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Joel Daniels II

dblp:99/3904 · DBLP profile ↗
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11ranked-venue papers
8as first author
0since 2021 · last 2012
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 11 · 8 first-authorTheory of computation · 1 · 1 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
4 papers
Geometric modeling and processing · 71% Visualization and visual analytics · 29%

Topics — the 8 heaviest of 9, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Geometric modeling and processing › mesh generation
quad meshing
0.322012
Interactive Quadrangulation with Reeb Atlases and Connectivity Textures · IEEE Trans. Vis. Comput. Graph. 2012
Inspired quadrangulation · Comput. Aided Des. 2011
Geometric modeling and processing
feature recognition
0.112010
Interactive Vector Field Feature Identification · IEEE Trans. Vis. Comput. Graph. 2010
Visualization and visual analytics
interactive visualization
0.112010
Interactive Vector Field Feature Identification · IEEE Trans. Vis. Comput. Graph. 2010
Visualization and visual analytics › scientific visualization › field visualization
vector field visualization
0.112010
Interactive Vector Field Feature Identification · IEEE Trans. Vis. Comput. Graph. 2010
Geometric modeling and processing
mesh processing
0.112008
Quadrilateral mesh simplification · ACM Trans. Graph. 2008
Geometric modeling and processing › mesh processing
mesh simplification
0.112008
Quadrilateral mesh simplification · ACM Trans. Graph. 2008
Geometric modeling and processing › mesh processing › mesh simplification
quadric error metric
0.112008
Quadrilateral mesh simplification · ACM Trans. Graph. 2008
Visualization and visual analytics
topological data analysis
0.012012
Interactive Quadrangulation with Reeb Atlases and Connectivity Textures · IEEE Trans. Vis. Comput. Graph. 2012

Methods — techniques the papers use, named apart from their topics

scalar field topology · 0.1reeb atlas editing · 0.1connectivity texturing · 0.1quadrangulation · 0.1painting interface · 0.1attribute space projection · 0.1edge collapse · 0.1dual mesh operations · 0.1
YearPublicationVenuePosition
2012 Interactive Quadrangulation with Reeb Atlases and Connectivity Textures
abstract
Creating high-quality quad meshes from triangulated surfaces is a highly nontrivial task that necessitates consideration of various application specific metrics of quality. In our work, we follow the premise that automatic reconstruction techniques may not generate outputs meeting all the subjective quality expectations of the user. Instead, we put the user at the center of the process by providing a flexible, interactive approach to quadrangulation design. By combining scalar field topology and combinatorial connectivity techniques, we present a new framework, following a coarse to fine design philosophy, which allows for explicit control of the subjective quality criteria on the output quad mesh, at interactive rates. Our quadrangulation framework uses the new notion of Reeb atlas editing, to define with a small amount of interactions a coarse quadrangulation of the model, capturing the main features of the shape, with user prescribed extraordinary vertices and alignment. Fine grain tuning is easily achieved with the notion of connectivity texturing, which allows for additional extraordinary vertices specification and explicit feature alignment, to capture the high-frequency geometries. Experiments demonstrate the interactivity and flexibility of our approach, as well as its ability to generate quad meshes of arbitrary resolution with high-quality statistics, while meeting the user’s own subjective requirements.
Julien Tierny, Joel Daniels II, Luis Gustavo Nonato, Valerio Pascucci, Cláudio T. Silva
IEEE Trans. Vis. Comput. Graph.2
2011 Inspired quadrangulation
Julien Tierny, Joel Daniels II, Luis Gustavo Nonato, Valerio Pascucci, Cláudio T. Silva
Comput. Aided Des.2
2011 Template-based quadrilateral meshing
Joel Daniels II, Mario Augusto de Souza Lizier, Marcelo Siqueira, Cláudio T. Silva, Luis Gustavo Nonato
Comput. Graph.1
2011 Template-based quadrilateral mesh generation from imaging data
Mario Augusto de Souza Lizier, Marcelo Siqueira, Joel Daniels II, Cláudio T. Silva, Luis Gustavo Nonato
Vis. Comput.3
2010 Interactive Vector Field Feature Identification
abstract
We introduce a flexible technique for interactive exploration of vector field data through classification derived from user-specified feature templates. Our method is founded on the observation that, while similar features within the vector field may be spatially disparate, they share similar neighborhood characteristics. Users generate feature-based visualizations by interactively highlighting well-accepted and domain specific representative feature points. Feature exploration begins with the computation of attributes that describe the neighborhood of each sample within the input vector field. Compilation of these attributes forms a representation of the vector field samples in the attribute space. We project the attribute points onto the canonical 2D plane to enable interactive exploration of the vector field using a painting interface. The projection encodes the similarities between vector field points within the distances computed between their associated attribute points. The proposed method is performed at interactive rates for enhanced user experience and is completely flexible as showcased by the simultaneous identification of diverse feature types.
Joel Daniels II, Erik W. Anderson, Luis Gustavo Nonato, Cláudio T. Silva
IEEE Trans. Vis. Comput. Graph.1
2009 Semi-regular Quadrilateral-only Remeshing from Simplified Base Domains
abstract
Abstract Semi‐regular meshes describe surface models that exhibit a structural regularity that facilitates many geometric processing algorithms. We introduce a technique to construct semi‐regular, quad‐only meshes from input surface meshes of arbitrary polygonal type and genus. The algorithm generates a quad‐only model through subdivision of the input polygons, then simplifies to a base domain that is homeomorphic to the original mesh. During the simplification, a novel hierarchical mapping method,keyframe mapping, stores specific levels‐of‐detail to guide the mapping of the original vertices to the base domain. The algorithm implements a scheme for refinement with adaptive resampling of the base domain and backward projects to the original surface. As a byproduct of the remeshing scheme, a surface parameterization is associated with the remesh vertices to facilitate subsequent geometric processing, i.e. texture mapping, subdivision surfaces and spline‐based modeling.
Joel Daniels II, Cláudio T. Silva, Elaine Cohen
Comput. Graph. Forum1
2009 Localized Quadrilateral Coarsening
abstract
Abstract In this paper we introduce a coarsening algorithm for quadrilateral meshes that generates quality, quad‐only connectivity during level‐of‐coarseningcreation. A novel aspect of this work is development and implementation of a localized adaptation of thepolychordcollapse operator to better control and preserve important surface components. We describe a novel weighting scheme for automatic deletion selection that considers surface attributes, as well as localized queue updates that allow for improved data structures and computational performance opportunities over previous techniques. Additionally, this work supports optional and intuitive user controls for tailored simplification results.
Joel Daniels II, Cláudio T. Silva, Elaine Cohen
Comput. Graph. Forum1
2008 Quadrilateral mesh simplification
abstract
We introduce a simplification algorithm for meshes composed of quadrilateral elements. It is reminiscent of edge-collapse based methods for triangle meshes, but takes a novel approach to the challenging problem of maintaining the quadrilateral connectivity during level-of-detail creation. The method consists of a set of unit operations applied to the dual of the mesh, each designed to improve mesh structure and maintain topological genus. Geometric shape is maintained by an extension of a quadric error metric to quad meshes. The technique is straightforward to implement and efficient enough to be applied to real-world models. Our technique can handle models with sharp features, and can be used to re-mesh general polygonal, i.e. tri- and quad-dominant, meshes into quadonly meshes.
Joel Daniels II, Cláudio T. Silva, Jason F. Shepherd, Elaine Cohen
ACM Trans. Graph.1
2008 Spline-based feature curves from point-sampled geometry
Joel Daniels II, Tilo Ochotta, Linh K. Ha, Cláudio T. Silva
Vis. Comput.1
2007 Robust Smooth Feature Extraction from Point Clouds
abstract
Defining sharp features in a given 3D model facilitates a better understanding of the surface and aids visualizations, reverse engineering, filtering, simplification, non-photo realism, reconstruction and other geometric processing applications. We present a robust method that identifies sharp features in a point cloud by returning a set of smooth curves aligned along the edges. Our feature extraction is a multi-step refinement method that leverages the concept of robust moving least squares to locally fit surfaces to potential features. Using Newton's method, we project points to the intersections of multiple surfaces then grow polylines through the projected cloud. After resolving gaps, connecting corners, and relaxing the results, the algorithm returns a set of complete and smooth curves that define the features. We demonstrate the benefits of our method with two applications: surface meshing and point-based geometry compression.
Joel Daniels II, Linh K. Ha, Tilo Ochotta, Cláudio T. Silva
Shape Modeling International1
2006 Surface Creation and Curve Deformations Between Two Complex Closed Spatial Spline Curves
Joel Daniels II, Elaine Cohen
GMP1