Mario Botsch

Details der Publikationsliste

Zeitraum

2000 - 2009

Anzahl

42

Co-Autoren

EUROGRAPHICS 2007 / D. Cohen-Or and P. Slavík (Guest Editors) A Finite Element Method on Convex Polyhedra (2009)

Martin Wicke, Mario Botsch, Markus Gross

We present a method for animating deformable objects using a novel finite element discretization on convex polyhedra. Our finite element approach draws upon recently introduced 3D mean value...

Computer Graphics Group, RWTH-Aachen (2008)

Leif P. Kobbelt, Mario Botsch, Ulrich Schwanecke, Hans-peter Seidel

Figure 1: We present a new technique to extract high quality triangle meshes from volume representations of geometric objects. The two main contributions are an enhanced distance field representation...

Abstract (2008)

M. Alexa, S. Rusinkiewicz, Phong Splatting, Mario Botsch, Michael Spernat, Leif Kobbelt

Surface splatting has developed into a valuable alternative to triangle meshes when it comes to rendering of highly detailed massive datasets. However, even highly accurate splat approximations of...

Abstract Deformation Transfer for Detail-Preserving Surface Editing (2008)

Mario Botsch, Robert W. Sumner

Recent detail-preserving shape deformation techniques are either based on a combination of multiresolution decomposition and variational bending energy minimization, or they manipulate differential...

Interactive mesh editing has become an essential com- (2008)

Martin Marinov, Mario Botsch, Leif Kobbelt

Multiresolution shape editing performs global deformations while preserving fine surface details by modifying a smooth base surface and reconstructing the modified detailed surface as a normal...

Computer Graphics Group (2008)

Mario Botsch, David Bommes, Christoph Vogel, Leif Kobbelt

In an increasing number of applications triangle meshes represent a flexible and efficient alternative to traditional NURBS-based surface representations. Especially in engineering applications it is...

PriMo: Coupled Prisms for Intuitive Surface Modeling Abstract (2008)

Konrad Polthier, Alla Sheffer (editors, Mario Botsch, Mark Pauly, Markus Gross, Leif Kobbelt

We present a new method for 3D shape modeling that achieves intuitive and robust deformations by emulating physically plausible surface behavior inspired by thin shells and plates. The surface mesh...

EUROGRAPHICS 2001 / A. Chalmers and T.-M. Rhyne (Guest Editors) Resampling Feature and Blend Regions (2008)

Mario Botsch, Leif Kobbelt

Efficient surface reconstruction and reverse engineering techniques are usually based on a polygonal mesh representation of the geometry: the resulting models emerge from piecewise linear...

Abstract (2008)

M. Pauly, M. Zwicker, High-quality Surface, Splatting Today’s Gpus, Mario Botsch, Er Hornung, ...

Because of their conceptual simplicity and superior flexibility, point-based geometries evolved into a valuable alternative to surface representations based on polygonal meshes. Elliptical surface...

(Guest Editors) Abstract Multiresolution Surface Representation Based on Displacement Volumes (2008)

Eurographics P. Brunet, D. Fellner, Mario Botsch, Leif Kobbelt

We propose a new representation for multiresolution models which uses volume elements enclosed between the different resolution levels to encode the detail information. Keeping these displacement...

Abstract GPU-Based Ray-Casting of Quadratic Surfaces (2008)

M. Botsch, B. Chen (editors, Christian Sigg, Tim Weyrich, Mario Botsch, Markus Gross

Quadratic surfaces are frequently used primitives in geometric modeling and scientific visualization, such as rendering of tensor fields, particles, and molecular structures. While high visual...

A Remeshing Approach to Multiresolution Modeling Abstract (2008)

R. Scopigno, D. Zorin, Mario Botsch, Leif Kobbelt

Providing a thorough mathematical foundation, multiresolution modeling is the standard approach for global surface deformations that preserve fine surface details in an intuitive and plausible...

EUROGRAPHICS 2006 / D. W. Fellner and C. Hansen Short Papers Multiresolution GPU Mesh Painting (2008)

Tobias Ritschel, Mario Botsch, Stefan Müller

Mesh painting is a well accepted and very intuitive metaphor for adding high-resolution detail to a given 3D model: Using a brush interface, the designer simply paints fine-scale texture or geometry...

Abstract Deformation Transfer for Detail-Preserving Surface Editing (2008)

Mario Botsch, Robert W. Sumner

Recent detail-preserving shape deformation techniques are either based on a combination of multiresolution decomposition and variational bending energy minimization, or they manipulate differential...

Abstract Feature Sensitive Sampling for Interactive Remeshing (2008)

Mario Botsch, Christian Rössl, Leif Kobbelt

We present a technique for remeshing irregular triangles meshes where the distribution and alignment can be adapted to the underlying geometry. Following the interactive virtual range scanner...

Computer Graphics Group, RWTH-Aachen (2008)

Leif P. Kobbelt, Mario Botsch, Ulrich Schwanecke, Hans-peter Seidel

Figure 1: We present a new technique to extract high quality triangle meshes from volume representations of geometric objects. The two main contributions are an enhanced distance field representation...

Abstract (2008)

M. Pauly, M. Zwicker, High-quality Surface, Splatting Today’s Gpus, Mario Botsch, Er Hornung, ...

Because of their conceptual simplicity and superior flexibility, point-based geometries evolved into a valuable alternative to surface representations based on polygonal meshes. Elliptical surface...

GPU-Based Multiresolution Deformation Using Approximate (2008)

Normal Field Reconstruction, Martin Marinov, Mario Botsch, Leif Kobbelt

this paper we present algorithms for computing both the deformation and the detail reconstruction emerging in a typical two-scale mesh modeling framework on the GPU. To make this possible, we show...

GPU-based Tolerance Volumes for Mesh Processing (2008)

Mario Botsch, David Bommes, Christoph Vogel, Leif Kobbelt

In an increasing number of applications triangle meshes represent a flexible and efficient alternative to traditional NURBS-based surface representations. Especially in engineering applications it is...

Computer Graphics Group, RWTH-Aachen (2007)

Leif P. Kobbelt, Mario Botsch, Ulrich Schwanecke, Hans-peter Seidel

Figure 1: We present a new technique to extract high quality triangle meshes from volume representations of geometric objects. The two main contributions are an enhanced distance field representation...

EUROGRAPHICS 2001 / A. Chalmers and T.-M. Rhyne (Guest Editors) Resampling Feature and Blend Regions (2007)

Mario Botsch, Leif Kobbelt

Efficient surface reconstruction and reverse engineering techniques are usually based on a polygonal mesh representation of the geometry: the resulting models emerge from piecewise linear...

EUROGRAPHICS 2003 / P. Brunet and D. Fellner (2007)

Guest Editors Volume, Eurographics P. Brunet, D. Fellner, Mario Botsch, Leif Kobbelt

We propose a new representation for multiresolution models which uses volume elements enclosed between the different resolution levels to encode the detail information. Keeping these displacement...

A Remeshing Approach to Multiresolution Modeling Abstract (2007)

R. Scopigno, D. Zorin, Mario Botsch, Leif Kobbelt

Providing a thorough mathematical foundation, multiresolution modeling is the standard approach for global surface deformations that preserve fine surface details in an intuitive and plausible...

Geometric Modeling Based on Polygonal Meshes (2007)

Botsch, Mario, Pauly, Mark, Kobbelt, Leif, Alliez, Pierre, Lévy, Bruno, Bischoff, Stephan, ...

In the last years triangle meshes have become increasingly popular and are nowadays intensively used in many different areas of computer graphics and geometry processing. In classical CAGD irregular...

Geometric Modeling Based on Polygonal Meshes (2007)

Botsch, Mario, Pauly, Mark, Kobbelt, Leif, Alliez, Pierre, Lévy, Bruno, Bischoff, Stephan, ...

In the last years triangle meshes have become increasingly popular and are nowadays intensively used in many different areas of computer graphics and geometry processing. In classical CAGD irregular...

On linear variational surface deformation methods (2007)

Mario Botsch

Abstract — This survey reviews the recent advances in linear variational mesh deformation techniques. These methods were developed for editing detailed high-resolution meshes, like those produced...

Geometric Modeling Based on Triangle Meshes (2006)

Botsch, Mario, Pauly, Mark, Rössl, Christian, Bischoff, Stephan, Kobbelt, Leif

In the last years triangle meshes have become increasingly popular and are nowad ays intensively used in many different areas of computer graphics and geometry p rocessing. In classical CAGD...

Geometric Modeling Based on Triangle Meshes (2006)

Botsch, Mario, Pauly, Mark, Rössl, Christian, Bischoff, Stephan, Kobbelt, Leif

In the last years triangle meshes have become increasingly popular and are nowad ays intensively used in many different areas of computer graphics and geometry p rocessing. In classical CAGD...

Real-time shape editing using radial basis functions (2005)

Mario Botsch, Leif Kobbelt

Current surface-based methods for interactive freeform editing of high resolution 3D models are very powerful, but at the same time require a certain minimum tessellation or sampling quality in order...

Efficient linear system solvers for mesh processing (2005)

Mario Botsch, David Bommes, Leif Kobbelt

Abstract. The use of polygonal mesh representations for freeform geometry enables the formulation of many important geometry processing tasks as the solution of one or several linear systems. As a...

A survey of point-based techniques in computer graphics (2004)

Leif Kobbelt, Mario Botsch

In recent years point-based geometry has gained increasing attention as an alternative surface representation, both for efficient rendering and for flexible geometry processing of highly complex...

Perspective Accurate Splatting (2004)

Matthias Zwicker, Jussi Räsänen, Mario Botsch, Carsten Dachsbacher, Mark Pauly

We present a novel algorithm for accurate, high quality point rendering, which is based on the formulation of splatting using homogeneous coordinates. In contrast to previous methods, this leads to...

A survey of point-based techniques in computer graphics (2004)

Leif Kobbelt, Mario Botsch

In recent years point-based geometry has gained increasing attention as an alternative surface representation, both for efficient rendering and for flexible geometry processing of highly complex...

High-Quality Point-Based Rendering on Modern GPUs (2003)

Mario Botsch, Leif Kobbelt

In the last years point-based rendering has been shown to offer the potential to outperform traditional triangle based rendering both in speed and visual quality when it comes to processing highly...

Efficient high quality rendering of point sampled geometry (2002)

Mario Botsch, Andreas Wiratanaya, Leif Kobbelt

We propose a highly efficient hierarchical representation for point sampled geometry that automatically balances sampling density and point coordinate quantization. The representation is very compact...

Efficient high quality rendering of point sampled geometry (2002)

Mario Botsch, Andreas Wiratanaya, Leif Kobbelt

We propose a highly efficient hierarchical representation for point sampled geometry that automatically balances sampling density and point coordinate quantization. The representation is very compact...

A robust procedure to eliminate degenerate faces from triangle meshes (2001)

Mario Botsch, Leif P. Kobbelt

When using triangle meshes in numerical simulations or other sophisticated downstream applications, we have to guarantee that no degenerate faces are present since they have, e.g., no well defined...

An interactive approach to point cloud triangulation (2000)

Leif P. Kobbelt, Mario Botsch

Max-Planck-Institute for Computer Sciences We present an interactive system for the generation of high quality triangle meshes that allows us to handle hybrid geometry (point clouds, polygons,...) as...

An interactive approach to point cloud triangulation (2000)

Leif P. Kobbelt, Mario Botsch

Max-Planck-Institute for Computer Sciences We present an interactive system for the generation of high quality triangle meshes that allows us to handle hybrid geometry (point clouds, polygons,...) as...