• DocumentCode
    1289936
  • Title

    The ball-pivoting algorithm for surface reconstruction

  • Author

    Bernardini, F. ; Mittleman, J. ; Rushmeier, H. ; Silva, Claudio ; Taubin, G.

  • Author_Institution
    IBM Thomas J. Watson Res. Center, Yorktown Heights, NY, USA
  • Volume
    5
  • Issue
    4
  • fYear
    1999
  • Firstpage
    349
  • Lastpage
    359
  • Abstract
    The Ball-Pivoting Algorithm (BPA) computes a triangle mesh interpolating a given point cloud. Typically, the points are surface samples acquired with multiple range scans of an object. The principle of the BPA is very simple: Three points form a triangle if a ball of a user-specified radius p touches them without containing any other point. Starting with a seed triangle, the ball pivots around an edge (i.e., it revolves around the edge while keeping in contact with the edge´s endpoints) until it touches another point, forming another triangle. The process continues until all reachable edges have been tried, and then starts from another seed triangle, until all points have been considered. The process can then be repeated with a ball of larger radius to handle uneven sampling densities. We applied the BPA to datasets of millions of points representing actual scans of complex 3D objects. The relatively small amount of memory required by the BPA, its time efficiency, and the quality of the results obtained compare favorably with existing techniques.
  • Keywords
    computational geometry; image reconstruction; mesh generation; ball-pivoting algorithm; seed triangle; surface reconstruction; surface samples; triangle mesh; Data acquisition; Geometrical optics; Image reconstruction; Product design; Sampling methods; Shape; Surface reconstruction; Three-dimensional displays;
  • fLanguage
    English
  • Journal_Title
    Visualization and Computer Graphics, IEEE Transactions on
  • Publisher
    ieee
  • ISSN
    1077-2626
  • Type

    jour

  • DOI
    10.1109/2945.817351
  • Filename
    817351