BallMerge: High-quality Fast Surface Reconstruction via Voronoi Balls

dc.contributor.authorParakkat, Amal Deven_US
dc.contributor.authorOhrhallinger, Stefanen_US
dc.contributor.authorEisemann, Elmaren_US
dc.contributor.authorMemari, Pooranen_US
dc.contributor.editorBermano, Amit H.en_US
dc.contributor.editorKalogerakis, Evangelosen_US
dc.date.accessioned2024-04-30T09:07:43Z
dc.date.available2024-04-30T09:07:43Z
dc.date.issued2024
dc.description.abstractWe introduce a Delaunay-based algorithm for reconstructing the underlying surface of a given set of unstructured points in 3D. The implementation is very simple, and it is designed to work in a parameter-free manner. The solution builds upon the fact that in the continuous case, a closed surface separates the set of maximal empty balls (medial balls) into an interior and exterior. Based on discrete input samples, our reconstructed surface consists of the interface between Voronoi balls, which approximate the interior and exterior medial balls. An initial set of Voronoi balls is iteratively processed, merging Voronoi-ball pairs if they fulfil an overlapping error criterion. Our complete open-source reconstruction pipeline performs up to two quick linear-time passes on the Delaunay complex to output the surface, making it an order of magnitude faster than the state of the art while being competitive in memory usage and often superior in quality. We propose two variants (local and global), which are carefully designed to target two different reconstruction scenarios for watertight surfaces from accurate or noisy samples, as well as real-world scanned data sets, exhibiting noise, outliers, and large areas of missing data. The results of the global variant are, by definition, watertight, suitable for numerical analysis and various applications (e.g., 3D printing). Compared to classical Delaunay-based reconstruction techniques, our method is highly stable and robust to noise and outliers, evidenced via various experiments, including on real-world data with challenges such as scan shadows, outliers, and noise, even without additional preprocessing.en_US
dc.description.number2
dc.description.sectionheadersGeometry Processing
dc.description.seriesinformationComputer Graphics Forum
dc.description.volume43
dc.identifier.doi10.1111/cgf.15019
dc.identifier.issn1467-8659
dc.identifier.pages13 pages
dc.identifier.urihttps://doi.org/10.1111/cgf.15019
dc.identifier.urihttps://diglib.eg.org/handle/10.1111/cgf15019
dc.publisherThe Eurographics Association and John Wiley & Sons Ltd.en_US
dc.titleBallMerge: High-quality Fast Surface Reconstruction via Voronoi Ballsen_US
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