a header RWTH Aachen Fachgruppe Informatik

Spectral Quadrangulation with Orientation and Alignment Control

Jin Huang, Muyang Zhang, Jin Ma, Xinguo Liu, Leif Kobbelt, Hujun Bao
SIGGRAPH Asia 2008, to appear


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 eigenproblem 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.

kobbelt_2008_asia.avi

kobbelt_2008_asia.pdf

2D Video Editing for 3D Effects

Darko Pavic, Volker Schoenefeld, Lars Krecklau, Martin Habbecke, Leif Kobbelt

VMV 2008 

 

We present a semi-interactive system for advanced video processing and editing. The basic idea is to partially recover planar regions in object space and to exploit this minimal pseudo-3D information in order to make perspectively correct modifications. Typical operations are to increase the quality of a low-resolution video by overlaying high-resolution photos of the same approximately planar object or to add or remove objects by copying them from other video streams and distorting them perspectively according to some planar reference geometry. The necessary user interaction is entirely in 2D and easy to perform even for untrained users. The key to our video processing functionality is a very robust and mostly automatic algorithm for the perspective registration of video frames and photos, which can be used as a very effective video stabilization tool even in the presence of fast and blurred motion. Explicit 3D reconstruction is thus avoided and replaced by image and video rectification. The technique is based on state-of-the-art feature tracking and homography matching. In complicated and ambiguous scenes, user interaction as simple as 2D brush strokes can be used to support the registration. In the stabilized video, he reference plane appears frozen which simplifies segmentation and matte extraction. We demonstrate our system for a number of quite challenging application scenarios such as video enhancement, background replacement, foreground removal and perspectively correct video cut and paste.

pavic_vmv08_pimpmyvideo.pdf

pavic_vmv08_pimpmyvideo.divx

Interactive Global Illumination for Deformable Geometry in CUDA

Arne Schmitz, Markus Tavenrath, Leif Kobbelt
Pacific Graphics 2008

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 highly efficient and scalable system that is based on explicit visibility calculations. 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.

schmitz_2008_pg.pdf

schmitz_2008_pg.avi

Image Selection For Improved Multi-View Stereo

Alexander Hornung, Boyi Zeng and Leif Kobbelt
IEEE Conference on Computer Vision and Pattern Recognition (CVPR 2008)

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 ``difficult'' 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.

hornung_2008_cvpr.pdf

LaserBrush: A Flexible Device for 3D Reconstruction of Indoor Scenes

Martin Habbecke and Leif Kobbelt
ACM Symposium on Solid and Physical Modeling 2008

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 two-fold. 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.

habbecke_spm08.pdf

An Incremental Approach to Feature Aligned Quad Dominant Remeshing

Yu-Kun Lai, Leif Kobbelt and Shi-Min Hu
ACM Symposium on Solid and Physical Modeling 2008

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.

spm08.pdf

Geometric Modeling Based on Polygonal Meshes

Mario Botsch, Mark Pauly,  Leif Kobbelt,  Pierre Alliez, Bruno Lévy, Stephan Bischoff,  Christian Rössl
Eurographics 2008 Tutorial

In the last years triangle meshes have become increasingly popular and are nowadays intensively used in many different areas of computer graphics and geometry processing. In classical CAGD irregular triangle meshes developed into a valuable alternative to traditional spline surfaces, since their conceptual simplicity allows for more flexible and highly efficient processing.
Moreover, the consequent use of triangle meshes as surface representation avoids error-prone conversions, e.g., from CAD surfaces to mesh-based input data of numerical simulations. Besides classical geometric modeling, other major areas frequently employing triangle meshes are computer games and movie production. In this context geometric models are often acquired by 3D scanning techniques and have to undergo post-processing and shape optimization techniques before being actually used in production.

kobbelt_2008_eurographics.pdf

High-Resolution Volumetric Computation of Offset Surfaces with Feature Preservation

Darko Pavic and Leif Kobbelt
Eurographics 2008

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 e-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.

EG08_Pavic_offset.pdf

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