Publications

Year: Author:

Przemyslaw Musialski, Christian Hafner, Florian Rist, Michael Birsak, Michael Wimmer, Leif Kobbelt
SIGGRAPH 2016

In this paper we present a novel method for non-linear shape opti- mization of 3d objects given by their surface representation. Our method takes advantage of the fact that various shape properties of interest give rise to underdetermined design spaces implying the existence of many good solutions. Our algorithm exploits this by performing iterative projections of the problem to local subspaces where it can be solved much more efficiently using standard numer- ical routines. We demonstrate how this approach can be utilized for various shape optimization tasks using different shape parameteri- zations. In particular, we show how to efficiently optimize natural frequencies, mass properties, as well as the structural yield strength of a solid body. Our method is flexible, easy to implement, and very fast.

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@article{Musialski:2016:ShapeOpt,
author = "Musialski, Przemyslaw and Hafner, Christian and Rist, Florian and Birsak, Michael and Wimmer, Michael and Kobbelt, Leif",
title = "Non-Linear Shape Optimization Using Local Subspace Projections",
journal = "ACM Transactions on Graphics",
volume = 35,
number = 4,
year = 2016
}






Max Lyon, David Bommes, Leif Kobbelt
SIGGRAPH 2016

State-of-the-art hex meshing algorithms consist of three steps: Frame-field design, parametrization generation, and mesh extraction. However, while the first two steps are usually discussed in detail, the last step is often not well studied. In this paper, we fully concentrate on reliable mesh extraction.

Parametrization methods employ computationally expensive countermeasures to avoid mapping input tetrahedra to degenerate or flipped tetrahedra in the parameter domain because such a parametrization does not define a proper hexahedral mesh. Nevertheless, there is no known technique that can guarantee the complete absence of such artifacts.

We tackle this problem from the other side by developing a mesh extraction algorithm which is extremely robust against typical imperfections in the parametrization. First, a sanitization process cleans up numerical inconsistencies of the parameter values caused by limited precision solvers and floating-point number representation. On the sanitized parametrization, we extract vertices and so-called darts based on intersections of the integer grid with the parametric image of the tetrahedral mesh. The darts are reliably interconnected by tracing within the parametrization and thus define the topology of the hexahedral mesh. In a postprocessing step, we let certain pairs of darts cancel each other, counteracting the effect of flipped regions of the parametrization. With this strategy, our algorithm is able to robustly extract hexahedral meshes from imperfect parametrizations which previously would have been considered defective. The algorithm will be published as an open source library.

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@article{Lyon:2016:HexEx,
author = "Lyon, Max and Bommes, David and Kobbelt, Leif",
title = "HexEx: Robust Hexahedral Mesh Extraction",
journal = "ACM Transactions on Graphics",
volume = 35,
number = 4,
year = 2016
}






Hans-Christian Ebke, Patrick Schmidt, Marcel Campen, Leif Kobbelt
SIGGRAPH Asia 2016

Pa­ra­met­ri­za­tion based methods have recently become very popular for the generation of high quality quad meshes. In contrast to previous approaches, they allow for intuitive user control in order to accommodate all kinds of application driven constraints and design intentions. A major obstacle in practice, however, are the relatively long computations that lead to response times of several minutes already for input models of moderate complexity. In this paper we introduce a novel strategy to handle highly complex input meshes with up to several millions of triangles such that quad meshes can still be created and edited within an interactive workflow. Our method is based on representing the input model on different levels of resolution with a mechanism to propagate pa­ra­met­ri­za­tions from coarser to finer levels. The major challenge is to guarantee consistent pa­ra­met­ri­za­tions even in the presence of charts, transition functions, and singularities. Moreover, the remaining degrees of freedom on coarser levels of resolution have to be chosen carefully in order to still achieve low distortion pa­ra­met­ri­za­tions. We demonstrate a prototypic system where the user can interactively edit quad meshes with powerful high-level operations such as guiding constraints, singularity repositioning, and singularity connections.

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@article{esck2016,
author = {Ebke, Hans-Christian and Schmidt, Patrick and Campen, Marcel and Kobbelt, Leif},
title = {Interactively Controlled Quad Remeshing of High Resolution 3D Models},
journal = {ACM Trans. Graph.},
issue_date = {November 2016},
volume = {35},
number = {6},
month = nov,
year = {2016},
issn = {0730-0301},
pages = {218:1--218:13},
articleno = {218},
url = {http://doi.acm.org/10.1145/2980179.2982413},
doi = {10.1145/2980179.2982413},
acmid = {2982413},
publisher = {ACM},
address = {New York, NY, USA},
}






Kaimo Hu, Dong-Ming Yang, David Bommes, Pierre Alliez, Bedrich Benes
IEEE transactions on visualization and computer graphics

The typical goal of surface remeshing consists in finding a mesh that is (1) geometrically faithful to the original geometry, (2) as coarse as possible to obtain a low-complexity representation and (3) free of bad elements that would hamper the desired application. In this paper, we design an algorithm to address all three optimization goals simultaneously. The user specifies desired bounds on approximation error (delta), minimal interior angle (theta) and maximum mesh complexity N (number of vertices). Since such a desired mesh might not even exist, our optimization framework treats only the approximation error bound (delta) as a hard constraint and the other two criteria as optimization goals. More specifically, we iteratively perform carefully prioritized local operators, whenever they do not violate the approximation error bound and improve the mesh otherwise. Our optimization framework greedily searches for the coarsest mesh with minimal interior angle above (theta) and approximation error bounded by (delta). Fast runtime is enabled by a local approximation error estimation, while implicit feature preservation is obtained by specifically designed vertex relocation operators. Experiments show that our approach delivers high-quality meshes with implicitly preserved features and better balances between geometric fidelity, mesh complexity and element quality than the state-of-the-art.

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@article{hu2016error,
title={Error-Bounded and Feature Preserving Surface Remeshing with Minimal Angle Improvement.},
author={Hu, K and Yan, DM and Bommes, D and Alliez, P and Benes, B},
journal={IEEE transactions on visualization and computer graphics},
year={2016}
}






Amir Vaxman, Marcel Campen, Olga Diamanti, Daniele Panozzo, David Bommes, Klaus Hildebrandt, Mirela Ben-Chen
EUROGRAPHICS 2016

Direction fields and vector fields play an increasingly important role in computer graphics and geometry processing. The synthesis of directional fields on surfaces, or other spatial domains, is a fundamental step in numerous applications, such as mesh generation, deformation, texture mapping, and many more. The wide range of applications resulted in definitions for many types of directional fields: from vector and tensor fields, over line and cross fields, to frame and vector-set fields. Depending on the application at hand, researchers have used various notions of objectives and constraints to synthesize such fields. These notions are defined in terms of fairness, feature alignment, symmetry, or field topology, to mention just a few. To facilitate these objectives, various representations, discretizations, and optimization strategies have been developed. These choices come with varying strengths and weaknesses. This report provides a systematic overview of directional field synthesis for graphics applications, the challenges it poses, and the methods developed in recent years to address these challenges.





Anne Gehre, Isaak Lim, Leif Kobbelt
Computer Graphics Forum (Proc. EUROGRAPHICS 2016)

Feature curves on surface meshes are usually defined solely based on local shape properties such as dihedral angles and principal curvatures. From the application perspective, however, the meaningfulness of a network of feature curves also depends on a global scale parameter that takes the distance between feature curves into account, i.e., on a coarse scale, nearby feature curves should be merged or suppressed if the surface region between them is not representable at the given scale/resolution. In this paper, we propose a computational approach to the intuitive notion of scale conforming feature curve networks where the density of feature curves on the surface adapts to a global scale parameter. We present a constrained global optimization algorithm that computes scale conforming feature curve networks by eliminating curve segments that represent surface features, which are not compatible to the prescribed scale. To demonstrate the usefulness of our approach we apply isotropic and anisotropic remeshing schemes that take our feature curve networks as input. For a number of example meshes, we thus generate high quality shape approximations at various levels of detail.

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@inproceedings{gehre2016adapting,
title={Adapting Feature Curve Networks to a Prescribed Scale},
author={Gehre, Anne and Lim, Isaak and Kobbelt, Leif},
booktitle={Computer Graphics Forum},
volume={35},
number={2},
pages={319--330},
year={2016},
organization={Wiley Online Library}
}






Weiming Wang, Cédric Zanni, Leif Kobbelt
Computer Graphics Forum (Proc. EUROGRAPHICS 2016)

We present a pipeline of algorithms that decomposes a given polygon model into parts such that each part can be 3D printed with high (outer) surface quality. For this we exploit the fact that most 3D printing technologies have an anisotropic resolution and hence the surface smoothness varies significantly with the orientation of the surface. Our pipeline starts by segmenting the input surface into patches such that their normals can be aligned perpendicularly to the printing direction. A 3D Voronoi diagram is computed such that the intersections of the Voronoi cells with the surface approximate these surface patches. The intersections of the Voronoi cells with the input model's volume then provide an initial decomposition. We further present an algorithm to compute an assembly order for the parts and generate connectors between them. A post processing step further optimizes the seams between segments to improve the visual quality. We run our pipeline on a wide range of 3D models and experimentally evaluate the obtained improvements in terms of numerical, visual, and haptic quality.





Ming Li, Kaspar Scharf, Leif Kobbelt
MobileHCI '16, 18th International Conference on Human-Computer Interaction with Mobile Devices and Services

Modern mobile phones can capture and process high quality videos, which makes them a very popular tool to create and watch video content. However when watching a video together with a group, it is not convenient to watch on one mobile display due to its small form factor. One idea is to combine multiple mobile displays together to create a larger interactive surface for sharing visual content. However so far a practical framework supporting synchronous video playback on multiple mobile displays is still missing. We present the design of “MobileVideoTiles”, a mobile application that enables users to watch local or online videos on a big virtual screen composed of multiple mobile displays. We focus on improving video quality and usability of the tiled virtual screen. The major technical contributions include: mobile peer-to-peer video streaming, playback synchronization, and accessibility of video resources. The prototype application has got several thousand downloads since release and re ceived very positive feedback from users.





Marcel Campen, Moritz Ibing, Hans-Christian Ebke, Denis Zorin, Leif Kobbelt
Eurographics Symposium on Geometry Processing 2016

Various applications of global surface parametrization benefit from the alignment of parametrization isolines with principal curvature directions. This is particularly true for recent parametrization-based meshing approaches, where this directly translates into a shape-aware edge flow, better approximation quality, and reduced meshing artifacts. Existing methods to influence a parametrization based on principal curvature directions suffer from scale-dependence, which implies the necessity of parameter variation, or try to capture complex directional shape features using simple 1D curves. Especially for non-sharp features, such as chamfers, fillets, blends, and even more for organic variants thereof, these abstractions can be unfit. We present a novel approach which respects and exploits the 2D nature of such directional feature regions, detects them based on coherence and homogeneity properties, and controls the parametrization process accordingly. This approach enables us to provide an intuitive, scale-invariant control parameter to the user. It also allows us to consider non-local aspects like the topology of a feature, enabling further improvements. We demonstrate that, compared to previous approaches, global parametrizations of higher quality can be generated without user intervention.

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@article{Campen:2016:ScaleInvariant,
author = "Campen, Marcel and Ibing, Moritz and Ebke, Hans-Christian and Zorin, Denis and Kobbelt, Leif",
title = "Scale-Invariant Directional Alignment of Surface Parametrizations",
journal = "Computer Graphics Forum",
volume = 35,
number = 5,
year = 2016
}






Isaak Lim, Anne Gehre, Leif Kobbelt
Eurographics Symposium on Geometry Processing 2016

We present a method that expands on previous work in learning human perceived style similarity across objects with different structures and functionalities. Unlike previous approaches that tackle this problem with the help of hand-crafted geometric descriptors, we make use of recent advances in metric learning with neural networks (deep metric learning). This allows us to train the similarity metric on a shape collection directly, since any low- or high-level features needed to discriminate between different styles are identified by the neural network automatically. Furthermore, we avoid the issue of finding and comparing sub-elements of the shapes. We represent the shapes as rendered images and show how image tuples can be selected, generated and used efficiently for deep metric learning. We also tackle the problem of training our neural networks on relatively small datasets and show that we achieve style classification accuracy competitive with the state of the art. Finally, to reduce annotation effort we propose a method to incorporate heterogeneous data sources by adding annotated photos found online in order to expand or supplant parts of our training data.

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@article{Lim:2016:StyleLearning,
author = "Lim, Isaak and Gehre, Anne and Kobbelt, Leif",
title = "Identifying Style of 3D Shapes using Deep Metric Learning",
journal = "Computer Graphics Forum",
volume = 35,
number = 5,
year = 2016
}






Jan Robert Menzel, Sven Middelberg, Philip Trettner, Bastian Jonas, Leif Kobbelt
Eurographics Workshop on Urban Data Modelling and Visualisation (UDMV 2016)

We present a city reconstruction and visualization framework that integrates geometric models reconstructed with a range of different techniques. The framework generates the vast majority of buildings procedurally, which yields plausible visualizations for structurally simple buildings, e.g. residential buildings. For structurally complex landmarks, e.g. churches, a procedural approach does not achieve satisfactory visual fidelity. Thus, we also employ image-based techniques to reconstruct the latter in a more realistic, recognizable way. As the manual acquisition of data required for the procedural and image-based reconstructions is practically infeasible for whole cities, we rely on publicly available data as well as crowd sourcing projects. This enables our framework to render views from cities without any dedicated data acquisition as long as there are sufficient public data sources available. To obtain a more lively impression of a city, we also visualize dynamic features like weather conditions and traffic based on publicly available real-time data.





Anne Gehre, David Bommes, Leif Kobbelt
21st International Symposium on Vision, Modeling and Visualization (VMV 2016)

During the last decade a set of surface descriptors have been presented describing local surface features. Recent approaches have shown that augmenting local descriptors with topological information improves the correspondence and segmentation quality. In this paper we build upon the work of Tevs et al. and Sun and Abidi by presenting a surface descriptor which captures both local surface properties and topological features of 3D objects. We present experiments on shape repositories that are provided with ground-truth correspondences (FAUST, SCAPE, TOSCA) which show that this descriptor outperforms current local surface descriptors.

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@INPROCEEDINGS{gbk2016,
author = {Gehre, Anne and Bommes, David and Kobbelt, Leif}
title = {Geodesic Iso-Curve Signature},
booktitle = {Vision, Modeling {\&} Visualization},
year = {2016},
publisher = {The Eurographics Association}
}






Sascha Gebhardt, Till Petersen-Krauß, Sebastian Pick, Dominik Rausch, Christian Nowke, Thomas Knott, Patric Schmitz, Daniel Zielasko, Bernd Hentschel, Torsten Wolfgang Kuhlen
Proceedings of the 22nd ACM Conference on Virtual Reality Software and Technology (VRST)

Virtual Reality (VR) has been an active field of research for several decades, with 3D interaction and 3D User Interfaces (UIs) as important sub-disciplines. However, the development of 3D interaction techniques and in particular combining several of them to construct complex and usable 3D UIs remains challenging, especially in a VR context. In addition, there is currently only limited reusable software for implementing such techniques in comparison to traditional 2D UIs. To overcome this issue, we present ViSTA Widgets, a software framework for creating 3D UIs for immersive virtual environments. It extends the ViSTA VR framework by providing functionality to create multi-device, multi-focus-strategy interaction building blocks and means to easily combine them into complex 3D UIs. This is realized by introducing a device abstraction layer along sophisticated focus management and functionality to create novel 3D interaction techniques and 3D widgets. We present the framework and illustrate its effectiveness with code and application examples accompanied by performance evaluations.

» Show BibTeX

@InProceedings{Gebhardt2016,
Title = {{Vista Widgets: A Framework for Designing 3D User Interfaces from Reusable Interaction Building Blocks}},
Author = {Gebhardt, Sascha and Petersen-Krau, Till and Pick, Sebastian and Rausch, Dominik and Nowke, Christian and Knott, Thomas and Schmitz, Patric and Zielasko, Daniel and Hentschel, Bernd and Kuhlen, Torsten W.},
Booktitle = {Proceedings of the 22nd ACM Conference on Virtual Reality Software and Technology},
Year = {2016},
Address = {New York, NY, USA},
Pages = {251--260},
Publisher = {ACM},
Series = {VRST '16},
Acmid = {2993382},
Doi = {10.1145/2993369.2993382},
ISBN = {978-1-4503-4491-3},
Keywords = {3D interaction, 3D user interfaces, framework, multi-device, virtual reality},
Location = {Munich, Germany},
Numpages = {10},
Url = {http://doi.acm.org/10.1145/2993369.2993382}
}






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