Welcome



Welcome to the Computer Graphics Group at RWTH Aachen University!

The research and teaching activities at our institute focus on geometry acquisition and processing, on interactive visualization, and on related areas such as computer vision, photo-realistic image synthesis, and ultra high speed multimedia data transmission.

In our projects we are cooperating with various industry companies as well as with academic research groups around the world. Results are published and presented at high-profile conferences and symposia. Additional funding sources, among others, are the Deutsche Forschungsgemeinschaft and the European Union.

News

We have a paper at ECCV 2014.

July 7, 2014

Zometool Shape Approximation

We have two new publications (TVCG 2014 and GMOD/GMP 2014) on freeform shape approximation using the Zometool system. Please see the project page for more information. UPDATE: Now with Windows binaries (and source code) for a 3D Viewer to interactively view the resulting Zome meshes.

April 25, 2014

3D Model of Aachens Cathedral

In cooperation with the Domkapitel Aachen we constructed an information kiosk, placed in the "Dom-Information". Visitors can interactively explore a 3D Model of Aachens cathedral, which is made from laser scans and photos. A Video showing a flight through the cathedral can be downloaded from here.

April 24, 2014

We have a paper on Rigid Body Simulation at Eurographics 2014.

March 25, 2014

Demos at the Mobile World Congress 2014

We will present two demos at the Mobile World Congress 2014 in Barcelona from 24 - 27 of February. In Hall 6, booth B40 we will present the latest version of our Mobile Multi Display as well as a system for 3D city reconstructions based on crowd sourced photos. For more information see the news at the ICE Institute.

Feb. 20, 2014

Prof. Dr. Kobbelt receives important German research award

Prof. Dr. Kobbelt receives the Gottfried Wilhelm Leibniz Prize. As Germany’s most important research award its goal is to help outstanding scientists in their research. More information can be found here.

Dec. 6, 2013

Recent Publications

QEx: Robust Quad Mesh Extraction

SIGGRAPH Asia 2013

The most popular and actively researched class of quad remeshing techniques is the family of parametrization based quad meshing methods. They all strive to generate an integer-grid map, i.e. a parametrization of the input surface into R2 such that the canonical grid of integer iso-lines forms a quad mesh when mapped back onto the surface in R3. An essential, albeit broadly neglected aspect of these methods is the quad extraction step, i.e. the materialization of an actual quad mesh from the mere “quad texture”. Quad (mesh) extraction is often believed to be a trivial matter but quite the opposite is true: Numerous special cases, ambiguities induced by numerical inaccuracies and limited solver precision, as well as imperfections in the maps produced by most methods (unless costly countermeasures are taken) pose significant challenges to the quad extractor. We present a method to sanitize a provided parametrization such that it becomes numerically consistent even in a limited precision floating point representation. Based on this we are able to provide a comprehensive and sound description of how to perform quad extraction robustly and without the need for any complex tolerance thresholds or disambiguation rules. On top of that we develop a novel strategy to cope with common local fold-overs in the parametrization. This allows our method, dubbed QEx, to generate all-quadrilateral meshes where otherwise holes, non-quad polygons or no output at all would have been produced. We thus enable the practical use of an entire class of maps that was previously considered defective. Since state of the art quad meshing methods spend a significant share of their run time solely to prevent local fold-overs, using our method it is now possible to obtain quad meshes significantly quicker than before. We also provide libQEx, an open source C++ reference implementation of our method and thus significantly lower the bar to enter the field of quad meshing.

 

Scalable 6-DOF Localization on Mobile Devices

13th European Conference on Computer Vision (ECCV'14)

Recent improvements in image-based localization have produced powerful methods that scale up to the massive 3D models emerging from modern Structure-from-Motion techniques. However, these approaches are too resource intensive to run in real-time, let alone to be implemented on mobile devices. In this paper, we propose to combine the scalability of such a global localization system running on a server with the speed and precision of a local pose tracker on a mobile device. Our approach is both scalable and drift-free by design and eliminates the need for loop closure. We propose two strategies to combine the information provided by local tracking and global localization. We evaluate our system on a large-scale dataset of the historic inner city of Aachen where it achieves interactive framerates at a localization error of less than 50cm while using less than 5MB of memory on the mobile device.

 

Efficient Enforcement of Hard Articulation Constraints in the Presence of Closed Loops and Contacts

Eurographics 2014

In rigid body simulation, one must distinguish between contacts (so-called unilateral constraints) and articulations (bilateral constraints). For contacts and friction, iterative solution methods have proven most useful for interactive applications, often in combination with Shock-Propagation in cases with strong interactions between contacts (such as stacks), prioritizing performance and plausibility over accuracy. For articulation constraints, direct solution methods are preferred, because one can rely on a factorization with linear time complexity for tree-like systems, even in ill-conditioned cases caused by large mass-ratios or high complexity. Despite recent advances, combining the advantages of direct and iterative solution methods wrt. performance has proven difficult and the intricacy of articulations in interactive applications is often limited by the convergence speed of the iterative solution method in the presence of closed kinematic loops (i.e. auxiliary constraints) and contacts. We identify common performance bottlenecks in the dynamic simulation of unilateral and bilateral constraints and are able to present a simulation method, that scales well in the number of constraints even in ill-conditioned cases with frictional contacts, collisions and closed loops in the kinematic graph. For cases where many joints are connected to a single body, we propose a technique to increase the sparsity of the positive definite linear system. A solution to these bottlenecks is presented in this paper to make the simulation of a wider range of mechanisms possible in real-time without extensive parameter tuning.

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