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Chapter 4 Foundations And Representations I K w < 4 1 1 95 w ' 4 Introduction point-based surface representations mathematical and algorithmic


  1. Chapter 4 Foundations And Representations – ¯ Ì • I K • � w < µ 4 � ◭◭ ◮◮ ◭ ◮ 1 1 • � 95 • ˆ £ � ¶ w « ' 4 ò Ñ

  2. Introduction • point-based surface representations • mathematical and algorithmic fundamentals – ¯ Ì • Contents I K • ◭◭ ◮◮ • 4.1 an overview of methods ◭ ◮ • 4.2 moving least squares surface representations (MLS) 1 2 • � 95 • • 4.3 sampling and resampling of point-cloud ˆ £ • 4.4 efficient spatial data structures � ¶ w « • 4.5 real-time refinement ' 4 ò Ñ

  3. 4.1 Surface Reconstruction • 4.1.1 Overview – ¯ Ì • • 4.1.2 Normal Estimation I K • • 4.1.3 Implicit surface methods ◭◭ ◮◮ • 4.1.4 Voronoi methods ◭ ◮ • 4.1.5 surface evolution methods 1 3 • � 95 • ˆ £ � ¶ w « ' 4 ò Ñ

  4. 4.1 Overview  triangle mesh – ¯ Ì •   pathes  I K • Object → point-cloud → surfaces zero-set  ◭◭ ◮◮  · · ·  ◭ ◮ for Point-cloud dense enough : many different approaches 1 4 • � 95 • ˆ £ � ¶ w « ' 4 ò Ñ

  5. Choice : depends partly on input and output noisy input point cloud with many outliers • filter the outliers • extract as much information as possible from the noisy data – ¯ Ì • point cloud produced by a series of modeling operations I K • • noise free ◭◭ ◮◮ • methods that interpolates the input points could be used ◭ ◮ 1 5 • � 95 • Point clouds captured using commercial laser range scanners : fall some- where in between ˆ £ • few outliers � ¶ w « ' 4 • some noise : scanner artifacts at sharp edges and alignment error ò Ñ

  6. Choice : output watertight surface : a surface bounding a closed solid • necessary for finite element analysis, rapid prototyping, parameterization, · · · • watertight constraint often makes for easier, or more robust, algorithms – ¯ Ì • surfaces with boundaries I K • • a scan of a human face · · · ◭◭ ◮◮ ◭ ◮ 1 6 • � 95 • Compared by theoretical analysis ˆ £ The framework : � ¶ w « • assume that the input is densely enough ' 4 • prove the result recovers the correct topology and approximate geometry ò Ñ

  7. 4.1.2 Normal Estimation • reconstruction is easier with reliable normal directions Methods – ¯ Ì • Hoppe et al I K • ◭◭ ◮◮ ◭ ◮ 1 find the k -nearest neighbors of point p : N k ( p ) 1 7 • � 95 • 2 fine the total least squares best-fitting plane H to N k ( p ) ˆ £ 3 take the normal of H as the normal of p � ¶ w « drawback ' 4 ò Ñ need uniform distribution, lead to trouble when points are in slices

  8. An alternative : use all points within distance r of p , but lead to the same difficulty. Mitra et al. Choosing r adaptively at different points of P , since no single best choice of r for a given input P – ¯ Ì • • areas of high curvature, r ր , error ր I K • • areas of high noise , r ր , error ց ◭◭ ◮◮ Thus, r is chosen according to the local curvature and noise level. ◭ ◮ 1 8 • � 95 • Using the Voronoi diagram ˆ £ � ¶ w « The Voronoi cells of a point p on the exterior of P are elongated in the direc- tion perpendicular to the surface, the vector from p to its pole is a good estimate ' 4 of the normal. ò Ñ

  9. 4.1.3 Implicit surface methods produce a function f : � > 0 , outside the object f () : = ⇒ < 0 , inside the object S is the zero level-set of f () : { f = 0 } . – ¯ Ì • I K • ◭◭ ◮◮ • output : always the watertight boundary of a solid ◭ ◮ • should be computed on a domain large enough to surround the input point set P and S 1 9 • � 95 • ˆ £ � ¶ w « An alternative : take the domain to be a thin shell surrounding P , result in a ' 4 surface with boundary. ò Ñ

  10. Voxel-based Methods the implicit surface method was implemented on a voxel grid Hoppe et al. – ¯ Ì • I K • 1 estimate the normal at each p by fitting N k ( p ) ◭◭ ◮◮ 2 orient the normal by traverse a spanning tree of P ◭ ◮ 1 10 • � 95 • 3 f ( x ) = dist ( x, tagent plane of p nearest to x ) ˆ £ 4 extract piecewise-linear surfaces from f=0 � ¶ w « drawback : output may suffer from holes ' 4 ò Ñ

  11. Curless and Levoy laser range data input : a grid of points in x − y plane with a depth value z. 1 per patch : connecting points adjacent in the x − y plane – ¯ Ì • 2 each patch : associate with a with a directional distance function I K • 3 form f() : blending the distance functions, with normalized Gaussian ◭◭ ◮◮ weights ◭ ◮ Efficiency : limiting the domain to a thin shell, return surfaces with boundary. 1 11 • � 95 • ˆ £ Noise processing : confidence assigned to points, lower value in sharp fea- tures. � ¶ w « ' 4 ò Ñ

  12. Basis Functions Implicit surfaces → a weighted sum of basis functions, commonly radical basis : ˆ � f ( x ) = c i θ ( � x − p i � ) i – ¯ Ì • c i : solve to interpolate or approximate the constraints I K • Advantage : output surface is smooth and attractive ◭◭ ◮◮ ◭ ◮ Notice : 1 12 • � 95 • The function f ≡ 0 always satisfy the constraint, thus constraints inside or ˆ £ outside the surface are necessary. � ¶ w « If normals available, we can place additional off-surface points offset from it in ' 4 both normal directions. ò Ñ

  13. Indicator Function Another choice for f: � 1 x is inside the object – ¯ Ì • f ( x ) = 0 x is outside the object I K • ◭◭ ◮◮ Thus, gradient of f : � 0 x / ∈ S ◭ ◮ ∇ f = n x ∈ S � 1 13 • � 95 • the problem becomes a Poisson problem : compute f from its gradient field. ˆ £ � ¶ w « ' 4 ò Ñ

  14. MLS and MPU with Local Functions Idea : • construct many ”little” functions f i locally • then blending the to form f – ¯ Ì • weight function ω i : dist ( p i , x ) ր , ω i ց I K • � i ω i ( � x − p i � ) f i ( x ) ◭◭ ◮◮ f ( x ) = � i ω i ( � x − p i � ) ◭ ◮ This function minimize 1 14 • � 95 • ω i ( � x − p i � ) � i ω i ( � x − p i � )( f ( x ) − f i ( x )) 2 ˆ £ � i � ¶ w « which is just the notion of moving least square approximation . ' 4 ò Ñ

  15. Notice : if ω i = 0 when far from x , f can be compute efficiently. In application, ω i is often chosen to be Gaussian, and f i sufficiently far from x is discarded. – ¯ Ì • MPU(multilevel partition of unity) : one implementation of this idea I K • ◭◭ ◮◮ • octree is used to partition the space ◭ ◮ • low-degree polynomials approximations is constructed on each leaf 1 15 • � 95 • functions associated with interior nodes is used for lower-resolution approxima- ˆ £ tion of the space. � ¶ w « ' 4 ò Ñ

  16. 4.1.4 Voronoi methods a particular strength : provide proofs of correctness Definition 1 ( ǫ -sample) A set of sample points on the surface is an ǫ -sample if, for every point x on the surface, there is a sample within distance ǫf ( x ) of x . The Voronoi cells of an ǫ -sample : long, thin, and perpendicular to the surface. – ¯ Ì • I K • two poles : the two ”ends” of these long thin cells, lie near the medial axis ◭◭ ◮◮ Observation : ◭ ◮ • vector ”p to pole” is close to normal 1 16 • � 95 • ˆ £ thus used to approximate the surface normals � ¶ w « ' 4 Power Curst Method : uses the weighted Voronoi diagram of the poles ò Ñ

  17. – ¯ Ì • I K • ◭◭ ◮◮ ◭ ◮ 1 17 • � 95 • ˆ £ � ¶ w « ' 4 ò Ñ

  18. Advantages • do not require normals : poles provide a good approximation • find normals with consistent orientation disadvantages • computation is expensive in time and space – ¯ Ì • • most of the triangulation is thrown away I K • ◭◭ ◮◮ compute only the necessary part ? ◭ ◮ ball pivoting algorithm 1 18 • � 95 • ˆ £ rolls a ball of fixed radius around the outside of the point cloud � ¶ w « when the ball rest on three input samples, connect them with a triangle ' 4 • not so robust as the entire triangulation ò Ñ

  19. 4.1.5 Surface evolution methods – ¯ Ì • Idea : I K • gradually deform a simple input surface ◭◭ ◮◮ using rules to maintain its structure ◭ ◮ attract it to the input data 1 19 • � 95 • ˆ £ � ¶ w « ' 4 ò Ñ

  20. Chen and Medioni : an early straightforward implementation (need a explicit representation, say, a triangle mesh) 1 initialize : a small ball inside the point cloud 2 expand with ”balloon forces” until it reaches the input points – ¯ Ì • 3 when a sample ”reaches” the surface, anchor it I K • the forces: ◭◭ ◮◮ • inflation force in the normal direction ◭ ◮ • spring forces between neighboring vertices 1 20 • � 95 • ˆ £ � ¶ w « ' 4 limitation : object should be homeomorphic to a sphere ò Ñ

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