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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) |
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Multi-Resolution Sound Rendering
Michael Wand, Wolfgang Strasser |
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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) |
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Boolean Operations on Surfel-Bounded Solids Using Programmable
Graphics Hardware
Bart Adams, Philip Dutre |
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Phong Splatting
Mario Botsch, Michael Spernat, Leif Kobbelt |
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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) |
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Real-Time Point Cloud Refinement
Gael Guennebaud, Loic Barthe, Mathias Paulin |
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Stratified Point Sampling of 3D Models
Diego Nehab, Philip Shilane |
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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) |
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Interactive point-based modeling from dense color and sparse
depth
Voicu Popescu, Elisha Sacks, Gleb Bahmutov |
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Uncertainty and Variability in Point Cloud Surface Data
Mark Pauly, Niloy J. Mitra, Leonidas J. Guibas |
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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) |
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Progressive Compression of Point-Sampled Models
Michael Waschbüsch, Stephan Würmlin, Edouard Carlo Lamboray,
Felix Eberhard, Markus Gross |
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Compression of Point-Based 3D Models by Shape-Adaptive Wavelet
Coding of Multi-Height Fields
Tilo Ochotta, Dietmar Saupe |
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Layered Point Clouds
Enrico Gobbetti, Fabio Marton |
15:30-17:00 |
State of the Art Report, Panel Session |
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Points Reloaded: Point-Based Rendering Revisited
Renato Pajarola, Miguel Sainz |
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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) |
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Proximity Graphs for Defining Surfaces over Point Clouds
Jan Klein, Gabriel Zachmann |
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The Domain of a Point Set Surface
Yong Joo Kil, Nina Amenta |
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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) |
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Topological estimation using witness complexes
Vin de Silva, Gunnar Carlsson |
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Bounds on the k-neighborhood for locally uniform sampled
surfaces
Mark Pauly, Joachim Giesen, Bettina Speckmann, Mattias Andersson |
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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) |
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A Barcode Shape Descriptor for Curve Point Cloud Data
Anne Collins, Afra Zomorodian, Gunner Carlsson, Leonidas Guibas |
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Shape segmentation and matching from noisy point clouds
Tamal K. Dey, Joachim Giesen, Samrat Goswami |
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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.
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