Antoni Chica
Polytechnic University of Catalonia
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Publication
Featured researches published by Antoni Chica.
ACM Journal on Computing and Cultural Heritage | 2011
Marco Callieri; Antoni Chica; Matteo Dellepiane; Isaac Besora; Massimiliano Corsini; Jordi Moyés; Guido Ranzuglia; Roberto Scopigno; Pere Brunet
The dichotomy between full detail representation and the efficient management of data digitization is still a big issue in the context of the acquisition and visualization of 3D objects, especially in the field of the cultural heritage. Modern scanning devices enable very detailed geometry to be acquired, but it is usually quite hard to apply these technologies to large artifacts. In this article we present a project aimed at virtually reconstructing the impressive (7×11 m.) portal of the Ripoll Monastery, Spain. The monument was acquired using triangulation laser scanning technology, producing a dataset of 2212 range maps for a total of more than 1 billion triangles. All the steps of the entire project are described, from the acquisition planning to the final setup for dissemination to the public. We show how time-of-flight laser scanning data can be used to speed-up the alignment process. In addition we show how, after creating a model and repairing imperfections, an interactive and immersive setup enables the public to navigate and display a fully detailed representation of the portal. This article shows that, after careful planning and with the aid of state-of-the-art algorithms, it is now possible to preserve and visualize highly detailed information, even for very large surfaces.
Computer-aided Design | 2005
Carlos Andujar; Pere Brunet; Antoni Chica; Isabel Navazo; Jarek Rossignac; ílvar Vinacua
Since the publication of the original Marching Cubes algorithm, numerous variations have been proposed for guaranteeing water-tight constructions of triangulated approximations of isosurfaces. Most approaches divide the 3D space into cubes that each occupy the space between eight neighboring samples of a regular lattice. The portion of the isosurface inside a cube may be computed independently of what happens in the other cubes, provided that the constructions for each pair of neighboring cubes agree along their common face. The portion of the isosurface associated with a cube may consist of one or more connected components, which we call sheets. The topology and combinatorial complexity of the isosurface is influenced by three types of decisions made during its construction: (1) how to connect the four intersection points on each ambiguous face, (2) how to form interpolating sheets for cubes with more than one loop, and (3) how to triangulate each sheet. To determine topological properties, it is only relevant whether the samples are inside or outside the object, and not their precise value, if there is one. Previously reported techniques make these decisions based on local-per cube-criteria, often using precomputed look-up tables or simple construction rules. Instead, we propose global strategies for optimizing several topological and combinatorial measures of the isosurfaces: triangle count, genus, and number of shells. We describe efficient implementations of these optimizations and the auxiliary data structures developed to support them.
Computers & Graphics | 2012
Carlos Andujar; Antoni Chica; Pere Brunet
Computer graphics and virtual reality technologies provide powerful tools for visualizing, documenting and disseminating cultural heritage. Virtual inspection tools have been used proficiently to show cultural artifacts either through the web or in museum exhibits. The usability of the user interface has been recognized to play a crucial role in overcoming the typical fearful attitude of the cultural heritage community towards 3D graphics. In this paper we discuss the design of the user interface for the virtual inspection of the impressive entrance of the Ripoll Monastery in Spain. The system was exhibited in the National Art Museum of Catalonia (MNAC) and it is now part of the Romanesque exhibition at the MAPFRE foundation. The MNAC is the third most visited art museum in Spain, and features the worlds largest collection on Romanesque Art. We analyze the requirements from museum curators and discuss the main interface design decisions. The user interface combines (a) focus-plus-context visualization, with focus (detail view) and context (overview) being shown at separate displays, (b) touch-based camera control techniques, and (c) continuous feedback about the exact location of the detail area within the entrance. The interface allows users to aim the camera at any point of the entrance with centimeter accuracy using a single tap. We provide the results of a user study comparing our user interface with alternative approaches. We also discuss the benefits the exhibition had to the cultural heritage community.
Computer Graphics Forum | 2010
Carlos Andujar; Pere Brunet; Antoni Chica; Isabel Navazo
In this paper, we present an efficient approach for the interactive rendering of large‐scale urban models, which can be integrated seamlessly with virtual globe applications. Our scheme fills the gap between standard approaches for distant views of digital terrains and the polygonal models required for close‐up views. Our work is oriented towards city models with real photographic textures of the building facades. At the heart of our approach is a multi‐resolution tree of the scene defining multi‐level relief impostors. Key ingredients of our approach include the pre‐computation of a small set of zenithal and oblique relief maps that capture the geometry and appearance of the buildings inside each node, a rendering algorithm combining relief mapping with projective texture mapping which uses only a small subset of the pre‐computed relief maps, and the use of wavelet compression to simulate two additional levels of the tree. Our scheme runs considerably faster than polygonal‐based approaches while producing images with higher quality than competing relief‐mapping techniques. We show both analytically and empirically that multi‐level relief impostors are suitable for interactive navigation through large urban models.
Computer Graphics Forum | 2014
Carlos Andujar; Antoni Chica; M. A. Vico; S. Moya; Pere Brunet
In this paper, we present an inexpensive approach to create highly detailed reconstructions of the landscape surrounding a road. Our method is based on a space‐efficient semi‐procedural representation of the terrain and vegetation supporting high‐quality real‐time rendering not only for aerial views but also at road level. We can integrate photographs along selected road stretches. We merge the point clouds extracted from these photographs with a low‐resolution digital terrain model through a novel algorithm which is robust against noise and missing data. We pre‐compute plausible locations for trees through an algorithm which takes into account perceptual cues. At runtime we render the reconstructed terrain along with plants generated procedurally according to pre‐computed parameters. Our rendering algorithm ensures visual consistency with aerial imagery and thus it can be integrated seamlessly with current virtual globes.
Graphical Models \/graphical Models and Image Processing \/computer Vision, Graphics, and Image Processing | 2015
Oscar Argudo; Pere Brunet; Antoni Chica; Alvar Vinacua
A volumetric mesh repair algorithm, based on bi-harmonic fields.The pre-computation of a volume mask to over-constrain the boundary conditions.A discrete solution of the bi-harmonic equation based on a quadratic optimization.A fully automatic algorithm for massive hole repair in very large triangle meshes.The ability to handle complex hole topologies having islands and general shapes. Display Omitted We discuss bi-harmonic fields which approximate signed distance fields. We conclude that the bi-harmonic field approximation can be a powerful tool for mesh completion in general and complex cases. We present an adaptive, multigrid algorithm to extrapolate signed distance fields. By defining a volume mask in a closed region bounding the area that must be repaired, the algorithm computes a signed distance field in well-defined regions and uses it as an over-determined boundary condition constraint for the biharmonic field computation in the remaining regions. The algorithm operates locally, within an expanded bounding box of each hole, and therefore scales well with the number of holes in a single, complex model. We discuss this approximation in practical examples in the case of triangular meshes resulting from laser scan acquisitions which require massive hole repair. We conclude that the proposed algorithm is robust and general, and is able to deal with complex topological cases.
Computing | 2009
Pere Brunet; Antoni Chica; Isabel Navazo; Alvar Vinacua
In constructing a model of a large twelfth century monument, we face the repair of a huge amount of small to medium-sized defects in the mesh. The total size of the mesh after registration was in the vicinity of 173M-triangles, and presented 14,622 holes of different sizes. Although other algorithms have been presented in the literature to fix these defects, in this case a fully automatic algorithm able to fix most of the defects is needed. In this paper we present the algorithms developed for this purpose, together with examples and results to measure the final surface quality. The algorithm is based on the iteration of smoothing and fitting steps on a uniform B-Spline defined on a 3D box domain bounding the hole. Tricubic and trilinear B-Splines are compared and the respective effectiveness is discussed.
solid and physical modeling | 2008
Antoni Chica
In this paper, we present a new visibility-based feature extraction algorithm from discrete models as dense point clouds resulting from laser scans. Based on the observation that one can characterize local properties of the surface by what can be seen by an imaginary creature on the surface, we propose algorithms that extract features using an intermediate representation of the model as a discrete volume for computational efficiency. We describe an efficient algorithm for computing the visibility map among voxels, based on the properties of a discrete erosion. The visibility information obtained in this first step is then used to extract the model components (faces, edges and vertices) --- which may be curved---and to compute the topological connectivity graph in a very efficient and robust way. The results are discussed through several examples.
Computer-aided Design and Applications | 2004
Carlos Andujar; Pere Brunet; Antoni Chica; Isabel Navazo; Jarek Rossignac; Alvar Vinacua
Since the publication of the original Marching Cubes algorithm, numerous variations have been proposed for guaranteeing water-tight constructions of triangulated approximations of iso-surfaces. Most approaches divide the 3D space into cubes that each occupies the space between eight neighboring samples of a regular lattice. The portion of the iso-surface inside a cube may be computed independently of what happens in the other cubes, provided that the constructions for each pair of neighboring cubes agree along their common face. The portion of the iso-surface associated with a cube may consist of one or more connected components, which we call sheets. We distinguish three types of decisions in the construction of the iso-surface connectivity: (1) how to split the X-faces, which have alternating in/out samples, (2) how many sheets to use in a cube, and (3) how to triangulate each sheet. Previously reported techniques make these decisions based on local criteria, often using pre-computed look-up tables or simple construction rules. Instead, we propose global strategies for optimizing several topological and combinatorial measures of the isosurfaces: triangle count, genus, and number of shells. We describe efficient implementations of these optimizations and the auxiliary data structures developed to support them.
Computer Graphics Forum | 2018
Marc Comino; Carlos Andujar; Antoni Chica; Pere Brunet
We present an efficient modified Newton iteration for the optimization of nonlinear energies on triangle meshes. Noting that the linear mapping between any pair of triangles is a special case of harmonic mapping, we build upon the results of Chen and Weber [ CW17 ]. Based on the complex view of the linear mapping, we show that the Hessian of the isometric energies has a simple and compact analytic expression. This allows us to analytically project the per‐element Hessians to positive semidefinite matrices for efficient Newton iteration. We show that our method outperforms state‐of‐the‐art methods on 2D deformation and parameterization. Further, we inspect the spectra of the per triangle energy Hessians and show that given an initial mapping, simple global scaling can shift the energy towards a more convex state. This allows Newton iteration to converge faster than starting from the given initial state. Additionally, our formulations support adding an energy smoothness term to the optimization with little additional effort, which improves the mapping results such that concentrated distortions are reduced.