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Dive into the research topics where Patrick Min is active.

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Featured researches published by Patrick Min.


Proceedings Shape Modeling Applications, 2004. | 2004

The Princeton Shape Benchmark

Philip Shilane; Patrick Min; Michael M. Kazhdan; Thomas A. Funkhouser

In recent years, many shape representations and geometric algorithms have been proposed for matching 3D shapes. Usually, each algorithm is tested on a different (small) database of 3D models, and thus no direct comparison is available for competing methods. We describe the Princeton Shape Benchmark (PSB), a publicly available database of polygonal models collected from the World Wide Web and a suite of tools for comparing shape matching and classification algorithms. One feature of the benchmark is that it provides multiple semantic labels for each 3D model. For instance, it includes one classification of the 3D models based on function, another that considers function and form, and others based on how the object was constructed (e.g., man-made versus natural objects). We find that experiments with these classifications can expose different properties of shape-based retrieval algorithms. For example, out of 12 shape descriptors tested, extended Gaussian images by B. Horn (1984) performed best for distinguishing man-made from natural objects, while they performed among the worst for distinguishing specific object types. Based on experiments with several different shape descriptors, we conclude that no single descriptor is best for all classifications, and thus the main contribution of this paper is to provide a framework to determine the conditions under which each descriptor performs best.


ACM Transactions on Graphics | 2003

A search engine for 3D models

Thomas A. Funkhouser; Patrick Min; Michael M. Kazhdan; Joyce Chen; J. Alex Halderman; David P. Dobkin; David Pokrass Jacobs

As the number of 3D models available on the Web grows, there is an increasing need for a search engine to help people find them. Unfortunately, traditional text-based search techniques are not always effective for 3D data. In this article, we investigate new shape-based search methods. The key challenges are to develop query methods simple enough for novice users and matching algorithms robust enough to work for arbitrary polygonal models. We present a Web-based search engine system that supports queries based on 3D sketches, 2D sketches, 3D models, and/or text keywords. For the shape-based queries, we have developed a new matching algorithm that uses spherical harmonics to compute discriminating similarity measures without requiring repair of model degeneracies or alignment of orientations. It provides 46 to 245% better performance than related shape-matching methods during precision--recall experiments, and it is fast enough to return query results from a repository of 20,000 models in under a second. The net result is a growing interactive index of 3D models available on the Web (i.e., a Google for 3D models).


international conference on computer graphics and interactive techniques | 2004

Modeling by example

Thomas A. Funkhouser; Michael M. Kazhdan; Philip Shilane; Patrick Min; William Kiefer; Ayellet Tal; Szymon Rusinkiewicz; David P. Dobkin

In this paper, we investigate a data-driven synthesis approach to constructing 3D geometric surface models. We provide methods with which a user can search a large database of 3D meshes to find parts of interest, cut the desired parts out of the meshes with intelligent scissoring, and composite them together in different ways to form new objects. The main benefit of this approach is that it is both easy to learn and able to produce highly detailed geometric models -- the conceptual design for new models comes from the user, while the geometric details come from examples in the database. The focus of the paper is on the main research issues motivated by the proposed approach: (1) interactive segmentation of 3D surfaces, (2) shape-based search to find 3D models with parts matching a query, and (3) composition of parts to form new models. We provide new research contributions on all three topics and incorporate them into a prototype modeling system. Experience with our prototype system indicates that it allows untrained users to create interesting and detailed 3D models.


IEEE Transactions on Visualization and Computer Graphics | 2007

Curve-Skeleton Properties, Applications, and Algorithms

Nicu D. Cornea; Deborah Silver; Patrick Min

Curve-skeletons are thinned 1D representations of 3D objects useful for many visualization tasks including virtual navigation, reduced-model formulation, visualization improvement, animation, etc. There are many algorithms in the literature describing extraction methodologies for different applications; however, it is unclear how general and robust they are. In this paper, we provide an overview of many curve-skeleton applications and compile a set of desired properties of such representations. We also give a taxonomy of methods and analyze the advantages and drawbacks of each class of algorithms.


international conference on computer graphics and interactive techniques | 1999

Real-time acoustic modeling for distributed virtual environments

Thomas A. Funkhouser; Patrick Min; Ingrid Carlbom

Realistic acoustic modeling is essential for spatializing sound in distributed virtual environments where multiple networked users move around and interact visually and aurally in a shared virtual world. Unfortunately, current methods for computing accurate acoustical models are not fast enough for real-time auralization of sounds for simultaneously moving sources and receivers. In this paper, we present three new beam tracing algorithms that greatly accelerate computation of reverberation paths in a distributed virtual environment by taking advantage of the fact that sounds can only be generated or heard at the positions of “avatars” representing the users. The priority-driven beam tracing algorithm performs a bestfirst search of a cell adjacency graph, and thus enables new termination criteria with which all early reflection paths can be found very efficiently. The bidirectional beam tracing algorithm combines sets of beams traced from pairs of avatar locations to find reverberation paths between them while requiring significantly less computation than previous unidirectional algorithms. The amortized beam tracing algorithm computes beams emanating from box-shaped regions of space containing predicted avatar locations and re-uses those beams multiple times to compute reflections paths as each avatar moves inside the box. Cumulatively, these algorithms enable speedups of approximately two orders of magnitude over previous methods. They are incorporated into a time-critical multiprocessing system that allocates its computational resources dynamically in order to compute the highest priority reverberation paths between moving avatar locations in real-time with graceful degradation and adaptive refinement.


Communications of The ACM | 2005

Shape-based retrieval and analysis of 3d models

Thomas A. Funkhouser; Michael M. Kazhdan; Patrick Min; Philip Shilane

The number of 3D geometric models available in online repositories is growing dramatically. Examples include: the Protein Data Bank [1], which stores the 3D atomic coordinates for 29,000 protein molecules; the National Design Repository [9], which stores 3D computer-aided design (CAD) models for tens of thousands of mechanical parts; and the Princeton Shape Database [5], which stores polygonal surface models for 36,000 everyday objects crawled from the Web. Since graphics hardware is getting faster and 3D scanning hardware cheaper, there is every reason to believe that demand for and supply of 3D models will continue to increase into the future, leading to an online environment in which 3D models are as plentiful as images, videos, and audio files today.


ieee visualization | 2005

Curve-skeleton applications

Nicu D. Cornea; Deborah Silver; Patrick Min

Curve-skeletons are a 1D subset of the medial surface of a 3D object and are useful for many visualization tasks including virtual navigation, reduced-model formulation, visualization improvement, mesh repair, animation, etc. There are many algorithms in the literature describing extraction methodologies for different applications; however, it is unclear how general and robust they are. In this paper, we provide an overview of many curve-skeleton applications and compile a set of desired properties of such representations. We also give a taxonomy of methods and analyze the advantages and drawbacks of each class of algorithms.


international conference theory and practice digital libraries | 2004

A comparison of text and shape matching for retrieval of online 3D models

Patrick Min; Michael M. Kazhdan; Thomas A. Funkhouser

Because of recent advances in graphics hard- and software, both the production and use of 3D models are increasing at a rapid pace. As a result, a large number of 3D models have become available on the web, and new research is being done on 3D model retrieval methods. Query and retrieval can be done solely based on associated text, as in image retrieval, for example (e.g. Google Image Search [1] and [2,3]). Other research focuses on shape-based retrieval, based on methods that measure shape similarity between 3D models (e.g., [4]). The goal of our work is to take current text- and shape-based matching methods, see which ones perform best, and compare those. We compared four text matching methods and four shape matching methods, by running classification tests using a large database of 3D models downloaded from the web [5]. In addition, we investigated several methods to combine the results of text and shape matching. We found that shape matching outperforms text matching in all our experiments. The main reason is that publishers of online 3D models simply do not provide enough descriptive text of sufficient quality: 3D models generally appear in lists on web pages, annotated only with cryptic filenames or thumbnail images. Combining the results of text and shape matching further improved performance. The results of this paper provide added incentive to continue research in shape-based retrieval methods for 3D models, as well as retrieval based on other attributes.


Computer Graphics Forum | 2000

Priority-Driven Acoustic Modeling for Virtual Environments

Patrick Min; Thomas A. Funkhouser

Geometric acoustic modeling systems spatialize sounds according to reverberation paths from a sound source to a receiver to give an auditory impression of a virtual 3D environment. These systems are useful for concert hall design, teleconferencing, training and simulation, and interactive virtual environments. In many cases, such as in an interactive walkthrough program, the reverberation paths must be updated within strict timing constraints ‐ e.g., as the sound receiver moves under interactive control by a user. In this paper, we describe a geometric acoustic modeling algorithm that uses a priority queue to trace polyhedral beams representing reverberation paths in best‐first order up to some termination criteria (e.g., expired time‐slice). The advantage of this algorithm is that it is more likely to find the highest priority reverberation paths within a fixed time‐slice, avoiding many geometric computations for lower‐priority beams. Yet, there is overhead in computing priorities and managing the priority queue. The focus of this paper is to study the trade‐offs of the priority‐driven beam tracing algorithm with different priority functions. During experiments computing reverberation paths between a source and a receiver in a 3D building environment, we find that priority functions incorporating more accurate estimates of source‐to‐receiver path length are more likely to find early reverberation paths useful for spatialization, especially in situations where the source and receiver cannot reach each other through trivial reverberation paths. However, when receivers are added to the environment such that it becomes more densely and evenly populated, this advantage diminishes.


Journal of the Acoustical Society of America | 2004

A beam tracing method for interactive architectural acoustics

Thomas A. Funkhouser; Nicolas Tsingos; Ingrid Carlbom; Gary W. Elko; Mohan Sondhi; James E. West; Gopal Pingali; Patrick Min; Addy Ngan

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Addy Ngan

Massachusetts Institute of Technology

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