Central Israel SIGGRAPH Professional Chapter
meeting on May 23, 2003

Chair: Dan Gordon
Dept. of Computer Science
University of Haifa

The following program is also available in PostScript format. The PostScript file is to be printed double-sided on A4 paper, and folded into three columns with INVITATION and the digit "6" on the exposed columns.
 
Time Speaker Title Abstract
8:30   REFRESHMENTS  
9:00 Shachar Fleishman  

School of Computer Science  

Tel-Aviv University  
Bilateral Mesh Denoising We present an anisotropic mesh denoising algorithm that is effective, simple and fast. This is accomplished by filtering vertices of the mesh in the normal direction using local neighborhoods. Motivated by the impressive results of bilateral filtering for image denoising, we adopt it to denoise 3D meshes; addressing the specific issues required in the transition from two-dimensions to manifolds in three dimensions. We show that the proposed method successfully removes noise from meshes while preserving features. Furthermore, the presented algorithm excels in its simplicity both in concept and implementation.  

Joint work with Iddo Drori and Daniel Cohen-Or.

9:30 Yaron Ostrovsky-Berman


School of Computer Science & Engineering 

The Hebrew University  

Tolerance Envelopes of Parametric Planar Part Models We present a framework for modeling parametric variation in planar parts and for efficiently computing approximations of their tolerance envelopes. Part features are specified by algebraic equations defining their position and shape as a function of parameters whose nominal values vary along tolerance intervals. Their tolerance envelopes model perfect form Least and Most Material Conditions (LMC/MMC). We derive geometric properties of the tolerance envelopes and describe efficient algorithms for computing first-order linear approximations with successive accuracy. We show that the tolerance envelope of a parametric arc-line polygonal part with $n$ features has $O(nk^2)$ segments and can be computed in $O(nk^2 \log k)$ time, where $k$ is the maximum number of non-zero partial feature functions derivatives evaluated at nominal parameter values. Our implementation shows that the algorithms are practical on part models with tens of parameters.  

Joint work with Leo Joskowicz.  

10:00 Sagi Schein 

Dept. of Computer Science  

Technion
Placement of Deformable Objects With the increasing complexity of photo-realistic scenes, the question of building and placing objects in three-dimensional scenes is becoming ever more difficult. While the question of placement of rigid objects has captured the attention of researchers in the past, this work presents an intuitive and interactive scheme to properly place deformable objects with the aid of free-form deformation tools. The presented scheme can also be used to animate the locomotion of non-rigid objects, most noticeably animals, and adapt the motion to arbitrary terrain. The automatic construction of our free-form deformation tool is completely hidden from the end user, and hence, circumvents the difficulties typically faced in manipulating these deformation functions. Further, a precise bound on the error that is introduced by applying free-form deformations to polygonal models is presented, along with an almost-optimal adaptive refinement algorithm to achieve a certain accuracy in the mapping.  

Joint work with Gershon Elber.

10:30   COFFEE BREAK  
11:00 Dani Brunstein  

Dept. of Computer Science 

Technion
Animating a Camera for Viewing a Planar Polygon Many applications, ranging from visualization applications (such as architectural walkthroughs) to robotic applications (such as surveillance), could benefit from an automatic camera trajectory planner. This talk shows an algorithm for dealing with that problem. We have automated the process of inspecting the outside of a simple two-dimensional polygon, given a few user parameters. Our algorithm preprocesses the polygon using Visibility-Graph-like concepts, and creates a data structure for each polygon edge. From these structures, "good" camera zones are computed. Natural cubic splines are then used to create a closed camera trajectory that passes solely inside the zones. An iterative process refines the trajectory by minimizing a cost function until it converges to the optimal result.  

Joint work with Gill Barequet and Craig Gotsman.

11:30 Sagi Katz

Dept. of Electrical Engineering

Technion
Hierarchical Mesh Decomposition Using Fuzzy Clustering and Cuts Cutting up a complex object into simpler sub-objects is a fundamental problem in various disciplines. In image processing, images are segmented while in computational geometry, solid polyhedra are decomposed. In recent years, in computer graphics, polygonal meshes are decomposed into sub-meshes. In this paper we propose a novel hierarchical mesh decomposition algorithm. Our algorithm computes a decomposition into the meaningful components of a given mesh, which generally refers to segmentation at regions of deep concavities. The algorithm also avoids over-segmentation and jaggy boundaries between the components. Finally, we demonstrate the utility of the algorithm in control-skeleton extraction.  

Joint work with Ayellet Tal

12:00 Alon Lerner 

School of Computer Science   

Tel-Aviv University  
Breaking the Walls: Scene Partitioning and Portal Creation In this talk we revisit the cells-and-portals visibility methods, originally developed for the special case of architectural interiors. We define an effectiveness measure for a cells-and-portals partition, and introduce a two- pass algorithm that computes a cells-and-portals partition. The algorithm uses a simple heuristic that creates short portals as a means for generating an effective partition. The input to the algorithm is a set of half edges in 2D, that can be extracted from a complex polygonal model. The first pass of the algorithm creates an initial partition, which is then refined by the second pass. We show that our method creates a partition that is more effective than the common BSP partition, even when the latter is further refined with the application of our second pass. Our cells-and-portals algorithm is designed to deal with arbitrarily oriented walls. The algorithm also supports outdoor scenes, where the vertical walls of the buildings serve as occluders and portals are extended above the buildings. We show that the extended portals al- low an output-sensitive rendering of large urban scenes. Finally, since our two-pass method is fully automatic and local, it supports incremental changes of the model by locally recomputing and updating the partition. We call our method "Breaking the Walls" (BW) since it breaks out of indoor scenes to outdoor scenes, and allows walls to be broken interactively, with an instant updating of the partition.

Joint work with Yiorgos Chrysanthou and Daniel Cohen-Or.