No Arabic abstract
High dimensional B-splines are catching tremendous attentions in fields of Iso-geometry Analysis, dynamic surface reconstruction and so on. However, the actual measured data are usually sparse and nonuniform, which might not meet the requirement of traditional B-spline algorithms. In this paper, we present a novel dynamic surface reconstruction approach, which is a 3-dimensional key points interpolation method (KPI) based on B-spline, aimed at dealing with sparse distributed data. This method includes two stages: a data set generation algorithm based on Kriging and a control point solving method based on key points interpolation. The data set generation method is designed to construct a grided dataset which can meet the requirement of B-spline interpolation, while promisingly catching the trend of sparse data, and it also includes a parameter reduction method which can significantly reduce the number of control points of the result surface. The control points solving method ensures the 3-dimensional B-spline function to interpolate the sparse data points precisely while approximating the data points generated by Kriging. We apply the method into a temperature data interpolation problem. It is shown that the generated dynamic surface accurately interpolates the sparsely distributed temperature data, preserves the dynamic characteristics, with fewer control points than those of traditional B-spline surface interpolation algorithm.
Three dimensional surface reconstruction based on two dimensional sparse information in the form of only a small number of level lines of the surface with moderately complex structures, containing both structured and unstructured geometries, is considered in this paper. A new model has been proposed which is based on the idea of using normal vector matching combined with a first order and a second order total variation regularizers. A fast algorithm based on the augmented Lagrangian is also proposed. Numerical experiments are provided showing the effectiveness of the model and the algorithm in reconstructing surfaces with detailed features and complex structures for both synthetic and real world digital maps.
In this paper, we investigate the efficiency of various strategies for subdividing polynomial triangular surface patches. We give a simple algorithm performing a regular subdivision in four calls to the standard de Casteljau algorithm (in its subdivision version). A naive version uses twelve calls. We also show that any method for obtaining a regular subdivision using the standard de Casteljau algorithm requires at least 4 calls. Thus, our method is optimal. We give another subdivision algorithm using only three calls to the de Casteljau algorithm. Instead of being regular, the subdivision pattern is diamond-like. Finally, we present a ``spider-like subdivision scheme producing six subtriangles in four calls to the de Casteljau algorithm.
This paper presents a simple yet effective method for feature-preserving surface smoothing. Through analyzing the differential property of surfaces, we show that the conventional discrete Laplacian operator with uniform weights is not applicable to feature points at which the surface is non-differentiable and the second order derivatives do not exist. To overcome this difficulty, we propose a Half-kernel Laplacian Operator (HLO) as an alternative to the conventional Laplacian. Given a vertex v, HLO first finds all pairs of its neighboring vertices and divides each pair into two subsets (called half windows); then computes the uniform Laplacians of all such subsets and subsequently projects the computed Laplacians to the full-window uniform Laplacian to alleviate flipping and degeneration. The half window with least regularization energy is then chosen for v. We develop an iterative approach to apply HLO for surface denoising. Our method is conceptually simple and easy to use because it has a single parameter, i.e., the number of iterations for updating vertices. We show that our method can preserve features better than the popular uniform Laplacian-based denoising and it significantly alleviates the shrinkage artifact. Extensive experimental results demonstrate that HLO is better than or comparable to state-of-the-art techniques both qualitatively and quantitatively and that it is particularly good at handling meshes with high noise. We will make our source code publicly available.
Recently, many methods have been proposed for face reconstruction from multiple images, most of which involve fundamental principles of Shape from Shading and Structure from motion. However, a majority of the methods just generate discrete surface model of face. In this paper, B-spline Shape from Motion and Shading (BsSfMS) is proposed to reconstruct continuous B-spline surface for multi-view face images, according to an assumption that shading and motion information in the images contain 1st- and 0th-order derivative of B-spline face respectively. Face surface is expressed as a B-spline surface that can be reconstructed by optimizing B-spline control points. Therefore, normals and 3D feature points computed from shading and motion of images respectively are used as the 1st- and 0th- order derivative information, to be jointly applied in optimizing the B-spline face. Additionally, an IMLS (iterative multi-least-square) algorithm is proposed to handle the difficult control point optimization. Furthermore, synthetic samples and LFW dataset are introduced and conducted to verify the proposed approach, and the experimental results demonstrate the effectiveness with different poses, illuminations, expressions etc., even with wild images.
The reconstruction of a discrete surface from a point cloud is a fundamental geometry processing problem that has been studied for decades, with many methods developed. We propose the use of a deep neural network as a geometric prior for surface reconstruction. Specifically, we overfit a neural network representing a local chart parameterization to part of an input point cloud using the Wasserstein distance as a measure of approximation. By jointly fitting many such networks to overlapping parts of the point cloud, while enforcing a consistency condition, we compute a manifold atlas. By sampling this atlas, we can produce a dense reconstruction of the surface approximating the input cloud. The entire procedure does not require any training data or explicit regularization, yet, we show that it is able to perform remarkably well: not introducing typical overfitting artifacts, and approximating sharp features closely at the same time. We experimentally show that this geometric prior produces good results for both man-made objects containing sharp features and smoother organic objects, as well as noisy inputs. We compare our method with a number of well-known reconstruction methods on a standard surface reconstruction benchmark.