Correctness. The Powercrust Algorithm for Surface Reconstruction. Correctness. Correctness. Delaunay Triangulation. Tools - Voronoi Diagram

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Correctness The Powercrust Algorithm for Surface Reconstruction Nina Amenta Sunghee Choi Ravi Kolluri University of Texas at Austin Boundary of a solid Close to original surface Homeomorphic to original surface Boundary of a solid Close to original surface Homeomorphic to original surface Correctness Boundary of a solid Close to original surface Homeomorphic to original surface Correctness Tools - Voronoi Diagram Points closest to each sample form cells. Cell boundaries have more than one closest sample. Adjacent cells define adjacent samples. Delaunay Triangulation Delaunay triangles connect adjacent samples. 1

Delaunay Triangulation Delaunay triangles connect adjacent samples. Voronoi balls centered at Voronoi vertices pass through closest samples. 3D Voronoi/Delaunay Voronoi cells are convex polyhedra. Voronoi balls pass through 4 samples. Delaunay tetrahedra. Voronoi-based Surface Reconstruction Boissonnat, 84 Edelsbrunner and Mucke, 94 Bernardini et al, 98 Amenta and Bern, 98 Think of object surface as infinite set of samples. Medial Axis Medial axis is set of points with more than one closest sample. Medial Axis Maximal ball avoiding surface is a medial ball. Every solid is a union of balls! 3D Medial Axis 2

2D Medial Axis Approximation Sliver tetrahedra Voronoi balls approximate medial balls. Poles Poles Interior Voronoi balls Problem in 3D: Not all Voronoi vertices are near medial axis, even when samples are arbitrarily dense. Interior polar balls Subset of Voronoi vertices, the poles, approximate medial axis. Amenta & Bern, 98 Poles Poles For dense surface samples, Voronoi cells are: long and skinny, perpendicular to surface, with ends near the medial axis. Poles are Voronoi vertices at opposite ends. To find: farthest Voronoi vertex from sample, farthest on opposite side. 3

Crust Algorithm Surface reconstruction with theoretical guarantees. Uses poles to find Delaunay triangles eligible for surface. Amenta, Bern and Kamvysselis, 98 Improvments on Crust Amenta et al, 00: Simpler algorithm, simpler proof, topological guarantees. Dey and Giesen, 01: Sharp corners and boundaries. Ramos, 01: O(n lg n) algorithm, replacing Delaunay with well-separated pair decomposition. Practical Crust Drawbacks Fails when sample is not sufficiently dense: holes in surface, errors at sharp corners. Need to select surface from set of eligible triangles. Hard to do in a way that is provably correct, makes nice surface, etc. Project: Algorithm which is robust, has no post-processing, and is still correct. Idea: Approximate object as union of balls, compute polygonal surface from balls. Compute Voronoi diagram of samples. Select poles to approximate object and its complement by finite unions of balls. Compute polygonal surface from polar balls using power diagram. 4

Power Diagram Power diagram is Voronoi diagram of balls. Voronoi diagram program can be easily modified to produce power diagrams. Power Diagram Ball B, center c, radius r Power Distance from B to point x: d pow = d 2 (c,x) - r 2 Has polyhedral cells. Label power diagram cells inside or outside object (skipping details). Inside cells form polyhedral solid. Boundary of solid approximates surface: power crust. Connect inner poles with adjacent power diagram cells: power shape approximates medial axis. Sampling Requirement Robust: Always boundary of a solid. Simple: No surface extraction or hole-filling steps required. Correct: Theoretical results relate geometric and topological quality of approximation to quality of sample. Sample is sufficiently dense when distance from any surface point x to nearest sample is at most small constant r times distance to medial axis. 5

Sampling Requirement Captures intuition that we need dense sampling where curvature is high or where there are nearby features. Large balls tangent Specifically ε ε Theoretical Results Amenta, Choi, Kolluri, CGTA 01. Assume sufficiently dense sampling, smooth surface. Power crust approaches object surface linearly as sampling density increases. Power crust normals converge to surface normals linearly. Power crust is homeomorphic to surface for dense enough samples. Theoretical Results Results Similar results for union of balls. Power shape is homotopy equivalent to solid object. Set of poles converges to medial axis, faster in some places than in others. - also Boissonnat and Cazals, 01; and Dey, 02 gives polygonal MA approximation. Laser range data, power crust, approximate medial axis. 6

Results Robust Good reconstruction even with lots of added noise. Four laser range scans merged. Hole deep inside object filled. Medial Axis Simplification Simplification of original power shape. Simplification of power shape of noisy hand. Sharp Corners With additional hack, sharp edges can be resolved when they are far enough away from other features. No need to have samples on the edge! Sharp Corners Approximate Offset Surface Detect badly shaped Voronoi cells and omit those poles. Power diagram cells of nearby good poles form a sharp corner! Shrink inner balls. Grow outer balls. Compute power crust - always solid output! Only accurate for small offsets. 7

Medial Axis Simplification Software Software, papers, models. www.cs.utexas.edu/users/amenta/powercrust Samples determining noise balls are closer together than noise threshold. Remove noise balls before computing surface. Incremental Constructions con BRIO Randomized Incremental Delaunay Algorithm Nina Amenta (UC-Davis) Sunghee Choi (UT-Austin) Günter Rote (Freie Univ. Berlin) Drawback Idea 8

Result We give a new ordering called BRIO (biased randomized insertion order) that is still optimal. Size of input we could compute increased 500K 10M. Biased Randomized Insertion Order (BRIO) Choose each point with prob = 1/2. Insert chosen points recursively con BRIO. Insert the remaining points in arbitrary order. BRIO BRIO Which round a point is in is random. In each round, points are inserted in arbitrary order. The arbitrary order allows us to introduce locality. Implementation Analysis Divide points into local cells (oct-tree) In each round, visit cells in fixed order and add points in cell together "! # $%&$' ( &#)*,+ $-$)+., +. "! # $%/01%+2#3+45+6(798 &: '; =<,0 5: )+ ';#/( &0 9

89 Analysis Realistic case +' 8 $ / % ( # ' )+ ';#/( &0 5 ( '/ 8 8 $ / % ( # ' )+ ';#/( &0 5 &#)16/+ +, $ &#-! " Results %$ '& Results # # )( # ) # ( Hull CGAL Hierarchy 128M RAM, 360 MHz, 4 G virtual memory 10

Pyramid More space-efficient but O(n 1/4 ) point location. Use smaller memory, slower machine and much larger data. Multiple Happy buddha. 4096 kd-cells. 360 MHz 128 M RAM 4 GB Virtual memory Pyramid More space-efficient but O(n 1/4 ) point location. Point Location Hack Pyramid Instead of O(n 1/4 ) jump-and-walk, just walk from last inserted point. As size grows, locality increases, so point location time remains roughly constant. 128M RAM, 360 MHz, 4 G virtual memory Pyramid Pyramid 4 million points in 2 hours 10 million points in 5.5 hours 512 M RAM, 10 million points in 30 min 11