Shape Modeling with Point-Sampled Geometry Mark Pauly, Richard Keiser, Leif P. Kobbelt, Markus Gross (ETH Zurich and RWTH Aachen) - PowerPoint PPT Presentation

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Shape Modeling with Point-Sampled Geometry Mark Pauly, Richard Keiser, Leif P. Kobbelt, Markus Gross (ETH Zurich and RWTH Aachen)

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Title: Shape Modeling with Point-Sampled Geometry Mark Pauly, Richard Keiser, Leif P. Kobbelt, Markus Gross (ETH Zurich and RWTH Aachen)


1
Shape Modeling withPoint-Sampled GeometryMark
Pauly, Richard Keiser, Leif P. Kobbelt, Markus
Gross(ETH Zurich and RWTH Aachen)
2
Abstract
  • Modeling framework with point-sampled geometry
  • Hybrid representation
  • Point clouds
  • Implicit surface with MLS
  • General operations on models
  • Booleans operations
  • Deformations

3
Surface representations
Introduction
  • Implicit surfaces level sets, RBF
  • Topology defined
  • Non-intuitive to control
  • Rendering is slow
  • Parametric surfaces splines, subdivision
    surfaces, triangle meshes
  • Simplicity
  • Extreme deformation
  • Connectivity information

4
Hybrid surface
  • Unstructured points
  • Implicit surface
  • Signed distance
  • Normal defined
  • Boolean operations
  • Preserve shard edges

5
Freeform modeling
  • Global deformation
  • Preserve the sampling density
  • Tools
  • Push, pull, twist and etc.
  • Topology control

6
A component in a modeling system
  • Takes scanner inputs
  • Rendering techniques
  • QSplat Zwicker 01
  • Rusinkiwicz 00
  • Botsch 02
  • Fast with free LOD

7
Related work
  • Points primitive
  • Szeliski and Tonnesen 92
  • Oriented particles
  • Physical simulation
  • Witkin and Heckbert 94
  • Blend operation
  • Limited deformations
  • Freeform modeling
  • Chang and Rackwood 94
  • Wires system
  • Dynamically sampling
  • Welch and Witkin 94
  • Trangle mesh
  • Vertex split and edge collapse
  • Kobbelt 00
  • Multiresolution
  • Dynamic mesh connectivity

8
Hybrid surface model
  • Input points with attributes
  • Moving least squares (MLS)

9
Moving least squares
4. proj(r)qg(0,0)n
  1. Local reference domain
  2. Minimize to find H
  3. Minimize to find g

10
MLS kernel function
  • Small h cause Gaussian decay faster
  • Small h means approximation more local
  • MLS act as an low pass filter

11
Adaptive MLS
  • If the sampling of points is adaptive
  • k ranges 620

12
Boolean operations
  • CSG in a binary tree.
  • Computing the boolean operation
  • Find
  • New set of intersection curves
  • Crisp curves

13
Inside outside classification
14
Optimization
  • 90 can be approximated
  • Else use MLS projection to find y
  • Local coherence
  • If x is within the sphere center at x, radius is

15
Classification table
  • Points in Q1 is picked from P1 only if
  • p is outside of surface defined by P2
  • Similarly for Q2

16
Intersection curves
  • A set of points for intersection curves
  • Find points near the intersection using the
    distance function
  • Closest point pairs (q1 in Q1, q2 in Q2)
  • r in the intersection of the tangent planes
  • Project r to new q1 and q2
  • Repeat step 3 to 5 for 3 iterations

17
Intersection curves diagram
18
Adaptive refinement
  • Match sample density
  • Use a simple subdivision
  • New p for the Newton iteration

19
Rendering sharp creases
  • Surface splatting Zwicker 01
  • Surfel elliptical splat
  • Intersection curve points
  • Clip against two normals

20
Sharp creases results
21
Freeform deformation
  • Bending, twisting, stretching, compressing
  • Interactive speed
  • Intuitive control
  • Global operation

22
Deformable regions
  • Region zero not selected
  • Region one handle

d00, d1x, tb(0/(0x))0
d0dist(p and x0)x, d10, tb(x/(x0))1
d0dist(p and x0)x, d1min(p and x1)y,
tb(x/(xy))
23
Applying translation and rotation
  • Demo

24
Blending function
25
Rotation and twisting results
26
Topology control
  • Self intersections
  • Collision detection
  • Nearest point for each point in Xd
  • Within the sphere collision free

27
Collision handling
  • Undo (disallow self intersections)
  • Union (sharp edges)
  • Blending
  • Inter particle potential Szeliski 92
  • Define a local neighborhood

28
Topology results
29
Dynamic sampling
  • Cause Distortion and insufficient sampling
  • Goal insert and remove points
  • Feature Interpolate attributes
  • Color
  • Texture value

30
Measuring surface stretch
  • u and v are on the tangent plane
  • Orthogonal
  • Unit length
  • Local anisotropy
  • Ratio of the two eigenvalues
  • Split a point into two

31
Dynamic sampling results
32
Filter operations
  • Problem what to do with the new points
  • Relaxation Turk 92
  • Confined radius of influence
  • Projection back to the tangent plane

33
Interpolation (with Zombies)
  • Scalar values
  • Drifting happens when split happens
  • Zombies are fixed
  • Only used for the attributes
  • Delete after each edit operation

34
Interpolation results
35
Downsampling
  • Special case
  • Shrink then grow
  • Lost values cause blur
  • Preserve old value
  • Garbage collection

36
Results and discussion
  • Pointshop3D
  • Multiresolution surface modeling
  • Detail vectors Zorin 97
  • Spectral decomposition Guskov 99

37
(No Transcript)
38
69,706 295,220
39
69,268 222,955
40
25,020 non-uniform
41
100,269
42
Implementation
  • Closest points query
  • Kd-tree
  • Building 300,000 points in 0.23 s
  • Querying 10 points in 4.5e-6 and 6.2e-6 s

43
Dynamic updates
  • Boolean classification
  • Two static structure
  • Free-form deformation
  • No update until an edit session is done
  • Collision detection
  • Only for deformable region with the zero region
  • Cannot handle collision of deformable regions
  • Dynamically sampling
  • Linsen 02
  • Dynamic update at insertions and relaxation

44
Performance
  • No connectivity to update
  • Handling one million points
  • Pointshop3D software rendering
  • 50 of the total computation is rendering
  • Software renderer Botsch 02
  • Hardware renders Rusinkiewicz 00

45
Conclusion and future work
  • A solid framework for modeling
  • Provides basic operations
  • Extends to traditional surface modeling
    techniques
  • Efficiency and performance
  • Future work
  • Hairy or furry models, plants
  • Dynamic simulation
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