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Martin Isenburg

dblp:26/449 · DBLP profile ↗
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31ranked-venue papers
24as first author
0since 2021 · last 2010
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 23 · 16 first-authorHuman-computer interaction and ubiquitous computing · 9 · 9 first-authorTheory of computation · 4 · 4 first-authorDatabases, data management, data science and information retrieval · 1

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

Computer graphics and multimedia
7 papers
Geometric modeling and processing · 81% Image and video coding · 19%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
Storage systems · 76% High-performance computing · 24%
Theoretical computer science
1 paper
Computational geometry · 100%

Topics — the 17 heaviest of 18, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Geometric modeling and processing
mesh processing
0.122006
Streaming computation of Delaunay triangulations · ACM Trans. Graph. 2006
Out-of-core compression for gigantic polygon meshes · ACM Trans. Graph. 2003
Geometric modeling and processing › mesh processing › surface mesh processing
out-of-core mesh processing
0.122006
Streaming computation of Delaunay triangulations · ACM Trans. Graph. 2006
Out-of-core compression for gigantic polygon meshes · ACM Trans. Graph. 2003
Geometric modeling and processing › mesh processing
mesh compression
0.132003
Out-of-core compression for gigantic polygon meshes · ACM Trans. Graph. 2003
Face fixer: compressing polygon meshes with properties · SIGGRAPH 2000
Mesh Collapse Compression · SCG 1999
Geometric modeling and processing › mesh generation
delaunay triangulation
0.112006
Streaming computation of Delaunay triangulations · ACM Trans. Graph. 2006
Storage systems
data compression
0.112006
Fast and Efficient Compression of Floating-Point Data · IEEE Trans. Vis. Comput. Graph. 2006
Storage systems › data compression
floating-point compression
0.112006
Fast and Efficient Compression of Floating-Point Data · IEEE Trans. Vis. Comput. Graph. 2006
Storage systems
i/o optimization
0.112006
Fast and Efficient Compression of Floating-Point Data · IEEE Trans. Vis. Comput. Graph. 2006
Storage systems › data compression
lossless compression
0.112006
Fast and Efficient Compression of Floating-Point Data · IEEE Trans. Vis. Comput. Graph. 2006
High-performance computing
scientific computing systems
0.112006
Fast and Efficient Compression of Floating-Point Data · IEEE Trans. Vis. Comput. Graph. 2006
Computational geometry › triangulation
delaunay triangulation
0.112006
Illustrating the streaming construction of 2D delaunay triangulations · SCG 2006
Image and video coding › point cloud compression
geometry compression
0.112005
Lossless compression of predicted floating-point geometry · Comput. Aided Des. 2005
Image and video coding
lossless compression
0.112005
Lossless compression of predicted floating-point geometry · Comput. Aided Des. 2005
Geometric modeling and processing › mesh processing
mesh connectivity
0.022001
The connectivity shapes video · SCG 2001
Mesh Collapse Compression · SCG 1999
Geometric modeling and processing › mesh processing
mesh repair
0.012000
The face fixer video · SCG 2000
High-performance computing
performance optimization at scale
0.012006
Fast and Efficient Compression of Floating-Point Data · IEEE Trans. Vis. Comput. Graph. 2006
Computational geometry
visualization
0.012006
Illustrating the streaming construction of 2D delaunay triangulations · SCG 2006
Geometric modeling and processing
shape representation
0.012001
The connectivity shapes video · SCG 2001

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

streaming computation · 0.1streaming algorithms · 0.1spatial finalization · 0.1incremental algorithm · 0.1entropy coding · 0.1data-dependent prediction · 0.1region-growing compression · 0.0external memory data structure · 0.0smooth embedding · 0.0mesh collapse · 0.0
YearPublicationVenuePosition
2010 Streaming compression of hexahedral meshes
Clement Courbet, Martin Isenburg
Vis. Comput.2
2010 An improved data hiding approach for polygon meshes
Shih-Chun Tu, Wen-Kai Tai, Martin Isenburg, Chin-Chen Chang 0002
Vis. Comput.3
2008 Lossless Compression of Hexahedral Meshes
abstract
Many science and engineering applications use high-resolution unstructured hexahedral meshes to model solid 3D shapes for finite element simulations. These simulations frequently dump the mesh and associated fields to disk for subsequent analysis, which involves the transfer of huge volumes of data. To reduce requirements on disk space and bandwidth, we propose efficient schemes for lossless online compression of hexahedral mesh geometry and connectivity. Our approach is to use hash-based value predictors to transform the mesh connectivity list into a more compact byte-aligned stream of symbols that can then be efficiently compressed using conventional text compressors such as gzip. Our scheme is memory efficient, fast, and simple to implement, and yields 1-3 orders of magnitude reduction on a set of benchmark meshes. For geometry and field coding, we derive a set of local spectral predictors optimized for each possible configuration of previously encoded and thus available vertices within a hexahedron. Combined with lossless floating-point residual coding, this approach improves considerably upon prior predictive geometry coding schemes.
Peter Lindstrom 0001, Martin Isenburg
DCC2
2008 Distortion-Free Steganography for Polygonal Meshes
abstract
Abstract We present a technique for steganography in polygonal meshes. Our method hides a message in the indexed rep‐resentation of a mesh by permuting the order in which faces and vertices are stored. The permutation is relative to a reference ordering that encoder and decoder derive from the mesh connectivity in a consistent manner. Our method is distortion‐free because it does not modify the geometry of the mesh. Compared to previous steganographic methods for polygonal meshes our capacity is up to an order of magnitude better. Our steganography algorithm is universal and can be used instead of the standard permutation steganography algorithm on arbitrary datasets. The standard algorithm runs in Ω (n2 log2 n log log n) time and achieves optimal O(nlog n) bit capacity on datasets with n elements. In contrast, our algorithm runs in O(n) time, achieves a capacity that is only one bit per element less than optimal, and is extremely simple to implement.
Alexander Bogomjakov, Craig Gotsman, Martin Isenburg
Comput. Graph. Forum3
2006 Illustrating the streaming construction of 2D delaunay triangulations
abstract
No abstract available.
Martin Isenburg, Yuanxin Liu, Jonathan Richard Shewchuk, Jack Snoeyink
SCG1
2006 Streaming compression of tetrahedral volume meshes
Martin Isenburg, Peter Lindstrom 0001, Stefan Gumhold, Jonathan Richard Shewchuk
Graphics Interface1
2006 Early-split coding of triangle mesh connectivity
Martin Isenburg, Jack Snoeyink
Graphics Interface1
2006 Streaming computation of Delaunay triangulations
abstract
We show how to greatly accelerate algorithms that compute Delaunay triangulations of huge, well-distributed point sets in 2D and 3D by exploiting the natural spatial coherence in a stream of points. We achieve large performance gains by introducing spatial finalization into point streams: we partition space into regions, and augment a stream of input points with finalization tags that indicate when a point is the last in its region. By extending an incremental algorithm for Delaunay triangulation to use finalization tags and produce streaming mesh output, we compute a billion-triangle terrain representation for the Neuse River system from 11.2 GB of LIDAR data in 48 minutes using only 70 MB of memory on a laptop with two hard drives. This is a factor of twelve faster than the previous fastest out-of-core Delaunay triangulation software.
Martin Isenburg, Yuanxin Liu, Jonathan Richard Shewchuk, Jack Snoeyink
ACM Trans. Graph.1
2006 Fast and Efficient Compression of Floating-Point Data
abstract
Large scale scientific simulation codes typically run on a cluster of CPUs that write/read time steps to/from a single file system. As data sets are constantly growing in size, this increasingly leads to I/O bottlenecks. When the rate at which data is produced exceeds the available I/O bandwidth, the simulation stalls and the CPUs are idle. Data compression can alleviate this problem by using some CPU cycles to reduce the amount of data needed to be transfered. Most compression schemes, however, are designed to operate offline and seek to maximize compression, not throughput. Furthermore, they often require quantizing floating-point values onto a uniform integer grid, which disqualifies their use in applications where exact values must be retained. We propose a simple scheme for lossless, online compression of floating-point data that transparently integrates into the I/O of many applications. A plug-in scheme for data-dependent prediction makes our scheme applicable to a wide variety of data used in visualization, such as unstructured meshes, point sets, images, and voxel grids. We achieve state-of-the-art compression rates and speeds, the latter in part due to an improved entropy coder. We demonstrate that this significantly accelerates I/O throughput in real simulation runs. Unlike previous schemes, our method also adapts well to variable-precision floating-point and integer data.
Peter Lindstrom 0001, Martin Isenburg
IEEE Trans. Vis. Comput. Graph.2
2005 Streaming Compression of Triangle Meshes
Martin Isenburg, Peter Lindstrom 0001, Jack Snoeyink
Symposium on Geometry Processing1
2005 Streaming Meshes
abstract
Recent years have seen an immense increase in the complexity of geometric data sets. Today's gigabyte-sized polygon models can no longer be completely loaded into the main memory of common desktop PCs. Unfortunately, current mesh formats, which were designed years ago when meshes were orders of magnitudes smaller, do not account for this. Using such formats to store large meshes is inefficient and complicates all subsequent processing. We describe a streaming format for polygon meshes that is simple enough to replace current offline mesh formats and is more suitable for representing large data sets. Furthermore, it is an ideal input and output format for I/O-efficient out-of-core algorithms that process meshes in a streaming, possibly pipelined, fashion. This paper chiefly concerns the underlying theory and the practical aspects of creating and working with this new representation. In particular, we describe desirable qualities for streaming meshes and methods for converting meshes from a traditional to a streaming format. A central theme of this paper is the issue of coherent and compatible layouts of the mesh vertices and polygons. We present metrics and diagrams that characterize the coherence of a mesh layout and suggest appropriate strategies for improving its "streamability". To this end, we outline several out-of-core algorithms for reordering meshes with poor coherence, and present results for a menagerie of well known and generally incoherent surface meshes.
Martin Isenburg, Peter Lindstrom 0001
IEEE Visualization1
2005 Lossless compression of predicted floating-point geometry
Martin Isenburg, Peter Lindstrom 0001, Jack Snoeyink
Comput. Aided Des.1
2005 Centroidal Voronoi diagrams for isotropic surface remeshing
Pierre Alliez, Éric Colin de Verdière, Olivier Devillers, Martin Isenburg
Graph. Model.4
2003 Compressing Texture Coordinates with Selective Linear Predictions
abstract
We describe a strategy for efficient predictive compression of texture coordinates. Previous works in mesh compression often claim that this mesh property can simply be compressed with the same predictor that is already used for vertex positions. However, in the presence of discontinuities in the texture mapping such an approach results in unreasonable predictions. Our method avoids such predictions altogether. Rather than performing an unreasonable prediction, we switch to a less promising, but at least reasonable predictor. The resulting correctors are then compressed with different arithmetic contexts.
Martin Isenburg, Jack Snoeyink
Computer Graphics International1
2003 Isotropic Surface Remeshing
abstract
This paper proposes a new method for isotropic remeshing of triangulated surface meshes. Given a triangulated surface mesh to be resampled and a user-specified density function defined over it, we first distribute the desired number of samples by generalizing error diffusion, commonly used in image halftoning, to work directly on mesh triangles and feature edges. We then use the resulting sampling as an initial configuration for building a weighted centroidal Voronoi tessellation in a conformal parameter space, where the specified density function is used for weighing. We finally create the mesh by lifting the corresponding constrained Delaunay triangulation from parameter space. A precise control over the sampling is obtained through a flexible design of the density function, the latter being possibly low-pass filtered to obtain a smoother gradation. We demonstrate the versatility of our approach through various remeshing examples.
Pierre Alliez, Éric Colin de Verdière, Olivier Devillers, Martin Isenburg
Shape Modeling International4
2003 Large Mesh Simplification using Processing Sequences
abstract
In this paper we show how out-of-core mesh processing techniques can be adapted to perform their computations based on the new processing sequence paradigm (Isenburg, et al., 2003), using mesh simplification as an example. We believe that this processing concept will also prove useful for other tasks, such a parameterization, remeshing, or smoothing, for which currently only in-core solutions exist. A processing sequence represents a mesh as a particular interleaved ordering of indexed triangles and vertices. This representation allows streaming very large meshes through main memory while maintaining information about the visitation status of edges and vertices. At any time, only a small portion of the mesh is kept in-core, with the bulk of the mesh data residing on disk. Mesh access is restricted to a fixed traversal order, but full connectivity and geometry information is available for the active elements of the traversal. This provides seamless and highly efficient out-of-core access to very large meshes for algorithms that can adapt their computations to this fixed ordering. The two abstractions that are naturally supported by this representation are boundary-based and buffer-based processing. We illustrate both abstractions by adapting two different simplification methods to perform their computation using a prototype of our mesh processing sequence API. Both algorithms benefit from using processing sequences in terms of improved quality, more efficient execution, and smaller memory footprints.
Martin Isenburg, Peter Lindstrom 0001, Stefan Gumhold, Jack Snoeyink
IEEE Visualization1
2003 Compressing hexahedral volume meshes
Martin Isenburg, Pierre Alliez
Graph. Model.1
2003 Out-of-core compression for gigantic polygon meshes
abstract
Polygonal models acquired with emerging 3D scanning technology or from large scale CAD applications easily reach sizes of several gigabytes and do not fit in the address space of common 32-bit desktop PCs. In this paper we propose an out-of-core mesh compression technique that converts such gigantic meshes into a streamable, highly compressed representation. During decompression only a small portion of the mesh needs to be kept in memory at any time. As full connectivity information is available along the decompression boundaries, this provides seamless mesh access for incremental in-core processing on gigantic meshes. Decompression speeds are CPU-limited and exceed one million vertices and two million triangles per second on a 1.8 GHz Athlon processor.A novel external memory data structure provides our compression engine with transparent access to arbitrary large meshes. This out-of-core mesh was designed to accommodate the access pattern of our region-growing based compressor, which - in return - performs mesh queries as seldom and as local as possible by remembering previous queries as long as needed and by adapting its traversal slightly. The achieved compression rates are state-of-the-art.
Martin Isenburg, Stefan Gumhold
ACM Trans. Graph.1
2002 Compressing Polygon Mesh Connectivity with Degree Duality Prediction
Martin Isenburg
Graphics Interface1
2002 Compressing Hexahedral Volume Meshes
abstract
Unstructured hexahedral volume meshes are of particular interest for visualization and simulation applications. They allow regular tiling of the three-dimensional space and show good numerical behaviour in finite element computations. Beside such appealing properties, volume meshes take huge amount of space when stored in a raw format. We present a technique for encoding connectivity and geometry of unstructured hexahedral volume meshes. For connectivity compression, we extend the idea of coding with degrees as pioneered by Touma and Gotsman (1998) to volume meshes. Hexahedral connectivity is coded as a sequence of edge degrees. This naturally exploits the regularity of typical hexahedral meshes. We achieve compression rates of around 1.5 bits per hexahedron (bph) that go down to 0.18 bph for regular meshes. On our test meshes the average connectivity compression ratio is 1:162.7. For geometry compression, we perform simple parallelogram prediction on uniformly quantized vertices within the side of a hexahedron. Tests show an average geometry compression ratio of 1:3.7 at a quantization level of 16 bits.
Martin Isenburg, Pierre Alliez
PG1
2002 Compressing Polygon Mesh Geometry with Parallelogram Prediction
abstract
We present a generalization of the geometry coder by Touma and Gotsman (1998) to polygon meshes. We let the polygon information dictate where to apply the parallelogram rule that they use to predict vertex positions. Since polygons tend to be fairly planar and fairly convex, it is beneficial to make predictions within a polygon rather than across polygons. This, for example, avoids poor predictions due to a crease angle between polygons. Up to 90 percent of the vertices can be predicted this way. Our strategy improves geometry compression by 10 to 40 percent depending on (a) how polygonal the mesh is and (b) on the quality (planarity/convexity) of the polygons.
Martin Isenburg, Pierre Alliez
IEEE Visualization1
2002 Compressing the Property Mapping of Polygon Meshes
Martin Isenburg, Jack Snoeyink
Graph. Model.1
2001 The connectivity shapes video
abstract
In this video we introduce a 3D shape representation that is based sol ely on mesh connectivity -- the {\em connectivity shape}. Given a connectivity, we define its natural geometry as a smooth embedding in space with uniform edge lengths and describe efficient techniques to compute it. Furthermore, we show how to generate connectivity shapes that approximate given shapes. The details will soon be published in form of a full paper.
Martin Isenburg, Stefan Gumhold, Craig Gotsman
SCG1
2001 Compressing the Property Mapping of Polygon Meshes
abstract
Many polygon meshes have properties such as shading normals, colours, texture coordinates, and/or material attributes that are associated with the vertices, faces or corners of the mesh. While current research in mesh compression has focused on connectivity and geometry coding, the compression of properties has received less attention. There are two kinds of information to compress. One specifies each individual property: the property values. The other describes how the properties are attached to the mesh: the property mapping. The authors introduce a predictive compression scheme for the property mapping that is 2 to 10 times more compact than previously reported methods.
Martin Isenburg, Jack Snoeyink
PG1
2001 Connectivity Shapes
abstract
We describe a method to visualize the connectivity graph of a mesh using a natural embedding in 3D space. This uses a 3D shape representation that is based solely on mesh connectivity: the connectivity shape. Given a connectivity, we define its natural geometry as a smooth embedding in space with uniform edge lengths and describe efficient techniques to compute it. Our main contribution is to demonstrate that a surprising amount of geometric information is implicit in the connectivity. We also show how to generate connectivity shapes that approximate given 3D shapes. Potential applications of connectivity shapes to modeling and mesh coding are described.
Martin Isenburg, Stefan Gumhold, Craig Gotsman
IEEE Visualization1
2001 Triangle Strip Compression
abstract
In this paper we introduce a simple and efficient scheme for encoding the connectivity and the stripification of a triangle mesh. Since generating a good set of triangle strips is a hard problem, it is desirable to do this just once and store the computed strips with the triangle mesh. However, no previously reported mesh encoding scheme is designed to include triangle strip information into the compressed representation. Our algorithm encodes the stripification and the connectivity in an interwoven fashion, that exploits the correlation existing between the two.
Martin Isenburg
Comput. Graph. Forum1
2001 Spirale Reversi: Reverse decoding of the Edgebreaker encoding
Martin Isenburg, Jack Snoeyink
Comput. Geom.1
2000 The face fixer video
abstract
No abstract available.
Martin Isenburg, Jack Snoeyink
SCG1
2000 Triangle Strip Compression
Martin Isenburg
Graphics Interface1
2000 Face fixer: compressing polygon meshes with properties
abstract
Most schemes to compress the topology of a surface mesh have been developed for the lowest common denominator: triangulated meshes. We propose a scheme that handles the topology of arbitrary polygon meshes. It encodes meshes directly in their polygonal representation and extends to capture face groupings in a natural way. Avoiding the triangulation step we reduce the storage costs for typical polygon models that have group structures and property data.
Martin Isenburg, Jack Snoeyink
SIGGRAPH1
1999 Mesh Collapse Compression
abstract
No abstract available.
Martin Isenburg, Jack Snoeyink
SCG1