header

Publications


 

Polygonal Boundary Evaluation of Minkowski Sums and Swept Volumes


Marcel Campen, Leif Kobbelt
Eurographics Symposium on Geometry Processing (SGP 2010)
pubimg

We present a novel technique for the efficient boundary evaluation of sweep operations applied to objects in polygonal boundary representation. These sweep operations include Minkowski addition, offsetting, and sweeping along a discrete rigid motion trajectory. Many previous methods focus on the construction of a polygonal superset (containing self-intersections and spurious internal geometry) of the boundary of the volumes which are swept. Only few are able to determine a clean representation of the actual boundary, most of them in a discrete volumetric setting. We unify such superset constructions into a succinct common formulation and present a technique for the robust extraction of a polygonal mesh representing the outer boundary, i.e. it makes no general position assumptions and always yields a manifold, watertight mesh. It is exact for Minkowski sums and approximates swept volumes polygonally. By using plane-based geometry in conjunction with hierarchical arrangement computations we avoid the necessity of arbitrary precision arithmetics and extensive special case handling. By restricting operations to regions containing pieces of the boundary, we significantly enhance the performance of the algorithm.



A WebService employing this method is available.



Two-Colored Pixels


Darko Pavic, Leif Kobbelt
Eurographics 2010
pubimg

In this paper we show how to use two-colored pixels as a generic tool for image processing. We apply two-colored pixels as a basic operator as well as a supporting data structure for several image processing applications. Traditionally, images are represented by a regular grid of square pixels with one constant color each. In the two-colored pixel representation, we reduce the image resolution and replace blocks of NxN pixels by one square that is split by a (feature) line into two regions with constant colors. We show how the conversion of standard mono-colored pixel images into two-colored pixel images can be computed efficiently by applying a hierarchical algorithm along with a CUDA-based implementation. Two-colored pixels overcome some of the limitations that classical pixel representations have, and their feature lines provide minimal geometric information about the underlying image region that can be effectively exploited for a number of applications. We show how to use two-colored pixels as an interactive brush tool, achieving realtime performance for image abstraction and non-photorealistic filtering. Additionally, we propose a realtime solution for image retargeting, defined as a linear minimization problem on a regular or even adaptive two-colored pixel image. The concept of two-colored pixels can be easily extended to a video volume, and we demonstrate this for the example of video retargeting.




Ad-Hoc Multi-Displays for Mobile Interactive Applications


Arne Schmitz , Ming Li, Volker Schönefeld, Leif Kobbelt
Eurographics 2010 Area Paper
pubimg

We present a framework which enables the combination of different mobile devices into one multi-display such that visual content can be shown on a larger area consisting, e.g., of several mobile phones placed arbitrarily on the table. Our system allows the user to perform multi-touch interaction metaphors, even across different devices, and it guarantees the proper synchronization of the individual displays with low latency. Hence from the user’s perspective the heterogeneous collection of mobile devices acts like one single display and input device. From the system perspective the major technical and algorithmic challenges lie in the co-calibration of the individual displays and in the low latency synchronization and communication of user events. For the calibration we estimate the relative positioning of the displays by visual object recognition and an optional manual calibration step.




Exact and Robust (Self-)Intersections for Polygonal Meshes


Marcel Campen, Leif Kobbelt
Eurographics 2010
pubimg

We present a new technique to implement operators that modify the topology of polygonal meshes at intersectionsand self-intersections. Depending on the modification strategy, this effectively results in operators for Boolean combinations or for the construction of outer hulls that are suited for mesh repair tasks and accurate meshbased front tracking of deformable materials that split and merge. By combining an adaptive octree with nested binary space partitions (BSP), we can guarantee exactness (= correctness) and robustness (= completeness) of the algorithm while still achieving higher performance and less memory consumption than previous approaches. The efficiency and scalability in terms of runtime and memory is obtained by an operation localization scheme. We restrict the essential computations to those cells in the adaptive octree where intersections actually occur. Within those critical cells, we convert the input geometry into a plane-based BSP-representation which allows us to perform all computations exactly even with fixed precision arithmetics. We carefully analyze the precision requirements of the involved geometric data and predicates in order to guarantee correctness and show how minimal input mesh quantization can be used to safely rely on computations with standard floating point numbers. We properly evaluate our method with respect to precision, robustness, and efficiency.



A WebService employing this method is available.



Efficient Rasterization for Outdoor Radio Wave Propagation


Arne Schmitz , Tobias Rick, Thomas Karolski, Torsten Wolfgang Kuhlen, Leif Kobbelt
IEEE Transactions on Visualization and Computer Graphics, Feb. 2011, Vol. 17, Issue 2, pp. 159 - 170
pubimg

Conventional beam tracing can be used for solving global illumination problems. It is an efficient algorithm, and performs very well when implemented on the GPU. This allows us to apply the algorithm in a novel way to the problem of radio wave propagation. The simulation of radio waves is conceptually analogous to the problem of light transport. We use a custom, parallel rasterization pipeline for creation and evaluation of the beams. We implement a subset of a standard 3D rasterization pipeline entirely on the GPU, supporting 2D and 3D framebuffers for output. Our algorithm can provide a detailed description of complex radio channel characteristics like propagation losses and the spread of arriving signals over time (delay spread). Those are essential for the planning of communication systems required by mobile network operators. For validation, we compare our simulation results with measurements from a real world network. Furthermore, we account for characteristics of different propagation environments and estimate the influence of unknown components like traffic or vegetation by adapting model parameters to measurements.




Image Synthesis for Branching Structures


Dominik Sibbing, Darko Pavic, Leif Kobbelt
Computer Graphics Forum, Special Issue of Pacific Graphics 2010
pubimg

We present a set of techniques for the synthesis of artificial images that depict branching structures like rivers, cracks, lightning, mountain ranges, or blood vessels. The central idea is to build a statistical model that captures the characteristic bending and branching structure from example images. Then a new skeleton structure is synthesized and the final output image is composed from image fragments of the original input images. The synthesis part of our algorithm runs mostly automatic but it optionally allows the user to control the process in order to achieve a specific result. The combination of the statistical bending and branching model with sophisticated fragment-based image synthesis corresponds to a multi-resolution decomposition of the underlying branching structure into the low frequency behavior (captured by the statistical model) and the high frequency detail (captured by the image detail in the fragments). This approach allows for the synthesis of realistic branching structures, while at the same time preserving important textural details from the original image.




Automatic Registration of Oblique Aerial Images with Cadastral Maps


Martin Habbecke, Leif Kobbelt
ECCV Workshop on Reconstruction and Modeling of Large Scale 3D Virtual Environments, 2010
pubimg

In recent years, oblique aerial images of urban regions have become increasingly popular for 3D city modeling, texturing, and various cadastral applications. In contrast to images taken vertically to the ground, they provide information on building heights, appearance of facades, and terrain elevation. Despite their widespread availability for many cities, the processing pipeline for oblique images is not fully automatic yet. Especially the process of precisely registering oblique images with map vector data can be a tedious manual process. We address this problem with a registration approach for oblique aerial images that is fully automatic and robust against discrepancies between map and image data. As input, it merely requires a cadastral map and an arbitrary number of oblique images. Besides rough initial registrations usually available from GPS/INS measurements, no further information is required, in particular no information about the terrain elevation.




Generalized Use of Non-Terminal Symbols for Procedural Modeling


Lars Krecklau, Darko Pavic, Leif Kobbelt
Computer Graphics Forum (CGF), Volume 29, Issue 8 Talk at Eurographics 2011
pubimg

We present the new procedural modeling language G² (Generalized Grammar) which adapts various concepts from general purpose programming languages in order to provide high descriptive power with well-defined semantics and a simple syntax which is easily readable even by non-programmers. We extend the scope of previous architectural modeling languages by allowing for multiple types of non-terminal objects with domain-specific operators and attributes. The language accepts non-terminal symbols as parameters in modeling rules and thus enables the definition of abstract structure templates for flexible re-use within the grammar. To identify specific scene parts or objects, we introduce flags which are Boolean values whose scope covers an entire subtree in the scenegraph. The rigorous handling of typed parameters which are locally declared within the rules prevents inconsistent states emerging from not or wrongly declared variables. By deriving G² from the well-established programming language Python, we can make sure that our modeling language has a well-defined semantics. For illustration, we apply G² to architectural as well as plant modeling in order to demonstrate its descriptive power with some complex examples.



We also provide a Python prototype related to this paper for an easy integration of our system into the Houdini modeling framework from SideFX software. It is available on the project page.



Hybrid Booleans


Darko Pavic, Marcel Campen, Leif Kobbelt
Computer Graphics Forum, vol. 29, p. 75-87, 2010
Talk at Eurographics 2011
pubimg

In this paper we present a novel method to compute Boolean operation polygonal meshes. Given a Boolean expression over an arbitrary number input meshes we reliably and efficiently compute an output mesh which faithfully preserves the existing sharp features and precisely reconstructs the new features appearing along the intersections of the input meshes. The term "hybrid" applies to our method in two ways: First, our algorithm operates on a hybrid data structure which stores the original input polygons (surface data) in an adaptively refined octree (volume data). By this we combine the robustness of volumetric techniques with the accuracy of surface-oriented techniques. Second, we generate a new triangulation only in a close vicinity around the intersections of the input meshes and thus preserve as much of the original mesh structure as possible (hybrid mesh). Since the actual processing of the Boolean operation is confined to a very small region around the intersections of the input meshes, we can achieve very high adaptive refinement resolutions and hence very high precision. We demonstrate our method on a number of challenging examples.




Ein Framework für Geometrieverarbeitung basierend auf hybriden Oberflächendarstellungen


Marcel Campen
Informatik Spektrum 33(1): 66-69, 2010
pubimg

We present a framework that allows for the composition of custom-tailored data structures for hybrid representation of geometry and supports the development of associated geometry processing methods. Besides others, a novel hybrid approach for the evaluation of Boolean expressions on polygon meshes is elaborated in this context. By relying on the hybrid geometry information it is – in contrast to previous methods – able to perform such operations robustly as well as accurately.




Character Reconstruction and Animation from Uncalibrated Video


Alexander Hornung, Ellen Dekkers, Martin Habbecke, Markus Gross, Leif Kobbelt
Technical Report
pubimg

We present a novel method to reconstruct 3D character models from video. The main conceptual contribution is that the reconstruction can be performed from a single uncalibrated video sequence which shows the character in articulated motion. We reduce this generalized problem setting to the easier case of multi-view reconstruction of a rigid scene by applying pose synchronization of the character between frames. This is enabled by two central technical contributions. First, based on a generic character shape template, a new mesh-based technique for accurate shape tracking is proposed. This method successfully handles the complex occlusions issues, which occur when tracking the motion of an articulated character. Secondly, we show that image-based 3D reconstruction becomes possible by deforming the tracked character shapes as-rigid-as-possible into a common pose using motion capture data. After pose synchronization, several partial reconstructions can be merged in order to create a single, consistent 3D character model. We integrated these components into a simple interactive framework, which allows for straightforward generation and animation of 3D models for a variety of character shapes from uncalibrated monocular video.





Previous Year (2009)
Disclaimer Home Visual Computing institute RWTH Aachen University