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Martin Skrodzki

Publications and source records attributed to Martin Skrodzki.

15 recordsLinked to original sources

Feature-aware manifold meshing and remeshing of point clouds and polyhedral surfaces with guaranteed smallest edge length

Point clouds and polygonal meshes are widely used when modeling real-world scenarios. Here, point clouds arise, for instance, from acquisition processes applied in various surroundings, such as reverse engineering, rapid prototyping, or cultural preservation. Based on these raw data, polygonal meshes are created to, for example, run various simulations. For such applications, the utilized meshes must be of high quality. This paper presents an algorithm to derive triangle meshes from unstructured point clouds. The occurring edges have a close to uniform length and their lengths are bounded from below. Theoretical results guarantee the output to be manifold, provided suitable input and parameter choices. Further, the paper presents several experiments establishing that the algorithms can compete with widely used competitors in terms of quality of the output and timing and the output is stable under moderate levels of noise. Additionally, we expand the algorithm to detect and respect features on point clouds as well as to remesh polyhedral surfaces, possibly with features. Supplementary material, an extended preprint, a link to a previously published version of the article, utilized models, and implementation details are made available online: https://ms-math-computer.science/projects/guaranteed-smallest-edge-length-manifold-meshing.html

cs.CG

Navigating Perplexity: A linear relationship with the data set size in t-SNE embeddings

Widely used pipelines for analyzing high-dimensional data utilize two-dimensional visualizations. These are created, for instance, via t-distributed stochastic neighbor embedding (t-SNE). A crucial element of the t-SNE embedding procedure is the perplexity hyperparameter. That is because the embedding structure varies when perplexity is changed. A suitable perplexity choice depends on the data set and the intended usage for the embedding. Therefore, perplexity is often chosen based on heuristics, intuition, and prior experience. This paper uncovers a linear relationship between perplexity and the data set size. Namely, we show that embeddings remain structurally consistent across data set samples when perplexity is adjusted accordingly. Qualitative and quantitative experimental results support these findings. This informs the visualization process, guiding the user when choosing a perplexity value. Finally, we outline several applications for the visualization of high-dimensional data via t-SNE based on this linear relationship.

cs.LG

Holonomy: A Virtual Reality Exploration of Hyperbolic Geometry

HOLONOMY is a virtual environment based on the mathematical concept of hyperbolic geometry. Unlike other environments, HOLONOMY allows users to seamlessly explore an infinite hyperbolic space by physically walking. They use their body as the controller, eliminating the need for teleportation or other artificial VR locomotion methods. This paper discusses the development of HOLONOMY, highlighting the technical challenges faced and overcome during its creation, including rendering complex hyperbolic environments, populating the space with objects, and implementing algorithms for finding shortest paths in the underlying non-Euclidean geometry. Furthermore, we present a proof-of-concept implementation in the form of a VR navigation game and some preliminary learning outcomes from this implementation.

cs.GR

Accelerating hyperbolic t-SNE

The need to understand the structure of hierarchical or high-dimensional data is present in a variety of fields. Hyperbolic spaces have proven to be an important tool for embedding computations and analysis tasks as their non-linear nature lends itself well to tree or graph data. Subsequently, they have also been used in the visualization of high-dimensional data, where they exhibit increased embedding performance. However, none of the existing dimensionality reduction methods for embedding into hyperbolic spaces scale well with the size of the input data. That is because the embeddings are computed via iterative optimization schemes and the computation cost of every iteration is quadratic in the size of the input. Furthermore, due to the non-linear nature of hyperbolic spaces, Euclidean acceleration structures cannot directly be translated to the hyperbolic setting. This paper introduces the first acceleration structure for hyperbolic embeddings, building upon a polar quadtree. We compare our approach with existing methods and demonstrate that it computes embeddings of similar quality in significantly less time. Implementation and scripts for the experiments can be found at https://graphics.tudelft.nl/accelerating-hyperbolic-tsne.

cs.HC

On the importance of illustration for mathematical research

Mathematical understanding is built in many ways. Among these, illustration has been a companion and tool for research for as long as research has taken place. We use the term illustration to encompass any way one might bring a mathematical idea into physical form or experience, including hand-made diagrams or models, computer visualization, 3D printing, and virtual reality, among many others. The very process of illustration itself challenges our mathematical understanding and forces us to answer questions we may not have posed otherwise. It can even make mathematics an experimental science, in which immersive exploration of data and representations drive the cycle of problem, conjecture, and proof. Today, modern technology for the first time places the production of highly complicated models within the reach of many individual mathematicians. Here, we sketch the rich history of illustration, highlight important recent examples of its contribution to research, and examine how it can be viewed as a discipline in its own right.

math.HO

Combinatorial and Asymptotical Results on the Neighborhood Grid

In various application fields, such as fluid-, cell-, or crowd-simulations, spatial data structures are very important. They answer nearest neighbor queries which are instrumental in performing necessary computations for, e.g., taking the next time step in the simulation. Correspondingly, various such data structures have been developed, one being the \emph{neighborhood grid}. In this paper, we consider combinatorial aspects of this data structure. Particularly, we show that an assumption on uniqueness, made in previous works, is not actually satisfied. We extend the notions of the neighborhood grid to arbitrary grid sizes and dimensions and provide two alternative, correct versions of the proof that was broken by the dissatisfied assumption. Furthermore, we explore both the uniqueness of certain states of the data structure as well as when the number of these states is maximized. We provide a partial classification by using the hook-length formula for rectangular Young tableaux. Finally, we conjecture how to extend this to all 2-dimensional cases.

math.CO

Weaving patterns inspired by the pentagon snub subdivision scheme

Various computer simulations regarding, e.g., the weather or structural mechanics, solve complex problems on a two-dimensional domain. They mostly do so by splitting the input domain into a finite set of smaller and simpler elements on which the simulation can be run fast and efficiently. This process of splitting can be automatized by using subdivision schemes. Given the wide range of simulation problems to be tackled, an equally wide range of subdivision schemes is available. They create subdivisions that are (mainly) comprised of triangles, quadrilaterals, or hexagons. Furthermore, they ensure that (almost) all vertices have the same number of neighboring vertices. This paper illustrates a subdivision scheme that splits the input domain into pentagons. Repeated application of the scheme gives rise to fractal-like structures. Furthermore, the resulting subdivided domain admits to certain weaving patterns. These patterns are subsequently generalized to several other subdivision schemes. As a final contribution, we provide paper models illustrating the weaving patterns induced by the pentagonal subdivision scheme. Furthermore, we present a jigsaw puzzle illustrating both the subdivision process and the induced weaving pattern. These transform the visual and abstract mathematical algorithms into tactile objects that offer exploration possibilities aside from the visual.

cs.GR

A Large-Scale Evaluation of Shape-Aware Neighborhood Weights and Neighborhood Sizes

In this paper, we define and evaluate a weighting scheme for neighborhoods in point sets. Our weighting takes the shape of the geometry, i.e., the normal information, into account. This causes the obtained neighborhoods to be more reliable in the sense that connectivity also depends on the orientation of the point set. We utilize a sigmoid to define the weights based on the normal variation. For an evaluation of the weighting scheme, we turn to a Shannon entropy model for feature classification that can be proven to be non-degenerate for our family of weights. Based on this model, we evaluate our weighting terms on a large scale of both clean and real-world models. This evaluation provides results regarding the choice of optimal parameters within our weighting scheme. Furthermore, the large-scale evaluation also reveals that neighborhood sizes should not be fixed globally when processing models. Finally, we highlight the applicability of our weighting scheme withing the application context of denoising.

cs.GR

Variational Shape Approximation of Point Set Surfaces

In this work, we present a translation of the complete pipeline for variational shape approximation (VSA) to the setting of point sets. First, we describe an explicit example for the theoretically known non-convergence of the currently available VSA approaches. The example motivates us to introduce an alternate version of VSA based on a switch operation for which we prove convergence. Second, we discuss how two operations - split and merge - can be included in a fully automatic pipeline that is in turn independent of the placement and number of initial seeds. Third and finally, we present two approaches how to obtain a simplified mesh from the output of the VSA procedure. This simplification is either based on simple plane intersection or based on a variational optimization problem. Several qualitative and quantitative results prove the relevance of our approach.

cs.GR

Illustrations of non-Euclidean geometry in virtual reality

Mathematical objects are generally abstract and not very approachable. Illustrations and interactive visualizations help both students and professionals to comprehend mathematical material and to work with it. This approach lends itself particularly well to geometrical objects. An example for this category of mathematical objects are hyperbolic geometric spaces. When Euclid lay down the foundations of mathematics, his formulation of geometry reflected the surrounding space, as humans perceive it. For about two millennia, it remained unclear whether there are alternative geometric spaces that carry their own, unique mathematical properties and that do not reflect human every-day perceptions. Finally, in the early 19th century, several mathematicians described such geometries, which do not follow Euclid's rules and which were at first interesting solely from a pure mathematical point of view. These descriptions were not very accessible as mathematicians approached the geometries via complicated collections of formulae. Within the following decades, visualization aided the new concepts and two-dimensional versions of these illustrations even appeared in artistic works. Furthermore, certain aspects of Einstein's theory of relativity provided applications for non-Euclidean geometric spaces. With the rise of computer graphics towards the end of the twentieth century, three-dimensional illustrations became available to explore these geometries and their non-intuitive properties. However, just as the canvas confines the two-dimensional depictions, the computer monitor confines these three-dimensional visualizations. Only virtual reality recently made it possible to present immersive experiences of non-Euclidean geometries. In virtual reality, users have completely new opportunities to encounter geometric properties and effects that are not present in their surrounding Euclidean world.

math.HO

Surface Denoising based on Normal Filtering in a Robust Statistics Framework

During a surface acquisition process using 3D scanners, noise is inevitable and an important step in geometry processing is to remove these noise components from these surfaces (given as points-set or triangulated mesh). The noise-removal process (denoising) can be performed by filtering the surface normals first and by adjusting the vertex positions according to filtered normals afterwards. Therefore, in many available denoising algorithms, the computation of noise-free normals is a key factor. A variety of filters have been introduced for noise-removal from normals, with different focus points like robustness against outliers or large amplitude of noise. Although these filters are performing well in different aspects, a unified framework is missing to establish the relation between them and to provide a theoretical analysis beyond the performance of each method. In this paper, we introduce such a framework to establish relations between a number of widely-used nonlinear filters for face normals in mesh denoising and vertex normals in point set denoising. We cover robust statistical estimation with M-smoothers and their application to linear and non-linear normal filtering. Although these methods originate in different mathematical theories - which include diffusion-, bilateral-, and directional curvature-based algorithms - we demonstrate that all of them can be cast into a unified framework of robust statistics using robust error norms and their corresponding influence functions. This unification contributes to a better understanding of the individual methods and their relations with each other. Furthermore, the presented framework provides a platform for new techniques to combine the advantages of known filters and to compare them with available methods.

cs.GR

Experimental visually-guided investigation of sub-structures in three-dimensional Turing-like patterns

In his 1952 paper "The chemical basis of morphogenesis", Alan M. Turing presented a model for the formation of skin patterns. While it took several decades, the model has been validated by finding corresponding natural phenomena, e.g. in the skin pattern formation of zebrafish. More surprising, seemingly unrelated pattern formations can also be studied via the model, like e.g. the formation of plant patches around termite hills. In 1984, David A. Young proposed a discretization of Turing's model, reducing it to an activator/inhibitor process on a discrete domain. From this model, the concept of three-dimensional Turing-like patterns was derived. In this paper, we consider this generalization to pattern-formation in three-dimensional space. We are particularly interested in classifying the different arising sub-structures of the patterns. By providing examples for the different structures, we prove a conjecture regarding these structures within the setup of three-dimensional Turing-like pattern. Furthermore, we investigate - guided by visual experiments - how these sub-structures are distributed in the parameter space of the discrete model. We found two-fold versions of zero- and one-dimensional sub-structures as well as two-dimensional sub-structures and use our experimental findings to formulate several conjectures for three-dimensional Turing-like patterns and higher-dimensional cases.

q-bio.NC

Vector Fields and Paul Klee -- A Summer School Course for gifted High-School Students

The artist Paul Klee describes and analyzes his use of symbols and colors in his book "Pädagogisches Skizzenbuch" (pedagogical sketchbook, 1925). He uses arrows for means of illustrations and also discusses the arrow itself as an element of his repertoire of symbols. Interestingly, his point of view on arrows matches the way in which vector fields are represented graphically. Based on this connection of mathematics and Klee's artwork, we developed a concept for a summer school course for gifted high-school students. Its aim was to both introduce the participants to higher-level mathematics and to let them create their own piece of artwork related to the art of Paul Klee and vector fields. This article elaborates on the connection between Klee's art and mathematics. It furthermore presents details of the summer course and an evaluation of its goals, including resulting artwork from participating students.

physics.ed-ph

How the deprecation of Java applets affected online visualization frameworks -- a case study

The JavaView visualization framework was designed at the end of the 1990s as a software that provides - among other services - easy, interactive geometry visualizations on web pages. We discuss how this and other design goals were met and present several applications to highlight the contemporary use-cases of the framework. However, as JavaView's easy web exports was based on Java Applets, the deprecation of this technology disabled one main functionality of the software. The remainder of the article uses JavaView as an example to highlight the effects of changes in the underlying programming language on a visualization toolkit. We discuss possible reactions of software to such challenges, where the JavaView framework serves as an example to illustrate development decisions. These discussions are guided by the broader, underlying question as to how long it is sensible to maintain a software.

cs.SE

The k-d tree data structure and a proof for neighborhood computation in expected logarithmic time

For practical applications, any neighborhood concept imposed on a finite point set P is not of any use if it cannot be computed efficiently. Thus, in this paper, we give an introduction to the data structure of k-d trees, first presented by Friedman, Bentley, and Finkel in 1977. After a short introduction to the data structure (Section 1), we turn to the proof of efficiency by Friedman and his colleagues (Section 2). The main contribution of this paper is the translation of the proof of Freedman, Bentley, and Finkel into modern terms and the elaboration of the proof.

cs.DS