Network


Latest external collaboration on country level. Dive into details by clicking on the dots.

Hotspot


Dive into the research topics where Marc Alexa is active.

Publication


Featured researches published by Marc Alexa.


symposium on geometry processing | 2004

Laplacian surface editing

Olga Sorkine; Daniel Cohen-Or; Yaron Lipman; Marc Alexa; Christian Rössl; Hans-Peter Seidel

Surface editing operations commonly require geometric details of the surface to be preserved as much as possible. We argue that geometric detail is an intrinsic property of a surface and that, consequently, surface editing is best performed by operating over an intrinsic surface representation. We provide such a representation of a surface, based on the Laplacian of the mesh, by encoding each vertex relative to its neighborhood. The Laplacian of the mesh is enhanced to be invariant to locally linearized rigid transformations and scaling. Based on this Laplacian representation, we develop useful editing operations: interactive free-form deformation in a region of interest based on the transformation of a handle, transfer and mixing of geometric details between two surfaces, and transplanting of a partial surface mesh onto another surface. The main computation involved in all operations is the solution of a sparse linear system, which can be done at interactive rates. We demonstrate the effectiveness of our approach in several examples, showing that the editing operations change the shape while respecting the structural geometric detail.


international conference on computer graphics and interactive techniques | 2003

Multi-level partition of unity implicits

Yutaka Ohtake; Alexander G. Belyaev; Marc Alexa; Greg Turk; Hans-Peter Seidel

We present a new shape representation, the multi-level partition of unity implicit surface, that allows us to construct surface models from very large sets of points. There are three key ingredients to our approach: 1) piecewise quadratic functions that capture the local shape of the surface, 2) weighting functions (the partitions of unity) that blend together these local shape functions, and 3) an octree subdivision method that adapts to variations in the complexity of the local shape.Our approach gives us considerable flexibility in the choice of local shape functions, and in particular we can accurately represent sharp features such as edges and corners by selecting appropriate shape functions. An error-controlled subdivision leads to an adaptive approximation whose time and memory consumption depends on the required accuracy. Due to the separation of local approximation and local blending, the representation is not global and can be created and evaluated rapidly. Because our surfaces are described using implicit functions, operations such as shape blending, offsets, deformations and CSG are simple to perform.We present a new shape representation, the multi-level partition of unity implicit surface, that allows us to construct surface models from very large sets of points. There are three key ingredients to our approach: 1) piecewise quadratic functions that capture the local shape of the surface, 2) weighting functions (the partitions of unity) that blend together these local shape functions, and 3) an octree subdivision method that adapts to variations in the complexity of the local shape.Our approach gives us considerable flexibility in the choice of local shape functions, and in particular we can accurately represent sharp features such as edges and corners by selecting appropriate shape functions. An error-controlled subdivision leads to an adaptive approximation whose time and memory consumption depends on the required accuracy. Due to the separation of local approximation and local blending, the representation is not global and can be created and evaluated rapidly. Because our surfaces are described using implicit functions, operations such as shape blending, offsets, deformations and CSG are simple to perform.


ieee visualization | 2001

Point set surfaces

Marc Alexa; Johannes Behr; Daniel Cohen-Or; Shachar Fleishman; David Levin; Cláudio T. Silva

We advocate the use of point sets to represent shapes. We provide a definition of a smooth manifold surface from a set of points close to the original surface. The definition is based on local maps from differential geometry, which are approximated by the method of moving least squares (MLS). We present tools to increase or decrease the density of the points, thus, allowing an adjustment of the spacing among the points to control the fidelity of the representation. To display the point set surface, we introduce a novel point rendering technique. The idea is to evaluate the local maps according to the image resolution. This results in high quality shading effects and smooth silhouettes at interactive frame rates.


IEEE Transactions on Visualization and Computer Graphics | 2003

Computing and rendering point set surfaces

Marc Alexa; Johannes Behr; Daniel Cohen-Or; Shachar Fleishman; David Levin; Cláudio T. Silva

We advocate the use of point sets to represent shapes. We provide a definition of a smooth manifold surface from a set of points close to the original surface. The definition is based on local maps from differential geometry, which are approximated by the method of moving least squares (MLS). The computation of points on the surface is local, which results in an out-of-core technique that can handle any point set. We show that the approximation error is bounded and present tools to increase or decrease the density of the points, thus allowing an adjustment of the spacing among the points to control the error. To display the point set surface, we introduce a novel point rendering technique. The idea is to evaluate the local maps according to the image resolution. This results in high quality shading effects and smooth silhouettes at interactive frame rates.


symposium on geometry processing | 2007

As-rigid-as-possible surface modeling

Olga Sorkine; Marc Alexa

Modeling tasks, such as surface deformation and editing, can be analyzed by observing the local behavior of the surface. We argue that defining a modeling operation by asking for rigidity of the local transformations is useful in various settings. Such formulation leads to a non-linear, yet conceptually simple energy formulation, which is to be minimized by the deformed surface under particular modeling constraints. We devise a simple iterative mesh editing scheme based on this principle, that leads to detail-preserving and intuitive deformations. Our algorithm is effective and notably easy to implement, making it attractive for practical modeling applications.


international conference on computer graphics and interactive techniques | 2000

As-rigid-as-possible shape interpolation

Marc Alexa; Daniel Cohen-Or; David Levin

We present an object-space morphing technique that blends the interiors of given two- or three-dimensional shapes rather than their boundaries. The morph is rigid in the sense that local volumes are least-distorting as they vary from their source to target configurations. Given a boundary vertex correspondence, the source and target shapes are decomposed into isomorphic simplicial complexes. For the simplicial complexes, we find a closed-form expression allocating the paths of both boundary and interior vertices from source to target locations as a function of time. Key points are the identification of the optimal simplex morphing and the appropriate definition of an error functional whose minimization defines the paths of the vertices. Each pair of corresponding simplices defines an affine transformation, which is factored into a rotation and a stretching transformation. These local transformations are naturally interpolated over time and serve as the basis for composing a global coherent least-distorting transformation.


symposium on computer animation | 2004

Point based animation of elastic, plastic and melting objects

Matthias Müller; Richard Keiser; Andrew Nealen; Mark Pauly; Markus H. Gross; Marc Alexa

We present a method for modeling and animating a wide spectrum of volumetric objects, with material properties anywhere in the range from stiff elastic to highly plastic. Both the volume and the surface representation are point based, which allows arbitrarily large deviations form the original shape. In contrast to previous point based elasticity in computer graphics, our physical model is derived from continuum mechanics, which allows the specification of common material properties such as Youngs Modulus and Poissons Ratio. In each step, we compute the spatial derivatives of the discrete displacement field using a Moving Least Squares (MLS) procedure. From these derivatives we obtain strains, stresses and elastic forces at each simulated point. We demonstrate how to solve the equations of motion based on these forces, with both explicit and implicit integration schemes. In addition, we propose techniques for modeling and animating a point-sampled surface that dynamically adapts to deformations of the underlying volumetric model.


international conference on computer graphics and interactive techniques | 2007

FiberMesh: designing freeform surfaces with 3D curves

Andrew Nealen; Takeo Igarashi; Olga Sorkine; Marc Alexa

This paper presents a system for designing freeform surfaces with a collection of 3D curves. The user first creates a rough 3D model by using a sketching interface. Unlike previous sketching systems, the user-drawn strokes stay on the model surface and serve as handles for controlling the geometry. The user can add, remove, and deform these control curves easily, as if working with a 2D line drawing. The curves can have arbitrary topology; they need not be connected to each other. For a given set of curves, the system automatically constructs a smooth surface embedding by applying functional optimization. Our system provides real-time algorithms for both control curve deformation and the subsequent surface optimization. We show that one can create sophisticated models using this system, which have not yet been seen in previous sketching or functional optimization systems.


Computer Graphics Forum | 2000

Representing Animations by Principal Components

Marc Alexa; Wolfgang Müller

In this paper, we present a representation for three‐dimensional geometric animation sequences. Different from standard key‐frame techniques, this approach is based on the determination of principal animation components and decouples the animation from the underlying geometry. The new representation supports progressive animation compression with spatial, as well as temporal, level‐of‐detail and high compression ratios. The distinction of animation and geometry allows for mapping animations onto other objects.


ieee symposium on information visualization | 2001

Visualizing time-series on spirals

Marc Weber; Marc Alexa; Wolfgang Müller

In this paper, we present a new approach for the visualization of time-series data based on spirals. Different to classical bar charts and line graphs, the spiral is suited to visualize large data sets and supports much better the identification of periodic structures in the data. Moreover, it supports both the visualization of nominal and quantitative data based on a similar visualization metaphor. The extension of the spiral visualization to 3D gives access to concepts for zooming and focusing and linking in the data set. As such, spirals complement other visualization techniques for time series and specifically enhance the identication of periodic patterns.

Collaboration


Dive into the Marc Alexa's collaboration.

Top Co-Authors

Avatar
Top Co-Authors

Avatar

Wojciech Matusik

Massachusetts Institute of Technology

View shared research outputs
Top Co-Authors

Avatar

Kristian Hildebrand

Technical University of Berlin

View shared research outputs
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar

Anders Adamson

Technische Universität Darmstadt

View shared research outputs
Top Co-Authors

Avatar

Mathias Eitz

Technical University of Berlin

View shared research outputs
Top Co-Authors

Avatar

Wolfgang Müller

Technische Universität Darmstadt

View shared research outputs
Top Co-Authors

Avatar

Johannes Behr

Technische Universität Darmstadt

View shared research outputs
Top Co-Authors

Avatar

Philipp Herholz

Technical University of Berlin

View shared research outputs
Researchain Logo
Decentralizing Knowledge