Leif Kobbelt

dblp:k/LeifKobbelt · also Leif P. Kobbelt · DBLP profile ↗
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187ranked-venue papers
22as first author
32since 2021 · last 2026
0000-0002-7880-9470ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 173 · 21 first-author · 28 since 2021Artificial intelligence and machine learning · 20 · 7 since 2021Human-computer interaction and ubiquitous computing · 11 · 4 first-authorTheory of computation · 2 · 1 first-authorSystems, architecture and hardware · 1Applied, interdisciplinary, general and emerging computing · 1
YearPublicationVenuePosition
2026 Embedding Optimization of Layouts via Distortion Minimization
abstract
Abstract Given an embedding of a layout in the surface of a target mesh, we consider the problem of optimizing the embedding geometrically. Layout embeddings partition the surface into multiple disk‐like patches, making them particularly useful for parametrization and remeshing tasks, such as quad‐remeshing, since these problems can then be solved on simpler subdomains. Existing methods can either not guarantee to maintain patch connectivity, limiting downstream applications, or are specialized for quad layout optimization, relying on principal curvature information. We propose a framework that balances per‐patch distortion minimization with strict connectivity control through an explicit representation. By inserting additional nodes along layout arcs, they can be embedded as piecewise geodesic curves on the surface. This sampling of arcs provides additional flexibility where required, enabling joint optimization of both node positions and arc embeddings. Our representation naturally supports a multi‐resolution workflow: optimization on coarse meshes can be prolongated to high‐resolution inputs. We demonstrate its effectiveness in applications requiring connectivity‐preserving, low‐distortion surface layouts. Code will be available at https://github.com/7‐AlexH/layout‐embedding‐optimization.
Alexandra Heuschling, Isaak Lim, Leif Kobbelt
Comput. Graph. Forum3
2026 Self-supervised Learning of Fine-to-Coarse Cuboid Shape Abstraction
abstract
Abstract The abstraction of 3D objects with simple geometric primitives like cuboids allows us to infer structural information from complex geometry. It is important for 3D shape understanding, structural analysis and geometric modeling. We introduce a novel fine‐to‐coarse self‐supervised learning approach to abstract collections of 3D shapes. Our architectural design allows us to reduce the number of primitives from hundreds (fine reconstruction) to only a few (coarse abstraction) during training. This allows our network to optimize the reconstruction error and adhere to a user‐specified number of primitives per shape while simultaneously learning a consistent structure across the whole collection of data. We achieve this through our abstraction loss formulation which increasingly penalizes redundant primitives. Furthermore, we introduce a reconstruction loss formulation to account not only for surface approximation but also volume preservation. Combining both contributions allows us to represent 3D shapes more precisely with fewer cuboid primitives than previous work. We evaluate our method on collections of man‐made and humanoid shapes comparing with previous state‐of‐the‐art learning methods on commonly used benchmarks. Our results confirm an improvement over previous cuboid‐based shape abstraction techniques. Furthermore, we demonstrate our cuboid abstraction in downstream tasks like clustering, retrieval, and partial symmetry detection.
Gregor Kobsik, Morten Henkel, Yanjiang He, Victor Czech, Tim Elsner, Isaak Lim, Leif Kobbelt
Comput. Graph. Forum7
2025 TPD-NeRF: Temporally Progressive Reconstruction of Dynamic Neural Radiance Fields from Monocular Video
Yu-Jie Yuan, Leif Kobbelt, Jie Yang 0038, Yukun Lai, Lin Gao 0004
CVM (2)2
2025 Multidimensional Byte Pair Encoding: Shortened Sequences for Improved Visual Data Generation
abstract
In language processing, transformers benefit greatly from text being condensed. This is achieved through a larger vocabulary that captures word fragments instead of plain characters. This is often done with Byte Pair Encoding. In the context of images, tokenisation of visual data is usually limited to regular grids obtained from quantisation methods, without global content awareness. Our work improves tokenisation of visual data by bringing Byte Pair Encoding from 1D to multiple dimensions, as a complementary add-on to existing compression. We achieve this through counting constellations of token pairs and replacing the most frequent token pair with a newly introduced token. The multidimensionality only increases the computation time by a factor of 2 for images, making it applicable even to large datasets like ImageNet within minutes on consumer hardware. This is a lossless preprocessing step. Our evaluation shows improved training and inference performance of transformers on visual data achieved by compressing frequent constellations of tokens: The resulting sequences are shorter, with more uniformly distributed information content, e.g. condensing empty regions in an image into single tokens. As our experiments show, these condensed sequences are easier to process. We additionally introduce a strategy to amplify this compression further by clustering the vocabulary.
Tim Elsner, Paula Usinger, Julius Nehring-Wirxel, Gregor Kobsik, Victor Czech, Yanjiang He, Isaak Lim, Leif Kobbelt
ICCV8
2025 Exact and Efficient Mesh-Kernel Generation
abstract
Abstract The mesh kernel for a star‐shaped mesh is a convex polyhedron given by the intersection of all half‐spaces defined by the faces of the input mesh. For all non‐star‐shaped meshes, the kernel is empty. We present a method to robustly and efficiently compute the kernel of an input triangle mesh by using exact plane‐based integer arithmetic to compute the mesh kernel. We make use of several ways to accelerate the computation time. Since many applications just require information if a non‐empty mesh kernel exists, we also propose a method to efficiently determine whether a kernel exists by developing an exact plane‐based linear program solver. We evaluate our method on a large dataset of triangle meshes and show that in contrast to previous methods, our approach is exact and robust while maintaining a high performance. It is on average two orders of magnitude faster than other exact state‐of‐the‐art methods and often about one order of magnitude faster than non‐exact methods.
Julius Nehring-Wirxel, P. Kern, Philip Trettner, Leif Kobbelt
Comput. Graph. Forum4
2025 DeferredGS: Decoupled and Relightable Gaussian Splatting With Deferred Shading
abstract
Reconstructing and editing 3D objects and scenes both play crucial roles in computer graphics and computer vision. Neural radiance fields (NeRFs) can achieve realistic reconstruction and editing results but suffer from inefficiency in rendering. Gaussian splatting significantly accelerates rendering by rasterizing Gaussian ellipsoids. However, Gaussian splatting utilizes a single Spherical Harmonic (SH) function to model both texture and lighting, limiting independent editing capabilities of these components. Recently, attempts have been made to decouple texture and lighting with the Gaussian splatting representation but may fail to produce plausible geometry and decomposition results on reflective scenes. Additionally, the forward shading technique they employ introduces noticeable blending artifacts during relighting, as the geometry attributes of Gaussians are optimized under the original illumination and may not be suitable for novel lighting conditions. To address these issues, we introduce DeferredGS, a method for decoupling and relighting the Gaussian splatting representation using deferred shading. To achieve successful decoupling, we model the illumination with a learnable environment map and define additional attributes such as texture parameters and normal direction on Gaussians, where the normal is distilled from a jointly trained signed distance function. More importantly, we apply deferred shading, resulting in more realistic relighting effects compared to previous methods. Both qualitative and quantitative experiments demonstrate the superior performance of DeferredGSin novel view synthesis and relighting tasks.
Tong Wu 0009, Jia-Mu Sun, Yukun Lai, Yuewen Ma, Leif Kobbelt, Lin Gao 0004
IEEE Trans. Pattern Anal. Mach. Intell.5
2025 CrossGen: Learning and Generating Cross Fields for Quad Meshing
abstract
Cross fields play a critical role in various geometry processing tasks, especially for quad mesh generation. Existing methods for cross field generation often struggle to balance computational efficiency with generation quality, using slow per-shape optimization. We introduce CrossGen , a novel framework that supports both feed-forward prediction and latent generative modeling of cross fields for quad meshing by unifying geometry and cross field representations within a joint latent space. Our method enables extremely fast computation of high-quality cross fields of general input shapes, typically within one second without per-shape optimization. Our method assumes a point-sampled surface, also called a point-cloud surface , as input, so we can accommodate various surface representations by a straightforward point sampling process. Using an auto-encoder network architecture, we encode input point-cloud surfaces into a sparse voxel grid with fine-grained latent spaces, which are decoded into both SDF-based surface geometry and cross fields (see the teaser figure). We also contribute a dataset of models with both high-quality signed distance fields (SDFs) representations and their corresponding cross fields, and use it to train our network. Once trained, the network is capable of computing a cross field of an input surface in a feed-forward manner, ensuring high geometric fidelity, noise resilience, and rapid inference. Furthermore, leveraging the same unified latent representation, we incorporate a diffusion model for computing cross fields of new shapes generated from partial input, such as sketches. To demonstrate its practical applications, we validate CrossGen on the quad mesh generation task for a large variety of surface shapes. Experimental results demonstrate that CrossGen generalizes well across diverse shapes and consistently yields high-fidelity cross fields, thus facilitating the generation of high-quality quad meshes.
Qiujie Dong, Jiepeng Wang 0001, Rui Xu 0016, Cheng Lin 0001, Yuan Liu 0025, Shi-Qing Xin, Zichun Zhong, Xin Li 0003, Changhe Tu, Taku Komura, Leif Kobbelt, Scott Schaefer, Wenping Wang 0001
ACM Trans. Graph.11
2024 Retargeting Visual Data with Deformation Fields
Tim Elsner, Julia Berger 0002, Tong Wu 0009, Victor Czech, Lin Gao 0004, Leif Kobbelt
ECCV (54)6
2024 Generalizing feature preservation in iso-surface extraction from triple dexel models
Tobias Schleifstein, Arne Lorenz, Svenja Schalthöfer, Denys Plakhotnik, Leif Kobbelt
Comput. Aided Des.5
2024 Freeform Shape Fabrication by Kerfing Stiff Materials
abstract
Abstract Fast, flexible, and cost efficient production of 3D models from 2D material sheets is a key component in digital fabrication and prototyping. In order to achieve high quality approximations of freeform shapes, a common set of methods aim to produce bendable 2D cutouts that are then assembled. So far bent surfaces are achieved automatically by computing developable patches of the input surface, e.g. in the context of papercraft. For stiff materials such as medium‐density fibreboard (MDF) or plywood, the 2D cutouts require the application of additional cutting patterns (“kerfing”) to make them bendable. Such kerf patterns are commonly constructed with considerable user input, e.g. in architectural design. We propose a fully automatic method that produces kerfed cutouts suitable for the assembly of freeform shapes from stiff material sheets. By exploring the degrees of freedom emerging from the choice of bending directions, the creation of box joints at the patch boundaries as well as the application of kerf cuts with adaptive density, our method is able to achieve a high quality approximation of the input.
Nils Speetzen, Leif Kobbelt
Comput. Graph. Forum2
2024 Surface Reconstruction Using Rotation Systems
abstract
Inspired by the seminal result that a graph and an associated rotation system uniquely determine the topology of a closed manifold, we propose a combinatorial method for reconstruction of surfaces from points. Our method constructs a spanning tree and a rotation system. Since the tree is trivially a planar graph, its rotation system determines a genus zero surface with a single face which we proceed to incrementally refine by inserting edges to split faces. In order to raise the genus, special handles are added in a later stage by inserting edges between different faces and thus merging them. We apply our method to a wide range of input point clouds in order to investigate its effectiveness, and we compare our method to several other surface reconstruction methods. It turns out that our approach has two specific benefits over these other methods. First, the output mesh preserves the most information from the input point cloud. Second, our method provides control over the topology of the reconstructed surface. Code is available on https://github.com/cuirq3/RsR.
Ruiqi Cui, Emil Toftegaard Gæde, Eva Rotenberg, Leif Kobbelt, Jakob Andreas Bærentzen
ACM Trans. Graph.4
2023 Neural Implicit Shape Editing using Boundary Sensitivity
Arturs Berzins, Moritz Ibing, Leif Kobbelt
ICLR3
2023 Surface Maps via Adaptive Triangulations
abstract
Abstract We present a new method to compute continuous and bijective maps (surface homeomorphisms) between two or more genus‐0 triangle meshes. In contrast to previous approaches, we decouple the resolution at which a map is represented from the resolution of the input meshes. We discretize maps via common triangulations that approximate the input meshes while remaining in bijective correspondence to them. Both the geometry and the connectivity of these triangulations are optimized with respect to a single objective function that simultaneously controls mapping distortion, triangulation quality, and approximation error. A discrete‐continuous optimization algorithm performs both energy‐based remeshing as well as global second‐order optimization of vertex positions, parametrized via the sphere. With this, we combine the disciplines of compatible remeshing and surface map optimization in a unified formulation and make a contribution in both fields. While existing compatible remeshing algorithms often operate on a fixed pre‐computed surface map, we can now globally update this correspondence during remeshing. On the other hand, bijective surface‐to‐surface map optimization previously required computing costly overlay meshes that are inherently tied to the input mesh resolution. We achieve significant complexity reduction by instead assessing distortion between the approximating triangulations. This new map representation is inherently more robust than previous overlay‐based approaches, is less intricate to implement, and naturally supports mapping between more than two surfaces. Moreover, it enables adaptive multi‐resolution schemes that, e.g., first align corresponding surface regions at coarse resolutions before refining the map where needed. We demonstrate significant speedups and increased flexibility over state‐of‐the art mapping algorithms at similar map quality, and also provide a reference implementation of the method.
Patrick Schmidt 0002, Dörte Pieper, Leif Kobbelt
Comput. Graph. Forum3
2023 How close is a quad mesh to a polycube?
Markus Baumeister, Leif Kobbelt
Comput. Geom.2
2023 Neural Radiance Fields From Sparse RGB-D Images for High-Quality View Synthesis
abstract
The recently proposed neural radiance fields (NeRF) use a continuous function formulated as a multi-layer perceptron (MLP) to model the appearance and geometry of a 3D scene. This enables realistic synthesis of novel views, even for scenes with view dependent appearance. Many follow-up works have since extended NeRFs in different ways. However, a fundamental restriction of the method remains that it requires a large number of images captured from densely placed viewpoints for high-quality synthesis and the quality of the results quickly degrades when the number of captured views is insufficient. To address this problem, we propose a novel NeRF-based framework capable of high-quality view synthesis using only a sparse set of RGB-D images, which can be easily captured using cameras and LiDAR sensors on current consumer devices. First, a geometric proxy of the scene is reconstructed from the captured RGB-D images. Renderings of the reconstructed scene along with precise camera parameters can then be used to pre-train a network. Finally, the network is fine-tuned with a small number of real captured images. We further introduce a patch discriminator to supervise the network under novel views during fine-tuning, as well as a 3D color prior to improve synthesis quality. We demonstrate that our method can generate arbitrary novel views of a 3D scene from as few as 6 RGB-D images. Extensive experiments show the improvements of our method compared with the existing NeRF-based methods, including approaches that also aim to reduce the number of input images.
Yu-Jie Yuan, Yukun Lai, Yihua Huang 0002, Leif Kobbelt, Lin Gao 0004
IEEE Trans. Pattern Anal. Mach. Intell.4
2023 Interactive NeRF Geometry Editing With Shape Priors
abstract
Neural Radiance Fields (NeRFs) have shown great potential for tasks like novel view synthesis of static 3D scenes. Since NeRFs are trained on a large number of input images, it is not trivial to change their content afterwards. Previous methods to modify NeRFs provide some control but they do not support direct shape deformation which is common for geometry representations like triangle meshes. In this paper, we present a NeRF geometry editing method that first extracts a triangle mesh representation of the geometry inside a NeRF. This mesh can be modified by any 3D modeling tool (we use ARAP mesh deformation). The mesh deformation is then extended into a volume deformation around the shape which establishes a mapping between ray queries to the deformed NeRF and the corresponding queries to the original NeRF. The basic shape editing mechanism is extended towards more powerful and more meaningful editing handles by generating box abstractions of the NeRF shapes which provide an intuitive interface to the user. By additionally assigning semantic labels, we can even identify and combine parts from different objects. We demonstrate the performance and quality of our method in a number of experiments on synthetic data as well as real captured scenes.
Yu-Jie Yuan, Yang-Tian Sun, Yukun Lai, Yuewen Ma, Rongfei Jia, Leif Kobbelt, Lin Gao 0004
IEEE Trans. Pattern Anal. Mach. Intell.6
2022 TinyAD: Automatic Differentiation in Geometry Processing Made Simple
abstract
Abstract Non‐linear optimization is essential to many areas of geometry processing research. However, when experimenting with different problem formulations or when prototyping new algorithms, a major practical obstacle is the need to figure out derivatives of objective functions, especially when second‐order derivatives are required. Deriving and manually implementing gradients and Hessians is both time‐consuming and error‐prone. Automatic differentiation techniques address this problem, but can introduce a diverse set of obstacles themselves, e.g. limiting the set of supported language features, imposing restrictions on a program's control flow, incurring a significant run time overhead, or making it hard to exploit sparsity patterns common in geometry processing. We show that for many geometric problems, in particular on meshes, the simplest form of forward‐mode automatic differentiation is not only the most flexible, but also actually the most efficient choice. We introduce TinyAD: a lightweight C++ library that automatically computes gradients and Hessians, in particular of sparse problems, by differentiating small (tiny) sub‐problems. Its simplicity enables easy integration; no restrictions on, e.g., looping and branching are imposed. TinyAD provides the basic ingredients to quickly implement first and second order Newton‐style solvers, allowing for flexible adjustment of both problem formulations and solver details. By showcasing compact implementations of methods from parametrization, deformation, and direction field design, we demonstrate how TinyAD lowers the barrier to exploring non‐linear optimization techniques. This enables not only fast prototyping of new research ideas, but also improves replicability of existing algorithms in geometry processing. TinyAD is available to the community as an open source library.
Patrick Schmidt 0002, Janis Born, David Bommes, Marcel Campen, Leif Kobbelt
Comput. Graph. Forum5
2022 EMBER: exact mesh booleans via efficient & robust local arrangements
abstract
Boolean operators are an essential tool in a wide range of geometry processing and CAD/CAM tasks. We present a novel method, EMBER, to compute Boolean operations on polygon meshes which is exact, reliable, and highly performant at the same time. Exactness is guaranteed by using a plane-based representation for the input meshes along with recently introduced homogeneous integer coordinates. Reliability and robustness emerge from a formulation of the algorithm via generalized winding numbers and mesh arrangements. High performance is achieved by avoiding the (pre-)construction of a global acceleration structure. Instead, our algorithm performs an adaptive recursive subdivision of the scene's bounding box while generating and tracking all required data on the fly. By leveraging a number of early-out termination criteria, we can avoid the generation and inspection of regions that do not contribute to the output. With a careful implementation and a work-stealing multi-threading architecture, we are able to compute Boolean operations between meshes with millions of triangles at interactive rates. We run an extensive evaluation on the Thingi10K dataset to demonstrate that our method outperforms state-of-the-art algorithms, even inexact ones like QuickCSG, by orders of magnitude.
Philip Trettner, Julius Nehring-Wirxel, Leif Kobbelt
ACM Trans. Graph.3
2022 SEG-MAT: 3D Shape Segmentation Using Medial Axis Transform
abstract
Segmenting arbitrary 3D objects into constituent parts that are structurally meaningful is a fundamental problem encountered in a wide range of computer graphics applications. Existing methods for 3D shape segmentation suffer from complex geometry processing and heavy computation caused by using low-level features and fragmented segmentation results due to the lack of global consideration. We present an efficient method, called SEG-MAT, based on the medial axis transform (MAT) of the input shape. Specifically, with the rich geometrical and structural information encoded in the MAT, we are able to develop a simple and principled approach to effectively identify the various types of junctions between different parts of a 3D shape. Extensive evaluations and comparisons show that our method outperforms the state-of-the-art methods in terms of segmentation quality and is also one order of magnitude faster.
Cheng Lin 0001, Lingjie Liu, Changjian Li 0001, Leif Kobbelt, Bin Wang 0021, Shi-Qing Xin, Wenping Wang 0001
IEEE Trans. Vis. Comput. Graph.4
2021 3D Shape Generation With Grid-Based Implicit Functions
abstract
Previous approaches to generate shapes in a 3D setting train a GAN on the latent space of an autoencoder (AE). Even though this produces convincing results, it has two major shortcomings. As the GAN is limited to reproduce the dataset the AE was trained on, we cannot reuse a trained AE for novel data. Furthermore, it is difficult to add spatial supervision into the generation process, as the AE only gives us a global representation. To remedy these issues, we propose to train the GAN on grids (i.e. each cell covers a part of a shape). In this representation each cell is equipped with a latent vector provided by an AE. This localized representation enables more expressiveness (since the cell-based latent vectors can be combined in novel ways) as well as spatial control of the generation process (e.g. via bounding boxes). Our method outperforms the current state of the art on all established evaluation measures, proposed for quantitatively evaluating the generative capabilities of GANs. We show limitations of these measures and propose the adaptation of a robust criterion from statistical analysis as an alternative.
Moritz Ibing, Isaak Lim, Leif Kobbelt
CVPR3
2021 Fast Exact Booleans for Iterated CSG using Octree-Embedded BSPs
Julius Nehring-Wirxel, Philip Trettner, Leif Kobbelt
Comput. Aided Des.3
2021 Surface Map Homology Inference
abstract
Abstract A homeomorphism between two surfaces not only defines a (continuous and bijective) geometric correspondence of points but also (by implication) an identification of topological features, i.e. handles and tunnels, and how the map twists around them. However, in practice, surface maps are often encoded via sparse correspondences or fuzzy representations that merely approximate a homeomorphism and are therefore inherently ambiguous about map topology. In this work, we show a way to infer topological information from an imperfect input map between two shapes. In particular, we compute a homology map, a linear map that transports homology classes of cycles from one surface to the other, subject to a global consistency constraint. Our inference robustly handles imperfect (e.g., partial, sparse, fuzzy, noisy, outlier‐ridden, non‐injective) input maps and is guaranteed to produce homology maps that are compatible with true homeomorphisms between the input shapes. Homology maps inferred by our method can be directly used to transfer homological information between shapes, or serve as foundation for the construction of a proper homeomorphism guided by the input map, e.g., via compatible surface decomposition.
Janis Born, Patrick Schmidt 0002, Marcel Campen, Leif Kobbelt
Comput. Graph. Forum4
2021 Layout Embedding via Combinatorial Optimization
abstract
Abstract We consider the problem of injectively embedding a given graph connectivity (a layout) into a target surface. Starting from prescribed positions of layout vertices, the task is to embed all layout edges as intersection‐free paths on the surface. Besides merely geometric choices (the shape of paths) this problem is especially challenging due to its topological degrees of freedom (how to route paths around layout vertices). The problem is typically addressed through a sequence of shortest path insertions, ordered by a greedy heuristic. Such insertion sequences are not guaranteed to be optimal: Early path insertions can potentially force later paths into unexpected homotopy classes. We show how common greedy methods can easily produce embeddings of dramatically bad quality, rendering such methods unsuitable for automatic processing pipelines. Instead, we strive to find the optimal order of insertions, i.e. the one that minimizes the total path length of the embedding. We demonstrate that, despite the vast combinatorial solution space, this problem can be effectively solved on simply‐connected domains via a custom‐tailored branch‐and‐bound strategy. This enables directly using the resulting embeddings in downstream applications which cannot recover from initializations in a wrong homotopy class. We demonstrate the robustness of our method on a shape dataset by embedding a common template layout per category, and show applications in quad meshing and inter‐surface mapping.
Janis Born, Patrick Schmidt 0002, Leif Kobbelt
Comput. Graph. Forum3
2021 Learning Direction Fields for Quad Mesh Generation
abstract
Abstract State of the art quadrangulation methods are able to reliably and robustly convert triangle meshes into quad meshes. Most of these methods rely on a dense direction field that is used to align a parametrization from which a quad mesh can be extracted. In this context, the aforementioned direction field is of particular importance, as it plays a key role in determining the structure of the generated quad mesh. If there are no user‐provided directions available, the direction field is usually interpolated from a subset of principal curvature directions. To this end, a number of heuristics that aim to identify significant surface regions have been proposed. Unfortunately, the resulting fields often fail to capture the structure found in meshes created by human experts. This is due to the fact that experienced designers can leverage their domain knowledge in order to optimize a mesh for a specific application. In the context of physics simulation, for example, a designer might prefer an alignment and local refinement that facilitates a more accurate numerical simulation. Similarly, a character artist may prefer an alignment that makes the resulting mesh easier to animate. Crucially, this higher level domain knowledge cannot be easily extracted from local curvature information alone. Motivated by this issue, we propose a data‐driven approach to the computation of direction fields that allows us to mimic the structure found in existing meshes, which could originate from human experts or other sources. More specifically, we make use of a neural network that aggregates global and local shape information in order to compute a direction field that can be used to guide a parametrization‐based quad meshing method. Our approach is a first step towards addressing this challenging problem with a fully automatic learning‐based method. We show that compared to classical techniques our data‐driven approach combined with a robust model‐driven method, is able to produce results that more closely exhibit the ground truth structure of a synthetic dataset (i.e. a manually designed quad mesh template fitted to a variety of human body types in a set of different poses).
Alexander Dielen, Isaak Lim, Max Lyon, Leif Kobbelt
Comput. Graph. Forum4
2021 Quad Layouts via Constrained T-Mesh Quantization
abstract
Abstract We present a robust and fast method for the creation of conforming quad layouts on surfaces. Our algorithm is based on the quantization of a T‐mesh, i.e. an assignment of integer lengths to the sides of a non‐conforming rectangular partition of the surface. This representation has the benefit of being able to encode an infinite number of layout connectivity options in a finite manner, which guarantees that a valid layout can always be found. We carefully construct the T‐mesh from a given seamless parametrization such that the algorithm can provide guarantees on the results' quality. In particular, the user can specify a bound on the angular deviation of layout edges from prescribed directions. We solve an integer linear program (ILP) to find a coarse quad layout adhering to that maximal deviation. Our algorithm is guaranteed to yield a conforming quad layout free of T‐junctions together with bounded angle distortion. Our results show that the presented method is fast, reliable, and achieves high quality layouts.
Max Lyon, Marcel Campen, Leif Kobbelt
Comput. Graph. Forum3
2021 Simpler Quad Layouts using Relaxed Singularities
abstract
Abstract A common approach to automatic quad layout generation on surfaces is to, in a first stage, decide on the positioning of irregular layout vertices, followed by finding sensible layout edges connecting these vertices and partitioning the surface into quadrilateral patches in a second stage. While this two‐step approach reduces the problem's complexity, this separation also limits the result quality. In the worst case, the set of layout vertices fixed in the first stage without consideration of the second may not even permit a valid quad layout. We propose an algorithm for the creation of quad layouts in which the initial layout vertices can be adjusted in the second stage. Whenever beneficial for layout quality or even validity, these vertices may be moved within a prescribed radius or even be removed. Our algorithm is based on a robust quantization strategy, turning a continuous T‐mesh structure into a discrete layout. We show the effectiveness of our algorithm on a variety of inputs.
Max Lyon, Marcel Campen, Leif Kobbelt
Comput. Graph. Forum3
2021 Geodesic Distance Computation via Virtual Source Propagation
abstract
Abstract We present a highly practical, efficient, and versatile approach for computing approximate geodesic distances. The method is designed to operate on triangle meshes and a set of point sources on the surface. We also show extensions for all kinds of geometric input including inconsistent triangle soups and point clouds, as well as other source types, such as lines. The algorithm is based on the propagation of virtual sources and hence easy to implement. We extensively evaluate our method on about 10000 meshes taken from the Thingi10k and the Tet Meshing in the Wild data sets. Our approach clearly outperforms previous approximate methods in terms of runtime efficiency and accuracy. Through careful implementation and cache optimization, we achieve runtimes comparable to other elementary mesh operations (e.g. smoothing, curvature estimation) such that geodesic distances become a “first‐class citizen” in the toolbox of geometric operations. Our method can be parallelized and we observe up to 6× speed‐up on the CPU and 20× on the GPU. We present a number of mesh processing tasks easily implemented on the basis of fast geodesic distances. The source code of our method is provided as a C++ library under the MIT license.
Philip Trettner, David Bommes, Leif Kobbelt
Comput. Graph. Forum3
2021 Sampling from Quadric-Based CSG Surfaces
abstract
Abstract We present an efficient method to create samples directly on surfaces defined by constructive solid geometry (CSG) trees or graphs. The generated samples can be used for visualization or as an approximation to the actual surface with strong guarantees. We chose to use quadric surfaces as CSG primitives as they can model classical primitives such as planes, cubes, spheres, cylinders, and ellipsoids, but also certain saddle surfaces. More importantly, they are closed under affine transformations, a desirable property for a modeling system. We also propose a rendering method that performs local quadric ray‐tracing and clipping to achieve pixel‐perfect accuracy and hole‐free rendering.
Philip Trettner, Leif Kobbelt
Comput. Graph. Forum2
2021 Structured discrete shape approximation: Theoretical complexity and practical algorithm
Andreas M. Tillmann, Leif Kobbelt
Comput. Geom.2
2021 Sparse Data Driven Mesh Deformation
abstract
Example-based mesh deformation methods are powerful tools for realistic shape editing. However, existing techniques typically combine all the example deformation modes, which can lead to overfitting, i.e., using an overly complicated model to explain the user-specified deformation. This leads to implausible or unstable deformation results, including unexpected global changes outside the region of interest. To address this fundamental limitation, we propose a sparse blending method that automatically selects a smaller number of deformation modes to compactly describe the desired deformation. This along with a suitably chosen deformation basis including spatially localized deformation modes leads to significant advantages, including more meaningful, reliable, and efficient deformations because fewer and localized deformation modes are applied. To cope with large rotations, we develop a simple but effective representation based on polar decomposition of deformation gradients, which resolves the ambiguity of large global rotations using an as-consistent-as-possible global optimization. This simple representation has a closed form solution for derivatives, making it efficient for our sparse localized representation and thus ensuring interactive performance. Experimental results show that our method outperforms state-of-the-art data-driven mesh deformation methods, for both quality of results and efficiency.
Lin Gao 0004, Yukun Lai, Jie Yang 0038, Ling-Xiao Zhang, Shihong Xia, Leif Kobbelt
IEEE Trans. Vis. Comput. Graph.6
2021 PRS-Net: Planar Reflective Symmetry Detection Net for 3D Models
abstract
In geometry processing, symmetry is a universal type of high-level structural information of 3D models and benefits many geometry processing tasks including shape segmentation, alignment, matching, and completion. Thus it is an important problem to analyze various symmetry forms of 3D shapes. Planar reflective symmetry is the most fundamental one. Traditional methods based on spatial sampling can be time-consuming and may not be able to identify all the symmetry planes. In this article, we present a novel learning framework to automatically discover global planar reflective symmetry of a 3D shape. Our framework trains an unsupervised 3D convolutional neural network to extract global model features and then outputs possible global symmetry parameters, where input shapes are represented using voxels. We introduce a dedicated symmetry distance loss along with a regularization loss to avoid generating duplicated symmetry planes. Our network can also identify generalized cylinders by predicting their rotation axes. We further provide a method to remove invalid and duplicated planes and axes. We demonstrate that our method is able to produce reliable and accurate results. Our neural network based method is hundreds of times faster than the state-of-the-art methods, which are based on sampling. Our method is also robust even with noisy or incomplete input surfaces.
Lin Gao 0004, Ling-Xiao Zhang, Hsien-Yu Meng, Yihui Ren 0004, Yukun Lai, Leif Kobbelt
IEEE Trans. Vis. Comput. Graph.6
2021 High-Quality Textured 3D Shape Reconstruction with Cascaded Fully Convolutional Networks
abstract
We present a learning-based approach to reconstructing high-resolution three-dimensional (3D) shapes with detailed geometry and high-fidelity textures. Albeit extensively studied, algorithms for 3D reconstruction from multi-view depth-and-color (RGB-D) scans are still prone to measurement noise and occlusions; limited scanning or capturing angles also often lead to incomplete reconstructions. Propelled by recent advances in 3D deep learning techniques, in this paper, we introduce a novel computation- and memory-efficient cascaded 3D convolutional network architecture, which learns to reconstruct implicit surface representations as well as the corresponding color information from noisy and imperfect RGB-D maps. The proposed 3D neural network performs reconstruction in a progressive and coarse-to-fine manner, achieving unprecedented output resolution and fidelity. Meanwhile, an algorithm for end-to-end training of the proposed cascaded structure is developed. We further introduce Human10, a newly created dataset containing both detailed and textured full-body reconstructions as well as corresponding raw RGB-D scans of 10 subjects. Qualitative and quantitative experimental results on both synthetic and real-world datasets demonstrate that the presented approach outperforms existing state-of-the-art work regarding visual quality and accuracy of reconstructed models.
Zheng-Ning Liu, Yan-Pei Cao 0001, Zheng-Fei Kuang, Leif Kobbelt, Shi-Min Hu 0001
IEEE Trans. Vis. Comput. Graph.4
2020 Cost Minimizing Local Anisotropic Quad Mesh Refinement
abstract
Abstract Quad meshes as a surface representation have many conceptual advantages over triangle meshes. Their edges can naturally be aligned to principal curvatures of the underlying surface and they have the flexibility to create strongly anisotropic cells without causing excessively small inner angles. While in recent years a lot of progress has been made towards generating high quality uniform quad meshes for arbitrary shapes, their adaptive and anisotropic refinement remains difficult since a single edge split might propagate across the entire surface in order to maintain consistency. In this paper we present a novel refinement technique which finds the optimal trade‐off between number of resulting elements and inserted singularities according to a user prescribed weighting. Our algorithm takes as input a quad mesh with those edges tagged that are prescribed to be refined. It then formulates a binary optimization problem that minimizes the number of additional edges which need to be split in order to maintain consistency. Valence 3 and 5 singularities have to be introduced in the transition region between refined and unrefined regions of the mesh. The optimization hence computes the optimal trade‐off and places singularities strategically in order to minimize the number of consistency splits — or avoids singularities where this causes only a small number of additional splits. When applying the refinement scheme iteratively, we extend our binary optimization formulation such that previous splits can be undone if this prevents degenerate cells with small inner angles that otherwise might occur in anisotropic regions or in the vicinity of singularities. We demonstrate on a number of challenging examples that the algorithm performs well in practice.
Max Lyon, David Bommes, Leif Kobbelt
Comput. Graph. Forum3
2020 Fast and Robust QEF Minimization using Probabilistic Quadrics
abstract
Abstract Error quadrics are a fundamental and powerful building block in many geometry processing algorithms. However, finding the minimizer of a given quadric is in many cases not robust and requires a singular value decomposition or some ad‐hoc regularization. While classical error quadrics measure the squared deviation from a set of ground truth planes or polygons, we treat the input data as genuinely uncertain information and embed error quadrics in a probabilistic setting (“probabilistic quadrics”) where the optimal point minimizes theexpectedsquared error. We derive closed form solutions for the popular plane and triangle quadrics subject to (spatially varying, anisotropic) Gaussian noise. Probabilistic quadrics can be minimized robustly by solving a simple linear system— 50×faster than SVD. We show that probabilistic quadrics have superior properties in tasks like decimation and isosurface extraction since they favor more uniform triangulations and are more tolerant to noise while still maintaining feature sensitivity. A broad spectrum of applications can directly benefit from our new quadrics as a drop‐in replacement which we demonstrate with mesh smoothing via filtered quadrics and non‐linear subdivision surfaces.
Philip Trettner, Leif Kobbelt
Comput. Graph. Forum2
2020 Inter-surface maps via constant-curvature metrics
abstract
We propose a novel approach to represent maps between two discrete surfaces of the same genus and to minimize intrinsic mapping distortion. Our maps are well-defined at every surface point and are guaranteed to be continuous bijections (surface homeomorphisms). As a key feature of our approach, only the images of vertices need to be represented explicitly, since the images of all other points (on edges or in faces) are properly defined implicitly. This definition is via unique geodesics in metrics of constant Gaussian curvature. Our method is built upon the fact that such metrics exist on surfaces of arbitrary topology, without the need for any cuts or cones (as asserted by the uniformization theorem). Depending on the surfaces' genus, these metrics exhibit one of the three classical geometries: Euclidean, spherical or hyperbolic. Our formulation handles constructions in all three geometries in a unified way. In addition, by considering not only the vertex images but also the discrete metric as degrees of freedom, our formulation enables us to simultaneously optimize the images of these vertices and images of all other points.
Patrick Schmidt 0002, Marcel Campen, Janis Born, Leif Kobbelt
ACM Trans. Graph.4
2020 Noise-Resilient Reconstruction of Panoramas and 3D Scenes Using Robot-Mounted Unsynchronized Commodity RGB-D Cameras
abstract
We present a two-stage approach to first constructing 3D panoramas and then stitching them for noise-resilient reconstruction of large-scale indoor scenes. Our approach requires multiple unsynchronized RGB-D cameras, mounted on a robot platform, which can perform in-place rotations at different locations in a scene. Such cameras rotate on a common (but unknown) axis, which provides a novel perspective for coping with unsynchronized cameras, without requiring sufficient overlap of their Field-of-View (FoV). Based on this key observation, we propose novel algorithms to track these cameras simultaneously. Furthermore, during the integration of raw frames onto an equirectangular panorama, we derive uncertainty estimates from multiple measurements assigned to the same pixels. This enables us to appropriately model the sensing noise and consider its influence, so as to achieve better noise resilience, and improve the geometric quality of each panorama and the accuracy of global inter-panorama registration. We evaluate and demonstrate the performance of our proposed method for enhancing the geometric quality of scene reconstruction from both real-world and synthetic scans.
Sheng Yang 0007, Beichen Li 0005, Yan-Pei Cao 0001, Hongbo Fu 0001, Yukun Lai, Leif Kobbelt, Shi-Min Hu 0001
ACM Trans. Graph.6
2020 HeteroFusion: Dense Scene Reconstruction Integrating Multi-Sensors
abstract
We present a novel approach to integrate data from multiple sensor types for dense 3D reconstruction of indoor scenes in realtime. Existing algorithms are mainly based on a single RGBD camera and thus require continuous scanning of areas with sufficient geometric features. Otherwise, tracking may fail due to unreliable frame registration. Inspired by the fact that the fusion of multiple sensors can combine their strengths towards a more robust and accurate self-localization, we incorporate multiple types of sensors which are prevalent in modern robot systems, including a 2D range sensor, an inertial measurement unit (IMU), and wheel encoders. We fuse their measurements to reinforce the tracking process and to eventually obtain better 3D reconstructions. Specifically, we develop a 2D truncated signed distance field (TSDF) volume representation for the integration and ray-casting of laser frames, leading to a unified cost function in the pose estimation stage. For validation of the estimated poses in the loop-closure optimization process, we train a classifier for the features extracted from heterogeneous sensors during the registration progress. To evaluate our method on challenging use case scenarios, we assembled a scanning platform prototype to acquire real-world scans. We further simulated synthetic scans based on high-fidelity synthetic scenes for quantitative evaluation. Extensive experimental evaluation on these two types of scans demonstrate that our system is capable of robustly acquiring dense 3D reconstructions and outperforms state-of-the-art RGBD and LiDAR systems.
Sheng Yang 0007, Beichen Li 0005, Minghua Liu, Yukun Lai, Leif Kobbelt, Shi-Min Hu 0001
IEEE Trans. Vis. Comput. Graph.5
2019 String-Based Synthesis of Structured Shapes
abstract
Abstract We propose a novel method to synthesize geometric models from a given class of context‐aware structured shapes such as buildings and other man‐made objects. The central idea is to leverage powerful machine learning methods from the area of natural language processing for this task. To this end, we propose a technique that maps shapes to strings and vice versa, through an intermediate shape graph representation. We then convert procedurally generated shape repositories into text databases that, in turn, can be used to train a variational autoencoder. The autoencoder enables higher level shape manipulation and synthesis like, for example, interpolation and sampling via its continuous latent space. We provide project code and pre‐trained models.
Javor Kalojanov, Isaak Lim, Niloy J. Mitra, Leif Kobbelt
Comput. Graph. Forum4
2019 A Convolutional Decoder for Point Clouds using Adaptive Instance Normalization
abstract
Abstract Automatic synthesis of high quality 3D shapes is an ongoing and challenging area of research. While several data‐driven methods have been proposed that make use of neural networks to generate 3D shapes, none of them reach the level of quality that deep learning synthesis approaches for images provide. In this work we present a method for a convolutional point cloud decoder/generator that makes use of recent advances in the domain of image synthesis. Namely, we use Adaptive Instance Normalization and offer an intuition on why it can improve training. Furthermore, we propose extensions to the minimization of the commonly used Chamfer distance for auto‐encoding point clouds. In addition, we show that careful sampling is important both for the input geometry and in our point cloud generation process to improve results. The results are evaluated in an auto‐encoding setup to offer both qualitative and quantitative analysis. The proposed decoder is validated by an extensive ablation study and is able to outperform current state of the art results in a number of experiments. We show the applicability of our method in the fields of point cloud upsampling, single view reconstruction, and shape synthesis.
Isaak Lim, Moritz Ibing, Leif Kobbelt
Comput. Graph. Forum3
2019 Parametrization quantization with free boundaries for trimmed quad meshing
abstract
The generation of quad meshes based on surface parametrization techniques has proven to be a versatile approach. These techniques quantize an initial seamless parametrization so as to obtain an integer grid map implying a pure quad mesh. State-of-the-art methods following this approach have to assume that the surface to be meshed either has no boundary, or has a boundary which the resulting mesh is supposed to be aligned to. In a variety of applications this is not desirable and non-boundary-aligned meshes or grid-parametrizations are preferred. We thus present a technique to robustly generate integer grid maps which are either boundary-aligned, non-boundary-aligned, or partially boundary-aligned, just as required by different applications. We thereby generalize previous work to this broader setting. This enables the reliable generation of trimmed quad meshes with partial elements along the boundary, preferable in various scenarios, from tiled texturing over design and modeling to fabrication and architecture, due to fewer constraints and hence higher overall mesh quality and other benefits in terms of aesthetics and flexibility.
Max Lyon, Marcel Campen, David Bommes, Leif Kobbelt
ACM Trans. Graph.4
2019 Distortion-minimizing injective maps between surfaces
abstract
The problem of discrete surface parametrization, i.e. mapping a mesh to a planar domain, has been investigated extensively. We address the more general problem of mapping between surfaces. In particular, we provide a formulation that yields a map between two disk-topology meshes, which is continuous and injective by construction and which locally minimizes intrinsic distortion. A common approach is to express such a map as the composition of two maps via a simple intermediate domain such as the plane, and to independently optimize the individual maps. However, even if both individual maps are of minimal distortion, there is potentially high distortion in the composed map. In contrast to many previous works, we minimize distortion in an end-to-end manner, directly optimizing the quality of the composed map. This setting poses additional challenges due to the discrete nature of both the source and the target domain. We propose a formulation that, despite the combinatorial aspects of the problem, allows for a purely continuous optimization. Further, our approach addresses the non-smooth nature of discrete distortion measures in this context which hinders straightforward application of off-the-shelf optimization techniques. We demonstrate that, despite the challenges inherent to the more involved setting, discrete surface-to-surface maps can be optimized effectively.
Patrick Schmidt 0002, Janis Born, Marcel Campen, Leif Kobbelt
ACM Trans. Graph.4
2018 Learning to Reconstruct High-Quality 3D Shapes with Cascaded Fully Convolutional Networks
Yan-Pei Cao 0001, Zheng-Ning Liu, Zheng-Fei Kuang, Leif Kobbelt, Shi-Min Hu 0001
ECCV (9)4
2018 Interactive Curve Constrained Functional Maps
abstract
Abstract Functional maps have gained popularity as a versatile framework for representing intrinsic correspondence between 3D shapes using algebraic machinery. A key ingredient for this framework is the ability to find pairs of corresponding functions (typically, feature descriptors) across the shapes. This is a challenging problem on its own, and when the shapes are strongly non‐isometric, nearly impossible to solve automatically. In this paper, we use feature curve correspondences to provide flexible abstractions of semantically similar parts of non‐isometric shapes. We design a user interface implementing an interactive process for constructing shape correspondence, allowing the user to update the functional map at interactive rates by introducing feature curve correspondences. We add feature curve preservation constraints to the functional map framework and propose an efficient numerical method to optimize the map with immediate feedback. Experimental results show that our approach establishes correspondences between geometrically diverse shapes with just a few clicks.
Anne Gehre, Michael M. Bronstein, Leif Kobbelt, Justin Solomon 0001
Comput. Graph. Forum3
2018 Feature Curve Co-Completion in Noisy Data
abstract
Abstract Feature curves on 3D shapes provide important hints about significant parts of the geometry and reveal their underlying structure. However, when we process real world data, automatically detected feature curves are affected by measurement uncertainty, missing data, and sampling resolution, leading to noisy, fragmented, and incomplete feature curve networks. These artifacts make further processing unreliable. In this paper we analyze the global co‐occurrence information in noisy feature curve networks to fill in missing data and suppress weakly supported feature curves. For this we propose an unsupervised approach to find meaningful structure within the incomplete data by detecting multiple occurrences of feature curve configurations (co‐occurrence analysis). We cluster and merge these into feature curve templates, which we leverage to identify strongly supported feature curve segments as well as to complete missing data in the feature curve network. In the presence of significant noise, previous approaches had to resort to user input, while our method performs fully automatic feature curve co‐completion. Finding feature reoccurrences however, is challenging since naïve feature curve comparison fails in this setting due to fragmentation and partial overlaps of curve segments. To tackle this problem we propose a robust method for partial curve matching. This provides us with the means to apply symmetry detection methods to identify co‐occurring configurations. Finally, Bayesian model selection enables us to detect and group re‐occurrences that describe the data well and with low redundancy.
Anne Gehre, Isaak Lim, Leif Kobbelt
Comput. Graph. Forum3
2018 Real-time High-accuracy Three-Dimensional Reconstruction with Consumer RGB-D Cameras
abstract
We present an integrated approach for reconstructing high-fidelity three-dimensional (3D) models using consumer RGB-D cameras. RGB-D registration and reconstruction algorithms are prone to errors from scanning noise, making it hard to perform 3D reconstruction accurately. The key idea of our method is to assign a probabilistic uncertainty model to each depth measurement, which then guides the scan alignment and depth fusion. This allows us to effectively handle inherent noise and distortion in depth maps while keeping the overall scan registration procedure under the iterative closest point framework for simplicity and efficiency. We further introduce a local-to-global, submap-based, and uncertainty-aware global pose optimization scheme to improve scalability and guarantee global model consistency. Finally, we have implemented the proposed algorithm on the GPU, achieving real-time 3D scanning frame rates and updating the reconstructed model on-the-fly. Experimental results on simulated and real-world data demonstrate that the proposed method outperforms state-of-the-art systems in terms of the accuracy of both recovered camera trajectories and reconstructed models.
Yan-Pei Cao 0001, Leif Kobbelt, Shi-Min Hu 0001
ACM Trans. Graph.2
2018 You Spin my Head Right Round: Threshold of Limited Immersion for Rotation Gains in Redirected Walking
abstract
In virtual environments, the space that can be explored by real walking is limited by the size of the tracked area. To enable unimpeded walking through large virtual spaces in small real-world surroundings, redirection techniques are used. These unnoticeably manipulate the user's virtual walking trajectory. It is important to know how strongly such techniques can be applied without the user noticing the manipulation-or getting cybersick. Previously, this was estimated by measuring a detection threshold (DT) in highly-controlled psychophysical studies, which experimentally isolate the effect but do not aim for perceived immersion in the context of VR applications. While these studies suggest that only relatively low degrees of manipulation are tolerable, we claim that, besides establishing detection thresholds, it is important to know when the user's immersion breaks. We hypothesize that the degree of unnoticed manipulation is significantly different from the detection threshold when the user is immersed in a task. We conducted three studies: a) to devise an experimental paradigm to measure the threshold of limited immersion (TLI), b) to measure the TLI for slowly decreasing and increasing rotation gains, and c) to establish a baseline of cybersickness for our experimental setup. For rotation gains greater than 1.0, we found that immersion breaks quite late after the gain is detectable. However, for gains lesser than 1.0, some users reported a break of immersion even before established detection thresholds were reached. Apparently, the developed metric measures an additional quality of user experience. This article contributes to the development of effective spatial compression methods by utilizing the break of immersion as a benchmark for redirection techniques.
Patric Schmitz, Julian Hildebrandt, André Calero Valdez, Leif Kobbelt, Martina Ziefle
IEEE Trans. Vis. Comput. Graph.4
2017 Building a Large Database of Facial Movements for Deformation Model-Based 3D Face Tracking
abstract
Abstract We introduce a new markerless 3D face tracking approach for 2D videos captured by a single consumer grade camera. Our approach takes detected 2D facial features as input and matches them with projections of 3D features of a deformable model to determine its pose and shape. To make the tracking and reconstruction more robust we add a smoothness prior for pose and deformation changes of the faces. Our major contribution lies in the formulation of the deformation prior which we derive from a large database of facial animations showing different (dynamic) facial expressions of a fairly large number of subjects. We split these animation sequences into snippets of fixed length which we use to predict the facial motion based on previous frames. In order to keep the deformation model compact and independent from the individual physiognomy, we represent it by deformation gradients (instead of vertex positions) and apply a principal component analysis in deformation gradient space to extract the major modes of facial deformation. Since the facial deformation is optimized during tracking, it is particularly easy to apply them to other physiognomies and thereby re‐target the facial expressions. We demonstrate the effectiveness of our technique on a number of examples.
Dominik Sibbing, Leif Kobbelt
Comput. Graph. Forum2
2017 Efficient & Effective Prioritized Matching for Large-Scale Image-Based Localization
abstract
Accurately determining the position and orientation from which an image was taken, i.e., computing the camera pose, is a fundamental step in many Computer Vision applications. The pose can be recovered from 2D-3D matches between 2D image positions and points in a 3D model of the scene. Recent advances in Structure-from-Motion allow us to reconstruct large scenes and thus create the need for image-based localization methods that efficiently handle large-scale 3D models while still being effective, i.e., while localizing as many images as possible. This paper presents an approach for large scale image-based localization that is both efficient and effective. At the core of our approach is a novel prioritized matching step that enables us to first consider features more likely to yield 2D-to-3D matches and to terminate the correspondence search as soon as enough matches have been found. Matches initially lost due to quantization are efficiently recovered by integrating 3D-to-2D search. We show how visibility information from the reconstruction process can be used to improve the efficiency of our approach. We evaluate the performance of our method through extensive experiments and demonstrate that it offers the best combination of efficiency and effectiveness among current state-of-the-art approaches for localization.
Torsten Sattler, Bastian Leibe, Leif Kobbelt
IEEE Trans. Pattern Anal. Mach. Intell.3
2017 Variance-minimizing transport plans for inter-surface mapping
abstract
We introduce an efficient computational method for generating dense and low distortion maps between two arbitrary surfaces of same genus. Instead of relying on semantic correspondences or surface parameterization, we directly optimize a variance-minimizing transport plan between two input surfaces that defines an as-conformal-as-possible inter-surface map satisfying a user-prescribed bound on area distortion. The transport plan is computed via two alternating convex optimizations, and is shown to minimize a generalized Dirichlet energy of both the map and its inverse. Computational efficiency is achieved through a coarse-to-fine approach in diffusion geometry, with Sinkhorn iterations modified to enforce bounded area distortion. The resulting inter-surface mapping algorithm applies to arbitrary shapes robustly, with little to no user interaction.
Manish Mandad, David Cohen-Steiner, Leif Kobbelt, Pierre Alliez, Mathieu Desbrun
ACM Trans. Graph.3
2016 Scale-Invariant Directional Alignment of Surface Parametrizations
abstract
Abstract Various applications of global surface parametrization benefit from the alignment of parametrization isolines with principal curvature directions. This is particularly true for recent parametrization‐based meshing approaches, where this directly translates into a shape‐aware edge flow, better approximation quality, and reduced meshing artifacts. Existing methods to influence a parametrization based on principal curvature directions suffer from scale‐dependence, which implies the necessity of parameter variation, or try to capture complex directional shape features using simple 1D curves. Especially for non‐sharp features, such as chamfers, fillets, blends, and even more for organic variants thereof, these abstractions can be unfit. We present a novel approach which respects and exploits the 2D nature of such directional feature regions, detects them based on coherence and homogeneity properties, and controls the parametrization process accordingly. This approach enables us to provide an intuitive, scale‐invariant control parameter to the user. It also allows us to consider non‐local aspects like the topology of a feature, enabling further improvements. We demonstrate that, compared to previous approaches, global parametrizations of higher quality can be generated without user intervention.
Marcel Campen, Moritz Ibing, Hans-Christian Ebke, Denis Zorin, Leif Kobbelt
Comput. Graph. Forum5
2016 Adapting Feature Curve Networks to a Prescribed Scale
abstract
Abstract Feature curves on surface meshes are usually defined solely based on local shape properties such as dihedral angles and principal curvatures. From the application perspective, however, the meaningfulness of a network of feature curves also depends on a global scale parameter that takes the distance between feature curves into account, i.e., on a coarse scale, nearby feature curves should be merged or suppressed if the surface region between them is not representable at the given scale/resolution. In this paper, we propose a computational approach to the intuitive notion of scale conforming feature curve networks where the density of feature curves on the surface adapts to a global scale parameter. We present a constrained global optimization algorithm that computes scale conforming feature curve networks by eliminating curve segments that represent surface features, which are not compatible to the prescribed scale. To demonstrate the usefulness of our approach we apply isotropic and anisotropic remeshing schemes that take our feature curve networks as input. For a number of example meshes, we thus generate high quality shape approximations at various levels of detail.
Anne Gehre, Isaak Lim, Leif Kobbelt
Comput. Graph. Forum3
2016 Identifying Style of 3D Shapes using Deep Metric Learning
abstract
Abstract We present a method that expands on previous work in learning human perceived style similarity across objects with different structures and functionalities. Unlike previous approaches that tackle this problem with the help of hand‐crafted geometric descriptors, we make use of recent advances in metric learning with neural networks (deep metric learning). This allows us to train the similarity metric on a shape collection directly, since any low‐ or high‐level features needed to discriminate between different styles are identified by the neural network automatically. Furthermore, we avoid the issue of finding and comparing sub‐elements of the shapes. We represent the shapes as rendered images and show how image tuples can be selected, generated and used efficiently for deep metric learning. We also tackle the problem of training our neural networks on relatively small datasets and show that we achieve style classification accuracy competitive with the state of the art. Finally, to reduce annotation effort we propose a method to incorporate heterogeneous data sources by adding annotated photos found online in order to expand or supplant parts of our training data.
Isaak Lim, Anne Gehre, Leif Kobbelt
Comput. Graph. Forum3
2016 Improved Surface Quality in 3D Printing by Optimizing the Printing Direction
abstract
Abstract We present a pipeline of algorithms that decomposes a given polygon model into parts such that each part can be 3D printed with high (outer) surface quality. For this we exploit the fact that most 3D printing technologies have an anisotropic resolution and hence the surface smoothness varies significantly with the orientation of the surface. Our pipeline starts by segmenting the input surface into patches such that their normals can be aligned perpendicularly to the printing direction. A 3D Voronoi diagram is computed such that the intersections of the Voronoi cells with the surface approximate these surface patches. The intersections of the Voronoi cells with the input model's volume then provide an initial decomposition. We further present an algorithm to compute an assembly order for the parts and generate connectors between them. A post processing step further optimizes the seams between segments to improve the visual quality. We run our pipeline on a wide range of 3D models and experimentally evaluate the obtained improvements in terms of numerical, visual, and haptic quality.
Weiming Wang 0003, Cédric Zanni, Leif Kobbelt
Comput. Graph. Forum3
2016 Interactively controlled quad remeshing of high resolution 3D models
abstract
Parametrization based methods have recently become very popular for the generation of high quality quad meshes. In contrast to previous approaches, they allow for intuitive user control in order to accommodate all kinds of application driven constraints and design intentions. A major obstacle in practice, however, are the relatively long computations that lead to response times of several minutes already for input models of moderate complexity. In this paper we introduce a novel strategy to handle highly complex input meshes with up to several millions of triangles such that quad meshes can still be created and edited within an interactive workflow. Our method is based on representing the input model on different levels of resolution with a mechanism to propagate parametrizations from coarser to finer levels. The major challenge is to guarantee consistent parametrizations even in the presence of charts, transition functions, and singularities. Moreover, the remaining degrees of freedom on coarser levels of resolution have to be chosen carefully in order to still achieve low distortion parametrizations. We demonstrate a prototypic system where the user can interactively edit quad meshes with powerful high-level operations such as guiding constraints, singularity repositioning, and singularity connections.
Hans-Christian Ebke, Patrick Schmidt 0002, Marcel Campen, Leif Kobbelt
ACM Trans. Graph.4
2016 HexEx: robust hexahedral mesh extraction
abstract
State-of-the-art hex meshing algorithms consist of three steps: Frame-field design, parametrization generation, and mesh extraction. However, while the first two steps are usually discussed in detail, the last step is often not well studied. In this paper, we fully concentrate on reliable mesh extraction. Parametrization methods employ computationally expensive countermeasures to avoid mapping input tetrahedra to degenerate or flipped tetrahedra in the parameter domain because such a parametrization does not define a proper hexahedral mesh. Nevertheless, there is no known technique that can guarantee the complete absence of such artifacts. We tackle this problem from the other side by developing a mesh extraction algorithm which is extremely robust against typical imperfections in the parametrization. First, a sanitization process cleans up numerical inconsistencies of the parameter values caused by limited precision solvers and floating-point number representation. On the sanitized parametrization, we extract vertices and so-called darts based on intersections of the integer grid with the parametric image of the tetrahedral mesh. The darts are reliably interconnected by tracing within the parametrization and thus define the topology of the hexahedral mesh. In a postprocessing step, we let certain pairs of darts cancel each other, counteracting the effect of flipped regions of the parametrization. With this strategy, our algorithm is able to robustly extract hexahedral meshes from imperfect parametrizations which previously would have been considered defective. The algorithm will be published as an open source library [Lyon et al. 2016].
Max Lyon, David Bommes, Leif Kobbelt
ACM Trans. Graph.3
2016 Non-linear shape optimization using local subspace projections
abstract
In this paper we present a novel method for non-linear shape optimization of 3d objects given by their surface representation. Our method takes advantage of the fact that various shape properties of interest give rise to underdetermined design spaces implying the existence of many good solutions. Our algorithm exploits this by performing iterative projections of the problem to local subspaces where it can be solved much more efficiently using standard numerical routines. We demonstrate how this approach can be utilized for various shape optimization tasks using different shape parameterizations. In particular, we show how to efficiently optimize natural frequencies, mass properties, as well as the structural yield strength of a solid body. Our method is flexible, easy to implement, and very fast.
Przemyslaw Musialski, Christian Hafner 0002, Florian Rist 0001, Michael Birsak, Michael Wimmer 0001, Leif Kobbelt
ACM Trans. Graph.6
2015 Influence of temporal delay and display update rate in an augmented reality application scenario
abstract
In mobile augmented reality (AR) applications, highly complex computing tasks such as position tracking and 3D rendering compete for limited processing resources. This leads to unavoidable system latency in the form of temporal delay and reduced display update rates. In this paper we present a user study on the influence of these system parameters in an AR point'n'click scenario. Our experiment was conducted in a lab environment to collect quantitative data (user performance as well as user perceived ease of use). We can show that temporal delay and update rate both affect user performance and experience but that users are much more sensitive to longer temporal delay than to lower update rates. Moreover, we found that the effects of temporal delay and update rate are not independent as with longer temporal delay, changing update rates tend to have less impact on the ease of use. Furthermore, in some cases user performance can actually increase when reducing the update rate in order to make it compatible to the latency. Our findings indicate that in the development of mobile AR applications, more emphasis should be put on delay reduction than on update rate improvement and that increasing the update rate does not necessarily improve user performance and experience if the temporal delay is significantly higher than the update interval.
Ming Li 0016, Katrin Arning, Luisa Vervier, Martina Ziefle, Leif Kobbelt
MUM5
2015 Preface
Shi-Min Hu 0001, Leif Kobbelt
J. Comput. Sci. Technol.2
2015 Quantized global parametrization
abstract
Global surface parametrization often requires the use of cuts or charts due to non-trivial topology. In recent years a focus has been on so-calledseamlessparametrizations, where the transition functions across the cuts are rigid transformations with a rotation about some multiple of 90°. Of particular interest, e.g. for quadrilateral meshing, paneling, or texturing, are those instances where in addition the translational part of these transitions is integral (or more generally: quantized). We show that finding not even the optimal, but just an arbitrary valid quantization (one that does not imply parametric degeneracies), is a complex combinatorial problem. We present a novel method that allows us to solve it, i.e. to find valid as well as good quality quantizations. It is based on an original approach to quickly construct solutions to linear Diophantine equation systems, exploiting the specific geometric nature of the parametrization problem. We thereby largely outperform the state-of-the-art, sometimes by several orders of magnitude.
Marcel Campen, David Bommes, Leif Kobbelt
ACM Trans. Graph.3
2015 Reduced-order shape optimization using offset surfaces
abstract
Given the 2-manifold surface of a 3d object, we propose a novel method for the computation of an offset surface with varying thickness such that the solid volume between the surface and its offset satisfies a set of prescribed constraints and at the same time minimizes a given objective functional. Since the constraints as well as the objective functional can easily be adjusted to specific application requirements, our method provides a flexible and powerful tool for shape optimization. We use manifold harmonics to derive a reduced-order formulation of the optimization problem, which guarantees a smooth offset surface and speeds up the computation independently from the input mesh resolution without affecting the quality of the result. The constrained optimization problem can be solved in a numerically robust manner with commodity solvers. Furthermore, the method allows simultaneously optimizing an inner and an outer offset in order to increase the degrees of freedom. We demonstrate our method in a number of examples where we control the physical mass properties of rigid objects for the purpose of 3d printing.
Przemyslaw Musialski, Thomas Auzinger, Michael Birsak, Michael Wimmer 0001, Leif Kobbelt
ACM Trans. Graph.5
2015 Active Exploration of Large 3D Model Repositories
abstract
With broader availability of large-scale 3D model repositories, the need for efficient and effective exploration becomes more and more urgent. Existing model retrieval techniques do not scale well with the size of the database since often a large number of very similar objects are returned for a query, and the possibilities to refine the search are quite limited. We propose an interactive approach where the user feeds an active learning procedure by labeling either entire models or parts of them as "like" or "dislike" such that the system can automatically update an active set of recommended models. To provide an intuitive user interface, candidate models are presented based on their estimated relevance for the current query. From the methodological point of view, our main contribution is to exploit not only the similarity between a query and the database models but also the similarities among the database models themselves. We achieve this by an offline pre-processing stage, where global and local shape descriptors are computed for each model and a sparse distance metric is derived that can be evaluated efficiently even for very large databases. We demonstrate the effectiveness of our method by interactively exploring a repository containing over 100 K models.
Lin Gao 0004, Yan-Pei Cao 0001, Yukun Lai, Hao-Zhi Huang 0001, Leif Kobbelt, Shi-Min Hu 0001
IEEE Trans. Vis. Comput. Graph.5
2014 Scalable 6-DOF Localization on Mobile Devices
Sven Middelberg, Torsten Sattler, Ole Untzelmann, Leif Kobbelt
ECCV (2)4
2014 Geometry seam carving
Ellen Dekkers, Leif Kobbelt
Comput. Aided Des.2
2014 Quad Layout Embedding via Aligned Parameterization
abstract
Abstract Quad layouting, i.e. the partitioning of a surface into a coarse network of quadrilateral patches, is a fundamental step in application scenarios ranging from animation and simulation to reverse engineering and meshing. This process involves determining the layout's combinatorial structure as well as its geometric embedding in the surface. We present a novel quad layout algorithm that focuses on the embedding optimization, thereby complementing recent methods focusing on the structure optimization aspect. It takes as input a description of the target layout structure and computes a complete embedding in form of a parameterization globally optimized for isometry and, in particular, principal direction alignment. Besides being suited for fully automatic workflows, our method can also incorporate user constraints and support the tedious but common procedure of manual layouting.
Marcel Campen, Leif Kobbelt
Comput. Graph. Forum2
2014 Efficient enforcement of hard articulation constraints in the presence of closed loops and contacts
abstract
Abstract In rigid body simulation, one must distinguish between contacts (so‐called unilateral constraints) and articulations (bilateral constraints). For contacts and friction, iterative solution methods have proven most useful for interactive applications, often in combination with Shock‐Propagation in cases with strong interactions between contacts (such as stacks), prioritizing performance and plausibility over accuracy. For articulation constraints, direct solution methods are preferred, because one can rely on a factorization with linear time complexity for tree‐like systems, even in ill‐conditioned cases caused by large mass‐ratios or high complexity. Despite recent advances, combining the advantages of direct and iterative solution methods wrt. performance has proven difficult and the intricacy of articulations in interactive applications is often limited by the convergence speed of the iterative solution method in the presence of closed kinematic loops (i.e. auxiliary constraints) and contacts. We identify common performance bottlenecks in the dynamic simulation of unilateral and bilateral constraints and are able to present a simulation method, that scales well in the number of constraints even in ill‐conditioned cases with frictional contacts, collisions and closed loops in the kinematic graph. For cases where many joints are connected to a single body, we propose a technique to increase the sparsity of the positive definite linear system. A solution to these bottlenecks is presented in this paper to make the simulation of a wider range of mechanisms possible in real‐time without extensive parameter tuning.
Robin Tomcin, Dominik Sibbing, Leif Kobbelt
Comput. Graph. Forum3
2014 Zometool shape approximation
Henrik Zimmer, Florent Lafarge, Pierre Alliez, Leif Kobbelt
Graph. Model.4
2014 Evaluation of a Mobile Projector-Based Indoor Navigation Interface
abstract
Journal Article Evaluation of a Mobile Projector-Based Indoor Navigation Interface Get access Ming Li, Ming Li * 1Computer Graphics Group, RWTH Aachen University, Aachen, Germany *Corresponding author: [email protected] Search for other works by this author on: Oxford Academic Google Scholar Katrin Arning, Katrin Arning 2Human Computer Interaction Center, RWTH Aachen University, Aachen, Germany Search for other works by this author on: Oxford Academic Google Scholar Oliver Sack, Oliver Sack 2Human Computer Interaction Center, RWTH Aachen University, Aachen, Germany Search for other works by this author on: Oxford Academic Google Scholar Jiyoung Park, Jiyoung Park 3Ewha Womans University, Seoul, Korea Search for other works by this author on: Oxford Academic Google Scholar Myoung-Hee Kim, Myoung-Hee Kim 3Ewha Womans University, Seoul, Korea Search for other works by this author on: Oxford Academic Google Scholar Martina Ziefle, Martina Ziefle 2Human Computer Interaction Center, RWTH Aachen University, Aachen, Germany Search for other works by this author on: Oxford Academic Google Scholar Leif Kobbelt Leif Kobbelt 1Computer Graphics Group, RWTH Aachen University, Aachen, Germany Search for other works by this author on: Oxford Academic Google Scholar Interacting with Computers, Volume 26, Issue 6, November 2014, Pages 595–613, https://doi.org/10.1093/iwc/iwt053 Published: 06 November 2013 Article history Received: 12 January 2013 Revision received: 09 September 2013 Accepted: 16 September 2013 Published: 06 November 2013
Ming Li 0016, Katrin Arning, Oliver Sack, Jiyoung Park 0002, Myoung-Hee Kim, Martina Ziefle, Leif Kobbelt
Interact. Comput.7
2014 Dual strip weaving: interactive design of quad layouts using elastica strips
abstract
We introduce Dual Strip Weaving , a novel concept for the interactive design of quad layouts, i.e. partitionings of freeform surfaces into quadrilateral patch networks. In contrast to established tools for the design of quad layouts or subdivision base meshes, which are often based on creating individual vertices, edges, and quads, our method takes a more global perspective, operating on a higher level of abstraction: the atomic operation of our method is the creation of an entire cyclic strip, delineating a large number of quad patches at once. The global consistency-preserving nature of this approach reduces demands on the user's expertise by requiring less advance planning. Efficiency is achieved using a novel method at the heart of our system, which automatically proposes geometrically and topologically suitable strips to the user. Based on this we provide interaction tools to influence the design process to any desired degree and visual guides to support the user in this task.
Marcel Campen, Leif Kobbelt
ACM Trans. Graph.2
2014 Level-of-detail quad meshing
abstract
The most effective and popular tools for obtaining feature aligned quad meshes from triangular input meshes are based on cross field guided parametrization. These methods are incarnations of a conceptual three-step pipeline: (1) cross field computation, (2) field-guided surface parametrization, (3) quad mesh extraction. While in most meshing scenarios the user prescribes a desired target quad size or edge length, this information is typically taken into account from step 2 onwards only, but not in the cross field computation step. This turns into a problem in the presence of small scale geometric or topological features or noise in the input mesh: closely placed singularities are induced in the cross field, which are not properly reproducible by vertices in a quad mesh with the prescribed edge length, causing severe distortions or even failure of the meshing algorithm. We reformulate the construction of cross fields as well as field-guided parametrizations in a scale-aware manner which effectively suppresses densely spaced features and noise of geometric as well as topological kind. Dominant large-scale features are adequately preserved in the output by relying on the unaltered input mesh as the computational domain.
Hans-Christian Ebke, Marcel Campen, David Bommes, Leif Kobbelt
ACM Trans. Graph.4
2014 Zometool Rationalization of Freeform Surfaces
abstract
An ever broader availability of freeform designs together with an increasing demand for product customization has lead to a rising interest in efficient physical realization of such designs, the trend toward personal fabrication. Not only large-scale architectural applications are (becoming increasingly) popular but also different consumer-level rapid-prototyping applications, including toy and 3D puzzle creation. In this work we present a method for do-it-yourself reproduction of freeform designs without the typical limitation of state-of-the-art approaches requiring manufacturing custom parts using semi-professional laser cutters or 3D printers. Our idea is based on a popular mathematical modeling system (Zometool) commonly used for modeling higher dimensional polyhedra and symmetric structures such as molecules and crystal lattices. The proposed method extends the scope of Zometool modeling to freeform, disk-topology surfaces. While being an efficient construction system on the one hand (consisting only of a single node type and nine different edge types), this inherent discreteness of the Zometool system, on the other hand gives rise to a hard approximation problem. We base our method on a marching front approach, where elements are not added in a greedy sense, but rather whole regions on the front are filled optimally, using a set of problem specific heuristics to keep complexity under control.
Henrik Zimmer, Leif Kobbelt
IEEE Trans. Vis. Comput. Graph.2
2013 SIFT-Realistic Rendering
abstract
3D localization approaches establish correspondences between points in a query image and a 3D point cloud reconstruction of the environment. Traditionally, the dataBase models are created from photographs using Structure-from-Motion (SfM) techniques, which requires large collections of densely sampled images. In this paper, we address the question how point cloud data from terrestrial laser scanners can be used instead to significantly reduce the data collection effort and enable more scalable localization. The key change here is that, in contrast to SfM points, laser-scanned 3D points are not automatically associated with local image features that could be matched to query image features. In order to make this data usable for image-Based localization, we explore how point cloud rendering techniques can be leveraged to create virtual views from which dataBase features can be extracted that match real image-Based features as closely as possible. We propose different rendering techniques for this task, experimentally quantify how they affect feature repeatability, and demonstrate their benefit for image-Based localization.
Dominik Sibbing, Torsten Sattler, Bastian Leibe, Leif Kobbelt
3DV4
2013 Efficient Computation of Shortest Path-Concavity for 3D Meshes
abstract
In the context of shape segmentation and retrieval object-wide distributions of measures are needed to accurately evaluate and compare local regions of shapes. Lien et al. [16] proposed two point-wise concavity measures in the context of Approximate Convex Decompositions of polygons measuring the distance from a point to the polygon's convex hull: an accurate Shortest Path-Concavity (SPC) measure and a Straight Line-Concavity (SLC) approximation of the same. While both are practicable on 2D shapes, the exponential costs of SPC in 3D makes it inhibitively expensive for a generalization to meshes [14]. In this paper we propose an efficient and straight forward approximation of the Shortest Path-Concavity measure to 3D meshes. Our approximation is based on discretizing the space between mesh and convex hull, thereby reducing the continuous Shortest Path search to an efficiently solvable graph problem. Our approach works out-of-the-box on complex mesh topologies and requires no complicated handling of genus. Besides presenting a rigorous evaluation of our method on a variety of input meshes, we also define an SPC-based Shape Descriptor and show its superior retrieval and runtime performance compared with the recently presented results on the Convexity Distribution by Lian et al. [12].
Henrik Zimmer, Marcel Campen, Leif Kobbelt
CVPR3
2013 Topic 15: GPU and Accelerator Computing - (Introduction)
Naoya Maruyama, Leif Kobbelt, Pavan Balaji, Nikola Puzovic, Samuel Thibault
Euro-Par2
2013 Practical Anisotropic Geodesy
abstract
Abstract The computation of intrinsic, geodesic distances and geodesic paths on surfaces is a fundamental low‐level building block in countless Computer Graphics and Geometry Processing applications. This demand led to the development of numerous algorithms – some for the exact, others for the approximative computation, some focussing on speed, others providing strict guarantees. Most of these methods are designed for computing distances according to the standard Riemannian metric induced by the surface's embedding in Euclidean space. Generalization to other, especially anisotropic, metrics – which more recently gained interest in several application areas – is not rarely hampered by fundamental problems. We explore and discuss possibilities for the generalization and extension of well‐known methods to the anisotropic case, evaluate their relative performance in terms of accuracy and speed, and propose a novel algorithm, the Short‐Term Vector Dijkstra. This algorithm is strikingly simple to implement and proves to provide practical accuracy at a higher speed than generalized previous methods.
Marcel Campen, Martin Heistermann, Leif Kobbelt
Comput. Graph. Forum3
2013 View-Dependent Realtime Rendering of Procedural Facades with High Geometric Detail
abstract
Abstract We present an algorithm for realtime rendering of large‐scale city models with procedurally generated facades. By using highly detailed assets like windows, doors, and decoration such city models can provide an extremely high geometric level of detail but on the downside they also consist of billions of polygons which makes it infeasible to even store them as explicit polygonal meshes. Moreover, when rendering urban scenes usually only a very small fraction of the city is actually visible which calls for effective culling mechanisms. For procedural textures there are efficient screen space techniques that evaluate, e.g., a split grammar on a per‐pixel basis in the fragment shader and thus render a textured facade in a view dependent manner. We take this idea further by introducing 3D geometric detail in addition to flat textures. Our approach is a two‐pass procedure that first renders a flat procedural facade. During rasterization the fragment shader triggers the instantiation of a detailed asset whenever a geometric facade element is potentially visible. The set of instantiated detail models are then rendered in a second pass. The major challenges arise from the fact that geometric details belonging to a facade can be visible even if the base polygon of the facade itself is not visible. Hence we propose measures to conservatively estimate visibility without introducing excessive redundancy. We further extend our technique by a simple level of detail mechanism that switches to baked textures (of the assets) depending on the distance to the camera. We demonstrate that our technique achieves realtime frame rates for large‐scale city models with massive detail on current commodity graphics hardware.
Lars Krecklau, Janis Born, Leif Kobbelt
Comput. Graph. Forum3
2013 Integer-grid maps for reliable quad meshing
abstract
Quadrilateral remeshing approaches based on global parametrization enable many desirable mesh properties. Two of the most important ones are (1) high regularity due to explicit control over irregular vertices and (2) smooth distribution of distortion achieved by convex variational formulations. Apart from these strengths, state-of-the-art techniques suffer from limited reliability on real-world input data, i.e. the determined map might have degeneracies like (local) non-injectivities and consequently often cannot be used directly to generate a quadrilateral mesh. In this paper we propose a novel convex Mixed-Integer Quadratic Programming (MIQP) formulation which ensures by construction that the resulting map is within the class of so called Integer-Grid Maps that are guaranteed to imply a quad mesh. In order to overcome the NP-hardness of MIQP and to be able to remesh typical input geometries in acceptable time we propose two additional problem specific optimizations: a complexity reduction algorithm and singularity separating conditions. While the former decouples the dimension of the MIQP search space from the input complexity of the triangle mesh and thus is able to dramatically speed up the computation without inducing inaccuracies, the latter improves the continuous relaxation, which is crucial for the success of modern MIQP optimizers. Our experiments show that the reliability of the resulting algorithm does not only annihilate the main drawback of parametrization based quad-remeshing but moreover enables the global search for high-quality coarse quad layouts - a difficult task solely tackled by greedy methodologies before.
David Bommes, Marcel Campen, Hans-Christian Ebke, Pierre Alliez, Leif Kobbelt
ACM Trans. Graph.5
2013 QEx: robust quad mesh extraction
abstract
The most popular and actively researched class of quad remeshing techniques is the family of parametrization based quad meshing methods . They all strive to generate an integer-grid map , i.e. a parametrization of the input surface into R 2 such that the canonical grid of integer iso-lines forms a quad mesh when mapped back onto the surface in R 3 . An essential, albeit broadly neglected aspect of these methods is the quad extraction step, i.e. the materialization of an actual quad mesh from the mere "quad texture". Quad (mesh) extraction is often believed to be a trivial matter but quite the opposite is true: numerous special cases, ambiguities induced by numerical inaccuracies and limited solver precision, as well as imperfections in the maps produced by most methods (unless costly countermeasures are taken) pose significant challenges to the quad extractor. We present a method to sanitize a provided parametrization such that it becomes numerically consistent even in a limited precision floating point representation. Based on this we are able to provide a comprehensive and sound description of how to perform quad extraction robustly and without the need for any complex tolerance thresholds or disambiguation rules. On top of that we develop a novel strategy to cope with common local fold-overs in the parametrization. This allows our method, dubbed QEx , to generate all-quadrilateral meshes where otherwise holes, non-quad polygons or no output at all would have been produced. We thus enable the practical use of an entire class of maps that was previously considered defective. Since state of the art quad meshing methods spend a significant share of their run time solely to prevent local fold-overs, using our method it is now possible to obtain quad meshes significantly quicker than before. We also provide libQEx, an open source C++ reference implementation of our method and thus significantly lower the bar to enter the field of quad meshing.
Hans-Christian Ebke, David Bommes, Marcel Campen, Leif Kobbelt
ACM Trans. Graph.4
2012 Image Retrieval for Image-Based Localization Revisited
abstract
To reliably determine the camera pose of an image relative to a 3D point cloud of a scene, correspondences between 2D features and 3D points are needed. Recent work has demonstrated that directly matching the features against the points outperforms methods that take an intermediate image retrieval step in terms of the number of images that can be localized successfully. Yet, direct matching is inherently less scalable than retrieval-based approaches. In this paper, we therefore analyze the algorithmic factors that cause the performance gap and identify false positive votes as the main source of the gap. Based on a detailed experimental evaluation, we show that retrieval methods using a selective voting scheme are able to outperform state-of-the-art direct matching methods. We explore how both selective voting and correspondence computation can be accelerated by using a Hamming embedding of feature descriptors. Furthermore, we introduce a new dataset with challenging query images for the evaluation of image-based localization.
Torsten Sattler, Tobias Weyand, Bastian Leibe, Leif Kobbelt
BMVC4
2012 Improving Image-Based Localization by Active Correspondence Search
Torsten Sattler, Bastian Leibe, Leif Kobbelt
ECCV (1)3
2012 Insights into user experiences and acceptance of mobile indoor navigation devices
abstract
Location-based services, which can be applied in navigation systems, are a key application in mobile and ubiquitous computing. Combined with indoor localization techniques, pico projectors can be used for navigation purposes to augment the environment with navigation information. In the present empirical study (n = 24) we explore users' perceptions, workload and navigation performance when navigating with a mobile projector in comparison to a mobile screen as indoor navigation interface. To capture user perceptions and to predict acceptance by applying structural equation modeling, we assessed perceived disorientation, privacy concerns, trust, ease of use, usefulness and sources of visibility problems. Moreover, the impact of user factors (spatial abilities, technical self-efficacy, familiarity) on acceptance was analyzed. The structural models exhibited adequate predictive and psychometric properties. Based on real user experience, they clearly pointed out a) similarities and device-specific differences in navigation device acceptance, b) the role of specific user experiences (visibility, trust, and disorientation) during navigation device usage and c) illuminated the underlying relationships between determinants of user acceptance. Practical implications of the results and future research questions are provided.
Katrin Arning, Martina Ziefle, Ming Li 0016, Leif Kobbelt
MUM4
2012 Dynamic tiling display: building an interactive display surface using multiple mobile devices
abstract
Table display surfaces, like Microsoft PixelSense, can display multimedia content to a group of users simultaneously, but it is expensive and lacks mobility. On the contrary, mobile devices are more easily available, but due to limited screen size and resolution, they are not suitable for sharing multimedia data interactively. In this paper we present a "Dynamic Tiling Display", an interactive display surface built from mobile devices. Our framework utilizes the integrated front facing camera of mobile devices to estimate the relative pose of multiple mobile screens arbitrarily placed on a table. Using this framework, users can create a large virtual display where multiple users can explore multimedia data interactively through separate windows (mobile screens). The major technical challenge is the calibration of individual displays, which is solved by visual object recognition using front facing camera inputs.
Ming Li 0016, Leif Kobbelt
MUM2
2012 Interactive modeling by procedural high-level primitives
Lars Krecklau, Leif Kobbelt
Comput. Graph.2
2012 Linear Analysis of Nonlinear Constraints for Interactive Geometric Modeling
abstract
Abstract Thanks to its flexibility and power to handle even complex geometric relations, 3D geometric modeling with nonlinear constraints is an attractive extension of traditional shape editing approaches. However, existing approaches to analyze and solve constraint systems usually fail to meet the two main challenges of aninteractive3D modeling system: For each atomic editing operation, it is crucial to adjust as few auxiliary vertices as possible in order to not destroy the user's earlier editing effort. Furthermore, the whole constraint resolution pipeline is required to run in real‐time to enable a fluent, interactive workflow. To address both issues, we propose a novel constraint analysis and solution scheme based on a key observation: While the computation of actual vertex positions requires nonlinear techniques, under few simplifying assumptions the determination of the minimal set of to‐be‐updated vertices can be performed on a linearization of the constraint functions. Posing the constraint analysis phase as the solution of an under‐determined linear system with as few non‐zero elements as possible enables us to exploit an efficient strategy for the Cardinality Minimization problem known from the field of Compressed Sensing, resulting in an algorithm capable of handling hundreds of vertices and constraints in real‐time. We demonstrate at the example of an image‐based modeling system for architectural models that this approach performs very well in practical applications.
Martin Habbecke, Leif Kobbelt
Comput. Graph. Forum2
2012 Procedural Interpolation of Historical City Maps
abstract
Abstract We propose a novel approach for the temporal interpolation of city maps. The input to our algorithm is a sparse set of historical city maps plus optional additional knowledge about construction or destruction events. The output is a fast forward animation of the city map development where roads and buildings are constructed and destroyed over time in order to match the sparse historical facts and to look plausible where no precise facts are available. A smooth transition between any real‐world data could be interesting for educational purposes, because our system conveys an intuition of the city development. The insertion of data, like when and where a certain building or road existed, is efficiently performed by an intuitive graphical user interface. Our system collects all this information into a global dependency graph of events. By propagating time intervals through the dependency graph we can automatically derive the earliest and latest possible date for each event which are guaranteeing temporal as well as geographical consistency (e.g. buildings can only appear along roads that have been constructed before). During the simulation of the city development, events are scheduled according to a score function that rates the plausibility of the development (e.g. cities grow along major roads). Finally, the events are properly distributed over time to control the dynamics of the city development. Based on the city map animation we create a procedural city model in order to render a 3D animation of the city development over decades.
Lars Krecklau, Christopher Manthei, Leif Kobbelt
Comput. Graph. Forum3
2012 Rationalization of Triangle-Based Point-Folding Structures
abstract
Abstract In mechanical engineering and architecture, structural elements with low material consumption and high load‐bearing capabilities are essential for light‐weight and even self‐supporting constructions. This paper deals with so called point‐folding elements – non‐planar, pyramidal panels, usually formed from thin metal sheets, which exploit the increased structural capabilities emerging from folds or creases. Given a triangulated free‐form surface, a corresponding point‐folding structure is a collection of pyramidal elements basing on the triangles. User‐specified or material‐induced geometric constraints often imply that each individual folding element has a different shape, leading to immense fabrication costs. We present a rationalization method for such structures which respects the prescribed aesthetic and production constraints and finds a minimal set of molds for the production process, leading to drastically reduced costs. For each base triangle we compute and parametrize the range of feasible folding elements that satisfy the given constraints within the allowed tolerances. Then we pose the rationalization task as a geometric intersection problem, which we solve so as to maximize the re‐use of mold dies. Major challenges arise from the high precision requirements and the non‐trivial parametrization of the search space. We evaluate our method on a number of practical examples where we achieve rationalization gains of more than 90%.
Henrik Zimmer, Marcel Campen, David Bommes, Leif Kobbelt
Comput. Graph. Forum4
2012 Dual loops meshing: quality quad layouts on manifolds
abstract
We present a theoretical framework and practical method for the automatic construction of simple, all-quadrilateral patch layouts on manifold surfaces. The resulting layouts are coarse, surface-embedded cell complexes well adapted to the geometric structure, hence they are ideally suited as domains and base complexes for surface parameterization, spline fitting, or subdivision surfaces and can be used to generate quad meshes with a high-level patch structure that are advantageous in many application scenarios. Our approach is based on the careful construction of the layout graph's combinatorial dual. In contrast to the primal this dual perspective provides direct control over the globally interdependent structural constraints inherent to quad layouts. The dual layout is built from curvature-guided, crossing loops on the surface. A novel method to construct these efficiently in a geometry- and structure-aware manner constitutes the core of our approach.
Marcel Campen, David Bommes, Leif Kobbelt
ACM Trans. Graph.3
2012 Theory, analysis and applications of 2D global illumination
abstract
We investigate global illumination in 2D and show how this simplified problem domain leads to practical insights for 3D rendering. We first derive a full theory of 2D light transport by introducing 2D analogs to radiometric quantities such as flux and radiance, and deriving a 2D rendering equation. We use our theory to show how to implement algorithms such as Monte Carlo raytracing, path tracing, irradiance caching, and photon mapping in 2D, and demonstrate that these algorithms can be analyzed more easily in this domain while still providing insights for 3D rendering. We apply our theory to develop several practical improvements to the irradiance caching algorithm. We perform a full second-order analysis of diffuse indirect illumination, first in 2D, and then in 3D by deriving the irradiance Hessian, and show how this leads to increased accuracy and performance for irradiance caching. We propose second-order Taylor expansion from cache points, which results in more accurate irradiance reconstruction. We also introduce a novel error metric to guide cache point placement by analyzing the error produced by irradiance caching. Our error metric naturally supports anisotropic reconstruction and, in our preliminary study, resulted in an order of magnitude less error than the “split-sphere” heuristic when using the same number of cache points.
Wojciech Jarosz, Volker Schönefeld, Leif Kobbelt, Henrik Wann Jensen
ACM Trans. Graph.3
2011 Fast image-based localization using direct 2D-to-3D matching
abstract
Recently developed Structure from Motion (SfM) reconstruction approaches enable the creation of large scale 3D models of urban scenes. These compact scene representations can then be used for accurate image-based localization, creating the need for localization approaches that are able to efficiently handle such large amounts of data. An important bottleneck is the computation of 2D-to-3D correspondences required for pose estimation. Current stateof- the-art approaches use indirect matching techniques to accelerate this search. In this paper we demonstrate that direct 2D-to-3D matching methods have a considerable potential for improving registration performance. We derive a direct matching framework based on visual vocabulary quantization and a prioritized correspondence search. Through extensive experiments, we show that our framework efficiently handles large datasets and outperforms current state-of-the-art methods.
Torsten Sattler, Bastian Leibe, Leif Kobbelt
ICCV3
2011 A sketching interface for feature curve recovery of free-form surfaces
Ellen Dekkers, Leif Kobbelt, Richard R. Pawlicki, Randall C. Smith
Comput. Aided Des.2
2011 Global Structure Optimization of Quadrilateral Meshes
abstract
Abstract We introduce a fully automatic algorithm which optimizes the high‐level structure of a given quadrilateral mesh to achieve a coarser quadrangular base complex. Such a topological optimization is highly desirable, since state‐of‐the‐art quadrangulation techniques lead to meshes which have an appropriate singularity distribution and an anisotropic element alignment, but usually they are still far away from the high‐level structure which is typical for carefully designed meshes manually created by specialists and used e.g. in animation or simulation. In this paper we show that the quality of the high‐level structure is negatively affected by helical configurations within the quadrilateral mesh. Consequently we present an algorithm which detects helices and is able to remove most of them by applying a novel grid preserving simplification operator (GP‐operator) which is guaranteed to maintain an all‐quadrilateral mesh. Additionally it preserves the given singularity distribution and in particular does not introduce new singularities. For each helix we construct a directed graph in which cycles through the start vertex encode operations to remove the corresponding helix. Therefore a simple graph search algorithm can be performed iteratively to remove as many helices as possible and thus improve the high‐level structure in a greedy fashion. We demonstrate the usefulness of our automatic structure optimization technique by showing several examples with varying complexity.
David Bommes, Timm Lempfer, Leif Kobbelt
Comput. Graph. Forum3
2011 Walking On Broken Mesh: Defect-Tolerant Geodesic Distances and Parameterizations
abstract
Abstract Efficient methods to compute intrinsic distances and geodesic paths have been presented for various types of surface representations, most importantly polygon meshes. These meshes are usually assumed to be well‐structured and manifold. In practice, however, they often contain defects like holes, gaps, degeneracies, non‐manifold configurations – or they might even be just a soup of polygons. The task of repairing these defects is computationally complex and in many cases exhibits various ambiguities demanding tedious manual efforts. We present a computational framework that enables the computation of meaningful approximate intrinsic distances and geodesic paths on raw meshes in a way which is tolerant to such defects. Holes and gaps are bridged up to a user‐specified tolerance threshold such that distances can be computed plausibly even across multiple connected components of inconsistent meshes. Further, we show ways to locally parameterize a surface based on geodesic distance fields, easily facilitating the application of textures and decals on raw meshes. We do all this without explicitly repairing the input, thereby avoiding the costly additional efforts. In order to enable broad applicability we provide details on two implementation variants, one optimized for performance, the other optimized for memory efficiency. Using the presented framework many applications can readily be extended to deal with imperfect meshes. Since we abstract from the input applicability is not even limited to meshes, other representations can be handled as well.
Marcel Campen, Leif Kobbelt
Comput. Graph. Forum2
2011 Procedural Modeling of Interconnected Structures
abstract
Abstract The complexity and detail of geometric scenes that are used in today's computer animated films and interactive games have reached a level where the manual creation by traditional 3D modeling tools has become infeasible. This is why procedural modeling concepts have been developed which generate highly complex 3D models by automatically executing a set of formal construction rules. Well‐known examples are variants of L‐systems which describe the bottom‐up growth process of plants and shape grammars which define architectural buildings by decomposing blocks in a top‐down fashion. However, none of these approaches allows for the easy generation of interconnected structures such as bridges or roller coasters where a functional interaction between rigid and deformable parts of an object is needed. Our approach mainly relies on the top‐down decomposition principle of shape grammars to create an arbitrarily complex but well structured layout. During this process, potential attaching points are collected in containers which represent the set of candidates to establish interconnections. Our grammar then uses either abstract connection patterns or geometric queries to determine elements in those containers that are to be connected. The two different types of connections that our system supports are rigid object chains and deformable beams. The former type is constructed by inverse kinematics, the latter by spline interpolation. We demonstrate the descriptive power of our grammar by example models of bridges, roller coasters, and wall‐mounted catenaries.
Lars Krecklau, Leif Kobbelt
Comput. Graph. Forum2
2011 Markerless reconstruction and synthesis of dynamic facial expressions
Dominik Sibbing, Martin Habbecke, Leif Kobbelt
Comput. Vis. Image Underst.3
2011 Efficient Rasterization for Outdoor Radio Wave Propagation
abstract
Conventional beam tracing can be used for solving global illumination problems. It is an efficient algorithm and performs very well when implemented on the GPU. This allows us to apply the algorithm in a novel way to the problem of radio wave propagation. The simulation of radio waves is conceptually analogous to the problem of light transport. We use a custom, parallel rasterization pipeline for creation and evaluation of the beams. We implement a subset of a standard 3D rasterization pipeline entirely on the GPU, supporting 2D and 3D frame buffers for output. Our algorithm can provide a detailed description of complex radio channel characteristics like propagation losses and the spread of arriving signals over time (delay spread). Those are essential for the planning of communication systems required by mobile network operators. For validation, we compare our simulation results with measurements from a real-world network. Furthermore, we account for characteristics of different propagation environments and estimate the influence of unknown components like traffic or vegetation by adapting model parameters to measurements.
Arne Schmitz, Tobias Rick, Thomas Karolski, Torsten W. Kuhlen, Leif Kobbelt
IEEE Trans. Vis. Comput. Graph.5
2010 Feature aligned quad dominant remeshing using iterative local updates
Yukun Lai, Leif Kobbelt, Shi-Min Hu 0001
Comput. Aided Des.2
2010 Exact and Robust (Self-)Intersections for Polygonal Meshes
abstract
Abstract We present a new technique to implement operators that modify the topology of polygonal meshes at intersections and self‐intersections. Depending on the modification strategy, this effectively results in operators for Boolean combinations or for the construction of outer hulls that are suited for mesh repair tasks and accurate mesh‐based front tracking of deformable materials that split and merge. By combining an adaptive octree with nested binary space partitions (BSP), we can guarantee exactness (= correctness) and robustness (= completeness) of the algorithm while still achieving higher performance and less memory consumption than previous approaches. The efficiency and scalability in terms of runtime and memory is obtained by an operation localization scheme. We restrict the essential computations to those cells in the adaptive octree where intersections actually occur. Within those critical cells, we convert the input geometry into a plane‐based BSP‐representation which allows us to perform all computations exactly even with fixed precision arithmetics. We carefully analyze the precision requirements of the involved geometric data and predicates in order to guarantee correctness and show how minimal input mesh quantization can be used to safely rely on computations with standard floating point numbers. We properly evaluate our method with respect to precision, robustness, and efficiency.
Marcel Campen, Leif Kobbelt
Comput. Graph. Forum2
2010 Polygonal Boundary Evaluation of Minkowski Sums and Swept Volumes
abstract
Abstract We present a novel technique for the efficient boundary evaluation of sweep operations applied to objects in polygonal boundary representation. These sweep operations include Minkowski addition, offsetting, and sweeping along a discrete rigid motion trajectory. Many previous methods focus on the construction of a polygonal superset (containing self‐intersections and spurious internal geometry) of the boundary of the volumes which are swept. Only few are able to determine a clean representation of the actual boundary, most of them in a discrete volumetric setting. We unify such superset constructions into a succinct common formulation and present a technique for the robust extraction of a polygonal mesh representing the outer boundary, i.e. it makes no general position assumptions and always yields a manifold, watertight mesh. It is exact for Minkowski sums and approximates swept volumes polygonally. By using plane‐based geometry in conjunction with hierarchical arrangement computations we avoid the necessity of arbitrary precision arithmetics and extensive special case handling. By restricting operations to regions containing pieces of the boundary, we significantly enhance the performance of the algorithm.
Marcel Campen, Leif Kobbelt
Comput. Graph. Forum2
2010 Generalized Use of Non-Terminal Symbols for Procedural Modeling
abstract
Abstract We present the new procedural modeling language (Generalized Grammar), which adapts various concepts from general purpose programming languages to provide high descriptive power with well‐defined semantics and a simple syntax which is easily readable even by non‐programmers. The term ‘Generalized’ reflects two kinds of generalization. On the one hand, we extend the scope of previous architectural modeling languages by allowing for multiple types of non‐terminal objects with domain‐specific operators and attributes. On the other hand, the language accepts non‐terminal symbols as parameters in modeling rules and thus enables the definition of abstract structure templates for flexible re‐use within the grammar. By deriving from the well‐established programming language Python, we can make sure that our modeling language has a well‐defined semantics. For illustration, we apply to architectural as well as plant modeling to demonstrate its descriptive power with some complex examples.
Lars Krecklau, Darko Pavic, Leif Kobbelt
Comput. Graph. Forum3
2010 Hybrid Booleans
abstract
Abstract In this paper, we present a novel method to compute Boolean operations on polygonal meshes. Given a Boolean expression over an arbitrary number of input meshes we reliably and efficiently compute an output mesh which faithfully preserves the existing sharp features and precisely reconstructs the new features appearing along the intersections of the input meshes. The term “hybrid” applies to our method in two ways: First, our algorithm operates on a hybrid data structure which stores the original input polygons (surface data) in an adaptively refined octree (volume data). By this we combine the robustness of volumetric techniques with the accuracy of surface‐oriented techniques. Second, we generate a new triangulation only in a close vicinity around the intersections of the input meshes and thus preserve as much of the original mesh structure as possible (hybrid mesh). Since the actual processing of the Boolean operation is confined to a very small region around the intersections of the input meshes, we can achieve very high adaptive refinement resolutions and hence very high precision. We demonstrate our method on a number of challenging examples.
Darko Pavic, Marcel Campen, Leif Kobbelt
Comput. Graph. Forum3
2010 Two-Colored Pixels
abstract
Abstract In this paper we show how to use two‐colored pixels as a generic tool for image processing. We apply two‐colored pixels as a basic operator as well as a supporting data structure for several image processing applications. Traditionally, images are represented by a regular grid of square pixels with one constant color each. In the two‐colored pixel representation, we reduce the image resolution and replace blocks of N × N pixels by one square that is split by a (feature) line into two regions with constant colors. We show how the conversion of standard mono‐colored pixel images into two‐colored pixel images can be computed efficiently by applying a hierarchical algorithm along with a CUDA‐based implementation. Two‐colored pixels overcome some of the limitations that classical pixel representations have, and their feature lines provide minimal geometric information about the underlying image region that can be effectively exploited for a number of applications. We show how to use two‐colored pixels as an interactive brush tool, achieving realtime performance for image abstraction and non‐photorealistic filtering. Additionally, we propose a realtime solution for image retargeting, defined as a linear minimization problem on a regular or even adaptive two‐colored pixel image. The concept of two‐colored pixels can be easily extended to a video volume, and we demonstrate this for the example of video retargeting.
Darko Pavic, Leif Kobbelt
Comput. Graph. Forum2
2010 Image Synthesis for Branching Structures
abstract
Abstract We present a set of techniques for the synthesis of artificial images that depict branching structures like rivers, cracks, lightning, mountain ranges, or blood vessels. The central idea is to build a statistical model that captures the characteristic bending and branching structure from example images. Then a new skeleton structure is synthesized and the final output image is composed from image fragments of the original input images. The synthesis part of our algorithm runs mostly automatic but it optionally allows the user to control the process in order to achieve a specific result. The combination of the statistical bending and branching model with sophisticated fragment‐based image synthesis corresponds to a multi‐resolution decomposition of the underlying branching structure into the low frequency behavior (captured by the statistical model) and the high frequency detail (captured by the image detail in the fragments). This approach allows for the synthesis of realistic branching structures, while at the same time preserving important textural details from the original image.
Dominik Sibbing, Darko Pavic, Leif Kobbelt
Comput. Graph. Forum3
2009 SCRAMSAC: Improving RANSAC's efficiency with a spatial consistency filter
abstract
Geometric verification with RANSAC has become a crucial step for many local feature based matching applications. Therefore, the details of its implementation are directly relevant for an application's run-time and the quality of the estimated results. In this paper, we propose a RANSAC extension that is several orders of magnitude faster than standard RANSAC and as fast as and more robust to degenerate configurations than PROSAC, the currently fastest RANSAC extension from the literature. In addition, our proposed method is simple to implement and does not require parameter tuning. Its main component is a spatial consistency check that results in a reduced correspondence set with a significantly increased inlier ratio, leading to faster convergence of the remaining estimation steps. In addition, we experimentally demonstrate that RANSAC can operate entirely on the reduced set not only for sampling, but also for its consensus step, leading to additional speed-ups. The resulting approach is widely applicable and can be readily combined with other extensions from the literature. We quantitatively evaluate our approach's robustness on a variety of challenging datasets and compare its performance to the state-of-the-art.
Torsten Sattler, Bastian Leibe, Leif Kobbelt
ICCV3
2009 A sketching interface for feature curve recovery of free-form surfaces
abstract
In this paper, we present a semi-automatic approach to efficiently and robustly recover the characteristic feature curves of a given free-form surface. The technique supports a sketch-based interface where the user just has to roughly sketch the location of a feature by drawing a stroke directly on the input mesh. The system then snaps this initial curve to the correct position based on a graph-cut optimization scheme that takes various surface properties into account. Additional position constraints can be placed and modified manually which allows for an interactive feature curve editing functionality. We demonstrate the usefulness of our technique by applying it to a practical problem scenario in reverse engineering. Here, we consider the problem of generating a statistical (PCA) shape model for car bodies. The crucial step is to establish proper feature correspondences between a large number of input models. Due to the significant shape variation, fully automatic techniques are doomed to failure. With our simple and effective feature curve recovery tool, we can quickly sketch a set of characteristic features on each input model which establishes the correspondence to a pre-defined template mesh and thus allows us to generate the shape model. Finally, we can use the feature curves and the shape model to implement an intuitive modeling metaphor to explore the shape space spanned by the input models.
Ellen Dekkers, Leif Kobbelt, Richard R. Pawlicki, Randall C. Smith
Symposium on Solid and Physical Modeling2
2009 An Intuitive Interface for Interactive High Quality Image-Based Modeling
abstract
Abstract We present the design of an interactive image‐based modeling tool that enables a user to quickly generate detailed 3D models with texture from a set of calibrated input images. Our main contribution is an intuitive user interface that is entirely based on simple 2D painting operations and does not require any technical expertise by the user or difficult pre‐processing of the input images. One central component of our tool is a GPU‐based multi‐view stereo reconstruction scheme, which is implemented by an incremental algorithm, that runs in the background during user interaction so that the user does not notice any significant response delay.
Martin Habbecke, Leif Kobbelt
Comput. Graph. Forum2
2009 Interactive Pixel-Accurate Free Viewpoint Rendering from Images with Silhouette Aware Sampling
abstract
Abstract We present an integrated, fully GPU‐based processing pipeline to interactively render new views of arbitrary scenes from calibrated but otherwise unstructured input views. In a two‐step procedure, our method first generates for each input view a dense proxy of the scene using a new multi‐view stereo formulation. Each scene proxy consists of a structured cloud of feature aware particles which automatically have their image space footprints aligned to depth discontinuities of the scene geometry and hence effectively handle sharp object boundaries and occlusions. We propose a particle optimization routine combined with a special parameterization of the view space that enables an efficient proxy generation as well as robust and intuitive filter operators for noise and outlier removal. Moreover, our generic proxy generation allows us to flexibly handle scene complexities ranging from small objects up to complete outdoor scenes. The second phase of the algorithm combines these particle clouds in real‐time into a view‐dependent proxy for the desired output view and performs a pixel‐accurate accumulation of the colour contributions from each available input view. This makes it possible to reconstruct even fine‐scale view‐dependent illumination effects. We demonstrate how all these processing stages of the pipeline can be implemented entirely on the GPU with memory efficient, scalable data structures for maximum performance. This allows us to generate new output renderings of high visual quality from input images in real‐time.
Alexander Sorkine-Hornung, Leif Kobbelt
Comput. Graph. Forum2
2009 GIzMOs: Genuine Image Mosaics with Adaptive Tiling
abstract
Abstract We present a method that splits an input image into a set of tiles. Each tile is then replaced by another image from a large database such that, when viewed from a distance, the original image is reproduced as well as possible. While the general concept of image mosaics is not new, we consider our results as ‘genuine image mosaics’ (or short GIzMOs) in the sense that the images from the database are not modified in any way. This is different from previous work, where the image tiles are usually colour shifted or overlaid with the high‐frequency content of the input image. Besides the regular alignment of the tiles we propose a greedy approach for adaptive tiling where larger tiles are placed in homogenous image regions. By this we avoid the visual periodicity, which is induced by the equal spacing of the image tiles in the completely regular setting. Our overall system addresses also the cleaning of the image database by removing all unwanted images with no meaningful content. We apply differently sophisticated image descriptors to find the best matching image for each tile. For aesthetic and artistic reasons we classify each tile as ‘feature’ or ‘non‐feature’ and then apply a suitable image descriptor. In a user study we have verified that our descriptors lead to mosaics that are significantly better recognizable than just taking, e.g. average colour values.
Darko Pavic, U. Ceumern, Leif Kobbelt
Comput. Graph. Forum3
2009 Mixed-integer quadrangulation
abstract
We present a novel method for quadrangulating a given triangle mesh. After constructing an as smooth as possible symmetric cross field satisfying a sparse set of directional constraints (to capture the geometric structure of the surface), the mesh is cut open in order to enable a low distortion unfolding. Then a seamless globally smooth parametrization is computed whose iso-parameter lines follow the cross field directions. In contrast to previous methods, sparsely distributed directional constraints are sufficient to automatically determine the appropriate number, type and position of singularities in the quadrangulation. Both steps of the algorithm (cross field and parametrization) can be formulated as a mixed-integer problem which we solve very efficiently by an adaptive greedy solver. We show several complex examples where high quality quad meshes are generated in a fully automatic manner.
David Bommes, Henrik Zimmer, Leif Kobbelt
ACM Trans. Graph.3
2008 Image selection for improved Multi-View Stereo
abstract
The Middlebury multi-view stereo evaluation clearly shows that the quality and speed of most multi-view stereo algorithms depends significantly on the number and selection of input images. In general, not all input images contribute equally to the quality of the output model, since several images may often contain similar and hence overly redundant visual information. This leads to unnecessarily increased processing times. On the other hand, a certain degree of redundancy can help to improve the reconstruction in more ldquodifficultrdquo regions of a model. In this paper we propose an image selection scheme for multi-view stereo which results in improved reconstruction quality compared to uniformly distributed views. Our method is tuned towards the typical requirements of current multi-view stereo algorithms, and is based on the idea of incrementally selecting images so that the overall coverage of a simultaneously generated proxy is guaranteed without adding too much redundant information. Critical regions such as cavities are detected by an estimate of the local photo-consistency and are improved by adding additional views. Our method is highly efficient, since most computations can be out-sourced to the GPU. We evaluate our method with four different methods participating in the Middlebury benchmark and show that in each case reconstructions based on our selected images yield an improved output quality while at the same time reducing the processing time considerably.
Alexander Sorkine-Hornung, Boyi Zeng, Leif Kobbelt
CVPR3
2008 Laser brush: a flexible device for 3D reconstruction of indoor scenes
abstract
While many techniques for the 3D reconstruction of small to medium sized objects have been proposed in recent years, the reconstruction of entire scenes is still a challenging task. This is especially true for indoor environments where existing active reconstruction techniques are usually quite expensive and passive, image-based techniques tend to fail due to high scene complexities, difficult lighting situations, or shiny surface materials. To fill this gap we present a novel low-cost method for the reconstruction of depth maps using a video camera and an array of laser pointers mounted on a hand-held rig. Similar to existing laser-based active reconstruction techniques, our method is based on a fixed camera, moving laser rays and depth computation by triangulation. However, unlike traditional methods, the position and orientation of the laser rig does not need to be calibrated a-priori and no precise control is necessary during image capture. The user rather moves the laser rig freely through the scene in a brush-like manner, letting the laser points sweep over the scene's surface. We do not impose any constraints on the distribution of the laser rays, the motion of the laser rig, or the scene geometry except that in each frame at least six laser points have to be visible. Our main contributions are twofold. The first is the depth map reconstruction technique based on irregularly oriented laser rays that, by exploiting robust sampling techniques, is able to cope with missing and even wrongly detected laser points. The second is a smoothing operator for the reconstructed geometry specifically tailored to our setting that removes most of the inevitable noise introduced by calibration and detection errors without damaging important surface features like sharp edges.
Martin Habbecke, Leif Kobbelt
Symposium on Solid and Physical Modeling2
2008 An incremental approach to feature aligned quad dominant remeshing
abstract
In this paper we present a new algorithm which turns an unstructured triangle mesh into a quad-dominant mesh with edges aligned to the principal directions of the underlying geometry. Instead of computing a globally smooth parameterization or integrating curvature lines along a tangent vector field, we simply apply an iterative relaxation scheme which incrementally aligns the mesh edges to the principal directions. The quad-dominant mesh is eventually obtained by dropping the not-aligned diagonals from the triangle mesh. A post-processing stage is introduced to further improve the results. The major advantage of our algorithm is its conceptual simplicity since it is merely based on elementary mesh operations such as edge collapse, flip, and split. The resulting meshes exhibit a very good alignment to surface features and rather uniform distribution of mesh vertices. This makes them very well-suited, e.g., as Catmull-Clark Subdivision control meshes.
Yukun Lai, Leif Kobbelt, Shi-Min Hu 0001
Symposium on Solid and Physical Modeling2
2008 High-Resolution Volumetric Computation of Offset Surfaces with Feature Preservation
abstract
Abstract We present a new algorithm for the efficient and reliable generation of offset surfaces for polygonal meshes. The algorithm is robust with respect to degenerate configurations and computes (self‐)intersection free offsets that do not miss small and thin components. The results are correct within a prescribed ε‐tolerance. This is achieved by using a volumetric approach where the offset surface is defined as the union of a set of spheres, cylinders, and prisms instead of surface‐based approaches that generally construct an offset surface by shifting the input mesh in normal direction. Since we are using the unsigned distance field, we can handle any type of topological inconsistencies including non‐manifold configurations and degenerate triangles. A simple but effective mesh operation allows us to detect and include sharp features (shocks) into the output mesh and to preserve them during post‐processing (decimation and smoothing). We discretize the distance function by an efficient multi‐level scheme on an adaptive octree data structure. The problem of limited voxel resolutions inherent to every volumetric approach is avoided by breaking the bounding volume into smaller tiles and processing them independently. This allows for almost arbitrarily high voxel resolutions on a commodity PC while keeping the output mesh complexity low. The quality and performance of our algorithm is demonstrated for a number of challenging examples.
Darko Pavic, Leif Kobbelt
Comput. Graph. Forum2
2008 Interactive Global Illumination for Deformable Geometry in CUDA
abstract
Abstract Interactive global illumination for fully deformable scenes with dynamic relighting is currently a very elusive goal in the area of realistic rendering. In this work we propose a system that is based on explicit visibility calculations and which is highly efficient and scalable. The rendering equation defines the light exchange between surfaces, which we approximate by subsampling. By utilizing the power of modern parallel GPUs using the CUDA framework we achieve interactive frame rates. Since we update the global illumination continuously in an asynchronous fashion, we maintain interactivity at all times for moderately complex scenes. We show that we can achieve higher frame rates for scenes with moving light sources, diffuse indirect illumination and dynamic geometry than other current methods, while maintaining a high image quality.
Arne Schmitz, Markus Tavenrath, Leif Kobbelt
Comput. Graph. Forum3
2008 Spectral quadrangulation with orientation and alignment control
abstract
This paper presents a new quadrangulation algorithm, extending the spectral surface quadrangulation approach where the coarse quadrangular structure is derived from the Morse-Smale complex of an eigenfunction of the Laplacian operator on the input mesh. In contrast to the original scheme, we provide flexible explicit controls of the shape, size, orientation and feature alignment of the quadrangular faces. We achieve this by proper selection of the optimal eigenvalue (shape), by adaption of the area term in the Laplacian operator (size), and by adding special constraints to the Laplace eigenproblem (orientation and alignment). By solving a generalized eigen-problem we can generate a scalar field on the mesh whose Morse-Smale complex is of high quality and satisfies all the user requirements. The final quadrilateral mesh is generated from the Morse-Smale complex by computing a globally smooth parametrization. Here we additionally introduce edge constraints to preserve user specified feature lines accurately.
Jin Huang 0001, Muyang Zhang, Xinguo Liu, Leif Kobbelt, Hujun Bao
ACM Trans. Graph.5
2007 A Surface-Growing Approach to Multi-View Stereo Reconstruction
abstract
We present a new approach to reconstruct the shape of a 3D object or scene from a set of calibrated images. The central idea of our method is to combine the topological flexibility of a point-based geometry representation with the robust reconstruction properties of scene-aligned planar primitives. This can be achieved by approximating the shape with a set of surface elements (surfels) in the form of planar disks which are independently fitted such that their footprint in the input images matches. Instead of using an artificial energy functional to promote the smoothness of the recovered surface during fitting, we use the smoothness assumption only to initialize planar primitives and to check the feasibility of the fitting result. After an initial disk has been found, the recovered region is iteratively expanded by growing further disks in tangent direction. The expansion stops when a disk rotates by more than a given threshold during the fitting step. A global sampling strategy guarantees that eventually the whole surface is covered. Our technique does not depend on a shape prior or silhouette information for the initialization and it can automatically and simultaneously recover the geometry, topology, and visibility information which makes it superior to other state-of-the-art techniques. We demonstrate with several high-quality reconstruction examples that our algorithm performs highly robustly and is tolerant to a wide range of image capture modalities.
Martin Habbecke, Leif Kobbelt
CVPR2
2007 Solid and Physical Modeling 2006
Leif Kobbelt, Wenping Wang 0001
Comput. Aided Des.1
2007 On-the-fly Curve-skeleton Computation for 3D Shapes
abstract
Abstract The curve‐skeleton of a 3D object is an abstract geometrical and topological representation of its 3D shape. It maps the spatial relation of geometrically meaningful parts to a graph structure. Each arc of this graph represents a part of the object with roughly constant diameter or thickness, and approximates its centerline. This makes the curve‐skeleton suitable to describe and handle articulated objects such as characters for animation. We present an algorithm to extract such a skeleton on‐the‐fly, both from point clouds and polygonal meshes. The algorithm is based on a deformable model evolution that captures the object's volumetric shape. The deformable model involves multiple competing fronts which evolve inside the object in a coarse‐to‐fine manner. We first track these fronts' centers, and then merge and filter the resulting arcs to obtain a curve‐skeleton of the object. The process inherits the robustness of the reconstruction technique, being able to cope with noisy input, intricate geometry and complex topology. It creates a natural segmentation of the object and computes a center curve for each segment while maintaining a full correspondence between the skeleton and the boundary of the object.
Andrei Sharf, Thomas Lewiner, Ariel Shamir, Leif Kobbelt
Comput. Graph. Forum4
2007 Character animation from 2D pictures and 3D motion data
abstract
This article presents a new method to animate photos of 2D characters using 3D motion capture data. Given a single image of a person or essentially human-like subject, our method transfers the motion of a 3D skeleton onto the subject's 2D shape in image space, generating the impression of a realistic movement. We present robust solutions to reconstruct a projective camera model and a 3D model pose which matches best to the given 2D image. Depending on the reconstructed view, a 2D shape template is selected which enables the proper handling of occlusions. After fitting the template to the character in the input image, it is deformed as-rigid-as-possible by taking the projected 3D motion data into account. Unlike previous work, our method thereby correctly handles projective shape distortion. It works for images from arbitrary views and requires only a small amount of user interaction. We present animations of a diverse set of human (and nonhuman) characters with different types of motions, such as walking, jumping, or dancing.
Alexander Sorkine-Hornung, Ellen Dekkers, Leif Kobbelt
ACM Trans. Graph.3
2006 Hierarchical Volumetric Multi-view Stereo Reconstruction of Manifold Surfaces based on Dual Graph Embedding
abstract
This paper presents a new volumetric stereo algorithm to reconstruct the 3D shape of an arbitrary object. Our method is based on finding the minimum cut in an octahedral graph structure embedded into the volumetric grid, which establishes a well defined relationship between the integrated photo-consistency function of a region in space and the corresponding edge weights of the embedded graph. This new graph structure allows for a highly efficient hierarchical implementation supporting high volumetric resolutions and large numbers of input images. Furthermore we will show how the resulting cut surface can be directly converted into a consistent, closed and manifold mesh. Hence this work provides a complete multi-view stereo reconstruction pipeline. We demonstrate the robustness and efficiency of our technique by a number of high quality reconstructions of real objects.
Alexander Sorkine-Hornung, Leif Kobbelt
CVPR (1)2
2006 Robust and Efficient Photo-Consistency Estimation for Volumetric 3D Reconstruction
Alexander Sorkine-Hornung, Leif Kobbelt
ECCV (2)2
2006 PriMo: coupled prisms for intuitive surface modeling
Mario Botsch, Mark Pauly, Markus Gross 0001, Leif Kobbelt
Symposium on Geometry Processing4
2006 Robust reconstruction of watertight 3D models from non-uniformly sampled point clouds without normal information
Alexander Sorkine-Hornung, Leif Kobbelt
Symposium on Geometry Processing2
2006 Symposium on Solid and Physical Modeling 2005
Leif Kobbelt, Vadim Shapiro
Comput. Aided Des.1
2006 A Robust Two-Step Procedure for Quad-Dominant Remeshing
abstract
Abstract We propose a new technique for quad‐dominant remeshing which separates the local regularity requirements from the global alignment requirements by working in two steps. In the first step, we apply a slight variant of variational shape approximation in order to segment the input mesh into patches which capture the global structure of the processed object. Then we compute an optimized quad‐mesh for every patch by generating a finite set of candidate curves and applying a combinatorial optimization procedure. Since the optimization is performed independently for each patch, we can afford more complex operations while keeping the overall computation times at a reasonable level. Our quad‐meshing technique is robust even for noisy meshes and meshes with isotropic or flat regions since it does not rely on the generation of curves by integration along estimated principal curvature directions. Instead we compute a conformal parametrization for each patch and generate the quad‐mesh from curves with minimum bending energy in the 2D parameter domain. Mesh consistency between patches is guaranteed by simply using the same set of sample points along the common boundary curve. The resulting quad‐meshes are of high‐quality locally (shape of the quads) as well as globally (global alignment) which allows us to even generate fairly coarse quad‐meshes that can be used as Catmull‐Clark control meshes. Categories and Subject Descriptors (according to ACM CCS): I.3.5 [Computer Graphics]: Geometric algorithms, languages, and systems
Martin Marinov, Leif Kobbelt
Comput. Graph. Forum2
2006 Competing Fronts for Coarse-to-Fine Surface Reconstruction
abstract
Abstract We present a deformable model to reconstruct a surface from a point cloud. The model is based on an explicit mesh representation composed of multiple competing evolving fronts. These fronts adapt to the local feature size of the target shape in a coarse–to–fine manner. Hence, they approach towards the finer (local) features of the target shape only after the reconstruction of the coarse (global) features has been completed. This conservative approach leads to a better control and interpretation of the reconstructed topology. The use of an explicit representation for the deformable model guarantees water‐tightness and simple tracking of topological events. Furthermore, the coarse–to–fine nature of reconstruction enables adaptive handling of non‐homogenous sample density, including robustness to missing data in defected areas. Categories and Subject Descriptors (according to ACM CCS): I.3.3 [Computer Graphics]: Digitizing and scanning. Keywords: surface reconstruction, deformable models
Andrei Sharf, Thomas Lewiner, Ariel Shamir, Leif Kobbelt, Daniel Cohen-Or
Comput. Graph. Forum4
2006 Special issue on SPM 05
Leif Kobbelt, Vadim Shapiro, Mario Botsch, Frédéric Cazals, Daniel Cohen-Or, Hugues Hoppe, Shi-Min Hu 0001, Bert Jüttler, Myung-Soo Kim, James F. O'Brien
Graph. Model.1
2006 Point-based multiscale surface representation
abstract
In this article we present a new multiscale surface representation based on point samples. Given an unstructured point cloud as input, our method first computes a series of point-based surface approximations at successively higher levels of smoothness, that is, coarser scales of detail, using geometric low-pass filtering. These point clouds are then encoded relative to each other by expressing each level as a scalar displacement of its predecessor. Low-pass filtering and encoding are combined in an efficient multilevel projection operator using local weighted least squares fitting.Our representation is motivated by the need for higher-level editing semantics which allow surface modifications at different scales. The user would be able to edit the surface at different approximation levels to perform coarse-scale edits on the whole model as well as very localized modifications on the surface detail. Additionally, the multiscale representation provides a separation in geometric scale which can be understood as a spectral decomposition of the surface geometry. Based on this observation, advanced geometric filtering methods can be implemented that mimic the effects of Fourier filters to achieve effects such as smoothing, enhancement, or band-bass filtering.
Mark Pauly, Leif Kobbelt, Markus Gross 0001
ACM Trans. Graph.2
2006 Interactive image completion with perspective correction
Darko Pavic, Volker Schönefeld, Leif Kobbelt
Vis. Comput.3
2005 Self-Calibrating Optical Motion Tracking for Articulated Bodies
abstract
Building intuitive user-interfaces for virtual reality applications is a difficult task, as one of the main purposes is to provide a natural, yet efficient input device to interact with the virtual environment. One particularly interesting approach is to track and retarget the complete motion of a subject. Established techniques for full body motion capture like optical motion tracking exist. However, due to their computational complexity and their reliance on pre-specified models, they fail to meet the demanding requirements of virtual reality environments such as real-time response, immersion, and ad hoc configurability. Our goal is to support the use of motion capture as a general input device for virtual reality applications. In this paper we present a self-calibrating framework for optical motion capture, enabling the reconstruction and tracking of arbitrary articulated objects in real-time. Our method automatically estimates all relevant model parameters on-the-fly without any information on the initial tracking setup or the marker distribution, and computes the geometry and topology of multiple tracked skeletons. Moreover, we show how the model can make the motion capture phase robust against marker occlusions by exploiting the redundancy in the skeleton model and by reconstructing missing inner limbs and joints of the subject from partial information. Meeting the above requirements our system is well applicable to a wide range of virtual reality based applications, where unconstrained tracking and flexible retargeting of motion data is desirable.
Alexander Sorkine-Hornung, Sandip Sar-Dessai, Leif Kobbelt
VR3
2005 Editorial
Craig Gotsman, Leif Kobbelt
Comput. Aided Geom. Des.2
2005 Structure Preserving CAD Model Repair
Stephan Bischoff, Leif Kobbelt
Comput. Graph. Forum2
2005 Real-Time Shape Editing using Radial Basis Functions
abstract
Current surface-based methods for interactive freeform editing of high resolution 3D models are very powerful, but at the same time require a certain minimum tessellation or sampling quality in order to guarantee sufficient robustness. In contrast to this, space deformation techniques do not depend on the underlying surface representation and hence are affected neither by its complexity nor by its quality aspects. However, while analogously to surfacebased methods high quality deformations can be derived from variational optimization, the major drawback lies in the computation and evaluation, which is considerably more expensive for volumetric space deformations. In this paper we present techniques which allow us to use triharmonic radial basis functions for real-time freeform shape editing. An incremental least-squares method enables us to approximately solve the involved linear systems in a robust and efficient manner and by precomputing a special set of deformation basis functions we are able to significantly reduce the per-frame costs. Moreover, evaluating these linear basis functions on the GPU finally allows us to deform highly complex polygon meshes or point-based models at a rate of 30M vertices or 13M splats per second, respectively. 1.
Mario Botsch, Leif Kobbelt
Comput. Graph. Forum2
2005 Automatic Generation of Structure Preserving MultiresolutionModels
abstract
We are proposing a multiresolution representation which uses a subdivision surface as a smooth base surface with respect to which a high resolution mesh is defined by normal displacement. While this basic representation is quite straightforward, our actual contribution lies in the automatic generation of such a representation. Given a high resolution mesh, our algorithm is designed to derive a subdivision control mesh whose structure is properly adjusted and aligned to the major geometric features. This implies that the control vertices of the subdivision surface not only control globally smooth deformations but in addition that these deformations are meaningful in the sense that their support and shape correspond to the characteristic structure of the input mesh. This is achieved by using a new decimation scheme for general polygonal meshes (not just triangles) that is based on face merging instead of edge collapsing. A face-based integral metric makes the decimation scheme very robust such that we can obtain extremely coarse control meshes which in turn allow for deformations with large support.
Martin Marinov, Leif Kobbelt
Comput. Graph. Forum2
2005 Structure Recovery via Hybrid Variational Surface Approximation
abstract
Aiming at robust surface structure recovery, we extend the powerful optimization technique of variational shape approximation by allowing for several different primitives to represent the geometric proxy of a surface region. While the original paper only considered planes, we also include spheres, cylinders, and more complex rollingball blend patches. The motivation for this choice is the fact that most technical CAD objects consist of patches from these four categories. The robust segmentation and global optimization properties which have been observed for the variational shape approximation carry over to our hybrid extension. Hence, we can use our algorithm to segment a given mesh model into characteristic patches and provide a corresponding geometric proxy for each patch. The expected result that we recover surface structures more robustly and thus obtain better approximations with a smaller number of primitives, is validated and demonstrated on a number of examples. Categories and Subject Descriptors (according to ACM CCS): I.3.5 [Computer Graphics]: Curve, surface, solid and object representations
Jianhua Wu 0004, Leif Kobbelt
Comput. Graph. Forum2
2005 Optimization methods for scattered data approximation with subdivision surfaces
Martin Marinov, Leif Kobbelt
Graph. Model.2
2005 Automatic restoration of polygon models
abstract
We present a fully automatic technique which converts an inconsistent input mesh into an output mesh that is guaranteed to be a clean and consistent mesh representing the closed manifold surface of a solid object. The algorithm removes all typical mesh artifacts such as degenerate triangles, incompatible face orientation, non-manifold vertices and edges, overlapping and penetrating polygons, internal redundant geometry, as well as gaps and holes up to a user-defined maximum size ρ. Moreover, the output mesh always stays within a prescribed tolerance ε to the input mesh. Due to the effective use of a hierarchical octree data structure, the algorithm achieves high voxel resolution (up to 4096 3 on a 2GB PC) and processing times of just a few minutes for moderately complex objects. We demonstrate our technique on various architectural CAD models to show its robustness and reliability.
Stephan Bischoff, Darko Pavic, Leif Kobbelt
ACM Trans. Graph.3
2005 Efficient spectral watermarking of large meshes with orthogonal basis functions
Jianhua Wu 0004, Leif Kobbelt
Vis. Comput.2
2004 GPU-Based Tolerance Volumes for Mesh Processing
abstract
In an increasing number of applications triangle meshes represent a flexible and efficient alternative to traditional NURBS-based surface representations. Especially in engineering applications it is crucial to guarantee that a prescribed approximation tolerance to a given reference geometry is respected for any combination of geometric algorithms that are applied when processing a triangle mesh. We propose a simple and generic method for computing the distance of a given polygonal mesh to the reference surface, based on a linear approximation of its signed distance field. Exploiting the hardware acceleration of modern GPUs allows us to perform up to 3M triangle checks per second, enabling real-time distance evaluations even for complex geometries. An additional feature of our approach is the accurate high-quality distance visualization of dynamically changing meshes at a rate of 15M triangles per second. Due to its generality, the presented approach can be used to enhance any mesh processing method by global error control, guaranteeing the resulting mesh to stay within a prescribed error tolerance. The application examples that we present include mesh decimation, mesh smoothing and freeform mesh deformation.
Mario Botsch, David Bommes, Christoph Vogel, Leif Kobbelt
PG4
2004 Direct Anisotropic Quad-Dominant Remeshing
abstract
We present an extension of the anisotropic polygonal remeshing technique developed by Alliez et al. (2003). Our algorithm does not rely on a global parameterization of the mesh and therefore is applicable to arbitrary genus surfaces. We show how to exploit the structure of the original mesh in order to perform efficiently the proximity queries required in the line integration phase, thus improving dramatically the scalability and the performance of the original algorithm. Finally, we propose a technique for producing conforming quad-dominant meshes in isotropic regions as well by propagating directional information from the anisotropic regions.
Martin Marinov, Leif Kobbelt
PG2
2004 A Remeshing Approach to Multiresolution Modeling
Mario Botsch, Leif Kobbelt
Symposium on Geometry Processing2
2004 View-Dependent Streaming of Progressive Meshes
abstract
Multiresolution geometry streaming has been well studied in recent years. The client can progressively visualize a triangle mesh from the coarsest resolution to the finest one while a server successively transmits detail information. However, the streaming order of the detail data usually depends only on the geometric importance, since basically a mesh simplification process is performed backwards in the streaming. Consequently, the resolution of the model changes globally during streaming even if the client does not want to download detail information for the invisible parts from a given view point. In this paper, we introduce a novel framework for view-dependent streaming of multiresolution meshes. The transmission order of the detail data can be adjusted dynamically according to the visual importance with respect to the client's current view point. By adapting the truly selective refinement scheme for progressive meshes, our framework provides efficient view-dependent streaming that minimizes memory cost and network communication overhead. Furthermore, we reduce the per-client session data on the server side by using a special data structure for encoding which vertices have already been transmitted to each client. Experimental results indicate that our framework is efficient enough for a broadcast scenario where one server streams geometry data to multiple clients with different view points.
Junho Kim 0001, Seungyong Lee 0001, Leif Kobbelt
SMI3
2004 View-Dependent Streaming of Progressive Meshes (Figure 9)
Junho Kim 0001, Seungyong Lee 0001, Leif Kobbelt
SMI3
2004 Teaching meshes, subdivision and multiresolution techniques
Stephan Bischoff, Leif Kobbelt
Comput. Aided Des.2
2004 Subdivision scheme tuning around extraordinary vertices
Loïc Barthe, Leif Kobbelt
Comput. Aided Geom. Des.2
2004 A survey of point-based techniques in computer graphics
Leif Kobbelt, Mario Botsch
Comput. Graph.1
2004 API Design for adaptive subdivision schemes
Abhijit Sovakar, Leif Kobbelt
Comput. Graph.2
2004 Optimized Sub-Sampling of Point Sets for Surface Splatting
abstract
Abstract Using surface splats as a rendering primitive has gained increasing attention recently due to its potential for high‐performance and high‐quality rendering of complex geometric models. However, as with any other rendering primitive, the processing costs are still proportional to the number of primitives that we use to represent a given object. This is why complexity reduction for point‐sampled geometry is as important as it is, e.g., for triangle meshes. In this paper we present a new sub‐sampling technique for dense point clouds which is specifically adjusted to the particular geometric properties of circular or elliptical surface splats. A global optimization scheme computes an approximately minimal set of splats that covers the entire surface while staying below a globally prescribed maximum error toleranceε. Since our algorithm converts pure point sample data into surface splats with normal vectors and spatial extent, it can also be considered as a surface reconstruction technique which generates a hole‐free piecewise linearC−1continuous approximation of the input data. Here we can exploit the higher flexibility of surface splats compared to triangle meshes. Compared to previous work in this area we are able to obtain significantly lower splat numbers for a given error tolerance.
Jianhua Wu 0004, Leif Kobbelt
Comput. Graph. Forum2
2004 An intuitive framework for real-time freeform modeling
abstract
We present a freeform modeling framework for unstructured triangle meshes which is based on constraint shape optimization. The goal is to simplify the user interaction even for quite complex freeform or multiresolution modifications. The user first sets various boundary constraints to define a custom tailored (abstract) basis function which is adjusted to a given design task. The actual modification is then controlled by moving one single 9-dof manipulator object. The technique can handle arbitrary support regions and piecewise boundary conditions with smoothness ranging continuously from C 0 to C 2 . To more naturally adapt the modification to the shape of the support region, the deformed surface can be tuned to bend with anisotropic stiffness. We are able to achieve real-time response in an interactive design session even for complex meshes by precomputing a set of scalar-valued basis functions that correspond to the degrees of freedom of the manipulator by which the user controls the modification.
Mario Botsch, Leif Kobbelt
ACM Trans. Graph.2
2004 Parameterization-free active contour models with topology control
Stephan Bischoff, Leif Kobbelt
Vis. Comput.2
2003 A Stream Algorithm for the Decimation of Massive Meshes
Jianhua Wu 0004, Leif Kobbelt
Graphics Interface2
2003 High-Quality Point-Based Rendering on Modern GPUs
abstract
In the last years, point-based rendering has been shown to offer the potential to outperform traditional triangle based rendering both in speed and visual quality when it comes to processing highly complex models. Existing surface splatting techniques achieve superior visual quality by proper filtering but they are still limited in rendering speed. On the other hand the increasing availability and programmability of graphics hardware lead to the development of very efficient hardware-accelerated rendering methods. However, since no filtered splats are used, these approaches trade visual quality for rendering speed. In this paper, we propose a rendering framework for point-based geometry providing high visual quality as well as efficient rendering. Our approach is based on a two-pass splatting technique with Gaussian filtering, resulting in a visual quality comparable to existing software rendering systems. Using programmable graphics hardware we delegate all expensive rendering tasks to the GPU, thereby minimizing data transfer and saving CPU resources. The proposed system renders up to 28M mid-quality or up to 10M high-quality surface splats per second on the latest graphics hardware.
Mario Botsch, Leif Kobbelt
PG2
2003 Freeform Shape Representations for Efficient Geometry Processing
abstract
Summary form only given. The most important concepts for the handling and storage of freeform shapes in geometry processing applications are parametric representations and volumetric representations. Both have their specific advantages and drawbacks. While the algebraic complexity of volumetric representations is independent from the shape complexity, the domain of a parametric representation usually has to have the same structure as the surface itself (which sometimes makes is necessary to update the domain when the surface is modified). On the other hand, the topology of a parametrically defined surface can be controlled explicitly while in a volumetric representation, the surface topology can change accidentally during deformation. A volumetric representation reduces distance queries or inside/outside tests to mere function evaluations but the geodesic neighborhood relation between surface points is difficult to resolve. As a consequence, it seems promising to combine parametric and volumetric representations to effectively exploit both advantages. In this talk, a number of projects is presented and discussed where such a combination leads to efficient and numerically stable algorithms for the solution of various geometry processing tasks. Applications include global error control for mesh decimation and smoothing, topology control for level-set surfaces, mesh repair, and shape modeling with unstructured point clouds.
Leif Kobbelt
PG1
2003 Freeform Shape Representations for Efficient Geometry Processing
abstract
The most important concepts for the handling and storage of freeform shapes in geometry processing applications are parametric representation and volumetric representations. Both have their specific advantages and drawbacks. While the algebraic complexity of volumetric representations S = {(x,y,z) | f(x,y,z) = 0} is independent from the shape complexity, the domain /spl Omega/ of a parametric representation f : /spl Omega/ /spl rarr/ S usually has to have the same structure as the surface S itself (which sometimes makes it necessary to update the domain when the surface is modified. On the other hand, the topology of a parametrically defined surface can be controlled explicitly while in a volumetric representation, the surface topology can change accidentally during deformation. A volumetric representation reduces distance queries or inside/outside tests to mere function evaluations but the geodesic neighborhood relation between surface points is difficult to resolve. As a consequence, it seems promising to combine parametric and volumetric representations to effectively exploit both advantages. A number of applications are presented and discussed where such a combination leads to efficient and numerically stable algorithms for the solution of various geometry processing tasks. These applications include: surface remeshing, mesh fairing, global error control for mesh decimation and smoothing, and topology control for level-set surfaces.
Leif Kobbelt, Mario Botsch
Shape Modeling International1
2003 Sub-Voxel Topology Control for Level-Set Surfaces
abstract
Active contour models are an efficient, accurate, and robust tool for the segmentation of 2D and 3D image data.In particular, geometric deformable models (GDM) that represent an active contour as the level set of an implicitfunction have proven to be very effective. GDMs, however, do not provide any topology control, i.e. contours maymerge or split arbitrarily and hence change the genus of the reconstructed surface. This behavior is inadequate insettings like the segmentation of organic tissue or other objects whose genus is known beforehand. In this paperwe describe a novel method to overcome this limitation while still preserving the favorable properties of the GDMsetup. We achieve this by adding (sparse) topological information to the volume representation at locations whereit is necessary to locally resolve topological ambiguities. Since the sparse topology information is attached to theedges of the voxel grid, we can reconstruct the interfaces where the deformable surface touches itself at sub‐voxelaccuracy. We also demonstrate the efficiency and robustness of our method.
Stephan Bischoff, Leif Kobbelt
Comput. Graph. Forum2
2003 Multiresolution Surface Representation Based on Displacement Volumes
abstract
Abstract We propose a new representation for multiresolution models which uses volume elements enclosed between thedifferent resolution levels to encode the detail information. Keeping these displacement volumes locally constantduring a deformation of the base surface leads to a natural behaviour of the detail features. The correspondingreconstruction operator can be implemented efficiently by a hierarchical iterative relaxation scheme, providingclose to interactive response times for moderately complex models. Based on this representation we implement a multiresolution editing tool for irregular polygon meshes that allowsthe designer to freely edit the base surface of a multiresolution model without having to care about self‐intersectionsin the respective detailed surface. We demonstrate the effectiveness and robustness of the reconstructionby several examples with real‐world data.
Mario Botsch, Leif Kobbelt
Comput. Graph. Forum2
2003 Freeform Shape Representations for Efficient Geometry Processing
abstract
Abstract The most important concepts for the handling and storage of freeform shapes in geometry processing applications are parametric representations and volumetric representations. Both have their specific advantages and drawbacks. While the algebraic complexity of volumetric representations is independent from the shape complexity, the domain of a parametric representation usually has to have the same structure as the surface itself (which sometimes makes it necessary to update the domain when the surface is modified). On the other hand, the topology of a parametrically defined surface can be controlled explicitly while in a volumetric representation, the surface topology can change accidentally during deformation. A volumetric representation reduces distance queries or inside/outside tests to mere function evaluations but the geodesic neighborhood relation between surface points is difficult to resolve. As a consequence, it seems promising to combine parametric and volumetric representations to effectively exploit both advantages. In this talk, a number of projects are presented and discussed in which such a combination leads to efficient and numerically stable algorithms for the solution of various geometry processing tasks. Applications include global error control for mesh decimation and smoothing, topology control for level‐set surfaces, and shape modeling with unstructured point clouds.
Leif Kobbelt
Comput. Graph. Forum1
2003 Shape modeling with point-sampled geometry
abstract
We present a versatile and complete free-form shape modeling framework for point-sampled geometry. By combining unstructured point clouds with the implicit surface definition of the moving least squares approximation, we obtain a hybrid geometry representation that allows us to exploit the advantages of implicit and parametric surface models. Based on this representation we introduce a shape modeling system that enables the designer to perform large constrained deformations as well as boolean operations on arbitrarily shaped objects. Due to minimum consistency requirements, point-sampled surfaces can easily be re-structured on the fly to support extreme geometric deformations during interactive editing. In addition, we show that strict topology control is possible and sharp features can be generated and preserved on point-sampled objects. We demonstrate the effectiveness of our system on a large set of input models, including noisy range scans, irregular point clouds, and sparsely as well as densely sampled models.
Mark Pauly, Richard Keiser, Leif Kobbelt, Markus Gross 0001
ACM Trans. Graph.3
2002 Streaming 3D geometry data over lossy communication channels
abstract
In this paper we propose a progressive 3D geometry transmission technique that is robust with respect to data loss. In a preprocessing step we decompose a given polygon mesh model into a set of overlapping ellipsoids, representing the coarse shape of the model, and a stream of sample points, representing its fine detail. On the client-side, we derive a coarse approximation of the model from the ellipsoid decomposition and then re-insert the sample points to reconstruct the fine detail. The overlapping ellipsoids as well as the sample points represent independent pieces of geometric information, hence partial data loss can be tolerated by our reconstruction algorithm and will only lead to a gradual degradation of the reconstruction quality. We present a transmission scheme that is especially well-suited for geometry broadcasting where we exploit the fact that the order of the sample points can be arbitrarily permuted.
Stephan Bischoff, Leif Kobbelt
ICME (1)2
2002 Isosurface Reconstruction with Topology Control
abstract
Extracting isosurfaces from volumetric datasets is an essential step for indirect volume rendering algorithms. For physically measured data, e.g. in medical imaging applications, one often introduces topological errors such as small handles that stem from measurement inaccuracy and cavities that are generated by tight folds of an organ. During isosurface extraction these measurement errors result in a surface whose genus is much higher than that of the actual surface. In many cases, however, the topological type of the object under consideration is known beforehand, e.g., the cortex of a human brain is always homeomorphic to a sphere. By using topology preserving morphological operators we can exploit this knowledge to gradually dilate an initial set of voxels with correct topology until it fits the target isosurface. This approach avoids the formation of handles and cavities and guarantees a topologically correct reconstruction of the object's surface.
Stephan Bischoff, Leif Kobbelt
PG2
2002 Efficient Simplification of Point-Sampled Surfaces
abstract
We introduce, analyze and quantitatively compare a number of surface simplification methods for point-sampled geometry. We have implemented incremental and hierarchical clustering, iterative simplification, and particle simulation algorithms to create approximations of point-based models with lower sampling density. All these methods work directly on the point cloud, requiring no intermediate tesselation. We show how local variation estimation and quadric error metrics can be employed to diminish the approximation error and concentrate more samples in regions of high curvature. To compare the quality of the simplified surfaces, we have designed a new method for computing numerical and visual error estimates for point-sampled surfaces. Our algorithms are fast, easy to implement, and create high-quality surface approximations, clearly demonstrating the effectiveness of point-based surface simplification.
Mark Pauly, Markus Gross 0001, Leif Kobbelt
IEEE Visualization3
2002 Towards robust broadcasting of geometry data
Stephan Bischoff, Leif Kobbelt
Comput. Graph.2
2002 Special Issue on the Ninth Pacific Graphics Conference (PG 2001)
Hiromasa Suzuki, Alyn P. Rockwood, Leif Kobbelt
Graph. Model.3
2001 Feature sensitive surface extraction from volume data
abstract
Figure 1: We present a new technique to extract high quality triangle meshes from volume representations of geometric objects.The two main contributions are an enhanced distance field representation and an extended Marching Cubes algorithm.The above figures show reconstructions of the well-known "fandisk" dataset from its distance field representation.The distance field has been sampled on a uniform 65×65×65 grid.The far left image shows the standard Marching Cubes reconstruction, center left is the reconstruction by the same algorithm but applied to the enhanced distance field with the same resolution.Center right shows the result of our new extended Marching Cubes algorithm applied to the original volume data, and finally on the far right we show the reconstruction by our new algorithm applied to the enhanced distance field.The approximation error to the original polygonal model is below 0.25 %.
Leif Kobbelt, Mario Botsch, Ulrich Schwanecke, Hans-Peter Seidel
SIGGRAPH1
2001 Mesh fairing based on an intrinsic PDE approach
Robert Schneider, Leif Kobbelt
Comput. Aided Des.2
2001 Geometric fairing of irregular meshes for free-form surface design
Robert Schneider, Leif Kobbelt
Comput. Aided Geom. Des.2
2001 Resampling Feature Regions in Polygonal Meshes for Surface Anti-Aliasing
abstract
Efficient surface reconstruction and reverse engineering techniques are usually based on a polygonal mesh representation of the geometry: the resulting models emerge from piecewise linear interpolation of a set of sample points. The quality of the reconstruction not only depends on the number and density of the sample points but also on their alignment to sharp and rounded features of the original geometry. Bad alignment can lead to severe alias artifacts. In this paper we present a sampling pattern for feature and blend regions which minimizes these alias errors. We show how to improve the quality of a given polygonal mesh model by resampling its feature and blend regions within an interactive framework. We further demonstrate sophisticated modeling operations that can be implemented based on this resampling technique.
Mario Botsch, Leif Kobbelt
Comput. Graph. Forum2
2001 Feature Sensitive Remeshing
abstract
Remeshing artifacts are a fundamental problem when converting a given geometry into a triangle mesh. We propose a new remeshing technique that is sensitive to features. First, the resolution of the mesh is iteratively adapted by a global restructuring process which additionally optimizes the connectivity. Then a particle system approach evenly distributes the vertices across the original geometry. To exactly find the features we extend this relaxation procedure by an effective mechanism to attract the vertices to feature edges. The attracting force is imposed by means of a hierarchical curvature field and does not require any thresholding parameters to classify the features.
Jens Vorsatz, Christian Rössl, Leif Kobbelt, Hans-Peter Seidel
Comput. Graph. Forum3
2000 Generating Fair Meshes with G1 Boundary Conditions
abstract
We present a new algorithm to create fair discrete surfaces satisfying prescribed G/sup 1/ boundary constraints. All surfaces are built by discretizing a partial differential equation based on pure geometric intrinsics. The construction scheme is designed to produce meshes that are partitioned into regular domains. Using this knowledge in advance we can develop a fast iterative algorithm resulting in surfaces of high aesthetic quality that have no local mean curvature extrema in the interior.
Robert Schneider, Leif Kobbelt
GMP2
2000 Line-Art Rendering of 3D-Models
abstract
We present an interactive system for computer aided generation of line art drawings to illustrate 3D models that are given as triangulated surfaces. In a preprocessing step, an enhanced 2D view of the scene is computed by sampling for every pixel the shading, the normal vectors and the principal directions obtained from discrete curvature analysis. Then streamlines are traced in the 2D direction fields and are used to define line strokes. In order to reduce noise artifacts, the user may interactively select sparse reference lines and the system will automatically fill in additional strokes. By exploiting the special structure of the streamlines, an intuitive and simple tone mapping algorithm can be derived to generate the final rendering.
Christian Rössl, Leif Kobbelt
PG2
2000 3-subdivision
abstract
A new stationary subdivision scheme is presented which performs slower topological refinement than the usual dyadic split operation. The number of triangles increases in every step by a factor of 3 instead of 4. Applying the subdivision operator twice causes a uniform refinement with tri-section of every original edge (hence the name √3-subdivision) while two dyadic splits would quad-sect every original edge. Besides the finer gradation of the hierarchy levels, the new scheme has several important properties: The stencils for the subdivision rules have minimum size and maximum symmetry. The smoothness of the limit surface is C2 everywhere except for the extraordinary points where it is C1. The convergence analysis of the scheme is presented based on a new general technique which also applies to the analysis of other subdivision schemes. The new splitting operation enables locally adaptive refinement under built-in preservation of the mesh consistency without temporary crack-fixing between neighboring faces from different refinement levels. The size of the surrounding mesh area which is affected by selective refinement is smaller than for the dyadic split operation. We further present a simple extension of the new subdivision scheme which makes it applicable to meshes with boundary and allows us to generate sharp feature lines.
Leif Kobbelt
SIGGRAPH1
2000 An interactive approach to point cloud triangulation
abstract
We present an interactive system for the generation of high quality triangle meshes that allows us to handle hybrid geometry (point clouds, polygons,. . .) as input data. In order to be able to robustly process huge data sets, we exploit graphics hardware features like the raster manager and the z‐buffer for specific sub‐tasks in the overall procedure. By this we significantly accelerate the stitching of mesh patches and obtain an algorithm for sub‐sampling the data points in linear time. The target resolution and the triangle alignment in sub‐regions of the resulting mesh can be controlled by adjusting the screen resolution and viewing transformation. An intuitive user interface provides a flexible tool for application dependent optimization of the mesh.
Leif Kobbelt, Mario Botsch
Comput. Graph. Forum1
2000 Multiresolution shape deformations for meshes with dynamic vertex connectivity
abstract
Multiresolution shape representation is a very effective way to decompose surface geometry into several levels of detail. Geometric modeling with such representations enables flexible modifications of the global shape while preserving the detail information. Many schemes for modeling with multiresolution decompositions based on splines, polygonal meshes and subdivision surfaces have been proposed recently. In this paper we modify the classical concept of multiresolution representation by no longer requiring a global hierarchical structure that links the different levels of detail. Instead we represent the detail information implicitly by the geometric difference between independent meshes. The detail function is evaluated by shooting rays in normal direction from one surface to the other without assuming a consistent tesselation. In the context of multiresolution shape deformation, we propose a dynamic mesh representation which adapts the connectivity during the modification in order to maintain a prescribed mesh quality. Combining the two techniques leads to an efficient mechanism which enables extreme deformations of the global shape while preventing the mesh from degenerating. During the deformation, the detail is reconstructed in a natural and robust way. The key to the intuitive detail preservation is a transformation map which associates points on the original and the modified geometry with minimum distortion. We show several examples which demonstrate the effectiveness and robustness of our approach including the editing of multiresolution models and models with texture.
Leif Kobbelt, Thilo Bareuther, Hans-Peter Seidel
Comput. Graph. Forum1
2000 Progressive transmission of subdivision surfaces
Ulf Labsik, Leif Kobbelt, Robert Schneider, Hans-Peter Seidel
Comput. Geom.2
2000 Hierarchical Solutions for the Deformable Surface Problem in Visualization
Christoph Lürig, Leif Kobbelt, Thomas Ertl
Graph. Model.2
2000 Discrete fairing and variational subdivision for freeform surface design
Leif Kobbelt
Vis. Comput.1
1999 A Shrink Wrapping Approach to Remeshing Polygonal Surfaces
abstract
Due to their simplicity and flexibility, polygonal meshes are about to become the standard representation for surface geometry in computer graphics applications. Some algorithms in the context of multiresolution representation and modeling can be performed much more efficiently and robustly if the underlying surface tesselations have the special subdivision connectivity. In this paper, we propose a new algorithm for converting a given unstructured triangle mesh into one having subdivision connectivity. The basic idea is to simulate the shrink wrapping process by adapting the deformable surface technique known from image processing. The resulting algorithm generates subdivision connectivity meshes whose base meshes only have a very small number of triangles. The iterative optimization process that distributes the mesh vertices over the given surface geometry guarantees low local distortion of the triangular faces. We show several examples and applications including the progressive transmission of subdivision surfaces.
Leif Kobbelt, Jens Vorsatz, Ulf Labsik, Hans-Peter Seidel
Comput. Graph. Forum1
1999 Multiresolution hierarchies on unstructured triangle meshes
Leif Kobbelt, Jens Vorsatz, Hans-Peter Seidel
Comput. Geom.1
1999 Real-time exploration of regular volume data by adaptive reconstruction of isosurfaces
Rüdiger Westermann, Leif Kobbelt, Thomas Ertl
Vis. Comput.2
1998 Deformable Surfaces for Feature Based Indirect Volume Rendering
abstract
The authors present an indirect volume visualization method, based on the deformable surface model, which is a three dimensional extension of the snake segmentation method. In contrast to classical indirect volume visualization methods, this model is not based on iso-values but on boundary information. Physically speaking it simulates a combination of a thin plate and a rubber skin, that is influenced by forces implied by feature information extracted from the given data set. The approach proves to be appropriate for data sets that represent a collection of objects separated by distinct boundaries. These kind of data sets often occur in medical and technical tomography, as they demonstrate by a few examples. They propose a multilevel adaptive finite difference solver which generates a target surface minimizing an energy functional based on an internal energy of the surface and an outer energy induced by the gradient of the volume. This functional tends to produce very regular triangular meshes compared to results of the marching cubes algorithm. It makes this method attractive for meshing in numerical simulation or texture mapping. Red-green triangulation allows an adaptive refinement of the mesh. Special considerations have been made to prevent self inter-penetration of the surfaces.
Christoph Lürig, Leif Kobbelt, Thomas Ertl
Computer Graphics International2
1998 A General Framework for Mesh Decimation
Leif Kobbelt, Swen Campagna, Hans-Peter Seidel
Graphics Interface1
1998 Tight Bounding Volumes for Subdivision Surfaces
abstract
We first demonstrate how to compute exact limit points and tangents for surfaces generated by an arbitrary, stationary subdivision scheme. We then describe how to construct simple bounding volumes for the patches of a subdivision surface and present a simple numerical technique to compute guaranteed bounds for the ranges of the basis functions being associated with the subdivision scheme. Merging the local bounding volumes allows us to generate envelope meshes which tightly enclose the limit surface and which have the same structure as the initial control mesh. The prominent applications for these envelope meshes are the efficient ray tracing of subdivision surfaces as well as efficient collision detection.
Leif Kobbelt
PG1
1998 Interactive Multi-Resolution Modeling on Arbitrary Meshes
abstract
During the last years the concept of multi-resolution modeling has gained special attention in many fields of computer graphics and geometric modeling. In this paper we generalize powerful multiresolution techniques to arbitrary triangle meshes without requiring subdivision connectivity. Our major observation is that the hierarchy of nested spaces which is the structural core element of most multi-resolution algorithms can be replaced by the sequence of intermediate meshes emerging from the application of incremental mesh decimation. Performing such schemes with local frame coding of the detail coefficients already provides effective and efficient algorithms to extract multi-resolution information from unstructured meshes. In combination with discrete fairing techniques, i.e., the constrained minimization of discrete energy functionals, we obtain very fast mesh smoothing algorithms which are able to reduce noise from a geometrically specified frequency band in a multiresolution decomposition. Putting mesh hierarchies, local frame coding and multi-level smoothing together allows us to propose a flexible and intuitive paradigm for interactive detail-preserving mesh modification. We show examples generated by our mesh modeling tool implementation to demonstrate its functionality.
Leif Kobbelt, Swen Campagna, Jens Vorsatz, Hans-Peter Seidel
SIGGRAPH1
1998 Enhancing digital documents by including 3D-models
Swen Campagna, Leif Kobbelt, Hans-Peter Seidel
Comput. Graph.2
1998 A Multiresolution Framework for Variational Aubdivision
abstract
Subdivision is a powerful paradigm for the generaton of curves and surfaces. It is easy to implement, computationally efficient, and useful in a variety of applications because of its intimate connection with multiresolution analysis. An important task in computer graphics and geometric modeling is the construction of curves that interpolate a griven set of points and minimize a fairness functional (variational design). In the context of subdivision, fairing leads to special schemes requiring the solution of a banded linear system at every subdivision step. We present several examples of such schemes including one that reproduces nonuniform interpolating cubic splines. Expressing the construction in terms of certain elementary operations we are able to embed variational subdivision in the lifting framework, a powerful technique to construct wavelet filter banks given a subdivision scheme. This allows us to extend the traditional lifting scheme for FIR filters to a certain class of IIR filters. Consquently, we how how to build variationally optimal curves and associated, stable wavelets in a straightforward fashion. The algorithms to perform the corresponding decomposition and reconstruction transformations are easy to implement and efficient enough for interactive applications.
Leif Kobbelt, Peter Schröder
ACM Trans. Graph.1
1997 Robust and Efficient Evaluation of Functionals on Parametric Surfaces
abstract
Quality control is an important issue in computational geometry.Since analytical proprties likethe differentiability of aboundary representation are often not sufficient to fully judge the quality ofanobject, additional criteria measured interms ofscalar valued functionals haveto reverified.Energy functionals inthe contextof fairing are just one example where the global smoothness of a surface is rated by one single value, e.g., the total amount of (squared) curvature.More ''industrial' 'examples arethecomputation of/}hys-
Leif Kobbelt
SCG1
1997 Using Subdivision on Hierarchical Data to Reconstruct Radiosity Distribution
abstract
Computing global illumination by finite element techniques usually generates a piecewise constant approximation of the radiosity distribution on surfaces. Directly displaying such scenes generates artefacts due to discretization errors. We propose to remedy this drawback by considering the piecewise constant output to be samples of a (piecewise) smooth function in object space and reconstruct this function by applying a binary subdivision scheme. We design custom taylored subdivision schemes with quadratic precision for the efficient refinement of cell‐ or pixel‐type data. The technique naturally allows to reconstruct functions from non‐uniform samples which result from adaptive binary splitting of the original domain (quadtree). This type of output is produced, e.g., by hierarchical radiosity algorithms. The result of the subdivision process can be mapped as a texture on the respective surface patch which allows to exploit graphics hardware for considerably accelerating the display.
Leif Kobbelt, Marc Stamminger, Hans-Peter Seidel
Comput. Graph. Forum1
1996 A variational approach to subdivision
Leif Kobbelt
Comput. Aided Geom. Des.1
1996 Interpolatory Subdivision on Open Quadrilateral Nets with Arbitrary Topology
abstract
Abstract A simple interpolatory subdivision scheme for quadrilateral nets with arbitrary topology is presented which generates C 1 surfaces in the limit. The scheme satisfies important requirements for practical applications in computer graphics and engineering. These requirements include the necessity to generate smooth surfaces with local creases and cusps. The scheme can be applied to open nets in which case it generates boundary curves that allow a C 0 ‐join of several subdivision patches. Due to the local support of the scheme, adaptive refinement strategies can be applied. We present a simple device to preserve the consistency of such adaptively refined nets.
Leif Kobbelt
Comput. Graph. Forum1