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Welcome to visit us, the Group of Computer Aided Geometric Design and
Computer Graphics (CAGD&CG Group) at Department of Mathematics, Zhejiang University!
The core of computer aided geometric design and computer
graphics (CAGD&CG) is the fundamental problem of defining, representing,
and manipulating shape. CAGD&CG are vital tools in the task of modeling
and analyzing the physical world for scentists and engineers. Applications of
these technologies include the design and manufacture of car bodies, ship
hulls, airplane wings, and a wide variety of mechanical components and
assemblies. The scope of CAGD&CG is rather broad, including shape design
and analysis, solid modeling, mesh generation, automated design and
manufacture, computer animation, scientific visualization, image and signal
processing, and computer vision. Our CAGD&CG group explores the
fundamental mathematics associated with shape and applications of shape to
these areas.
Research
Areas People Publications Teaching
Seminars Resources
Research Areas
- Mathematics of
curves and surfaces
- Shape
representations
- Digital geometry
processing
- Computer
animation
- Applications in
industry
- Image and signal
processing
People
Recent Publications
List of All
Publications
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We introduce an
algorithm for 3D object modeling where the user draws creative
inspiration from an object captured in a single photograph. Our
method leverages the rich source of photographs for creative 3D
modeling. However, with only a photo as a guide, creating a 3D
model from scratch is a daunting task. We support the modeling
process by utilizing an available set of 3D candidate models.
Specifically, the user creates a digital 3D model as a geometric
variation from a 3D candidate. Our modeling technique consists
of two major steps. The first step is a user-guided image-space
object segmentation to reveal the structure of the photographed
object. The core step is the second one, in which a 3D candidate
is automatically deformed to fit the photographed target under
the guidance of silhouette correspondence. The set of candidate
models have been pre-analyzed to possess useful high-level
structural information, which is heavily utilized in both steps
to compensate for the ill-posedness of the modeling problems
based only on content in a single image. Equally important, the
structural information is preserved by the geometric variation
so that the final product is coherent with its inherited
structural information readily usable for subsequent model
refinement or processing.
Kai Xu, Hanlin
Zheng, Hao Zhang, Daniel Cohen-Or, Ligang Liu, Yueshan
Xiong. Photo-Inspired Model-Driven 3D Object Modeling. ACM
Transactions on Graphics (Proc. SIGGRAPH), 2011, to appear. [Project page] |
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We present a
novel progressive painting-based mesh cutout tool, called
Paint Mesh Cutting, for interactive mesh segmentation.
Different from the previous user interfaces, the user only needs
to draw a single stroke on the foreground region and then
obtains the desired cutting part at an interactive rate.
Moreover, the user progressively paints the region of interest
using a brush and have the instant feedback on cutting results
as he/she drags the mouse. This is achieved by efficient
graph-cut based optimizations based on the Gaussian mixture
models (GMM) on the shape diameter function (SDF) metric of the
shape. We demonstrate a number of various examples to illustrate
the flexibility and applicability of our system and present a
user study that supports the advantages of our user interface.
Lubin Fan,
Ligang Liu, Kun Liu. Paint Mesh Cutting.
Computer Graphics Forum (Proc. Eurographics), 30(2),
603-611, 2011. [Project
page]
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Guo Li,
Ligang Liu, Hanlin Zheng, Niloy Mitra. Analysis,
Reconstruction and Manipulation using Arterial Snakes. ACM Transactions on
Graphics (Proc. ACM SIGGRAPH ASIA), 29(5),
Article No.152: 1-10, 2010. [Project
page]
Detailed and
interleaving structures, common on many man-made objects, are
often created using cane, coils, metal wires, rods, etc. The
delicate structures, although manufactured using simple
procedures, are challenging to scan and reconstruct. We observe
that such structures are inherently 1D in nature, and hence are
naturally represented using an arrangement of generating curves.
We refer to the resultant surfaces as arterial surfaces. In this
paper we propose a novel approach for scanning, analyzing, and
manipulating such arterial surfaces. The core of the algorithm
is a novel deformable model, called arterial snake, that
simultaneously captures the topology and geometry of the
arterial objects. The recovered snakes produce a natural
decomposition of the raw scans, with the decomposed parts often
capturing meaningful object sections. We demonstrate the
robustness of our algorithm on a variety of relief and arterial
objects corrupted with noise, outliers, and with large parts
missing. We present a range of applications including
reconstruction, topology repairing, and manipulation of the
arterial surface by directly controlling the underlying curve
network and the associated profile section sections, which are
difficult to perform without such the recovered shape structure.
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Shizhe Zhou,
Hongbo Fu, Ligang Liu, Daniel Cohen-Or, Xiaoguang Han.
Parametric Reshaping of Human Bodies in Images. Transactions
on Graphics (Proc. ACM SIGGRAPH), 29(4),
Article No.126: 1-10, 2010.
[Project
page]
We present an
easy-to-use image retouching technique for realistic reshaping
of human bodies in a single image. A model-based approach is
taken by integrating a 3D whole-body morphable model into the
reshaping process to achieve globally consistent editing
effects. A novel body-aware image warping approach is introduced
to reliably transfer the reshaping effects from the model to the
image, even under moderate fitting errors. Thanks to the
parametric nature of the model, our technique parameterizes the
degree of reshaping by a small set of semantic attributes, such
as weight and height. It allows easy creation of desired
reshaping effects by changing the full-body attributes, while
producing visually pleasing results even for loosely-dressed
humans in casual photographs with a variety of poses and shapes.
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Ligang Liu, Renjie Chen, Lior Wolf, Daniel Cohen-Or.
Optimizing Photo Composition.
Computer Graphics Forum (Proceedings of Eurographics),
29(2): 469-478, 2010. [Project
page]
Aesthetic images evoke an emotional response that transcends
mere visual appreciation. In this work we develop a novel
computational means for evaluating the composition aesthetics of
a given image based on measuring several well-grounded
composition guidelines. A compound operator of crop-and-retarget
is employed to change the relative position of salient regions
in the image and thus to modify the composition aesthetics of
the image. We propose an optimization method for automatically
producing a maximally-aesthetic version of the input image. We
validate the performance of the method and show its
effectiveness in variety of experiments.
We demonstrate
that aesthetics can be evaluated computationally with high
enough accuracy to be useful. This opens a new avenue for
various applications to be enhanced by the ability to
automatically assign aesthetic scores. For example, optimally
aesthetic views of 3D models can be automatically generated, the
layout of documents can be arranged to maximize aesthetic
criteria, and appealing logos can be generated given a set of
user requirements.
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Shi-Qing Xin and Guo-Jin Wang. Improving Chen and Han’s Algorithm on the
Discrete Geodesic Problem. ACM Transactions on Graphics, 28(4), Article
No.104, 2009. [PDF,
1.4M]
The
computation of geodesic distances or paths between two points on
triangulated meshes is a common operation in many computer graphics
applications. In this article, we present an exact algorithm for the
single-source all-vertices shortest path problem.
Mitchell et al. [1987] proposed an O(n2 log n) method (MMP),
based on Dijkstra’s algorithm, where n is the complexity of the
polyhedral surface. Then, Chen and Han [1990] (CH) improved the running
time to O(n2). Interestingly Surazhsky et al. [2005] provided
experimental evidence demonstrating that the MMP algorithm runs many
times faster, in practice, than the CH algorithm.
The CH algorithm encodes the structure of the set of shortest
paths using a set of windows on the edges of the polyhedron. Our
experiments showed that in many examples over 99% of the windows created
by the CH algorithm are of no use to define a shortest path. So this
article proposes to improve the CH algorithm by two separate techniques.
One is to filter out useless windows using the current estimates of the
distances to the vertices, the other is to maintain a priority queue
like that achieved in Dijkstra’s algorithm. Our experimental results
suggest that the improved CH algorithm, in spite of an O(n2 log n)
asymptotic time complexity, greatly outperforms the original CH
algorithm in both time and space. Furthermore, it generally runs faster
than the MMP algorithm and uses considerably less space.
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The
essence of a 3D shape can often be well captured by its salient
feature curves. In this paper, we explore the use of salient
curves in synthesizing intuitive, shape-revealing textures on
surfaces. Our texture synthesis is guided by two principles:
matching the direction of the texture patterns to those of the
salient curves, and aligning the prominent feature lines in the
texture to the salient curves exactly. We have observed that
textures synthesized by these principles not only fit naturally
to the surface geometry, but also visually reveal, even
reinforce, the shape’s essential characteristics. We call these
feature-aligned shape texturing. Our technique is fully
automatic, and introduces two novel technical components in
vector field-guided texture synthesis: an algorithm that orients
the salient curves on a surface for constrained vector field
generation, and a feature-to-feature texture optimization.
Kai Xu,
Daniel Cohen-Or, Tao Ju, Ligang Liu, Hao Zhang, Shizhe Zhou, Yueshan
Xiong. Feature-Aligned Shape Texturing. ACM Transactions on Graphics
(Proc. ACM SIGGRAPH ASIA), 28(5), Article No. 108: 1-7, 2009.
[Project
page] |
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While
many 3D objects exhibit various forms of global symmetries,
prominent intrinsic symmetries which exist only on parts of an
object are also well recognized. Such partial symmetries are
often seen as more natural than a global one, even when the
symmetric parts are under complex pose. We introduce an
algorithm to extract partial intrinsic reflectional symmetries (PIRS)
of a 3D shape. Given a closed 2-manifold mesh, we develop a
voting scheme to obtain an intrinsic reflectional symmetry axis
(IRSA) transform, which is a scalar field over the mesh that
accentuates prominent IRSAs of the shape. We then extract a set
of explicit IRSA curves on the shape based on a refined measure
of local reflectional symmetry support along a curve. The
iterative refinement procedure combines IRSA-induced region
growing and region-constrained symmetry support refinement to
improve accuracy and address potential issues arising from
rotational symmetries in the shape. We show how the extracted
IRSA curves can be incorporated into a conventional mesh
segmentation scheme so that the implied symmetry cues can be
utilized to obtain more meaningful results. We also demonstrate
the use of IRSA curves for symmetry-driven part repair.
Kai Xu, Hao
Zhang, Andrea Tagliasacchi, Ligang Liu, Guo Li, Min Meng, Yueshan Xiong.
Partial Intrinsic Reflectional Symmetry of 3D Shapes. ACM Transactions on
Graphics (Proc. ACM SIGGRAPH ASIA), 28(5), Article No. 138: 1-10, 2009.[Project
page] |
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Ligang
Liu, Lei Zhang, Yin Xu, Craig Gotsman, Steven J. Gortler. A Local/Global
Approach to Mesh Parameterization. Computer Graphics Forum (Proc.
Eurographics Symposium on Geometry Processing (SGP)), 27(5): 1495-1504,
2008. [Project page]
We present a
novel approach to parameterize a mesh with disk topology to the plane in
a shape-preserving manner. Our key contribution is a local/global
algorithm, which combines a local mapping of each 3D triangle to the
plane, using transformations taken from a restricted set, with a global
"stitch" operation of all triangles, involving a sparse linear
system. The local transformations can be taken from a variety of
families, e.g. similarities or rotations, generating different types of
parameterizations. In the first case, the parameterization tries to force
each 2D triangle to be an as-similar-as-possible version of its 3D
counterpart. This is shown to yield results identical to those of the
LSCM algorithm. In the second case, the parameterization tries to force
each 2D triangle to be an as-rigid-as-possible version of its 3D
counterpart. This approach preserves shape as much as possible. It is
simple, effective, and fast, due to pre-factoring of the linear system
involved in the global phase. Experimental results show that our approach
provides almost isometric parameterizations and obtains more
shape-preserving results than other state-of-the-art approaches.
We present also a more general "hybrid" parameterization model
which provides a continuous spectrum of possibilities, controlled by a
single parameter. The two cases described above lie at the two ends of
the spectrum. We generalize our local/global algorithm to compute these
parameterizations. The local phase may also be accelerated by
parallelizing the independent computations per triangle.
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Ligang
Liu, Chiew-Lan Tai, Zhongping Ji, Guojin Wang. Non-Iterative Approach for
Global Mesh Optimization. Computer-Aided Design, 39(9): 772-782,
2007. [Project page]
This paper
presents a global optimization operator for arbitrary meshes. The global
optimization operator is composed of two main terms, one part is the
global Laplacian operator of the mesh which keeps the fairness and
another is the constraint condition which reserves the fidelity to the
mesh. The global optimization operator is formulized as a quadratic
optimization problem, which is easily solved by solving a sparse linear
system. Our global mesh optimization approach can be effectively used in
at least three applications: smoothing the noisy mesh, improving the
simplified mesh, and geometric modeling with subdivision-connectivity.
Many experimental results are presented to show the applicability and
flexibility of the approach.
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Jianwei Hu,
Ligang Liu, Guozhao Wang. Dual Laplacian Morphing for Triangular Meshes.
Computer Animation and Virtual Worlds
(Proc.
International Conference
on Computer Animation and Social Agents (CASA)), 18: 271-277, 2007. [Project
page]
Recently,
animations with deforming objects have been frequently used in various
computer graphics applications. Morphing of objects is one of the
techniques which realize shape transformation between two or more
existing objects. In this paper, we present a novel morphing approach for
3D triangular meshes with the same topology. The basic idea of our method
is to interpolate the mean curvature flow of the input meshes as the
curvature flow Laplacian operator encodes the intrinsic local information
of the mesh. The in-between meshes are recovered from the interpolated
mean curvature flow in the dual mesh domain due to the simplicity of the
neighborhood structure of dual mesh vertices. Our approach can generate
visual pleasing and physical plausible morphing sequences and avoid the
shrinkage and kinks appeared in the linear interpolation method.
Experimental results are presented to show the applicability and flexibility
of our approach.
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Zhongping Ji, Ligang Liu, Zhonggui Chen, Guojin Wang. Easy Mesh Cutting.
Computer Graphics Forum (Proc. Eurographics), 25(3): 283-291, 2006. [Project
page]
In this paper, we
present Easy Mesh Cutting, an intuitive and easy-to-use mesh cutout tool.
Users can cut meaningful components from meshes by simply drawing freehand
sketches on the mesh. Our system provides instant visual feedback to obtain
the cutting results based on an improved region growing algorithm using a
feature sensitive metric. The cutting boundary can be automatically
optimized or easily edited by users. Extensive experimentation shows that
our approach produces good cutting results while requiring little skill or
effort from the user and provides a good user experience. Based on the easy
mesh cutting framework, we introduce three applications including sketching
mesh editing, mesh cut and paste, and component based mesh morphing, for
geometry processing.
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Lei
Zhang, Ligang Liu, Zhongping Ji, Guojin Wang. Manifold Parameterization.
Lecture Notes in Computer Science (Proc. Computer Graphics
International), 4035: 160-171, 2006. [Project
page]
Manifold
parameterization considers the problem of parameterizing a given triangular
mesh onto another mesh surface, which could be particularly plane or sphere
surfaces. In this paper we propose a unified framework for manifold
parameterization between arbitrary meshes with identical genus. Our
approach does this task by directly mapping the connectivity of the source
mesh onto the target mesh surface without any intermediate domain and
partition of the meshes. The connectivity graph of source mesh is used to
approximate the geometry of target mesh using least squares meshes. A
subset of user specified vertices are constrained to have the geometry
information of the target mesh. The geometry of the mesh vertices is
reconstructed while approximating the known geometry of the subset by positioning
each vertex approximately at the center of its immediate neighbors. This
leads to a sparse linear system which can be effectively solved. Our
approach is simple and fast with less user interactions. Many experimental
results and applications are presented to show the applicability and
flexibility of the approach.
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Oscar
Kin-Chung Au, Chiew-Lan Tai, Ligang Liu, Hongbo Fu. Dual Laplacian
Editing for Meshes. IEEE Transactions on Visualization and Computer
Graphics, 12(3): 386-395, 2006. [Project
page]
Recently,
differential information as local intrinsic feature descriptors has been
used for mesh editing. Given certain user input as constraints, a deformed
mesh is reconstructed by minimizing the changes in the differential
information. Since the differential information is encoded in a global
coordinate system, it must somehow be transformed to fit the orientations
of details in the deformed surface, otherwise distortion will appear. We
observe that visually pleasing deformed meshes should preserve both local
parameterization and geometry details. We propose to encode these two types
of information in the dual mesh domain due to the simplicity of the
neighborhood structure of dual mesh vertices. Both sets of information are
nondirectional and nonlinearly dependent on the vertex positions. Thus, we
present a novel editing framework that iteratively updates both the primal
vertex positions and the dual Laplacian coordinates to progressively reduce
distortion in parametrization and geometry. Unlike previous related work,
our method can produce visually pleasing deformations with simple user
interaction, requiring only the handle positions, not local frames at the
handles.
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Wenhao Song
and Xunnian Yang. Free-form
deformation with weighted T-spline. The Visual Computer,21(3):
139-151, 2005.
A new method
of free-form deformation, w-TFFD, is proposed, for which an original shape
is deformed by using weighted T-spline volumes. We generalize T-splines [24] to weighted T-spline volumes that also permit
T-junctions. Weighted T-spline volumes are a natural generalization of
NURBS volumes but permit more flexible control lattices. Thus, w-TFFD holds
many virtues of traditional FFDs and is more adaptive to objects with
arbitrary topology or complex shape. The lattices can be automatically
generated and approximate the shape of the object arbitrarily close by
octree subdivision. Besides constructing and deforming a multiresolution
lattice, users can also sculpt specific local details to their required
shape by modifying weights. A set of direct-acting tools that are similar
to the techniques proposed by Noble et al. [21]
can be applied to w-TFFD.
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Xunnian Yang. Surface interpolation of meshes by
geometric subdivision. Computer-Aided Design, 37(5): 497-508,
2005.
also: Xunnian Yang. Surface interpolation of meshes with shape
optimization. Proceedings of Geometric Modeling and Processing, IEEE
CS Press, pp103-112, 2004.
Subdivision
surfaces are generated by repeated approximation or interpolation from
initial control meshes. In this paper two new nonlinear subdivision
schemes, face based subdivision scheme and normal based subdivision scheme,
are introduced for surface interpolation of triangular meshes. With a given
coarse mesh more and more details will be added to the surface when the
triangles have been split and refined. Because every intermediate mesh is a
piecewise linear approximation to the final surface, the first type of
subdivision scheme computes each new vertex as the solution to a least
square fitting problem of selected old vertices and their neighboring
triangles. Consequently, sharp features as well as smooth regions are
generated automatically. For the second type of subdivision, the
displacement for every new vertex is computed as a combination of normals
at old vertices. By computing the vertex normals adaptively, the limit
surface is $G^1$ smooth. The fairness of the interpolating surface can be
improved further by using the neighboring faces. Because the new vertices
by either of these two schemes depend on the local geometry, but not the
vertex valences, the interpolating surface inherits the shape of the
initial control mesh more fairly and naturally. Several examples are also
presented to show the efficiency of the new algorithms.
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Wujun Che,
Xunnian Yang, and Guozhao Wang. Skeleton-driven
2D distance field metamorphosis using intrinsic shape parameters. Graphical
Models, 66(2):102-126, 2004.
In this
article a novel algorithm is presented for 2-D shape interpolation using
the intrinsic shape parameters of a piecewise linear curve. The skeletons
of two given shapes are computed and the smooth transformation of distance
fields is driven by metamorphosis from the skeleton of the source object to
that of the target one. We introduce feature graphs, linear forms of
skeletons, to guide the construction of intermediate skeleton. If the
topologies of the source object and the target one are different, their
feature graphs will be automatically extended with equivalent topologies.
Then we apply the technique of intrinsic shape parameters to the smooth
transition of the extended feature graphs, which will guide the
metamorphosis of the skeletons. Not only can the new approach be capable of
morphing between objects with different topological genus, but also the
topologies and the shapes of the intermediate objects can be controlled
efficiently.
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Xunnian Yang. Curve fitting and fairing using conic
splines. Computer-Aided Design, 36(5): 461-472, 2004.
We present an
efficient geometric algorithm for conic spline curve fitting and fairing
through conic arc scaling. Given a set of planar points, we first construct
a tangent continuous conic spline by interpolating the points with a
quadratic Bezier spline curve or fitting the data with a smooth arc spline.
The arc spline can be represented as a piecewise quadratic rational Bezier
spline curve. For parts of the G1 conic spline without an inflection, we can
obtain a curvature continuous conic spline by adjusting the tangent
direction at the joint point and scaling the weights for every two adjacent
rational Bezier curves. The unwanted curvature extrema within conic
segments or at some joint points can be removed efficiently by scaling the
weights of the conic segments or moving the joint points along the normal
direction of the curve at the point. In the end, a fair conic spline curve
is obtained that is G2 continuous at convex or concave parts and G1 continuous
at inflection points. The main advantages of the method lies in two
aspects, one advantage is that we can construct a curvature continuous
conic spline by a local algorithm, the other one is that the curvature plot
of the conic spline can be controlled efficiently. The method can be used
in the field where fair shape is desired by interpolating or approximating
a given point set. Numerical examples from simulated and real data are
presented to show the efficiency of the new method.
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Guozhao Wang,
Qinyu Chen, and Minhua Zhou. NUAT
B-Spline curves. Computer Aided Geometric Design, 21(2):
193-205, 2004.
This paper
presents a new kind of splines, called non-uniform algebraic-trigonometric
B-splines (NUAT B-splines), generated over the space spanned by {1, t, . . ., t\(k-3), cos t, sin t} in which k is
an arbitrary integer larger than or equal to 3.We show that the NUAT
B-splines share most properties of the usual polynomial B-splines. The
subdivision formulae of this new kind of curves are given. The generation
of tensor product surfaces by these new splines is straightforward.
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Guojin Wang, Kai
Tang, and Chiew-Lan Tai. Parametric
representations of the surface pencil with a same spatial geodesic. Computer-Aided
Design, 36(5): 447-459, 2004.
In this paper, we
study the problem of constructing a family of surfaces from a given spatial
geodesic curve. We derive a parametric representation for a surface pencil
whose members share the same geodesic curve as an isoparametric curve. By
utilizing the Frenet trihedron frame along the given geodesic, we express
the surface pencil as a linear combination of the components of this local
coordinate frame, and derive the necessary and sufficient conditions for
the coefficients to satisfy both the geodesic and the isoparametric
requirements. We illustrate and verify the method by finding exact surface
pencil formulations for some simple surfaces, such as surfaces of
revolution and ruled surfaces. Finally, we demonstrate the use of this
method in a garment design application.
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Hongwei Lin,
Chiew-Lan Tai, Guojin Wang. A mesh
reconstruction algorithm driven by intrinsic property of point cloud. Computer-Aided
Design, 36(1): 1-9, 2004.
This paper
presents an algorithm for reconstructing a triangle mesh surface from a
given point cloud. Starting with a seed triangle, the algorithm grows a
partially reconstructed triangle mesh by selecting a new point based on an
intrinsic property of the point cloud, namely, the sampling uniformity
degree. The reconstructed mesh is essentially an approximate minimum-weight
triangulation to the point cloud constrained to be on a two-dimensional
manifold. Thus, the reconstructed surface has only small topological
difference from the surface of the sampled object. Topological correct
reconstruction can be guaranteed by adding a post-processing step.
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Teaching
Undergraduate
- Computer Graphics
- Computational
Geometry
Graduate
- Computer Aided
Geometric Design
- Computer Graphics
- Computational
Geometry
- Digital
Geometry Processing
- Geometric
Computing
- Advances in
Geometric Modeling
Seminars
·
Master students seminar
√ 2005 Spring-Summer
√ 2005 Autumn-Winter
√ 2006 Spring-Summer
√ 2006 Autumn-Winter
√ 2007 Spring-Summer
√ 2007
Autumn-Winter
√ 2008 Spring-Summer
√ 2008 Autumn-Winter
√ 2009
Spring-Summer
·
Ph.D students seminar
√
2005 Autumn-Winter
√
2006 Spring-Summer
√
2006 Autumn-Winter
√
2007 Spring-Summer
√
2007 Autumn-Winter
√
2008 Spring-Summer
√
2008 Autumn-Winter
√
2009 Spring-Summer
·
Graduate students seminar (Since 2009, the
master and Phd students seminars were merged)
√
2009 Autumn-Winter
√
2010 Spring-Summer
√
2010 Autumn-Winter
√
2011 Spring-Summer
SIGGRAPH Paper
Reading 2006
SIGGRAPH Paper
Reading 2007
SIGGRAPH Paper
Reading 2008
SIGGRAPH
ASIA Paper Reading 2008
SIGGRAPH Paper
Reading 2009
SIGGRAPH Paper
Reading 2010
SIGGRAPH Paper
Reading 2011
Powerpoint
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Resources
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