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Joshua Mittleman

dblp:56/3608 · DBLP profile ↗
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1ranked-venue papers
0as first author
0since 2021 · last 1999
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 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
1 paper
Geometric modeling and processing · 100%
Theoretical computer science
1 paper
Computational geometry · 100%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Geometric modeling and processing
surface reconstruction
0.011999
The Ball-Pivoting Algorithm for Surface Reconstruction · IEEE Trans. Vis. Comput. Graph. 1999
Geometric modeling and processing › mesh generation
triangle mesh generation
0.011999
The Ball-Pivoting Algorithm for Surface Reconstruction · IEEE Trans. Vis. Comput. Graph. 1999
Computational geometry › geometric modeling and processing
point cloud analysis
0.011999
The Ball-Pivoting Algorithm for Surface Reconstruction · IEEE Trans. Vis. Comput. Graph. 1999

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

ball-pivoting algorithm · 0.0
YearPublicationVenuePosition
1999 The Ball-Pivoting Algorithm for Surface Reconstruction
abstract
The Ball-Pivoting Algorithm (BPA) computes a triangle mesh interpolating a given point cloud. Typically, the points are surface samples acquired with multiple range scans of an object. The principle of the BPA is very simple: Three points form a triangle if a ball of a user-specified radius p touches them without containing any other point. Starting with a seed triangle, the ball pivots around an edge (i.e., it revolves around the edge while keeping in contact with the edge's endpoints) until it touches another point, forming another triangle. The process continues until all reachable edges have been tried, and then starts from another seed triangle, until all points have been considered. The process can then be repeated with a ball of larger radius to handle uneven sampling densities. We applied the BPA to datasets of millions of points representing actual scans of complex 3D objects. The relatively small amount of memory required by the BPA, its time efficiency, and the quality of the results obtained compare favorably with existing techniques.
Fausto Bernardini, Joshua Mittleman, Holly E. Rushmeier, Cláudio T. Silva, Gabriel Taubin
IEEE Trans. Vis. Comput. Graph.2