Program & Presentations Venue
Call for Participation Accommodations
Registration Supporting Us

Wednesday, June 2

8:00-9:30 Registration and Welcome
9:30-10:30 Invited Speaker: Turner Whitted
Are Points the Universal Modeling Primitive?
11:00-12:00 Paper Session: Makin' drawings and makin' noise (New applications for points)
  Multi-Resolution Sound Rendering
Michael Wand, Wolfgang Strasser
  Interactive Silhouette Rendering for Point-Based Models
Hui Xu, Minh X. Nguyen, Xiaoru Yuan, Baoquan Chen
13:30-15:00 Paper Session: Point prestidigitation (Fancy rendering)
  Boolean Operations on Surfel-Bounded Solids Using Programmable Graphics Hardware
Bart Adams, Philip Dutre
  Phong Splatting
Mario Botsch, Michael Spernat, Leif Kobbelt
  Point-based Surface Rendering with Motion Blur
Xin Guan, Klaus Mueller
15:30-17:00 Paper Session: More points, fewer points, red points, blue points (Sampling and editing)
  Real-Time Point Cloud Refinement
Gael Guennebaud, Loic Barthe, Mathias Paulin
  Stratified Point Sampling of 3D Models
Diego Nehab, Philip Shilane
  Interactive 3D Painting on Point-Sampled Objects
Bart Adams, Martin Wicke, Philip Dutre, Markus Gross, Mark Pauly, Matthias Teschner
17:15-18:00 Birds of a Feather Session: Pointshop3D
18:30-21:00 Welcome Reception

Thursday, June 3

9:00-10:00 Invited Speaker: Leonard McMillan
Architecture Futures for Point-Based Representations
10:30-12:00 Paper Session: All those points, just waiting to be scanned (3D acquisition)
  Interactive point-based modeling from dense color and sparse depth
Voicu Popescu, Elisha Sacks, Gleb Bahmutov
  Uncertainty and Variability in Point Cloud Surface Data
Mark Pauly, Niloy J. Mitra, Leonidas J. Guibas
  Post-processing of Scanned 3D Surface Data
Tim Weyrich, Mark Pauly, Richard Keiser, Simon Heinzle, Sascha Scandella, Markus Gross
13:30-15:00 Paper Session: So many points, so little time (Large data sets: compression and rendering)
  Progressive Compression of Point-Sampled Models
Michael Waschbüsch, Stephan Würmlin, Edouard Carlo Lamboray, Felix Eberhard, Markus Gross
  Compression of Point-Based 3D Models by Shape-Adaptive Wavelet Coding of Multi-Height Fields
Tilo Ochotta, Dietmar Saupe
  Layered Point Clouds
Enrico Gobbetti, Fabio Marton
15:30-17:00 State of the Art Report, Panel Session
  Points Reloaded: Point-Based Rendering Revisited
Renato Pajarola, Miguel Sainz
  Panel Discussion: Past, present, and prospects of point-based graphics
18:15- Social Event: Boat trip

Friday, June 4

9:00-10:00 Invited Speaker: Leif Kobbelt
Point-Sampled Shape Representations
10:30-12:00 Paper Session: Mad about MLS (Surface reconstruction using moving least squares)
  Proximity Graphs for Defining Surfaces over Point Clouds
Jan Klein, Gabriel Zachmann
  The Domain of a Point Set Surface
Yong Joo Kil, Nina Amenta
  On Normals and Projection Operators for Surfaces Defined from Points
Marc Alexa, Anders Adamson
13:30-15:00 Paper Session: and this point is next to that point, and... (Computational geometry)
  Topological estimation using witness complexes
Vin de Silva, Gunnar Carlsson
  Bounds on the k-neighborhood for locally uniform sampled surfaces
Mark Pauly, Joachim Giesen, Bettina Speckmann, Mattias Andersson
  Meshing Point Clouds using Spherical Parameterization
Matthias Zwicker, Craig Gotsman
15:30-17:00 Paper Session: Where did I put those points again? (Segmentation and matching)
  A Barcode Shape Descriptor for Curve Point Cloud Data
Anne Collins, Afra Zomorodian, Gunner Carlsson, Leonidas Guibas
  Shape segmentation and matching from noisy point clouds
Tamal K. Dey, Joachim Giesen, Samrat Goswami
  Finite Elements on Point Based Surfaces
Alexandru Telea, Ulrich Clarenz, Martin Rumpf


Invited Talks

Leif Kobbelt: Point-Sampled Shape Representations

In point-based graphics, complex free form geometric objects are usually represented by an unstructured set of sample points that are scattered over the object's surface. However, in order to make such data sets useful for realtime graphics applications, a set of surface attributes is usually associated with each sample point, most importantly: a normal vector, color information, and a conservative estimate for the local sampling density. For
high quality rendering, these attributes are used to define small disks in object space (surface splats) such that a continuous surface can be displayed by accumulating or blending these splats in image space. From the geometric point of view it is interesting to investigate the approximation power and the shape flexibility
of these surface representations. In this context, point based shape representations can be considered as piecewise constant or piecewise linear surface approximations whose segments join in a C1 fashion. This is the important difference to triangle meshes which are piecewise linear C0 surfaces. This difference is the reason why some geometric computations are much easier and more efficient for point-based representations since no global
consistency requirements between the individual segments have to be taken into account.

In my talk I will discuss a few consequences of this observation and I will present algorithms that produce near optimal samplings of a given surface under different side conditions and different application specific requirements.

Turner Whitted: Are Points the Universal Modeling Primitive?

This talk is in two parts, one looking backwards at the reasoning leading up to the adoption of points as a display primitive (reconstructed primarily from Marc Levoy’s carefully preserved notes) and a second looking ahead at the general utility of points in graphics and imaging.

Historically, it is clear that the use of points as a universal representation was not a difficult concept to devise or justify given the trend towards richer graphics content with extreme geometric complexity. However, the implementation of an effective rendering processes was never simple. In an era of limited memory and computing power any simple, streamlined process was a compromise. On current hardware this is much less of a problem.

Going forward our emphasis should be focused as much on rendering quality as on content complexity. I claim that adaptively generated point samples are again ideal as a primitive element for high quality rendering, but at a cost in bandwidth and processing. Examples shown in the talk will illustrate the benefits as well as the costs.

Leonard McMillan: Architecture Futures for Point-Based Representations

New ideas can be either an impetus to revolution or a stimulus for evolution. In this talk I will speculate on how point-based modeling primitives might influence future directions in computer graphics architectures- both in terms of APIs and the underlying hardware. I will attempt to illuminate whether the incorporation of point-based modeling
primitives will require a fundamental rethinking of how we do the whole 3D computer graphics process including geometric transformations, shading calculations, sampling, and reconstruction, or, alternatively, whether
everything of interest will be accomplished in a fragment program on a next generation GPU. This task is particularly complicated by the fact that the trajectories of both graphics hardware and point-based modeling are moving targets.

I will also focus on identifying the unique opportunities afforded by new point-based representations. Point-based modeling might very well be the unifying concept that brings all other modeling approaches, polygon-based, higher-order surfaces, implicit surfaces and image-based models into one coherent framework. Moreover, point-based rendering might also be the lever that allows us to break the mold (some might say chains) of the traditional
graphics pipeline.