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Dive into the research topics where Marcel Campen is active.

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Featured researches published by Marcel Campen.


international conference on computer graphics and interactive techniques | 2013

Integer-grid maps for reliable quad meshing

David Bommes; Marcel Campen; Hans-Christian Ebke; Pierre Alliez; Leif Kobbelt

Quadrilateral remeshing approaches based on global parametrization enable many desirable mesh properties. Two of the most important ones are (1) high regularity due to explicit control over irregular vertices and (2) smooth distribution of distortion achieved by convex variational formulations. Apart from these strengths, state-of-the-art techniques suffer from limited reliability on real-world input data, i.e. the determined map might have degeneracies like (local) non-injectivities and consequently often cannot be used directly to generate a quadrilateral mesh. In this paper we propose a novel convex Mixed-Integer Quadratic Programming (MIQP) formulation which ensures by construction that the resulting map is within the class of so called Integer-Grid Maps that are guaranteed to imply a quad mesh. In order to overcome the NP-hardness of MIQP and to be able to remesh typical input geometries in acceptable time we propose two additional problem specific optimizations: a complexity reduction algorithm and singularity separating conditions. While the former decouples the dimension of the MIQP search space from the input complexity of the triangle mesh and thus is able to dramatically speed up the computation without inducing inaccuracies, the latter improves the continuous relaxation, which is crucial for the success of modern MIQP optimizers. Our experiments show that the reliability of the resulting algorithm does not only annihilate the main drawback of parametrization based quad-remeshing but moreover enables the global search for high-quality coarse quad layouts - a difficult task solely tackled by greedy methodologies before.


ACM Computing Surveys | 2013

Polygon mesh repairing: An application perspective

Marco Attene; Marcel Campen; Leif Kobbelt

Nowadays, digital 3D models are in widespread and ubiquitous use, and each specific application dealing with 3D geometry has its own quality requirements that restrict the class of acceptable and supported models. This article analyzes typical defects that make a 3D model unsuitable for key application contexts, and surveys existing algorithms that process, repair, and improve its structure, geometry, and topology to make it appropriate to case-by-case requirements. The analysis is focused on polygon meshes, which constitute by far the most common 3D object representation. In particular, this article provides a structured overview of mesh repairing techniques from the point of view of the application context. Different types of mesh defects are classified according to the upstream application that produced the mesh, whereas mesh quality requirements are grouped by representative sets of downstream applications where the mesh is to be used. The numerous mesh repair methods that have been proposed during the last two decades are analyzed and classified in terms of their capabilities, properties, and guarantees. Based on these classifications, guidelines can be derived to support the identification of repairing algorithms best-suited to bridge the compatibility gap between the quality provided by the upstream process and the quality required by the downstream applications in a given geometry processing scenario.


international conference on computer graphics and interactive techniques | 2012

Dual loops meshing: quality quad layouts on manifolds

Marcel Campen; David Bommes; Leif Kobbelt

We present a theoretical framework and practical method for the automatic construction of simple, all-quadrilateral patch layouts on manifold surfaces. The resulting layouts are coarse, surface-embedded cell complexes well adapted to the geometric structure, hence they are ideally suited as domains and base complexes for surface parameterization, spline fitting, or subdivision surfaces and can be used to generate quad meshes with a high-level patch structure that are advantageous in many application scenarios. Our approach is based on the careful construction of the layout graphs combinatorial dual. In contrast to the primal this dual perspective provides direct control over the globally interdependent structural constraints inherent to quad layouts. The dual layout is built from curvature-guided, crossing loops on the surface. A novel method to construct these efficiently in a geometry- and structure-aware manner constitutes the core of our approach.


Computer Graphics Forum | 2010

Exact and Robust (Self-)Intersections for Polygonal Meshes

Marcel Campen; Leif Kobbelt

We present a new technique to implement operators that modify the topology of polygonal meshes at intersections and self‐intersections. Depending on the modification strategy, this effectively results in operators for Boolean combinations or for the construction of outer hulls that are suited for mesh repair tasks and accurate mesh‐based front tracking of deformable materials that split and merge. By combining an adaptive octree with nested binary space partitions (BSP), we can guarantee exactness (= correctness) and robustness (= completeness) of the algorithm while still achieving higher performance and less memory consumption than previous approaches. The efficiency and scalability in terms of runtime and memory is obtained by an operation localization scheme. We restrict the essential computations to those cells in the adaptive octree where intersections actually occur. Within those critical cells, we convert the input geometry into a plane‐based BSP‐representation which allows us to perform all computations exactly even with fixed precision arithmetics. We carefully analyze the precision requirements of the involved geometric data and predicates in order to guarantee correctness and show how minimal input mesh quantization can be used to safely rely on computations with standard floating point numbers. We properly evaluate our method with respect to precision, robustness, and efficiency.


Computer Graphics Forum | 2010

Polygonal Boundary Evaluation of Minkowski Sums and Swept Volumes

Marcel Campen; Leif Kobbelt

We present a novel technique for the efficient boundary evaluation of sweep operations applied to objects in polygonal boundary representation. These sweep operations include Minkowski addition, offsetting, and sweeping along a discrete rigid motion trajectory. Many previous methods focus on the construction of a polygonal superset (containing self‐intersections and spurious internal geometry) of the boundary of the volumes which are swept. Only few are able to determine a clean representation of the actual boundary, most of them in a discrete volumetric setting. We unify such superset constructions into a succinct common formulation and present a technique for the robust extraction of a polygonal mesh representing the outer boundary, i.e. it makes no general position assumptions and always yields a manifold, watertight mesh. It is exact for Minkowski sums and approximates swept volumes polygonally. By using plane‐based geometry in conjunction with hierarchical arrangement computations we avoid the necessity of arbitrary precision arithmetics and extensive special case handling. By restricting operations to regions containing pieces of the boundary, we significantly enhance the performance of the algorithm.


Computer Graphics Forum | 2014

Quad Layout Embedding via Aligned Parameterization

Marcel Campen; Leif Kobbelt

Quad layouting, i.e. the partitioning of a surface into a coarse network of quadrilateral patches, is a fundamental step in application scenarios ranging from animation and simulation to reverse engineering and meshing. This process involves determining the layouts combinatorial structure as well as its geometric embedding in the surface. We present a novel quad layout algorithm that focuses on the embedding optimization, thereby complementing recent methods focusing on the structure optimization aspect. It takes as input a description of the target layout structure and computes a complete embedding in form of a parameterization globally optimized for isometry and, in particular, principal direction alignment. Besides being suited for fully automatic workflows, our method can also incorporate user constraints and support the tedious but common procedure of manual layouting.


international conference on computer graphics and interactive techniques | 2014

Level-of-detail quad meshing

Hans-Christian Ebke; Marcel Campen; David Bommes; Leif Kobbelt

The most effective and popular tools for obtaining feature aligned quad meshes from triangular input meshes are based on cross field guided parametrization. These methods are incarnations of a conceptual three-step pipeline: (1) cross field computation, (2) field-guided surface parametrization, (3) quad mesh extraction. While in most meshing scenarios the user prescribes a desired target quad size or edge length, this information is typically taken into account from step 2 onwards only, but not in the cross field computation step. This turns into a problem in the presence of small scale geometric or topological features or noise in the input mesh: closely placed singularities are induced in the cross field, which are not properly reproducible by vertices in a quad mesh with the prescribed edge length, causing severe distortions or even failure of the meshing algorithm. We reformulate the construction of cross fields as well as field-guided parametrizations in a scale-aware manner which effectively suppresses densely spaced features and noise of geometric as well as topological kind. Dominant large-scale features are adequately preserved in the output by relying on the unaltered input mesh as the computational domain.


symposium on geometry processing | 2013

Practical anisotropic geodesy

Marcel Campen; Martin Heistermann; Leif Kobbelt

The computation of intrinsic, geodesic distances and geodesic paths on surfaces is a fundamental low‐level building block in countless Computer Graphics and Geometry Processing applications. This demand led to the development of numerous algorithms – some for the exact, others for the approximative computation, some focussing on speed, others providing strict guarantees. Most of these methods are designed for computing distances according to the standard Riemannian metric induced by the surfaces embedding in Euclidean space. Generalization to other, especially anisotropic, metrics – which more recently gained interest in several application areas – is not rarely hampered by fundamental problems. We explore and discuss possibilities for the generalization and extension of well‐known methods to the anisotropic case, evaluate their relative performance in terms of accuracy and speed, and propose a novel algorithm, the Short‐Term Vector Dijkstra. This algorithm is strikingly simple to implement and proves to provide practical accuracy at a higher speed than generalized previous methods.


international conference on computer graphics and interactive techniques | 2015

Quantized global parametrization

Marcel Campen; David Bommes; Leif Kobbelt

Global surface parametrization often requires the use of cuts or charts due to non-trivial topology. In recent years a focus has been on so-called seamless parametrizations, where the transition functions across the cuts are rigid transformations with a rotation about some multiple of 90°. Of particular interest, e.g. for quadrilateral meshing, paneling, or texturing, are those instances where in addition the translational part of these transitions is integral (or more generally: quantized). We show that finding not even the optimal, but just an arbitrary valid quantization (one that does not imply parametric degeneracies), is a complex combinatorial problem. We present a novel method that allows us to solve it, i.e. to find valid as well as good quality quantizations. It is based on an original approach to quickly construct solutions to linear Diophantine equation systems, exploiting the specific geometric nature of the parametrization problem. We thereby largely outperform the state-of-the-art, sometimes by several orders of magnitude.


international conference on computer graphics and interactive techniques | 2014

Dual strip weaving: interactive design of quad layouts using elastica strips

Marcel Campen; Leif Kobbelt

We introduce Dual Strip Weaving, a novel concept for the interactive design of quad layouts, i.e. partitionings of freeform surfaces into quadrilateral patch networks. In contrast to established tools for the design of quad layouts or subdivision base meshes, which are often based on creating individual vertices, edges, and quads, our method takes a more global perspective, operating on a higher level of abstraction: the atomic operation of our method is the creation of an entire cyclic strip, delineating a large number of quad patches at once. The global consistency-preserving nature of this approach reduces demands on the users expertise by requiring less advance planning. Efficiency is achieved using a novel method at the heart of our system, which automatically proposes geometrically and topologically suitable strips to the user. Based on this we provide interaction tools to influence the design process to any desired degree and visual guides to support the user in this task.

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Isaak Lim

RWTH Aachen University

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