# Khai Tran

This is my personal page

email: khaitran@cs.uh.edu Surface Reconstruction with Textures Zoltan-Csaba Marton (Michael Dixon [Vincent Rabaud, Radu B. Rusu, Suat Gedikli])

I’m a student at University of Houston.

My research interests:

• Computer Vision
• Geometric Computing
• Pattern Recognition
• Digital Image Processing

Here is a brief outline of my GSoC project milestones:

• starting from one of the existing methods (or designing one new method), design and implement the surface reconstruction API for texture blending
• work on pefect texture blending for two overlapping surfaces
• add capabilities for surface mesh updates when a new point cloud dataset is added to an existing surface mesh, without recreating the entire mesh.
• extend the MLS algorithm by providing capabilities for resampling, hole filling, and setSearchSurface

Finished and back to school
Saturday, August 13, 2011

As Zoltan suggested, I have implemented extra step to remove the triangles in the overlapping region given by 2 meshes. The first version proposed by Zoltan is that we will go over the triangles in the first mesh and check if the its center has a nearest neighbor in the other cloud that is closer than the maximum distance from the center to one of the vertices and this nearest neighbor has to be in at least one triangle of other mesh, we will delete this triangle of the first mesh. To search for nearest neighbor, I have used k-nearest neighbor search with k =1.

To delete triangle from a mesh, we set a vertex to FREE if this triangle was only a triangle which the vertex was in. After that update SFN and FFN of other two vertices. If this was not the only triangle the vertex was in, it has to be set to FRINGE. Updating the sfn and ffn here is a bit more tricky. Check if on of the other triangles this vertex is in also has as another vertex one of the other points. Following Zoltan suggested I have implemented three more functions to complete this task.

And here are results:

The 1st mesh:

The 2st mesh which overlapps 1st mesh:

The result after removing overlapped triangles and merging 2 meshes:

Combine mesh update and texture mapping
Thursday, August 04, 2011

A small update on combining mesh update and texture mapping. I just created the function that will update the texture mesh when a new point cloud is added to the mesh. Now I will move to the final part of the project.

Update the mesh without recreating the entire mesh
Wednesday, August 03, 2011

Such a long time I haven’t update my progress since finishing my 1st part. I am working on part II of my roadmap. I just finished implementing the surface mesh update when a new point cloud is added to an existing surface mesh, without recreating the entire mesh. Basically, the implementation of greedy triangular algorithms is based on the algorithm in paper “A fast and efficient projection-based approach for surface reconstruction”. The terminology is that we will assign the data point at any given state of the algorithm as FREE, FRINGE, BOUNDARY and COMPLETED points. To update the mesh without recreating the entire mesh for a updated cloud, as Zoltan suggested, we assign the new points with FREE state, change the states of BOUNDARY points to FRINGE points and enter the triangulating loop which only keep the current mesh and updates new trianges.

To test this function, I have splited bunny point cloud dataset to 2 point clouds.

This figure show 2 meshes after using greedy triangular algorithm on 2 separated datasets.

And here is result of updated mesh when one point clouds is added to existing mesh.

And here is result of the original mesh before splited.

Finish part I of my roadmap
Tuesday, July 12, 2011

Finally, I have finished part I in my roadmap:

• Starting from the existing methods (greedy surface triangulation algorithm) to obtain triangle mesh, I have designed and implemented the API for texture mapping onto a mesh.
• I have finished implementing paper on texture synthesis from the paper “Texture Synthesis on Subdivision Surfaces”.
• I have finished designing and implementing texture mapping and blending for two overlapping textures onto a surface mesh.

Here are some snapshots of mapping 2 overlap textures to a mesh:

And here are examples of texture atlas for further processing.

Generating texture atlas for 2 overlapping textures onto a surface mesh
Wednesday, July 06, 2011

I am working on generating texture atlas for 2 overlapping textures onto a surface mesh. This part basically pack all individual textures in the atlases. I am using OpenCV library to line all textures up horizontally. As I know, as common rending function requires that the width and the height of atlas should be less than 2048. So we may need multiple atlases in order to store all the textures. My implementation is working fine except few unexpected texture mappings still need to be correct when I map the mesh with generated atlases. I will plot something after I fix the errors.