F3"
F3
F2"
F2
F1"
F1’
F3’
F2’
F1
V1
V2
V3
V2"
V3"
V1’
V2’
V3’
V1"
Figure 1: A torus in 3D space.
is required to be a 3D manifold, then the line draw-
ing has a unique interpretation which is a 3D sphere.
On the other hand, if the object is required to be a 2D
manifold, then the line drawing has another unique in-
terpretation, which is a torus in which the 6 triangular
cycles are hollow instead of being filled.
This example shows that the problem of wireframe
reconstruction from a single line drawing is rather
“ill-posed”: without a priori knowledge on the shape
and dimension, any cycle can be either filled up or
hollow, and the result is always a solution. What is
the criterion for a “most plausible solution”?
There are three cases each with its own criterion.
The first case is on a single 2D manifold in 3D space
(Liu et al., 2002). Most applications, e.g., the drafting
of machine parts, belong to this case. The criterion
is that all given vertices and edges must be included
in a 2D manifold such that the neighborhood of every
vertex and edge is homeomorphic to a disc. The sec-
ond case is on objects in 3D world in which no two
neighboring faces are coplanar. The criterion for an
optimal solution is that it should be most likely iden-
tified by a human being. Quantitatively this criterion
is described as follows (Shpitalni and Lipson, 1996):
There should be as many faces as possible passing
through as many edges as possible. The third case is
the most general one: we consider polyhedral scenes
of maximal dimension n in an mD surrounding space
in which neither m nor n is given, the objects need
not be a single manifold and two neighboring faces
can be coplanar. In Section 2 of this paper, a principle
of psychological selection is proposed as the criterion
for optimal solution in this case.
For several decades, the study of wireframe models
and their reconstructions has been an active research
topic in computer-aided design, computer graphics
and computer vision (Agarwel and Waggenspack,
1992), (Ganter and Uicker, 1983), (Courter and
Brewer, 1986), (Hanrahan, 1982), (Marill, 1991). In
the literature, all algorithms for 3D reconstruction
consist of two steps: searching for all the cycles in the
wireframe which are face candidates, and then iden-
tifying faces from the candidates. Each step has ex-
ponential complexity, so the reconstruction from 2D
to 3D has double exponential complexity. Since the
problem is NP-complete theoretically, most research
focuses on improving the practical efficiency by re-
ducing the number of potential faces produced in the
first step, i.e., in cycle searching. However, all the al-
gorithms in the literature are global in that the search-
ing is within the whole wireframe. A consequence
is that the number of potential faces is usually much
larger than the number of real faces. There remains a
lot of room for further improvement in efficiency.
In this paper, we first extend the study of polyhe-
dral scene reconstruction from 3D to nD, under the
most general assumption that neither the dimension
n of the object nor the dimension m of its surround-
ing space is given, and whether or not the object is a
manifold is unknown. We then propose several pow-
erful new techniques for face identification, and de-
sign an algorithm for fast and general face identifica-
tion. Among the new techniques, the most prominent
one is localization, i.e., the cycle searching and face
identification are carried out locally and the results are
propagated locally. In the classical case m = n = 3,
our algorithm can handle complicated 3D objects of
over 10,000 faces, outperforming all other algorithms
in both speed and range of application. For the exam-
ples in (Liu and Lee, 2001), (Liu et al., 2002), (Sh-
pitalni and Lipson, 1996), our algorithm can generate
all the solutions for ambiguous wireframes, and pro-
duces much fewer redundant cycles which are not real
faces.
The study of general nD scene reconstruction from
a single line drawing is valuable at least in scien-
tific visualization and high-dimensional animation in
entertainment industry: scientists and artists may be
very much excited to find that their conceptual and
spiritual nD object be readily embodied in, perceiv-
able and recognizable from a single 2D line drawing.
2 N D POLYHEDRAL SCENE
COGNITION
2.1 Constraints on Line Drawings
A perspective projection from mD to 2D is the com-
position of m − 2 successive perspective projec-
tions whose projective centers are linearly indepen-
dent vectors, and at least one center is an affine point.
A parallel projection from mD to 2D is the compo-
sition of m − 2 successive parallel projections whose
projective centers are linearly independent directions.
A naive way of visualizing such a projection is to
imagine watching a TV program, in which there is
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