Information

Abstract

In this paper, we introduce a novel reconstruction and modeling pipeline to create polygonal models from unstructured point clouds. We propose an automatic polygonal reconstruction that can then be interactively refined by the user. An initial model is automatically created by extracting a set of RANSAC-based locally fitted planar primitives along with their boundary polygons, and then searching for local adjacency relations among parts of the polygons. The extracted set of adjacency relations is enforced to snap polygon elements together, while simultaneously fitting to the input point cloud and ensuring the planarity of the polygons. This optimization-based snapping algorithm may also be interleaved with user interaction. This allows the user to sketch modifications with coarse and loose 2D strokes, as the exact alignment of the polygons is automatically performed by the snapping. The generated models are coarse, offer simple editing possibilities by design and are suitable for interactive 3D applications like games, virtual environments etc. The main innovation in our approach lies in the tight coupling between interactive input and automatic optimization, as well as in an algorithm that robustly discovers the set of adjacency relations.

Additional Files and Images

Additional images and videos

applications video: [109 MB] applications video: [109 MB]
main video: [123 MB] main video: [123 MB]

Additional files

draft: [49 MB] draft: [49 MB]

Weblinks

BibTeX

@article{arikan-2013-osn,
  title =      "O-Snap: Optimization-Based Snapping for Modeling
               Architecture",
  author =     "Murat Arikan and Michael Schw\"{a}rzler and Simon Fl\"{o}ry
               and Michael Wimmer and Stefan Maierhofer",
  year =       "2013",
  abstract =   "In this paper, we introduce a novel reconstruction and
               modeling pipeline to create polygonal models from
               unstructured point clouds. We propose an automatic polygonal
               reconstruction that can then be interactively refined by the
               user. An initial model is automatically created by
               extracting a set of RANSAC-based locally fitted planar
               primitives along with their boundary polygons, and then
               searching for local adjacency relations among parts of the
               polygons. The extracted set of adjacency relations is
               enforced to snap polygon elements together, while
               simultaneously fitting to the input point cloud and ensuring
               the planarity of the polygons. This optimization-based
               snapping algorithm may also be interleaved with user
               interaction. This allows the user to sketch modifications
               with coarse and loose 2D strokes, as the exact alignment of
               the polygons is automatically performed by the snapping. The
               generated models are coarse, offer simple editing
               possibilities by design and are suitable for interactive 3D
               applications like games, virtual environments etc. The main
               innovation in our approach lies in the tight coupling
               between interactive input and automatic optimization, as
               well as in an algorithm that robustly discovers the set of
               adjacency relations.",
  month =      jan,
  journal =    "ACM Transactions on Graphics",
  volume =     "32",
  number =     "1",
  issn =       "0730-0301",
  doi =        "10.1145/2421636.2421642",
  pages =      "6:1--6:15",
  keywords =   "interactive modeling, surface reconstruction, geometric
               optimization",
  URL =        "https://www.cg.tuwien.ac.at/research/publications/2013/arikan-2013-osn/",
}