Now showing items 1-16 of 16

    • A Dynamic Surface Reconstruction Framework for Large Unstructured Point Sets 

      Allègre, Rémi; Chaine, Raphaëlle; Akkouche, Samir (The Eurographics Association, 2006)
      We present a method to reconstruct simplified mesh surfaces from large unstructured point sets, extending recent work on dynamic surface reconstruction. The method consists of two core components: an efficient selective ...
    • Perceptually Guided Rendering of Textured Point-based Models 

      Qu, Lijun; Yuan, Xiaoru; Nguyen, Minh X.; Meyer, Gary W.; Chen, Baoquan; Windsheimer, Jered E. (The Eurographics Association, 2006)
      In this paper, we present a textured point-based rendering scheme that takes into account the masking properties of the human visual system. In our system high quality textures are mapped to point-based models. Given one ...
    • Octree-Based Progressive Geometry Coding of Point Clouds 

      Huang, Yan; Peng, Jingliang; Kuo, C.-C. Jay; Gopi, M. (The Eurographics Association, 2006)
      We propose a generic point cloud encoder that compresses geometry data including positions and normals of point samples corresponding to 3D objects with arbitrary topology. In this work, the coding process is led by an ...
    • Laser Scanner Super-resolution 

      Kil, Yong Joo; Mederos, Boris; Amenta, Nina (The Eurographics Association, 2006)
      We give a method for improving the resolution of surfaces captured with a laser range scanner by combining many very similar scans. This idea is an application of the 2D image processing technique known as superresolution. ...
    • Octree-based Point-Cloud Compression 

      Schnabel, Ruwen; Klein, Reinhard (The Eurographics Association, 2006)
      In this paper we present a progressive compression method for point sampled models that is specifically apt at dealing with densely sampled surface geometry. The compression is lossless and therefore is also suitable for ...
    • Template Deformation for Point Cloud Fitting 

      Stoll, Carsten; Karni, Zachi; Rössl, Christian; Yamauchi, Hitoshi; Seidel, Hans-Peter (The Eurographics Association, 2006)
      The reconstruction of high-quality surface meshes from measured data is a vital stage in digital shape processing. We present a new approach to this problem that deforms a template surface to fit a given point cloud. Our ...
    • Single-Pass Point Rendering and Transparent Shading 

      Zhang, Yanci; Pajarola, Renato (The Eurographics Association, 2006)
      Hardware accelerated point-based rendering (PBR) algorithms have suffered in the past from multiple rendering passes; possibly a performance limiting factor. Two passes over the point geometry have been necessary because ...
    • Efficient and Prioritized Point Subsampling for CSRBF Compression 

      Kitago, Masaki; Gopi, M. (The Eurographics Association, 2006)
      We present a novel cost function to prioritize points and subsample a point set based on the dominant geometric features and local sampling density of the model. This cost function is easy to compute and at the same time ...
    • Integrating Mesh and Meshfree Methods for Physics-Based Fracture and Debris Cloud Simulation 

      Zhang, Nan; Zhou, Xiangmin; Sha, Desong; Yuan, Xiaoru; Tamma, Kumar; Chen, Baoquan (The Eurographics Association, 2006)
      We present a hybrid framework for physics-based simulation of fracture and debris clouds. Previous methods mainly consider bulk fractures. However, in many situations, small fractured pieces and debris are visually important. ...
    • A Fast k-Neighborhood Algorithm for Large Point-Clouds 

      Sankaranarayanan, Jagan; Samet, Hanan; Varshney, Amitabh (The Eurographics Association, 2006)
      Algorithms that use point-cloud models make heavy use of the neighborhoods of the points. These neighborhoods are used to compute the surface normals for each point, mollification, and noise removal. All of these primitive ...
    • Splat/Mesh Blending, Perspective Rasterization and Transparency for Point-Based Rendering 

      Guennebaud, Gaël; Barthe, Loïc; Paulin, Mathias (The Eurographics Association, 2006)
      In this paper we present multiple simple and efficient improvements for splatting based rendering systems. In a first step we derive a perspectively correct splat rasterization algorithm suitable for both efficient ...
    • Interactive Out-Of-Core Texturing with Point-Sampled Textures 

      Boubekeur, Tamy; Schlick, Christophe (The Eurographics Association, 2006)
      The visualization of huge 3D objects becomes available on common workstations thanks to highly optimized data-structures and out-of-core frameworks for rendering. However, the editing, and in particular, the texturing of ...
    • Versatile Virtual Materials Using Implicit Connectivity 

      Wicke, Martin; Hatt, Philipp; Pauly, Mark; Müller, Matthias; Gross, Markus (The Eurographics Association, 2006)
      We propose a new method for strain computation in mesh-free simulations. Without storing connectivity information, we compute strain using local rest states that are implicitly defined by the current system configuration. ...
    • Approximating Geodesics on Point Set Surfaces 

      Ruggeri, Mauro R.; Darom, Tal; Saupe, Dietmar; Kiryati, Nahum (The Eurographics Association, 2006)
      We present a technique for computing piecewise linear approximations of geodesics on point set surfaces by minimizing an energy function defined for piecewise linear path. The function considers path length, closeness to ...
    • Instant Points: Fast Rendering of Unprocessed Point Clouds 

      Wimmer, Michael; Scheiblauer, Claus (The Eurographics Association, 2006)
      We present an algorithm to display enormous unprocessed point clouds at interactive rates without requiring long postprocessing. The novelty here is that we do not make any assumptions about sampling density or availability ...
    • GPU-Based Ray-Casting of Quadratic Surfaces 

      Sigg, Christian; Weyrich, Tim; Botsch, Mario; Gross, Markus (The Eurographics Association, 2006)
      Quadratic surfaces are frequently used primitives in geometric modeling and scientific visualization, such as rendering of tensor fields, particles, and molecular structures. While high visual quality can be achieved using ...