ajdin, Jinwei Gu, Jason Lawrence, Hendrik P. A. Lensch, Fabio Pellacini, Szymon Rusinkiewicz
ACM Trans. Graph.7
2009 Dynamic shape capture using multi-view photometric stereo
abstract
We describe a system for high-resolution capture of moving 3D geometry, beginning with dynamic normal maps from multiple views. The normal maps are captured using active shape-from-shading (photometric stereo), with a large lighting dome providing a series of novel spherical lighting configurations. To compensate for low-frequency deformation, we perform multi-view matching and thin-plate spline deformation on the initial surfaces obtained by integrating the normal maps. Next, the corrected meshes are merged into a single mesh using a volumetric method. The final output is a set of meshes, which were impossible to produce with previous methods. The meshes exhibit details on the order of a few millimeters, and represent the performance over human-size working volumes at a temporal resolution of 60Hz.
Daniel Vlasic, Pieter Peers, Ilya Baran, Paul E. Debevec, Jovan Popovic, Szymon Rusinkiewicz, Wojciech Matusik
ACM Trans. Graph.6
2009 Fabricating microgeometry for custom surface reflectance
abstract
We propose a system for manufacturing physical surfaces that, in aggregate, exhibit a desired surface appearance. Our system begins with a user specification of a BRDF, or simply a highlight shape, and infers the required distribution of surface slopes. We sample this distribution, optimize for a maximally-continuous and valley-minimizing height field, and finally mill the surface using a computer-controlled machine tool. We demonstrate a variety of surfaces, ranging from reproductions of measured BRDFs to materials with unconventional highlights.
Tim Weyrich, Pieter Peers, Wojciech Matusik, Szymon Rusinkiewicz
ACM Trans. Graph.4
2008 Dense 3D reconstruction from specularity consistency
abstract
In this work, we consider the dense reconstruction of specular objects. We propose the use of a specularity constraint, based on surface normal/depth consistency, to define a matching cost function that can drive standard stereo reconstruction methods. We discuss the types of ambiguity that can arise, and suggest an aggregation method based on anisotropic diffusion that is particularly suitable for this matching cost function. We also present a controlled illumination setup that includes a pair of cameras and one LCD monitor, which is used as a calibrated, variable-position light source. We use this setup to evaluate the proposed method on real data, and demonstrate its capacity to recover high-quality depth and orientation from specular objects.
Diego F. Nehab, Tim Weyrich, Szymon Rusinkiewicz
CVPR3
2008 Video puppetry: a performative interface for cutout animation
abstract
We present a video-based interface that allows users of all skill levels to quickly create cutout-style animations by performing the character motions. The puppeteer first creates a cast of physical puppets using paper, markers and scissors. He then physically moves these puppets to tell a story. Using an inexpensive overhead camera our system tracks the motions of the puppets and renders them on a new background while removing the puppeteer's hands. Our system runs in real-time (at 30 fps) so that the puppeteer and the audience can immediately see the animation that is created. Our system also supports a variety of constraints and effects including articulated characters, multi-track animation, scene changes, camera controls, 2 1/2-D environments, shadows, and animation cycles. Users have evaluated our system both quantitatively and qualitatively: In tests of low-level dexterity, our system has similar accuracy to a mouse interface. For simple story telling, users prefer our system over either a mouse interface or traditional puppetry. We demonstrate that even first-time users, including an eleven-year-old, can use our system to quickly turn an original story idea into an animation.
Connelly Barnes, David E. Jacobs, Jason Sanders, Dan B. Goldman, Szymon Rusinkiewicz, Adam Finkelstein, Maneesh Agrawala
ACM Trans. Graph.5
2008 A system for high-volume acquisition and matching of fresco fragments: reassembling Theran wall paintings
abstract
Although mature technologies exist for acquiring images, geometry, and normals of small objects, they remain cumbersome and time-consuming for non-experts to employ on a large scale. In an archaeological setting, a practical acquisition system for routine use on every artifact and fragment would open new possibilities for archiving, analysis, and dissemination. We present an inexpensive system for acquiring all three types of information, and associated metadata, for small objects such as fragments of wall paintings. The acquisition system requires minimal supervision, so that a single, non-expert user can scan at least 10 fragments per hour. To achieve this performance, we introduce new algorithms to robustly and automatically align range scans, register 2-D scans to 3-D geometry, and compute normals from 2-D scans. As an illustrative application, we present a novel 3-D matching algorithm that efficiently searches for matching fragments using the scanned geometry.
Benedict J. Brown, Corey Toler-Franklin, Diego F. Nehab, Michael Burns, David P. Dobkin, Andreas Vlachopoulos, Christos Doumas, Szymon Rusinkiewicz, Tim Weyrich
ACM Trans. Graph.8
2008 Where do people draw lines?
abstract
This paper presents the results of a study in which artists made line drawings intended to convey specific 3D shapes. The study was designed so that drawings could be registered with rendered images of 3D models, supporting an analysis of how well the locations of the artists' lines correlate with other artists', with current computer graphics line definitions, and with the underlying differential properties of the 3D surface. Lines drawn by artists in this study largely overlapped one another (75% are within 1mm of another line), particularly along the occluding contours of the object. Most lines that do not overlap contours overlap large gradients of the image intensity, and correlate strongly with predictions made by recent line drawing algorithms in computer graphics. 14% were not well described by any of the local properties considered in this study. The result of our work is a publicly available data set of aligned drawings, an analysis of where lines appear in that data set based on local properties of 3D models, and algorithms to predict where artists will draw lines for new scenes.
Forrester Cole, Aleksey Golovinskiy, Alex Limpaecher, Heather Stoddart Barros, Adam Finkelstein, Thomas A. Funkhouser, Szymon Rusinkiewicz
ACM Trans. Graph.7
2008 A layered, heterogeneous reflectance model for acquiring and rendering human skin
abstract
We introduce a layered, heterogeneous spectral reflectance model for human skin. The model captures the inter-scattering of light among layers, each of which may have an independent set of spatially-varying absorption and scattering parameters. For greater physical accuracy and control, we introduce an infinitesimally thin absorbing layer between scattering layers. To obtain parameters for our model, we use a novel acquisition method that begins with multi-spectral photographs. By using an inverse rendering technique, along with known chromophore spectra, we optimize for the best set of parameters for each pixel of a patch. Our method finds close matches to a wide variety of inputs with low residual error. We apply our model to faithfully reproduce the complex variations in skin pigmentation. This is in contrast to most previous work, which assumes that skin is homogeneous or composed of homogeneous layers. We demonstrate the accuracy and flexibility of our model by creating complex skin visual effects such as veins, tattoos, rashes, and freckles, which would be difficult to author using only albedo textures at the skin's outer surface. Also, by varying the parameters to our model, we simulate effects from external forces, such as visible changes in blood flow within the skin due to external pressure.
Craig Donner, Tim Weyrich, Eugene d'Eon, Ravi Ramamoorthi, Szymon Rusinkiewicz
ACM Trans. Graph.5
2007 Viewpoint-Coded Structured Light
abstract
We introduce a theoretical framework and practical algorithms for replacing time-coded structured light patterns with viewpoint codes, in the form of additional camera locations. Current structured light methods typically use log(N) light patterns, encoded over time, to unambiguously reconstruct N unique depths. We demonstrate that each additional camera location may replace one frame in a temporal binary code. Our theoretical viewpoint coding analysis shows that, by using a high frequency stripe pattern and placing cameras in carefully selected locations, the epipolar projection in each camera can be made to mimic the binary encoding patterns normally projected over time. Results from our practical implementation demonstrate reliable depth reconstruction that makes neither temporal nor spatial continuity assumptions about the scene being captured.
Mark Young, Erik Beeson, James Davis 0001, Szymon Rusinkiewicz, Ravi Ramamoorthi
CVPR4
2007 Symmetry-enhanced remeshing of surfaces
Joshua Podolak, Aleksey Golovinskiy, Szymon Rusinkiewicz
Symposium on Geometry Processing3
2007 Global non-rigid alignment of 3-D scans
abstract
A key challenge in reconstructing high-quality 3D scans is registering data from different viewpoints. Existing global (multiview) alignment algorithms are restricted to rigid-body transformations, and cannot adequately handle non-rigid warps frequently present in real-world datasets. Moreover, algorithms that can compensate for such warps between pairs of scans do not easily generalize to the multiview case. We present an algorithm for obtaining a globally optimal alignment of multiple overlapping datasets in the presence of low-frequency non-rigid deformations, such as those caused by device nonlinearities or calibration error. The process first obtains sparse correspondences between views using a locally weighted, stability-guaranteeing variant of iterative closest points (ICP). Global positions for feature points are found using a relaxation method, and the scans are warped to their final positions using thin-plate splines. Our framework efficiently handles large datasets---thousands of scans comprising hundreds of millions of samples---for both rigid and non-rigid alignment, with the non-rigid case requiring little overhead beyond rigid-body alignment. We demonstrate that, relative to rigid-body registration, it improves the quality of alignment and better preserves detail in 3D datasets from a variety of scanners exhibiting non-rigid distortion.
Benedict J. Brown, Szymon Rusinkiewicz
ACM Trans. Graph.2
2007 Multiscale shape and detail enhancement from multi-light image collections
abstract
We present a new image-based technique for enhancing the shape and surface details of an object. The input to our system is a small set of photographs taken from a fixed viewpoint, but under varying lighting conditions. For each image we compute a multiscale decomposition based on the bilateral filter and then reconstruct an enhanced image that combines detail information at each scale across all the input images. Our approach does not require any information about light source positions, or camera calibration, and can produce good results with 3 to 5 input images. In addition our system provides a few high-level parameters for controlling the amount of enhancement and does not require pixel-level user input. We show that the bilateral filter is a good choice for our multiscale algorithm because it avoids the halo artifacts commonly associated with the traditional Laplacian image pyramid. We also develop a new scheme for computing our multiscale bilateral decomposition that is simple to implement, fastO(N2logN) and accurate.
Raanan Fattal, Maneesh Agrawala, Szymon Rusinkiewicz
ACM Trans. Graph.3
2007 Factored time-lapse video
abstract
We describe a method for converting time-lapse photography captured with outdoor cameras into Factored Time-Lapse Video (FTLV): a video in which time appears to move faster (i.e., lapsing) and where data at each pixel has been factored into shadow, illumination, and reflectance components. The factorization allows a user to easily relight the scene, recover a portion of the scene geometry (normals), and to perform advanced image editing operations. Our method is easy to implement, robust, and provides a compact representation with good reconstruction characteristics. We show results using several publicly available time-lapse sequences.
Kalyan Sunkavalli, Wojciech Matusik, Hanspeter Pfister, Szymon Rusinkiewicz
ACM Trans. Graph.4
2007 Digital bas-relief from 3D scenes
abstract
We present a system for semi-automatic creation of bas-relief sculpture. As an artistic medium, relief spans the continuum between 2D drawing or painting and full 3D sculpture. Bas-relief (or low relief) presents the unique challenge of squeezing shapes into a nearly-flat surface while maintaining as much as possible the perception of the full 3D scene. Our solution to this problem adapts methods from the tone-mapping literature, which addresses the similar problem of squeezing a high dynamic range image into the (low) dynamic range available on typical display devices. However, the bas-relief medium imposes its own unique set of requirements, such as maintaining small, fixed-size depth discontinuities. Given a 3D model, camera, and a few parameters describing the relative attenuation of different frequencies in the shape, our system creates a relief that gives the illusion of the 3D shape from a given vantage point while conforming to a greatly compressed height.
Tim Weyrich, Jia Deng 0001, Connelly Barnes, Szymon Rusinkiewicz, Adam Finkelstein
ACM Trans. Graph.4
2006 A statistical model for synthesis of detailed facial geometry
abstract
Detailed surface geometry contributes greatly to the visual realism of 3D face models. However, acquiring high-resolution face geometry is often tedious and expensive. Consequently, most face models used in games, virtual reality, or computer vision look unrealistically smooth. In this paper, we introduce a new statistical technique for the analysis and synthesis of small three-dimensional facial features, such as wrinkles and pores. We acquire high-resolution face geometry for people across a wide range of ages, genders, and races. For each scan, we separate the skin surface details from a smooth base mesh using displaced subdivision surfaces. Then, we analyze the resulting displacement maps using the texture analysis/synthesis framework of Heeger and Bergen, adapted to capture statistics that vary spatially across a face. Finally, we use the extracted statistics to synthesize plausible detail on face meshes of arbitrary subjects. We demonstrate the effectiveness of this method in several applications, including analysis of facial texture in subjects with different ages and genders, interpolation between high-resolution face scans, adding detail to low-resolution face scans, and adjusting the apparent age of faces. In all cases, we are able to re-produce fine geometric details consistent with those observed in high resolution scans.
Aleksey Golovinskiy, Wojciech Matusik, Hanspeter Pfister, Szymon Rusinkiewicz, Thomas A. Funkhouser
ACM Trans. Graph.4
2006 Inverse shade trees for non-parametric material representation and editing
abstract
Recent progress in the measurement of surface reflectance has created a demand for non-parametric appearance representations that are accurate, compact, and easy to use for rendering. Another crucial goal, which has so far received little attention, is editability: for practical use, we must be able to change both the directional and spatial behavior of surface reflectance (e.g., making one material shinier, another more anisotropic, and changing the spatial "texture maps" indicating where each material appears). We introduce an Inverse Shade Tree framework that provides a general approach to estimating the "leaves" of a user-specified shade tree from high-dimensional measured datasets of appearance. These leaves are sampled 1- and 2-dimensional functions that capture both the directional behavior of individual materials and their spatial mixing patterns. In order to compute these shade trees automatically, we map the problem to matrix factorization and introduce a flexible new algorithm that allows for constraints such as non-negativity, sparsity, and energy conservation. Although we cannot infer every type of shade tree, we demonstrate the ability to reduce multi-gigabyte measured datasets of the Spatially-Varying Bidirectional Reflectance Distribution Function (SVBRDF) into a compact representation that may be edited in real time.
Jason Lawrence, Aner Ben-Artzi, Christopher DeCoro, Wojciech Matusik, Hanspeter Pfister, Ravi Ramamoorthi, Szymon Rusinkiewicz
ACM Trans. Graph.7
2006 A compact factored representation of heterogeneous subsurface scattering
abstract
Many translucent materials exhibit heterogeneous subsurface scattering, which arises from complex internal structures. The acquisition and representation of these scattering functions is a complex problem that has been only partially addressed in previous techniques. Unlike homogeneous materials, the spatial component of heterogeneous subsurface scattering can vary arbitrarily over surface locations. Storing the spatial component without compression leads to impractically large datasets. In this paper, we address the problem of acquiring and compactly representing the spatial component of heterogeneous subsurface scattering functions. We propose a material model based on matrix factorization that can be mapped onto arbitrary geometry, and, due to its compact form, can be incorporated into most visualization systems with little overhead. We present results of several real-world datasets that are acquired using a projector and a digital camera.
Pieter Peers, Karl vom Berge, Wojciech Matusik, Ravi Ramamoorthi, Jason Lawrence, Szymon Rusinkiewicz, Philip Dutré
ACM Trans. Graph.6
2006 A planar-reflective symmetry transform for 3D shapes
abstract
Symmetry is an important cue for many applications, including object alignment, recognition, and segmentation. In this paper, we describe a planar reflective symmetry transform (PRST) that captures a continuous measure of the reflectional symmetry of a shape with respect to all possible planes. This transform combines and extends previous work that has focused on global symmetries with respect to the center of mass in 3D meshes and local symmetries with respect to points in 2D images. We provide an efficient Monte Carlo sampling algorithm for computing the transform for surfaces and show that it is stable under common transformations. We also provide an iterative refinement algorithm to find local maxima of the transform precisely. We use the transform to define two new geometric properties, center of symmetry and principal symmetry axes, and show that they are useful for aligning objects in a canonical coordinate system. Finally, we demonstrate that the symmetry transform is useful for several applications in computer graphics, including shape matching, segmentation of meshes into parts, and automatic viewpoint selection.
Joshua Podolak, Philip Shilane, Aleksey Golovinskiy, Szymon Rusinkiewicz, Thomas A. Funkhouser
ACM Trans. Graph.4
2006 Exaggerated shading for depicting shape and detail
abstract
In fields ranging from technical illustration to mapmaking, artists have developed distinctive visual styles designed to convey both detail and overall shape as clearly as possible. We investigate a non-photorealistic shading model, inspired by techniques for carto-graphic terrain relief, based on dynamically adjusting the effective light position for different areas of the surface. It reveals detail regardless of surface orientation and, by operating at multiple scales, is designed to convey detail at all frequencies simultaneously.
Szymon Rusinkiewicz, Michael Burns, Douglas DeCarlo
ACM Trans. Graph.1
2005 Improved Sub-pixel Stereo Correspondences through Symmetric Refinement
abstract
Most dense stereo correspondence algorithms start by establishing discrete pixel matches and later refine these matches to sub-pixel precision. Traditional sub-pixel refinement methods attempt to determine the precise location of points, in the secondary image, that correspond to discrete positions in the reference image. We show that this strategy can lead to a systematic bias associated with the violation of the general symmetry of matching cost functions. This bias produces random or coherent noise in the final reconstruction, but can be avoided by refining both image coordinates simultaneously, in a symmetric way. We demonstrate that the symmetric sub-pixel refinement strategy results in more accurate correspondences by avoiding bias while preserving detail.
Diego F. Nehab, Szymon Rusinkiewicz, James Davis 0001
ICCV2
2005 Adaptive Numerical Cumulative Distribution Functions for Efficient Importance Sampling
Jason Lawrence, Szymon Rusinkiewicz, Ravi Ramamoorthi
Rendering Techniques2
2005 Atomic Volumes for Mesh Completion
Joshua Podolak, Szymon Rusinkiewicz
Symposium on Geometry Processing2
2005 Pose-independent simplification of articulated meshes
abstract
Methods for triangle mesh decimation are common; however, most existing techniques operate only on static geometry. In this paper, we present a view- and pose-independent method for the automatic simplification of skeletally articulated meshes. Such meshes have associated kinematic skeletons that are used to control their deformation, with the position of each vertex influenced by a linear combination of bone transformations. Our method extends the commonly-used quadric error metric by incorporating knowledge of potential poses into a probability function. We minimize the average error of the deforming mesh over all possible configurations, weighted by the probability. This is possible by transforming the quadrics from each configuration into a common coordinate system. Our simplification algorithm runs as a preprocess, and the resulting meshes can be seamlessly integrated into existing systems. We demonstrate the effectiveness of this approach for generating highly-simplified models while preserving necessary detail in deforming regions near joints.
Christopher DeCoro, Szymon Rusinkiewicz
SI3D2
2005 Spacetime Stereo: A Unifying Framework for Depth from Triangulation
abstract
Depth from triangulation has traditionally been investigated in a number of independent threads of research, with methods such as stereo, laser scanning, and coded structured light considered separately. In this paper, we propose a common framework called spacetime stereo that unifies and generalizes many of these previous methods. To show the practical utility of the framework, we develop two new algorithms for depth estimation: depth from unstructured illumination change and depth estimation in dynamic scenes. Based on our analysis, we show that methods derived from the spacetime stereo framework can be used to recover depth in situations in which existing methods perform poorly.
James Davis 0001, Diego F. Nehab, Ravi Ramamoorthi, Szymon Rusinkiewicz
IEEE Trans. Pattern Anal. Mach. Intell.4
2005 Line drawings from volume data
abstract
Renderings of volumetric data have become an important data analysis tool for applications ranging from medicine to scientific simulation. We propose a volumetric drawing system that directly extracts sparse linear features, such as silhouettes and suggestive contours, using a temporally coherent seed-and-traverse framework. In contrast to previous methods based on isosurfaces or nonrefractive transparency, producing these drawings requires examining an asymptotically smaller subset of the data, leading to efficiency on large data sets. In addition, the resulting imagery is often more comprehensible than standard rendering styles, since it focuses attention on important features in the data. We test our algorithms on datasets up to 512 3 , demonstrating interactive extraction and rendering of line drawings in a variety of drawing styles.
Michael Burns, Janek Klawe, Szymon Rusinkiewicz, Adam Finkelstein, Douglas DeCarlo
ACM Trans. Graph.3
2005 Efficiently combining positions and normals for precise 3D geometry
abstract
Range scanning, manual 3D editing, and other modeling approaches can provide information about the geometry of surfaces in the form of either 3D positions (e.g., triangle meshes or range images) or orientations (normal maps or bump maps). We present an algorithm that combines these two kinds of estimates to produce a new surface that approximates both. Our formulation is linear, allowing it to operate efficiently on complex meshes commonly used in graphics. It also treats high-and low-frequency components separately, allowing it to optimally combine outputs from data sources such as stereo triangulation and photometric stereo, which have different error-vs.-frequency characteristics. We demonstrate the ability of our technique to both recover high-frequency details and avoid low-frequency bias, producing surfaces that are more widely applicable than position or orientation data alone.
Diego F. Nehab, Szymon Rusinkiewicz, James Davis 0001, Ravi Ramamoorthi
ACM Trans. Graph.2
2004 Symmetry Descriptors and 3D Shape Matching
Michael M. Kazhdan, Thomas A. Funkhouser, Szymon Rusinkiewicz
Symposium on Geometry Processing3
2004 A Reflective Symmetry Descriptor for 3D Models
Michael M. Kazhdan, Bernard Chazelle, David P. Dobkin, Thomas A. Funkhouser, Szymon Rusinkiewicz
Algorithmica5
2004 Modeling by example
abstract
In this paper, we investigate a data-driven synthesis approach to constructing 3D geometric surface models. We provide methods with which a user can search a large database of 3D meshes to find parts of interest, cut the desired parts out of the meshes with intelligent scissoring, and composite them together in different ways to form new objects. The main benefit of this approach is that it is both easy to learn and able to produce highly detailed geometric models -- the conceptual design for new models comes from the user, while the geometric details come from examples in the database. The focus of the paper is on the main research issues motivated by the proposed approach: (1) interactive segmentation of 3D surfaces, (2) shape-based search to find 3D models with parts matching a query, and (3) composition of parts to form new models. We provide new research contributions on all three topics and incorporate them into a prototype modeling system. Experience with our prototype system indicates that it allows untrained users to create interesting and detailed 3D models.
Thomas A. Funkhouser, Michael M. Kazhdan, Philip Shilane, Patrick Min, William Kiefer, Ayellet Tal, Szymon Rusinkiewicz, David P. Dobkin
ACM Trans. Graph.7
2004 Shape matching and anisotropy
abstract
With recent improvements in methods for the acquisition and rendering of 3D models, the need for retrieval of models has gained prominence in the graphics and vision communities. A variety of methods have been proposed that enable the efficient querying of model repositories for a desired 3D shape. Many of these methods use a 3D model as a query and attempt to retrieve models from the database that have a similar shape.In this paper we consider the implications of anisotropy on the shape matching paradigm. In particular, we propose a novel method for matching 3D models that factors the shape matching equation as the disjoint outer product of anisotropy and geometric comparisons. We provide a general method for computing the factored similarity metric and show how this approach can be applied to improve the matching performance of many existing shape matching methods.
Michael M. Kazhdan, Thomas A. Funkhouser, Szymon Rusinkiewicz
ACM Trans. Graph.3
2004 Efficient BRDF importance sampling using a factored representation
abstract
High-quality Monte Carlo image synthesis requires the ability to importance sample realistic BRDF models. However, analytic sampling algorithms exist only for the Phong model and its derivatives such as Lafortune and Blinn-Phong. This paper demonstrates an importance sampling technique for a wide range of BRDFs, including complex analytic models such as Cook-Torrance and measured materials, which are being increasingly used for realistic image synthesis. Our approach is based on a compact factored representation of the BRDF that is optimized for sampling. We show that our algorithm consistently offers better efficiency than alternatives that involve fitting and sampling a Lafortune or Blinn-Phong lobe, and is more compact than sampling strategies based on tabulating the full BRDF. We are able to efficiently create images involving multiple measured and analytic BRDFs, under both complex direct lighting and global illumination.
Jason Lawrence, Szymon Rusinkiewicz, Ravi Ramamoorthi
ACM Trans. Graph.2
2003 Spacetime Stereo: A Unifying Framework for Depth from Triangulation
abstract
Depth from triangulation has traditionally been treated in a number of separate threads in the computer vision literature, with methods like stereo, laser scanning, and coded structured light considered separately. In this paper, we propose a common framework, spacetime stereo, which unifies many of these previous methods. Viewing specific techniques as special cases of this general framework leads to insights regarding the solutions to many of the traditional problems of individual techniques. Specifically, we discuss a number of innovative possible applications such as improved recovery of static scenes under variable illumination, spacetime stereo for moving objects, structured light and laser scanning with multiple simultaneous stripes or patterns, and laser scanning of shiny objects. To suggest the practical utility of the framework, we use it to analyze one of these applications: recovery of static scenes under variable, but uncontrolled, illumination. Based on our analysis, we show that methods derived from the spacetime stereo framework can be used to recover depth in situations in which existing methods perform poorly.
James Davis 0001, Ravi Ramamoorthi, Szymon Rusinkiewicz
CVPR (2)3
2003 Rotation Invariant Spherical Harmonic Representation of 3D Shape Descriptors
Michael M. Kazhdan, Thomas A. Funkhouser, Szymon Rusinkiewicz
Symposium on Geometry Processing3
2003 Suggestive contours for conveying shape
abstract
In this paper, we describe a non-photorealistic rendering system that conveys shape using lines. We go beyond contours and creases by developing a new type of line to draw: the suggestive contour . Suggestive contours are lines drawn on clearly visible parts of the surface, where a true contour would first appear with a minimal change in viewpoint. We provide two methods for calculating suggestive contours, including an algorithm that finds the zero crossings of the radial curvature. We show that suggestive contours can be drawn consistently with true contours, because they anticipate and extend them. We present a variety of results, arguing that these images convey shape more effectively than contour alone.
Douglas DeCarlo, Adam Finkelstein, Szymon Rusinkiewicz, Anthony Santella
ACM Trans. Graph.3
2002 Real-time 3D model acquisition
abstract
The digitization of the 3D shape of real objects is a rapidly expanding field, with applications in entertainment, design, and archaeology. We propose a new 3D model acquisition system that permits the user to rotate an object by hand and see a continuously-updated model as the object is scanned. This tight feedback loop allows the user to find and fill holes in the model in real time, and determine when the object has been completely covered. Our system is based on a 60 Hz. structured-light rangefinder, a real-time variant of ICP (iterative closest points) for alignment, and point-based merging and rendering algorithms. We demonstrate the ability of our prototype to scan objects faster and with greater ease than conventional model acquisition pipelines.
Szymon Rusinkiewicz, Olaf A. Hall-Holt, Marc Levoy
ACM Trans. Graph.1
2001 Stripe Boundary Codes for Real-Time Structured-Light Range Scanning of Moving Objects
abstract
We present a novel approach to real-time structured light range scanning. After an analysis of the underlying assumptions of existing structured light techniques, we derive a new set of illumination patterns based on coding the boundaries between projected stripes. These stripe boundary codes allow range scanning of moving objects, with only modest assumptions about scene continuity and reflectance. We describe an implementation that integrates these new codes with real-time algorithms for tracking stripe boundaries and determining depths. Our system uses a standard video camera and DLP projector, and produces dense range images at 60 Hz with 100 /spl mu/m accuracy over a 10 cm working volume. As an application, we demonstrate the creation of complete models of rigid objects: the objects are rotated in front of the scanner by hand, and successive range images are automatically aligned.
Olaf A. Hall-Holt, Szymon Rusinkiewicz
ICCV2
2001 Streaming QSplat: a viewer for networked visualization of large, dense models
abstract
Steady growth in the speeds of network links and graphics accelerator cards has brought increasing interest in streaming transmission of three-dimensional data sets. We demonstrate how streaming visualization can be made practical for data sets containing hundreds of millions of samples. Our system is based on QSplat, a multiresolution rendering system for dense polygon meshes that employs a bounding sphere hierarchy data structure and splat rendering. We show how to incorporate view-dependent progressive transmission into QSplat, by having the client request visible portions of the model in order from coarse to fine resolution. In addition, we investigate interaction techniques for improving the eectiveness of streaming data visualization. In particular, we explore color-coding streamed data by resolution, examine the order in which data should be transmitted in order to minimize visual distraction, and propose tools for giving the user fine control over download order.
Szymon Rusinkiewicz, Marc Levoy
SI3D1
2000 The digital Michelangelo project: 3D scanning of large statues
Marc Levoy, Kari Pulli, Brian Curless, Szymon Rusinkiewicz, David Koller, Lucas Pereira, Matt Ginzton, Sean E. Anderson, James Davis 0001, Jeremy Ginsberg, Jonathan Shade, Duane Fulk
SIGGRAPH4
2000 QSplat: a multiresolution point rendering system for large meshes
abstract
Advances in 3D scanning technologies have enabled the practical creation of meshes with hundreds of millions of polygons. Traditional algorithms for display, simplification, and progressive transmission of meshes are impractical for data sets of this size. We describe a system for representing and progressively displaying these meshes that combines a multiresolution hierarchy based on bounding spheres with a rendering system based on points. A single data structure is used for view frustum culling, backface culling, level-of-detail selection, and rendering. The representation is compact and can be computed quickly, making it suitable for large data sets. Our implementation, written for use in a large-scale 3D digitization project, launches quickly, maintains a user-settable interactive frame rate regardless of object complexity or camera position, yields reasonable image quality during motion, and refines progressively when idle to a high final image quality. We have demonstrated the system on scanned models containing hundreds of millions of samples.
Szymon Rusinkiewicz, Marc Levoy
SIGGRAPH1