Andrew J. Stoddart

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A new surface based approach to implicit surface polygonisation is introduced in this paper. This is applied to the reconstruction of 3D surface models of complex objects from multiple range images. Geometric fusion of multiple range images into an implicit surface representation was presented in previous work. This paper introduces an efficient algorithm(More)
Registering 3D point sets subject to rigid body motion is a common problem in computer vision. The optimal transformation is usually specified to be the minimum of a weighted least squares cost. The case of 2 point sets has been solved by several authors using analytic methods such as SVD. In this paper we present a numerical method for solving the problem(More)
Accurate registration of surfaces is a common problem in computer vision. Several algorithms exist to reene an approximate value for the pose to an accurate value. They are all more or less variants of the Iterated Closest Point algorithm of Besl and McKay (1992). Up to now the problem of determining the uncertainty in the pose estimate thus obtained has(More)
This paper presents an innovative 3D reconstruction of ancient fresco paintings through the real-time revival of their fauna and flora, featuring groups of virtual animated characters with artificial-life dramaturgical behaviours in an immersive, fully mobile augmented reality (AR) environment. The main goal is to push the limits of current AR and virtual(More)
Traditional probabilistic relaxation, as proposed by Rosenfeld, Hummel and Zucker, uses a support function which is a double sum over neighboring nodes and labels. Recently, Pelillo has shown the relevance of the Baum-Eagon theorem to the traditional formulation. Traditional probabilistic relaxation is now well understood in an optimization framework.(More)
We present a novel method for tting a smooth G 1 continuous spline to point sets. It is based on an iterative conjugate gradient optimisation scheme. Unlike traditional tensor product based splines we can t arbitrary topology surfaces with locally adaptive meshing. For this reason we call the surface \slime". Other attempts at this problem are based on(More)