Section: Scientific Foundations
Geometric Modeling and Acquisition
In computer graphics, we are primarily concerned with the surfaces of geometric objects since the surfaces are what we actually see, animate, and physically process. The IPARLA project aims to develop mobile solutions, and solutions that can be adapted to the different modeling contexts and modeling platforms. We will thus consider multiresolution representations (like subdivision surfaces) and multi-representation (hybrid point-based/ implicit surface - meshes, hybrid 3D and 2D structures, ...).
In recent years, multiresolution modeling has proved to be valuable in 3D geometric surface modeling and rendering. It deals with the generation, representation, visualization, and manipulation of surfaces at various levels of detail or accuracy in a single model. Applications include fast rendering, level of detail editing, collision detection, scientific visualization, as well as compression and progressive transmission. In the context of mobility, the requirement of multiresolution is even essential due to the enormous differences of hardware capacities. Multiresolution is also the link between geometric modeling and rendering, providing for instance an appropriate level of detail for a given viewpoint in order to ensure real-time rendering.
In the context of mobility, the users are directly in front of the real world. In the IPARLA project, we thus have to consider the problem of 3D data acquisition, with 3D scanners or any other devices like embedded cameras of mobile devices. A challenging task is to handle the modeling and rendering of the large amount of data in real-time. Several of our algorithms are designed to work "out-of-core" to process large acquired datasets (e.g. gigantic point clouds from 3D scanners). When this can be done even in real-time, the geometry acquisition can be used for interaction.
Modeling and acquisition can hardly be considered without taking into account the rendering part, and for a mobile usage, without taking into account the user, who is in the center of any mobile application. Cognition and interaction have to be considered during the development of new modeling approaches.