Three-dimensional alpha shapes
ACM Transactions on Graphics (TOG)
Surface reconstruction by Voronoi filtering
Proceedings of the fourteenth annual symposium on Computational geometry
A simple algorithm for homeomorphic surface reconstruction
Proceedings of the sixteenth annual symposium on Computational geometry
Proceedings of the sixth ACM symposium on Solid modeling and applications
Delaunay based shape reconstruction from large data
PVG '01 Proceedings of the IEEE 2001 symposium on parallel and large-data visualization and graphics
The Ball-Pivoting Algorithm for Surface Reconstruction
IEEE Transactions on Visualization and Computer Graphics
Computing and Rendering Point Set Surfaces
IEEE Transactions on Visualization and Computer Graphics
The flow complex: a data structure for geometric modeling
SODA '03 Proceedings of the fourteenth annual ACM-SIAM symposium on Discrete algorithms
Triangle: Engineering a 2D Quality Mesh Generator and Delaunay Triangulator
FCRC '96/WACG '96 Selected papers from the Workshop on Applied Computational Geormetry, Towards Geometric Engineering
Tight cocone: a water-tight surface reconstructor
SM '03 Proceedings of the eighth ACM symposium on Solid modeling and applications
Provable surface reconstruction from noisy samples
SCG '04 Proceedings of the twentieth annual symposium on Computational geometry
A greedy Delaunay-based surface reconstruction algorithm
The Visual Computer: International Journal of Computer Graphics
3DPVT '04 Proceedings of the 3D Data Processing, Visualization, and Transmission, 2nd International Symposium
Recovering articulated object models from 3D range data
UAI '04 Proceedings of the 20th conference on Uncertainty in artificial intelligence
Star splaying: an algorithm for repairing delaunay triangulations and convex hulls
SCG '05 Proceedings of the twenty-first annual symposium on Computational geometry
Partial and approximate symmetry detection for 3D geometry
ACM SIGGRAPH 2006 Papers
Interactive decal compositing with discrete exponential maps
ACM SIGGRAPH 2006 Papers
Surface and normal ensembles for surface reconstruction
Computer-Aided Design
Parameterization-free projection for geometry reconstruction
ACM SIGGRAPH 2007 papers
Triangulating point set surfaces with bounded error
SGP '05 Proceedings of the third Eurographics symposium on Geometry processing
Poisson surface reconstruction
SGP '06 Proceedings of the fourth Eurographics symposium on Geometry processing
Randomized cuts for 3D mesh analysis
ACM SIGGRAPH Asia 2008 papers
Random walks for feature-preserving mesh denoising
Computer Aided Geometric Design
On the Locality of Extracting a 2-Manifold in
SWAT '08 Proceedings of the 11th Scandinavian workshop on Algorithm Theory
Surface reconstruction from point clouds by transforming the medial scaffold
Computer Vision and Image Understanding
Isotopic reconstruction of surfaces with boundaries
SGP '09 Proceedings of the Symposium on Geometry Processing
Technical Section: Visibility of noisy point cloud data
Computers and Graphics
SMI 2011: Full Paper: Localized Cocone surface reconstruction
Computers and Graphics
Part-based representation and editing of 3d surface models
Part-based representation and editing of 3d surface models
GPU local triangulation: an interpolating surface reconstruction algorithm
EuroVis'08 Proceedings of the 10th Joint Eurographics / IEEE - VGTC conference on Visualization
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Consider an algorithm for generating a triangle mesh interpolating a fixed set of 3D point samples, where the generated triangle set varies depending on some underlying parameters. In this paper we treat such an algorithm as a means of sampling the space of possible interpolant meshes, and then define a more robust algorithm based on drawing multiple such samples from this process and averaging them. As mesh connectivity graphs cannot be trivially averaged, we compute triangle statistics and then attempt to find a set of compatible triangles which maximize agreement between the sample meshes while also forming a manifold mesh. Essentially, each sample mesh ''votes'' for triangles, and hence we call our result a consensus mesh. Finding the optimal consensus mesh is combinatorially intractable, so we present an efficient greedy algorithm. We apply this strategy to two mesh generation processes-ball pivoting and localized tangent-space Delaunay triangulations. We then demonstrate that consensus meshing enables a generic decomposition of the meshing problem which supports trivial parallelization.