California Institute of Technology
Recent progress in 3D acquisition techniques and mesh simplification methods has made triangulated mesh hierarchies of arbitrary topology a basic geometric modeling primitive. These meshes typically have no regular structure so that classical processing methods such as Fourier and Wavelet transforms do not immediately apply.
In this talk I will report on some very recent work which is aimed at building signal processing type algorithms for unstructured surface triangulations. In particular I will introduce a new non-uniform relaxation technique which lets us build a Burt-Adelson type detail pyramid on top of a mesh simplification hierarchy (Progressive Meshes of Hoppe). The resulting multiresolution hierarchy makes it easy to perform a full range of standard signal processing tasks such as smoothing, enhancement, filtering and editing of arbitrary surface triangulations. I will explain the basic components of our approach, the motivation behind it, and show some examples demonstrating the power of our method.
This is a joint work with Igor Guskov and Wim Sweldens.
Peter Schröder is member of the faculty at the Caltech Computer Science Department where he directs the Multi-Res Modeling Group (www.multires.caltech.edu). He did his PhD work with Pat Hanrahan in Princeton and has been working on wavelet style multiresolution algorithms for many classic graphics problems, a field in which he is considered a leading expert. Among other honors his work was recently recognized when he was named a Packard Fellow.