Network


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

Hotspot


Dive into the research topics where Thomas A. Funkhouser is active.

Publication


Featured researches published by Thomas A. Funkhouser.


ACM Transactions on Graphics | 2002

Shape distributions

Robert Osada; Thomas A. Funkhouser; Bernard Chazelle; David P. Dobkin

Measuring the similarity between 3D shapes is a fundamental problem, with applications in computer graphics, computer vision, molecular biology, and a variety of other fields. A challenging aspect of this problem is to find a suitable shape signature that can be constructed and compared quickly, while still discriminating between similar and dissimilar shapes.In this paper, we propose and analyze a method for computing shape signatures for arbitrary (possibly degenerate) 3D polygonal models. The key idea is to represent the signature of an object as a shape distribution sampled from a shape function measuring global geometric properties of an object. The primary motivation for this approach is to reduce the shape matching problem to the comparison of probability distributions, which is simpler than traditional shape matching methods that require pose registration, feature correspondence, or model fitting.We find that the dissimilarities between sampled distributions of simple shape functions (e.g., the distance between two random points on a surface) provide a robust method for discriminating between classes of objects (e.g., cars versus airplanes) in a moderately sized database, despite the presence of arbitrary translations, rotations, scales, mirrors, tessellations, simplifications, and model degeneracies. They can be evaluated quickly, and thus the proposed method could be applied as a pre-classifier in a complete shape-based retrieval or analysis system concerned with finding similar whole objects. The paper describes our early experiences using shape distributions for object classification and for interactive web-based retrieval of 3D models.


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.


symposium on geometry processing | 2003

Rotation invariant spherical harmonic representation of 3D shape descriptors

Michael M. Kazhdan; Thomas A. Funkhouser; Szymon Rusinkiewicz

One of the challenges in 3D shape matching arises from the fact that in many applications, models should be considered to be the same if they differ by a rotation. Consequently, when comparing two models, a similarity metric implicitly provides the measure of similarity at the optimal alignment. Explicitly solving for the optimal alignment is usually impractical. So, two general methods have been proposed for addressing this issue: (1) Every model is represented using rotation invariant descriptors. (2) Every model is described by a rotation dependent descriptor that is aligned into a canonical coordinate system defined by the model. In this paper, we describe the limitations of canonical alignment and discuss an alternate method, based on spherical harmonics, for obtaining rotation invariant representations. We describe the properties of this tool and show how it can be applied to a number of existing, orientation dependent descriptors to improve their matching performance. The advantages of this tool are two-fold: First, it improves the matching performance of many descriptors. Second, it reduces the dimensionality of the descriptor, providing a more compact representation, which in turn makes comparing two models more efficient.


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 | 1993

Adaptive display algorithm for interactive frame rates during visualization of complex virtual environments

Thomas A. Funkhouser; Carlo H. Séquin

We describe an adaptive display algorithm for interactive frame rates during visualization of very complex virtual environments. The algorithm relies upon a hierarchical model representation in which objects are described at multiple levels of detail and can be drawn with various rendering algorithms. The idea behind the algorithm is to adjust image quality adaptively to maintain a uniform, user-specified target frame rate. We perform a constrained optimization to choose a level of detail and rendering algorithm for each potentially visible object in order to generate the “best” image possible within the target frame time. Tests show that the algorithm generates more uniform frame rates than other previously described detail elision algorithms with little noticeable difference in image quality during visualization of complex models. CR


international conference on shape modeling and applications | 2001

Matching 3D models with shape distributions

Robert Osada; Thomas A. Funkhouser; Bernard Chazelle; David P. Dobkin

Measuring the similarity between 3D shapes is a fundamental problem, with applications in computer vision, molecular biology, computer graphics, and a variety of other fields. A challenging aspect of this problem is to find a suitable shape signature that can be constructed and compared quickly, while still discriminating between similar and dissimilar shapes. In this paper, we propose and analyze a method for computing shape signatures for arbitrary (possibly degenerate) 3D polygonal models. The key idea is to represent the signature of an object as a shape distribution sampled from a shape function measuring the global geometric properties of an object. The primary motivation for this approach is to reduce the shape matching problem to the comparison of probability distributions, which is simpler than traditional shape matching methods that require pose registration, feature correspondence or model fitting. We find that the dissimilarities between sampled distributions of simple shape functions (e.g. the distance between two random points on a surface) provide a robust method for discriminating between classes of objects (e.g. cars versus airplanes) in a moderately sized database, despite the presence of arbitrary translations, rotations, scales, reflections, tessellations, simplifications and model degeneracies. They can be evaluated quickly, and thus the proposed method could be applied as a pre-classifier in an object recognition system or in an interactive content-based retrieval application.


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.


international conference on computer graphics and interactive techniques | 2009

A benchmark for 3D mesh segmentation

Xiaobai Chen; Aleksey Golovinskiy; Thomas A. Funkhouser

This paper describes a benchmark for evaluation of 3D mesh segmentation salgorithms. The benchmark comprises a data set with 4,300 manually generated segmentations for 380 surface meshes of 19 different object categories, and it includes software for analyzing 11 geometric properties of segmentations and producing 4 quantitative metrics for comparison of segmentations. The paper investigates the design decisions made in building the benchmark, analyzes properties of human-generated and computer-generated segmentations, and provides quantitative comparisons of 7 recently published mesh segmentation algorithms. Our results suggest that people are remarkably consistent in the way that they segment most 3D surface meshes, that no one automatic segmentation algorithm is better than the others for all types of objects, and that algorithms based on non-local shape features seem to produce segmentations that most closely resemble ones made by humans.


interactive 3d graphics and games | 1995

RING: a client-server system for multi-user virtual environments

Thomas A. Funkhouser

This paper describes the client-server design, implementation and experimental results for a system that supports real-time visual interaction between a large number of users in a shared 3D virtual environment. The key feature of the system is that server-based visibility algorithms compute potential visual interactions between entities representing users in order to reduce the number of messages required to maintain consistent state among many workstations distributed across a wide-area network. When an entity changes state, update messages are sent only to workstations with entities that can potentially perceive the change—i.e., ones to which the update is visible. Initial experiments show a 40x decrease in the number of messages processed by client workstations during tests with 1024 entities interacting in a large densely occluded virtual environment.


international conference on computer vision | 2009

Shape-based recognition of 3D point clouds in urban environments

Aleksey Golovinskiy; Vladimir G. Kim; Thomas A. Funkhouser

This paper investigates the design of a system for recognizing objects in 3D point clouds of urban environments. The system is decomposed into four steps: locating, segmenting, characterizing, and classifying clusters of 3D points. Specifically, we first cluster nearby points to form a set of potential object locations (with hierarchical clustering). Then, we segment points near those locations into foreground and background sets (with a graph-cut algorithm). Next, we build a feature vector for each point cluster (based on both its shape and its context). Finally, we label the feature vectors using a classifier trained on a set of manually labeled objects. The paper presents several alternative methods for each step. We quantitatively evaluate the system and tradeoffs of different alternatives in a truthed part of a scan of Ottawa that contains approximately 100 million points and 1000 objects of interest. Then, we use this truth data as a training set to recognize objects amidst approximately 1 billion points of the remainder of the Ottawa scan.

Collaboration


Dive into the Thomas A. Funkhouser's collaboration.

Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar

Kai Li

Princeton University

View shared research outputs
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar

Yaron Lipman

Weizmann Institute of Science

View shared research outputs
Researchain Logo
Decentralizing Knowledge