Title: Visualization of Point-Based Surfaces with Locally Reconstructed Subdivision Surfaces
1Visualization of Point-Based Surfaces with
Locally Reconstructed Subdivision Surfaces
- Tamy Boubekeur
- Patrick Reuter
- Christophe Schlick
- LaBRI, LIPSI - University of Bordeaux - France
2Point-Based Graphics
- Core unstructured point cloud
- Points with attributes
- Color
- Normal
- Etc.
- Advantages
- Acquisition
- Multiresolution
- Storage
- Drawback visualization
3Previous work Surface Splatting
- For each point in the object space, draw a small
circle or ellipse in the image space to obtain a
hole-free surface. - Surface Splatting
- Zwicker et al. 2001
- Phong Splatting
- Botsch et al. 2004
- High Quality Surface Splatting on Todays GPUs
- Botsch et al. 2005
- Drawback complete rewriting of rendering
algorithms
4Alternative Surface Reconstruction
- Conversion from a point cloud to an other model
(mesh, NURBS, implicit, etc.) - Implicit approaches MPU, RBF
- Othake et al. 2003Tobor et al. 2004
- Explicit approaches Voronoï/Delaunay
- Amenta et al. 99Dey et al. 2001
- Other approaches deformable models, direct
parametrization, etc. - Drawback generation time
5Problem ?
- Handle large point clouds
- Object-space reconstruction
- Rapid visualization
- Hardware acceleration
6Solution
- Handle large point clouds
- Object-space reconstruction
- Rapid Visualization
- Hardware acceleration
Local approach Polygonal reconstruction Trade-off
between quality and performance Standard hardware
rendering pipeline
7Our approach
- Spatial partitioning with octree
- Local polygonal reconstruction in each partition
overlappings between partitions - Aggregation of the pieces of surfaces with
subdivision
8Our approach
Overview
- Usual bottleneck mesh generation /
reconstruction - Efficient local reconstruction ? constrained
partitioning
9Local Reconstruction
- Height-map property locally, a surface can be
defined by z f(x,y) - Local 2D incremental Delaunay Triangulation
- Computational complexity in O(n.log(n)) for n
points - More economic and faster than 3D triangulations
10Local Reconstruction
Partition point cloud
11Local Reconstruction
Projection onto the average plane
12Local Reconstruction
2D Triangulation
13Local Reconstruction
3D projection
14Local Reconstruction
The piece of surface obtained
15Local Reconstruction
Sudivision
16Overlappings
- Problem holes inbetween the pieces of surfaces
- Solution
- enlarging temporarily the reconstruction support,
by creating overlappings between neighboring
surfaces - Taking benefit of the partitioning structure
17Partitioning
Level 5
Level 6
- Octree simple, adaptive, convergence toward the
surface - Drive the reconstruction step by providing a good
approximation of the global topology
18Partitioning
- Local Height Map criteria
- Normal Deviation criteria
- Geometric Deviation criteria
19Partitioning
- Partition size criteria
- Balance complexity
- Helps to resolve a wide range of topological
inconsistencies
20Subdivision Surfaces
- Application to local piece of mesh piecewise C2
continuity (C1 for extraordinary vertices)
Loop 1987 - Eliminates artefacts in overlappings zones
(interpolatory boundary rules) - Modification projective Loop Scheme
21Hardware Rendering
- No GPU programming
- Visibility tests (octree)
- Standard (OpenGL)
- Example Environnement Cube Mapping
22High Quality Rendering
- Point cloud raytracing
- Just a ray-triangle intersection test
- lazy generation
- Huge scene rendering
23Results
Torso 2941 pts 0.33 sec.
- Smoothing by subdivision without visual
artefacts.
24Results
Quasi-Delaunay mesh
AdamKraft 7073 pts 4.12 sec.
Dragon 100251 pts 4.83 sec.
25Results
Bottle 42736 pts 2.13 sec.
Knot 28659 pts 1.40 sec.
Robust against non uniform point clouds and
complex topologies.
26Results
27Results
Near-linear complexity in time
28Conclusion
- Advantages
- Local and fast approach
- Quasi-Delaunay polygonal output
- A visual continuity
- Can replace true surface reconstruction in
various cases - Limitations
- Very non uniform point clouds
29Conclusion
Comparison with other approaches
30Current/Future Work
- Surface reconstruction
- Huge data (out-of-core processing/clusters)
- Point-cloud resampling
- Improved projection rule
- Manifold extraction
31Current/Future Works
- Visualization
- A complete polygonal approach for high-quality
rendering of point clouds - PointShop 3D integration
32 Thank you for your attention !