Symposium on Point Based Graphics 04
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Browsing Symposium on Point Based Graphics 04 by Subject "Categories and Subject Descriptors (according to ACM CCS): I.3.5 [Computer Graphics]: Computational Geometry and Object Modeling"
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Item Boolean Operations on Surfel-Bounded Solids Using Programmable Graphics Hardware(The Eurographics Association, 2004) Adams, Bart; Dutré, Philip; Markus Gross and Hanspeter Pfister and Marc Alexa and Szymon RusinkiewiczIn this paper we present an algorithm to compute boolean operations on free-form solids bounded by surfels using programmable graphics hardware. The intersection, union and difference of two or more solids, is calculated on the GPU using vertex and fragment programs. First, we construct an inside-outside partitioning using 3-color grids and signed distance fields. Next, we use this partitioning to classify the surfels of both solids as inside or outside the other solid. For surfels close to the boundary of the other solid, we use the distance field and its gradient to define a clipping plane, which can be used to resample or clip the surfel. Our algorithm runs at interactive rates on consumer-level graphics hardware.Item Meshing Point Clouds Using Spherical Parameterization(The Eurographics Association, 2004) Zwicker, M.; Gotsman, C.; Markus Gross and Hanspeter Pfister and Marc Alexa and Szymon RusinkiewiczWe present a simple method for meshing a 3D point cloud to a manifold genus-0 mesh. Our approach is based on recent methods for spherical embedding of planar graphs, where we use instead a k-nearest neighborhood graph of the point cloud. Our approach proceeds in two steps: We first embed the neighborhood graph on a sphere using an iterative procedure, minimizing the tangential Laplacian. Then we triangulate the embedded points and apply the resulting mesh connectivity to the input points. Besides meshing, spherical embedding of point clouds may also be used for other applications such as texture mapping or morphing.Item Stratified Point Sampling of 3D Models(The Eurographics Association, 2004) Nehab, Diego; Shilane, Philip; Markus Gross and Hanspeter Pfister and Marc Alexa and Szymon RusinkiewiczPoint sampling is an important intermediate step for a variety of computer graphics applications, and specialized sampling strategies have been developed to satisfy the requirements of each problem. In this article, we present a technique to generate a stratified sampling of 3D models that is applicable across many domains. The algorithm voxelizes the model and selects one sample per voxel, restricted to the original model s surface. Parameters allow control of the uniformity of the sample placement and the minimum distance between samples. We demonstrate the effectiveness of this technique in selecting stroke locations for painterly rendering models and for producing sampled geometry used as input to shape descriptors.