In recent years, point primitives have received growing attention in
computer graphics. There are two main reasons for this new interest
in points: On one hand, we have witnessed a dramatic increase in the
polygonal complexity of computer graphics models. The overhead of
managing, processing and manipulating very large polygonal meshes
has led many researchers to question the future utility of polygons
as the fundamental graphics primitive. On the other hand, modern 3D
digital photography and 3D scanning systems facilitate the ready
acquisition of complex, real-world objects. These techniques generate
huge volumes of point samples and have created the need for advanced
point processing. Conceptually, points constitute the atomic digital
building blocks of object geometry and appearance - just as pixels
form the digital elements of 2D images.
Our research in point-based graphics was inspired by the desire to design
an alternative pipeline for efficient 3D content creation. Such a pipeline
is displayed above. We start with a real world model which will be digitized
by some 3D acquisition process. As a result we obtain at raw 3D point cloud.
The first important component of our pipeline is a surface model - a powerful
mathematical representation that interpolates the discrete point samples
and allows for sophisticated surface processing including cleaning, hole-filling
and the like. Next, users will want to edit the surface geometry or modify its
appearance attributes. This includes editing operators, such as surface deformation
and Boolean operations, as well as an editing metaphor. In addition, 3D
painting, texturing carving and effect filtering is needed, in the same
way as we know it from conventional 2D image editing. Other important
tools encompass compression or digital watermarking. Finally, we have
to provide efficient methods for the rendering of point sampled geometry
to display our models in high quality. This includes dedicated point
pipelines, hardware acceleration and the removal of aliasing.
During the past couple of years we have investigated the individual stages of
this pipeline. We developed novel concepts for the representation of point
sampled shapes including surface analysis, resampling, Fourier transforms
and scale spaces. We also developed algorithms for interactive modeling of
point clouds and for geometric processing of point models. We studied the potential
of high performance rendering of point clouds, including advanced shading,
antialiasing and transparency. To this end, we designed a powerful framework,
Pointshop3D, which encapsulates the major components of a point-based 3D
content creation pipeline and enables novices to easily start into the
world of point-based graphics.
Currently, we devote research to the efficient compression of point models,
to time varying point clouds and 3D video, to physics based modeling using
points and to the design of point rendering and processing hardware.
Project Members
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Past Members
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Collaborators
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- Richard Keiser
- Oliver Knoll
- Michael Waschbüsch
- Tim Weyrich
- Martin Wicke
- Stephan Würmlin
- Matthias Teschner
- Matthias Zwicker
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- Gaël Guennebaud
- Niloy J. Mitra
- Leonidas J. Guibas
- Joachim Giesen
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