Jakob Andreas Bærentzen

dblp:40/3083 · also Andreas Bærentzen, J. Andreas Bærentzen · DBLP profile ↗
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33ranked-venue papers
12as first author
9since 2021 · last 2025
0000-0003-2583-0660ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 30 · 11 first-author · 7 since 2021Human-computer interaction and ubiquitous computing · 4 · 3 first-author · 3 since 2021Artificial intelligence and machine learning · 3Theory of computation · 1 · 1 first-author · 1 since 2021
YearPublicationVenuePosition
2025 Improving Curl Noise
abstract
We introduce a divergence-free nD vector noise defined as the n-dimensional cross product of the gradients of n − 1 noise functions. We show that this vector noise function is divergence-free and hence volume preserving for any dimension n. Our method enables precise integration and extends to new settings by substituting noise functions with implicit surfaces, (hyper)surfaces, or custom functions. We demonstrate applications including image warping, surface texturing, noise bounded by implicit surfaces, anisotropic curl-noise, and high-dimensional point jittering up to 7D.
Jakob Andreas Bærentzen, Jonàs Martínez, Jeppe Revall Frisvad, Sylvain Lefebvre 0001
SIGGRAPH Asia1
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.5
2023 Multilevel Skeletonization Using Local Separators
abstract
In this paper we give a new, efficient algorithm for computing curve skeletons, based on local separators. Our efficiency stems from a multilevel approach, where we solve small problems across levels of detail and combine these in order to quickly obtain a skeleton. We do this in a highly modular fashion, ensuring complete flexibility in adapting the algorithm for specific types of input or for otherwise targeting specific applications. Separator based skeletonization was first proposed by Bærentzen and Rotenberg in [ACM Tran. Graphics'21], showing high quality output at the cost of running times which become prohibitive for large inputs. Our new approach retains the high quality output, and applicability to any spatially embedded graph, while being orders of magnitude faster for all practical purposes. We test our skeletonization algorithm for efficiency and quality in practice, comparing it to local separator skeletonization on the University of Groningen Skeletonization Benchmark [Telea'16].
Jakob Andreas Bærentzen, Rasmus Emil Christensen, Emil Toftegaard Gæde, Eva Rotenberg
SoCG1
2023 Curl Noise Jittering
abstract
We propose a method for implicitly generating blue noise point sets. Our method is based on the observations that curl noise vector fields are volume-preserving and that jittering can be construed as moving points along the streamlines of a vector field. We demonstrate that the volume preservation keeps the points well separated when jittered using a curl noise vector field. At the same time, the anisotropy that stems from regular lattices is significantly reduced by such jittering. In combination, these properties entail that jittering by curl noise effectively transforms a regular lattice into a point set with blue noise properties. Our implicit method does not require computing the point set in advance. This makes our technique valuable when an arbitrarily large set of points with blue noise properties is needed. We compare our method to several other methods based on jittering as well as other methods for blue noise point set generation. Finally, we show several applications of curl noise jittering in two and three dimensions.
Jakob Andreas Bærentzen, Jeppe Revall Frisvad, Jonàs Martínez
SIGGRAPH Asia1
2023 Neural Representation of Open Surfaces
abstract
Abstract Neural implicit surfaces have emerged as an effective, learnable representation for shapes of arbitrary topology. However, representing open surfaces remains a challenge. Different methods, such as unsigned distance fields (UDF), have been proposed to tackle this issue, but a general solution remains elusive. The generalized winding number (GWN), which is often used to distinguish interior points from exterior points of 3D shapes, is arguably the most promising approach. The GWN changes smoothly in regions where there is a hole in the surface, but it is discontinuous at points on the surface. Effectively, this means that it can be used in lieu of an implicit surface representation while providing information about holes, but, unfortunately, it does not provide information about the distance to the surface necessary for e.g. ray tracing, and special care must be taken when implementing surface reconstruction. Therefore, we introduce the semi‐signed distance field (SSDF) representation which comprises both the GWN and the surface distance. We compare the GWN and SSDF representations for the applications of surface reconstruction, interpolation, reconstruction from partial data, and latent vector analysis using two very different data sets. We find that both the GWN and SSDF are well suited for neural representation of open surfaces.
Thor Vestergaard Christiansen, Jakob Andreas Bærentzen, Rasmus R. Paulsen, Morten Rieger Hannemose
Comput. Graph. Forum2
2022 Synthesis of Frame Field-Aligned Multi-Laminar Structures
abstract
In the field of topology optimization, the homogenization approach has been revived as an important alternative to the established, density-based methods. Homogenization can represent microstructures at length scales decoupled from the resolution of the computational grid. The optimal microstructure for a single load case is an orthogonal rank-3 laminate. Initially, we investigate where singularities occur in orthogonal rank-3 laminates and show that the laminar parts of the structures we seek are unaffected by the singularities. Based on this observation, we propose a method for generating multi-laminar structures from frame fields that describe rank-3 laminates. Rather than establishing a parametrization of the domain, we compute stream surfaces that align with the frame fields and solve an optimization problem to find a well-spaced collection of such stream surfaces. Since our method does not rely on a parametrization, we also do not need a combing of the frame fields to generate this collection. Finally, we provide a method for synthesizing multi-laminar structures from a stream surface collection. This method produces a volumetric solid for each surface and combines these to form the output. We demonstrate our method on several frame fields produced by the homogenization approach to topology optimization.
Florian Stutz, Tim Felle Olsen, Jeroen Groen, Tuan Nguyen Trung, Niels Aage, Ole Sigmund, Justin Solomon 0001, Jakob Andreas Bærentzen
ACM Trans. Graph.8
2022 Piecewise-smooth surface fitting onto unstructured 3D sketches
abstract
We propose a method to transform unstructured 3D sketches into piecewise smooth surfaces that preserve sketched geometric features. Immersive 3D drawing and sketch-based 3D modeling applications increasingly produce imperfect and unstructured collections of 3D strokes as design output. These 3D sketches are readily perceived as piecewise smooth surfaces by viewers, but are poorly handled by existing 3D surface techniques tailored to well-connected curve networks or sparse point sets. Our algorithm is aligned with human tendency to imagine the strokes as a small set of simple smooth surfaces joined along stroke boundaries. Starting with an initial proxy surface, we iteratively segment the surface into smooth patches joined sharply along some strokes, and optimize these patches to fit surrounding strokes. Our evaluation is fourfold: we demonstrate the impact of various algorithmic parameters, we evaluate our method on synthetic sketches with known ground truth surfaces, we compare to prior art, and we show compelling results on more than 50 designs from a diverse set of 3D sketch sources.
Emilie Yu, Rahul Arora 0001, Jakob Andreas Bærentzen, Karan Singh 0004, Adrien Bousseau
ACM Trans. Graph.3
2021 CASSIE: Curve and Surface Sketching in Immersive Environments
abstract
We present CASSIE, a conceptual modeling system in VR that leverages freehand mid-air sketching, and a novel 3D optimization framework to create connected curve network armatures, predictively surfaced using patches with C0 continuity. Our system provides a judicious balance of interactivity and automation, providing a homogeneous 3D drawing interface for a mix of freehand curves, curve networks, and surface patches. Our system encourages and aids users in drawing consistent networks of curves, easing the transition from freehand ideation to concept modeling. A comprehensive user study with professional designers as well as amateurs (N=12), and a diverse gallery of 3D models, show our armature and patch functionality to offer a user experience and expressivity on par with freehand ideation, while creating sophisticated concept models for downstream applications.
Emilie Yu, Rahul Arora 0001, Tibor Stanko, Jakob Andreas Bærentzen, Karan Singh 0004, Adrien Bousseau
CHI4
2021 Skeletonization via Local Separators
abstract
We propose a new algorithm for curve skeleton computation that differs from previous algorithms by being based on the notion of local separators . The main benefits of this approach are that it is able to capture relatively fine details and that it works robustly on a range of shape representations. Specifically, our method works on shape representations that can be construed as spatially embedded graphs. Such representations include meshes, volumetric shapes, and graphs computed from point clouds. We describe a simple pipeline where geometric data are initially converted to a graph, optionally simplified, local separators are computed and selected, and finally a skeleton is constructed. We test our pipeline on polygonal meshes, volumetric shapes, and point clouds. Finally, we compare our results to other methods for skeletonization according to performance and quality.
Jakob Andreas Bærentzen, Eva Rotenberg
ACM Trans. Graph.1
2019 Optimal, Non-Rigid Alignment for Feature-Preserving Mesh Denoising
abstract
We present a simple, yet effective method for non-rigid alignment of point clouds. Our focus lies on developing a practical approach that allows us to do efficient, multi-way alignment of millions of points such as those produced by structured light scanners. Starting from an initial displacement field over the combined point cloud, our solution relies on an iterative smoothing scheme on the neighborhood graph of each sub-scan, reducing the Dirichlet energy of the displacement field. We compare a number of schemes for computing the initial displacement field, ranging from estimating the Laplacian of the combined point clouds to more traditional measures such as the point to point distance or point to plane distance.
Florian Gawrilowicz, Jakob Andreas Bærentzen
3DV2
2019 Deformable Mesh Evolved by Similarity of Image Patches
abstract
We propose a deformable model for manually initialized segmentation of images, which may contain both textured and non-textured regions. Image segments and segment boundaries are represented using a deformable triangle mesh, providing all advantages of an explicit geometry representation, but allowing for adaptive topology. Deformation forces are computed using a probabilistic model of local self-similarity, based on clustering of image patches. Both our curve representation and our similarity model naturally support multi-label segmentation. We demonstrate the properties of our approach on a number of natural color images as well as composed textured images.
Vedrana Andersen Dahl, Jakob Andreas Bærentzen, Anders Bjorholm Dahl
ICIP3
2019 Signifier-Based Immersive and Interactive 3D Modeling
abstract
Interactive 3D modeling in VR is both aided by immersive 3D input and hampered by model disjunct, tool-based or selection-action user interfaces. We propose a direct, signifier-based approach to the popular interactive technique of creating 3D models through a sequence of extrusion operations. Motivated by handles and signifiers that communicate the affordances of everyday objects, we define a set of design principles for an immersive, signifier-based modeling interface. We then present an interactive 3D modeling system where all modeling affordances are modelessly reachable and signified on the model itself.
Jakob Andreas Bærentzen, Jeppe Revall Frisvad, Karan Singh 0004
VRST1
2019 Multi-phase image segmentation with the adaptive deformable mesh
Vedrana Andersen Dahl, Jakob Andreas Bærentzen
Pattern Recognit. Lett.3
2018 Multi-phase Volume Segmentation with Tetrahedral Mesh
Vedrana Andersen Dahl, Jakob Andreas Bærentzen, Camilla Himmelstrup Trinderup
BMVC3
2018 Bézier curves that are close to elastica
David Brander, Jakob Andreas Bærentzen, Ann-Sofie Fisker, Jens Gravesen
Comput. Aided Des.2
2018 Designing interactively with elastic splines
David Brander, Jakob Andreas Bærentzen, Ann-Sofie Fisker, Jens Gravesen
Comput. Aided Geom. Des.2
2017 Interactive directional subsurface scattering and transport of emergent light
Alessandro Dal Corso, Jeppe Revall Frisvad, Jesper Mosegaard, Jakob Andreas Bærentzen
Vis. Comput.4
2016 Tangible 3D modeling of coherent and themed structures
Jeppe U. Walther, Jakob Andreas Bærentzen, Henrik Aanæs
Comput. Graph.2
2015 Automatic balancing of 3D models
Asger Nyman Christiansen, Ryan M. Schmidt, Jakob Andreas Bærentzen
Comput. Aided Des.3
2015 Combined shape and topology optimization of 3D structures
Asger Nyman Christiansen, Jakob Andreas Bærentzen, Morten Nobel-Jørgensen, Niels Aage, Ole Sigmund
Comput. Graph.2
2014 Multiphase Image Segmentation Using the Deformable Simplicial Complex Method
abstract
The deformable simplicial complex method is a generic method for tracking deformable interfaces. It provides explicit interface representation, topological adaptivity, and multiphase support. As such, the deformable simplicial complex method can readily be used for representing active contours in image segmentation based on deformable models. We show the benefits of using the deformable simplicial complex method for image segmentation by segmenting an image into a known number of segments characterized by distinct mean pixel intensities.
Vedrana Andersen Dahl, Asger Nyman Christiansen, Jakob Andreas Bærentzen
ICPR3
2014 On the benefits of stereo graphics in virtual obstacle avoidance tasks
abstract
In virtual reality, stereo graphics is a very common way of increasing the level of perceptual realism in the visual part of the experience. However, stereo graphics comes at cost, both in technical terms and from a user perspective. In this paper, we present the preliminary results of an experiment to see if stereo makes any quantifiable, statistically significant difference in the ability to avoid collisions with virtual obstacles while navigating a 3-D space under constant acceleration. Our results indicate that for this particular application scenario, stereo does provide a significant benefit in terms of the amount of time that participants were able to avoid obstacles.
Jakob Andreas Bærentzen, Rasmus Stenholt
VRST1
2014 Interactive shape modeling using a skeleton-mesh co-representation
abstract
We introduce the Polar-Annular Mesh representation (PAM). A PAM is a mesh-skeleton co-representation designed for the modeling of 3D organic, articulated shapes. A PAM represents a manifold mesh as a partition of polar (triangle fans) and annular (rings of quads) regions. The skeletal topology of a shape is uniquely embedded in the mesh connectivity of a PAM, enabling both surface and skeletal modeling operations, interchangeably and directly on the mesh itself. We develop an algorithm to convert arbitrary triangle meshes into PAMs as well as techniques to simplify PAMs and a method to convert a PAM to a quad-only mesh. We further present a PAM-based multi-touch sculpting application in order to demonstrate its utility as a shape representation for the interactive modeling of organic, articulated figures as well as for editing and posing of pre-existing models.
Jakob Andreas Bærentzen, Rinat Abdrashitov, Karan Singh 0004
ACM Trans. Graph.1
2014 Multiphase Flow of Immiscible Fluids on Unstructured Moving Meshes
abstract
In this paper, we present a method for animating multiphase flow of immiscible fluids using unstructured moving meshes. Our underlying discretization is an unstructured tetrahedral mesh, the deformable simplicial complex (DSC), that moves with the flow in a Lagrangian manner. Mesh optimization operations improve element quality and avoid element inversion. In the context of multiphase flow, we guarantee that every element is occupied by a single fluid and, consequently, the interface between fluids is represented by a set of faces in the simplicial complex. This approach ensures that the underlying discretization matches the physics and avoids the additional book-keeping required in grid-based methods where multiple fluids may occupy the same cell. Our Lagrangian approach naturally leads us to adopt a finite element approach to simulation, in contrast to the finite volume approaches adopted by a majority of fluid simulation techniques that use tetrahedral meshes. We characterize fluid simulation as an optimization problem allowing for full coupling of the pressure and velocity fields and the incorporation of a second-order surface energy. We introduce a preconditioner based on the diagonal Schur complement and solve our optimization on the GPU. We provide the results of parameter studies as well as a performance analysis of our method, together with suggestions for performance optimization.
Marek Krzysztof Misztal, Kenny Erleben, Adam W. Bargteil, Jens Fursund, Brian Bunch Christensen, Jakob Andreas Bærentzen, Rook Bridson
IEEE Trans. Vis. Comput. Graph.6
2012 Converting skeletal structures to quad dominant meshes
Jakob Andreas Bærentzen, Marek Krzysztof Misztal, Katarzyna Welnicka
Comput. Graph.1
2012 Topology-adaptive interface tracking using the deformable simplicial complex
abstract
We present a novel, topology-adaptive method for deformable interface tracking, called the Deformable Simplicial Complex (DSC). In the DSC method, the interface is represented explicitly as a piecewise linear curve (in 2D) or surface (in 3D) which is a part of a discretization (triangulation/tetrahedralization) of the space, such that the interface can be retrieved as a set of faces separating triangles/tetrahedra marked as inside from the ones marked as outside (so it is also given implicitly). This representation allows robust topological adaptivity and, thanks to the explicit representation of the interface, it suffers only slightly from numerical diffusion. Furthermore, the use of an unstructured grid yields robust adaptive resolution. Also, topology control is simple in this setting. We present the strengths of the method in several examples: simple geometric flows, fluid simulation, point cloud reconstruction, and cut locus construction.
Marek Krzysztof Misztal, Jakob Andreas Bærentzen
ACM Trans. Graph.2
2010 Markov Random Field Surface Reconstruction
abstract
A method for implicit surface reconstruction is proposed. The novelty in this paper is the adaptation of Markov Random Field regularization of a distance field. The Markov Random Field formulation allows us to integrate both knowledge about the type of surface we wish to reconstruct (the prior) and knowledge about data (the observation model) in an orthogonal fashion. Local models that account for both scene-specific knowledge and physical properties of the scanning device are described. Furthermore, how the optimal distance field can be computed is demonstrated using conjugate gradients, sparse Cholesky factorization, and a multiscale iterative optimization scheme. The method is demonstrated on a set of scanned human heads and, both in terms of accuracy and the ability to close holes, the proposed method is shown to have similar or superior performance when compared to current state-of-the-art algorithms.
Rasmus R. Paulsen, Jakob Andreas Bærentzen, Rasmus Larsen 0001
IEEE Trans. Vis. Comput. Graph.2
2009 Shape Analysis Using the Auto Diffusion Function
abstract
Abstract Scalar functions defined on manifold triangle meshes is a starting point for many geometry processing algorithms such as mesh parametrization, skeletonization, and segmentation. In this paper, we propose the Auto Diffusion Function (ADF) which is a linear combination of the eigenfunctions of the Laplace‐Beltrami operator in a way that has a simple physical interpretation. The ADF of a given 3D object has a number of further desirable properties: Its extrema are generally at the tips of features of a given object, its gradients and level sets follow or encircle features, respectively, it is controlled by a single parameter which can be interpreted as feature scale, and, finally, the ADF is invariant to rigid and isometric deformations. We describe the ADF and its properties in detail and compare it to other choices of scalar functions on manifolds. As an example of an application, we present a pose invariant, hierarchical skeletonization and segmentation algorithm which makes direct use of the ADF.
Katarzyna Gebal, Jakob Andreas Bærentzen, Henrik Aanæs, Rasmus Larsen 0001
Comput. Graph. Forum2
2006 3D Distance Fields: A Survey of Techniques and Applications
abstract
A distance field is a representation where, at each point within the field, we know the distance from that point to the closest point on any object within the domain. In addition to distance, other properties may be derived from the distance field, such as the direction to the surface, and when the distance field is signed, we may also determine if the point is internal or external to objects within the domain. The distance field has been found to be a useful construction within the areas of computer vision, physics, and computer graphics. This paper serves as an exposition of methods for the production of distance fields, and a review of alternative representations and applications of distance fields. In the course of this paper, we present various methods from all three of the above areas, and we answer pertinent questions such as How accurate are these methods compared to each other? How simple are they to implement?, and What is the complexity and runtime of such methods?
Mark W. Jones 0001, Jakob Andreas Bærentzen, Milos Srámek
IEEE Trans. Vis. Comput. Graph.2
2005 Signed Distance Computation Using the Angle Weighted Pseudonormal
abstract
The normals of closed, smooth surfaces have long been used to determine whether a point is inside or outside such a surface. It is tempting to also use this method for polyhedra represented as triangle meshes. Unfortunately, this is not possible since, at the vertices and edges of a triangle mesh, the surface is not C1 continuous, hence, the normal is undefined at these loci. In this paper, we undertake to show that the angle weighted pseudonormal (originally proposed by Thürmer and Wüthrich and independently by Séquin) has the important property that it allows us to discriminate between points that are inside and points that are outside a mesh, regardless of whether a mesh vertex, edge, or face is the closest feature. This inside-outside information is usually represented as the sign in the signed distance to the mesh. In effect, our result shows that this sign can be computed as an integral part of the distance computation. Moreover, it provides an additional argument in favor of the angle weighted pseudonormals being the natural extension of the face normals. Apart from the theoretical results, we also propose a simple and efficient algorithm for computing the signed distance to a closed C0 mesh. Experiments indicate that the sign computation overhead when running this algorithm is almost negligible.
Jakob Andreas Bærentzen, Henrik Aanæs
IEEE Trans. Vis. Comput. Graph.1
2003 From layered depth images to continuous LOD impostors
abstract
No abstract available.
Jakob Andreas Bærentzen, Niels Jørgen Christensen
SIGGRAPH1
2002 Volume Sculpting Using the Level-Set Method
abstract
In this paper, we propose the use of the level-set method as the underlying technology of a volume sculpting system. The main motivation is that this leads to a very generic technique for deformation of volumetric solids. In addition, our method preserves a distance field volume representation. A scaling window is used to adapt the level-set method to local deformations and to allow the user to control the intensity of the tool. Level-set based tools have been implemented in an interactive sculpting system, and we show sculptures created using the system.
Jakob Andreas Bærentzen, Niels Jørgen Christensen
Shape Modeling International1
2002 Volume Sculpting Using the Level-Set Method (figure 5)
Jakob Andreas Bærentzen, Niels Jørgen Christensen
Shape Modeling International1