A d-dimensional polycube is a (d-1)-face-connected set of cubes in d dimensions. Fixed polycubes are considered distinct if they differ in shape or orientation. The cube-adjacency graph of a tree polycube is a tree. I...
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We present a new remeshing scheme based on the idea of improving mesh quality by a series of local modifications of the mesh geometry and connectivity. Our contribution to the family of local modification techniques i...
ISBN:
(纸本)9781581136876
We present a new remeshing scheme based on the idea of improving mesh quality by a series of local modifications of the mesh geometry and connectivity. Our contribution to the family of local modification techniques is an area-based smoothing technique. Area-based smoothing allows the control of both triangle quality and vertex sampling over the mesh, as a function of some criteria, e.g. the mesh curvature. To perform local modifications of arbitrary genus meshes we use dynamic patch-wise parameterization. The parameterization is constructed and updated on-the-fly as the algorithm progresses with local updates. As a post-processing stage, we introduce a new algorithm to improve the regularity of the mesh connectivity. The algorithm is able to create an unstructured mesh with a very small number of irregular vertices. Our remeshing scheme is robust, runs at interactive speeds and can be applied to arbitrary complex meshes.
We present a method to code the multiresolution structure of a 3D triangle mesh in a manner that allows progressive decoding and efficient rendering at a client machine. The code is based on a special ordering of the ...
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ISBN:
(纸本)9780780374980
We present a method to code the multiresolution structure of a 3D triangle mesh in a manner that allows progressive decoding and efficient rendering at a client machine. The code is based on a special ordering of the mesh vertices which has good locality and continuity properties, inducing a natural multiresolution structure. This ordering also incorporates information allowing efficient rendering of the mesh at all resolutions using the contemporary vertex buffer mechanism. The performance of our code is shown to be competitive with existing progressive mesh compression methods, while achieving superior rendering speed.
Partitioning is a fundamental operation on graphs. In this paper we briefly review the basic concepts of graph partitioning and its relationship to digital mesh processing. We also elaborate on the connection between ...
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Partitioning is a fundamental operation on graphs. In this paper we briefly review the basic concepts of graph partitioning and its relationship to digital mesh processing. We also elaborate on the connection between graph partitioning and spectral graph theory. Applications in computer graphics are described.
We present a method to code the multiresolution structure of a 3D triangle mesh in a manner that allows progressive decoding and efficient rendering at a client machine. The code is based on a special ordering of the ...
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We present a method to code the multiresolution structure of a 3D triangle mesh in a manner that allows progressive decoding and efficient rendering at a client machine. The code is based on a special ordering of the mesh vertices which has good locality and continuity properties, inducing a natural multiresolution structure. This ordering also incorporates information allowing efficient rendering of the mesh at all resolutions using the contemporary vertex buffer mechanism. The performance of our code is shown to be competitive with existing progressive mesh compression methods, while achieving superior rendering speed.
Height fields and depth maps which we collectively refer to as z-fields, usually carry a lot of redundant information and are often used in real-time applications. This is the reason why efficient methods for their si...
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Height fields and depth maps which we collectively refer to as z-fields, usually carry a lot of redundant information and are often used in real-time applications. This is the reason why efficient methods for their simplification are necessary. On the other hand, the computation power and programmability of commodity graphics hardware has significantly grown. We present an adaptation of an existing real-time z-field simplification method for execution in graphics hardware. The main parts of the algorithm are implemented as fragment programs which run on the GPU. The resulting polygonal models are identical to the ones obtained by the original method. The main benefit is that the computation load is imposed on the GPU, freeing-up the CPU for other tasks. Additionally, the new method exhibits a performance improvement when compared to a pure CPU implementation.
Estimating intrinsic geometric properties of a surface from a polygonal mesh obtained from range data is an important stage of numerous algorithms in computer and robot vision, computer graphics, geometric modeling, i...
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Estimating intrinsic geometric properties of a surface from a polygonal mesh obtained from range data is an important stage of numerous algorithms in computer and robot vision, computer graphics, geometric modeling, industrial and biomedical engineering. This work considers different computational schemes for local estimation of intrinsic curvature geometric properties. Five different algorithms and their modifications were tested on triangular meshes that represent tessellations of synthetic geometric models. The results were compared with the analytically computed values of the Gaussian and mean curvatures of the non-uniform rational B-spline (NURBs) surfaces, these meshes originated from. This work manifests the best algorithms suited for that indeed different algorithms should be employed to compute the Gaussian and mean curvatures.
We consider a generalization of Voronoi diagrams, recently introduced by Barequet et al., in which the distance is measured from a pair of sites to a point. An easy way to define such distance was proposed together wi...
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We consider minimal-perimeter lattice animals, providing a set of conditions which are sufficient for a lattice to have the property that inflating all minimal-perimeter animals of a certain size yields (without repet...
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The triangle-perimeter 2-site distance function defines the "distance" P(x, (p, q)) from a point x to two other points p, q as the perimeter of the triangle whose vertices are x, p, q. Accordingly, given a s...
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The triangle-perimeter 2-site distance function defines the "distance" P(x, (p, q)) from a point x to two other points p, q as the perimeter of the triangle whose vertices are x, p, q. Accordingly, given a set S of n points in the plane, the Voronoi diagram of S with respect to P, denoted as V P (S), is the subdivision of the plane into regions, where the region of p, q ¿ S is the locus of all points closer to p, q (according to P) than to any other pair of sites in S. In this paper we prove a theorem about the perimeters of triangles, two of whose vertices are on a given circle. We use this theorem to show that the combinatorial complexity of V P (S) is O(n 2+¿ ) (for any ¿ > 0). Consequently, we show that one can compute V P (S) on O(n 2+¿ ) time and space.
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