WWW.BALMELLI.NET
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contact
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www.balmelli.net
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| A list of current and past
project with references to publications, talks and demo material. |
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| Find below a list of my
main projects (this is not an exhaustive list). Check the news,
research
reports or conference papers for more projects
or short investigations.
Select a project from the
list
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Volume
warping for adaptive isosurface extraction. -
Last
update April 10th, 2002
Space-optimized
Texture Maps. - Last update
March 10th, 2002
Mesh
optimization using global error. - Last update
March 15th, 2002
Properties
of subdivision surfaces having 4-8 connectivity.
- Last update Jan 10th, 2002
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Additional publications are
available in the docs section. If you're interested
in development, please refer to this
page.
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Volume
warping for adaptive isosurface extraction
Laurent Balmelli, Christopher
Morris, Gabriel Taubin, Fausto Bernardini - IBM Research.
| We propose a novel methodology
to generate adaptive isosurfaces that is easy to implement and allows the
user to decide their degree of adaptivity as well as their choice of isosurface
extraction algorithm. The method optimizes isosurface extraction by warping
a volume to enlarge areas of high frequency and minimize areas of low frequency.
Any extraction algorithm can then be used to generate a mesh which is subsequently
unwarped. The resulting isosurface is represented by a mesh that is adaptively
sampled in regions of significant details. |
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Last update April
10th, 2002
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Space-optimized
Texture Maps
Laurent Balmelli, Gabriel
Taubin, Fausto Bernardini - IBM Research.
| We propose
a new texture optimization algorithm based on the reduction of the physical
space allotted to the texture image. Our algorithm optimizes the use of
texture space by computing a warping function for the image and new texture
coordinates. Our method uniformly distributes frequency content of the
image in the spatial domain. The resulting image can be resampled at lower
rate while preserving its original details. (read more) |
| Selected
Publications and Talks
Space-optimized texture maps,
to appear in Proceedings of Eurographics 2002.(1200dpi
3Mb,
100dpi, 600Kb), Additonal
plates.
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Demos,
software
Space-optimized VRML models
(zip file).
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For
more material, check here
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Last update March
10th, 2002
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Mesh optimization using
global error
Laurent Balmelli - IBM Research,
Martin Vetterli - Communication
System Laboratory, Ecole Polytechnique Federale, Swizterland.
| We propose
an algorithm to decompose a mesh into a control mesh and a series of embedded
detail meshes. Hence, the output representation is adaptive and progressive.
We use a tree-driven, fine to coarse approach to simplify the mesh using
vertex decimation. Previous approaches use local error and greedy strategies
to simplify meshes. Our method uses global error and a generalized vertex
decimation technique borrowed from optimal tree pruning algorithms used
in compression. Although global error is used, our algorithm has cost O(n
log n). We show that a direct approach using the same error criterion has
at least cost O(n^2). |
For
more material, check here
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Last update March
15th, 2002
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Properties
of subdivision surfaces having 4-8 connectivity
Laurent Balmelli - IBM Research,
Thomas Liebling - Operation
Research Laboratory, Ecole Polytechnique Federale, Swizterland,
Martin Vetterli - Communication
System Laboratory, Ecole Polytechnique Federale, Swizterland.
| We present computational
results when computing approximations of 4-8 meshes using vertex decimation
or vertex insertion. We prove that a vertex decimation and vertex insertion
leading to a conforming mesh has cost O(log n) on average, where n is the
number of vertices used to describe the surface. We introduce the notion
of merging domain, as a set of vertices to be removed jointly in order
to obtain a conforming mesh after decimation. We show that the intersection
between two merging domains can be computed in O(log^2 n) operations. We
use the latter result to show that one can keep track of the global error
in O(log^2 n) time in surface simplification algorithms having a fine to
coarse approach. |
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Last update Jan
10th, 2002
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