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1.
Functions that optimize Laplacian‐based energies have become popular in geometry processing, e.g. for shape deformation, smoothing, multiscale kernel construction and interpolation. Minimizers of Dirichlet energies, or solutions of Laplace equations, are harmonic functions that enjoy the maximum principle, ensuring no spurious local extrema in the interior of the solved domain occur. However, these functions are only C0 at the constrained points, which often causes smoothness problems. For this reason, many applications optimize higher‐order Laplacian energies such as biharmonic or triharmonic. Their minimizers exhibit increasing orders of continuity but lose the maximum principle and show oscillations. In this work, we identify characteristic artifacts caused by spurious local extrema, and provide a framework for minimizing quadratic energies on manifolds while constraining the solution to obey the maximum principle in the solved region. Our framework allows the user to specify locations and values of desired local maxima and minima, while preventing any other local extrema. We demonstrate our method on the smoothness energies corresponding to popular polyharmonic functions and show its usefulness for fast handle‐based shape deformation, controllable color diffusion, and topologically‐constrained data smoothing.  相似文献   

2.
Widely used for morphing between objects with arbitrary topology, distance field interpolation (DFI) handles topological transition naturally without the need for correspondence or remeshing, unlike surface‐based interpolation approaches. However, lack of correspondence in DFI also leads to ineffective control over the morphing process. In particular, unless the user specifies a dense set of landmarks, it is not even possible to measure the distortion of intermediate shapes during interpolation, let alone control it. To remedy such issues, we introduce an approach for establishing correspondence between the interior of two arbitrary objects, formulated as an optimal mass transport problem with a sparse set of landmarks. This correspondence enables us to compute non‐rigid warping functions that better align the source and target objects as well as to incorporate local rigidity constraints to perform as‐rigid‐aspossible DFI. We demonstrate how our approach helps achieve flexible morphing results with a small number of landmarks.  相似文献   

3.
Data sets coming from simulations or sampling of real‐world phenomena often contain noise that hinders their processing and analysis. Automatic filtering and denoising can be challenging: when the nature of the noise is unknown, it is difficult to distinguish between noise and actual data features; in addition, the filtering process itself may introduce “artificial” features into the data set that were not originally present. In this paper, we propose a smoothing method for 2D scalar fields that gives the user explicit control over the data features. We define features as critical points of the given scalar function, and the topological structure they induce (i.e., the Morse‐Smale complex). Feature significance is rated according to topological persistence. Our method allows filtering out spurious features that arise due to noise by means of topological simplification, providing the user with a simple interface that defines the significance threshold, coupled with immediate visual feedback of the remaining data features. In contrast to previous work, our smoothing method guarantees a C1‐continuous output scalar field with the exact specified features and topological structures.  相似文献   

4.
Segmenting three dimensional objects using properties of heat diffusion on meshes aim to produce salient results. The few existing algorithms based on heat diffusion do not use the full knowledge that can be gained from heat diffusion and are sensitive to varying kinds of perturbations. Our simple algorithm, Heat Walk, converts the implicit information in the heat kernel to explicit knowledge about the pathways for maximum heat flow capacity. We develop a two stage strategy for segmentation. In the first stage we quickly identify regions which are dominated by heat accumulators by employing a greedy algorithm. The second stage partitions out dissipative regions from the previously discovered accumulative regions by using a KL‐divergence based criterion. The resulting algorithm is both independent of human intervention and fast because of the globally aware directed walk along the maximal heat flow capacity. Extensive experimental evidence shows the method is robust to a variety of noise factors including topological short circuits, surface holes, pose variations, variations in tessellation, missing features, scaling, as well as normal and shot noise. Comparison with the Princeton Segmentation Benchmark (PSB) shows that our method is comparable with state of the art segmentation methods and has additional advantages of being robust and self contained. Based upon theoretical insight the convergence and stability of the Heat Walk is shown.  相似文献   

5.
We present novel parallel algorithms for collision detection and separation distance computation for rigid and deformable models that exploit the computational capabilities of many‐core GPUs. Our approach uses thread and data parallelism to perform fast hierarchy construction, updating, and traversal using tight‐fitting bounding volumes such as oriented bounding boxes (OBB) and rectangular swept spheres (RSS). We also describe efficient algorithms to compute a linear bounding volume hierarchy (LBVH) and update them using refitting methods. Moreover, we show that tight‐fitting bounding volume hierarchies offer improved performance on GPU‐like throughput architectures. We use our algorithms to perform discrete and continuous collision detection including self‐collisions, as well as separation distance computation between non‐overlapping models. In practice, our approach (gProximity) can perform these queries in a few milliseconds on a PC with NVIDIA GTX 285 card on models composed of tens or hundreds of thousands of triangles used in cloth simulation, surgical simulation, virtual prototyping and N‐body simulation. Moreover, we observe more than an order of magnitude performance improvement over prior GPU‐based algorithms.  相似文献   

6.
Updating a Delaunay triangulation when data points are slightly moved is the bottleneck of computation time in variational methods for mesh generation and remeshing. Utilizing the connectivity coherence between two consecutive Delaunay triangulations for computation speedup is the key to solving this problem. Our contribution is an effective filtering technique that confirms most bi‐cells whose Delaunay connectivities remain unchanged after the points are perturbed. Based on bi‐cell flipping, we present an efficient algorithm for updating two‐dimensional and three‐dimensional Delaunay triangulations of dynamic point sets. Experimental results show that our algorithm outperforms previous methods.  相似文献   

7.
Despite the large amount of work devoted in recent years to the problem of non‐rigid shape matching, practical methods that can successfully be used for arbitrary pairs of shapes remain elusive. In this paper, we study the hardness of the problem of shape matching, and introduce the notion of the shape condition number, which captures the intuition that some shapes are inherently more difficult to match against than others. In particular, we make a connection between the symmetry of a given shape and the stability of any method used to match it while optimizing a given distortion measure. We analyze two commonly used classes of methods in deformable shape matching, and show that the stability of both types of techniques can be captured by the appropriate notion of a condition number. We also provide a practical way to estimate the shape condition number and show how it can be used to guide the selection of landmark correspondences between shapes. Thus we shed some light on the reasons why general shape matching remains difficult and provide a way to detect and mitigate such difficulties in practice.  相似文献   

8.
This paper considers the problem of interactively finding the cutting contour to extract components from a given mesh. Some existing methods support cuts of arbitrary shape but require careful and tedious input from the user. Others need little user input however they are sensitive to user input and need a postprocessing step to smooth the generated jaggy cutting contours. The popular geometric snake can be used to optimize the cutting contour, but it cannot deal with the topology change. In this paper, we propose a geodesic curvature flow based framework to overcome all these problems. Since in many cases the meaningful cutting contour on a 3D mesh is locally shortest in the sense of some weighted curve length, the geodesic curvature flow is an ideal tool for our problem. It evolves the cutting contour to the nearby local minimum. We should mention that the previous numerical scheme, discretized geodesic curvature flow (dGCF) is too slow and has not been applied to mesh segmentation. With a careful observation to dGCF, we devise here a fast computation scheme called fast geodesic curvature flow (FGCF), which only needs to solve a smaller and easier problem. The initial cutting contour is generated by a variant of random walks algorithm, which is very fast and gives reasonable cutting result with little user input. Experiment results on the benchmark mesh segmentation data set show that our proposed framework is robust to user input and capable of producing good results reflecting geometric features and human shape perception.  相似文献   

9.
Interpolating vertex positions among triangle meshes with identical vertex‐edge graphs is a fundamental part of many geometric modelling systems. Linear vertex interpolation is robust but fails to preserve local shape. Most recent approaches identify local affine transformations for parts of the mesh, model desired interpolations of the affine transformations, and then optimize vertex positions to conform with the desired transformations. However, the local interpolation of the rotational part is non‐trivial for more than two input configurations and ambiguous if the meshes are deformed significantly. We propose a solution to the vertex interpolation problem that starts from interpolating the local metric (edge lengths) and mean curvature (dihedral angles) and makes consistent choices of local affine transformations using shape matching applied to successively larger parts of the mesh. The local interpolation can be applied to any number of input vertex configurations and due to the hierarchical scheme for generating consolidated vertex positions, the approach is fast and can be applied to very large meshes.  相似文献   

10.
We study the combined problem of approximating a surface by a quad mesh (or quad‐dominant mesh) which on the one hand has planar faces, and which on the other hand is aesthetically pleasing and has evenly spaced vertices. This work is motivated by applications in freeform architecture and leads to a discussion of fields of conjugate directions in surfaces, their singularities and indices, their optimization and their interactive modeling. The actual meshing is performed by means of a level set method which is capable of handling combinatorial singularities, and which can deal with planarity, smoothness, and spacing issues.  相似文献   

11.
Rigid registration of two geometric data sets is essential in many applications, including robot navigation, surface reconstruction, and shape matching. Most commonly, variants of the Iterative Closest Point (ICP) algorithm are employed for this task. These methods alternate between closest point computations to establish correspondences between two data sets, and solving for the optimal transformation that brings these correspondences into alignment. A major difficulty for this approach is the sensitivity to outliers and missing data often observed in 3D scans. Most practical implementations of the ICP algorithm address this issue with a number of heuristics to prune or reweight correspondences. However, these heuristics can be unreliable and difficult to tune, which often requires substantial manual assistance. We propose a new formulation of the ICP algorithm that avoids these difficulties by formulating the registration optimization using sparsity inducing norms. Our new algorithm retains the simple structure of the ICP algorithm, while achieving superior registration results when dealing with outliers and incomplete data. The complete source code of our implementation is provided at http://lgg.epfl.ch/sparseicp .  相似文献   

12.
    
Surface Ricci flow is a powerful tool to design Riemannian metrics by user defined curvatures. Discrete surface Ricci flow has been broadly applied for surface parameterization, shape analysis, and computational topology. Conventional discrete Ricci flow has limitations. For meshes with low quality triangulations, if high conformality is required, the flow may get stuck at the local optimum of the Ricci energy. If convergence to the global optimum is enforced, the conformality may be sacrificed. This work introduces a novel method to generalize the traditional discrete Ricci flow. The generalized Ricci flow is more flexible, more robust and conformal for meshes with low quality triangulations. Conventional method is based on circle packing, which requires two circles on an edge intersect each other at an acute angle. Generalized method allows the two circles either intersect or separate from each other. This greatly improves the flexibility and robustness of the method. Furthermore, the generalized Ricci flow preserves the convexity of the Ricci energy, this ensures the uniqueness of the global optimum. Therefore the algorithm won't get stuck at the local optimum. Generalized discrete Ricci flow algorithms are explained in details for triangle meshes with both Euclidean and hyperbolic background geometries. Its advantages are demonstrated by theoretic proofs and practical applications in graphics, especially surface parameterization.  相似文献   

13.
    
Detailed geometric models of the real world are in increasing demand. LiDAR data is appropriate to reconstruct urban models. In urban scenes, the individual surfaces can be reconstructed and connected to form the scene geometry. There are various methods for reconstructing the free‐form shape of a point sample on a single surface. However, these methods do not take the context of the surface into account. We present the guided α‐shape: an extension of the well known α‐shape that uses lines (guides) to indicate preferred locations for the boundary of the shape. The guided α‐shape uses (parts of) these lines as boundary where the points suggest that this is appropriate. We prove that the guided α‐shape can be constructed in O((n + m) log (n + m)) time, from an input of n points and m guides. We apply guided α‐shapes to urban reconstruction from LiDAR, where neighboring surfaces can be connected conveniently along their intersection lines into adjacent surfaces of a 3D model. We analyze guided α‐shapes of both synthetic and real data and show they are consistently better than α‐shapes for this application.  相似文献   

14.
    
We develop a novel isotropic remeshing method based on constrained centroidal Delaunay mesh (CCDM), a generalization of centroidal patch triangulation from 2D to mesh surface. Our method starts with resampling an input mesh with a vertex distribution according to a user‐defined density function. The initial remeshing result is then progressively optimized by alternatively recovering the Delaunay mesh and moving each vertex to the centroid of its 1‐ring neighborhood. The key to making such simple iterations work is an efficient optimization framework that combines both local and global optimization methods. Our method is parameterization‐free, thus avoiding the metric distortion introduced by parameterization, and generating more well‐shaped triangles. Our method guarantees that the topology of surface is preserved without requiring geodesic information. We conduct various experiments to demonstrate the simplicity, efficacy, and robustness of the presented method.  相似文献   

15.
Strange attractors of 3D vector field flows sometimes have a fractal geometric structure in one dimension, and smooth surface behavior in the other two. General flow visualization methods show the flow dynamics well, but not the fractal structure. Here we approximate the attractor by polygonal surfaces, which reveal the fractal geometry. We start with a polygonal approximation which neglects the fractal dimension, and then deform it by the flow to create multiple sheets of the fractal structure. We use adaptive subdivision, mesh decimation, and retiling methods to preserve the quality of the polygonal surface in the face of extreme stretching, bending, and creasing caused by the flow. A GPU implementation provides efficient visualization, which we also apply to other turbulent flows.  相似文献   

16.
17.
In this paper, we propose an improvement of an algorithm of Aurenhammer, Hoffmann and Aronov to find a least square matching between a probability density and finite set of sites with mass constraints, in the Euclidean plane. Our algorithm exploits the multiscale nature of this optimal transport problem. We iteratively simplify the target using Lloyd's algorithm, and use the solution of the simplified problem as a rough initial solution to the more complex one. This approach allows for fast estimation of distances between measures related to optimal transport (known as Earth‐mover or Wasserstein distances). We also discuss the implementation of these algorithms, and compare the original one to its multiscale counterpart.  相似文献   

18.
We study an algorithmic framework for computing an elastic orientation‐preserving matching of non‐rigid 3D shapes. We outline an Integer Linear Programming formulation whose relaxed version can be minimized globally in polynomial time. Because of the high number of optimization variables, the key algorithmic challenge lies in efficiently solving the linear program. We present a performance analysis of several Linear Programming algorithms on our problem. Furthermore, we introduce a multiresolution strategy which allows the matching of higher resolution models.  相似文献   

19.
We present a method for generating scales and scale‐like structures on a polygonal mesh through surface replacement. As input, we require a triangular mesh that will be covered with scales and one or more proxy‐models to be used as the scale's shape. A user begins scale generation by drawing a lateral line on the model to control the distribution and orientation of scales on the surface. We then create a vector field over the surface to control an anisotropic Voronoi tessellation, which represents the region occupied by each scale. Next we replace these regions by cutting the proxy model to match the boundary of the Voronoi region and deform the cut model onto the surface. The result is a fully connected 2‐manifold that is suitable for subsequent post‐processing applications like surface subdivision.  相似文献   

20.
We describe a novel approach that addresses the problem of establishing correspondences between non‐rigidly deformed shapes by performing the registration over the unit sphere. In a pre‐processing step, each shape is conformally parametrized over the sphere, centered to remove Möbius inversion ambiguity, and authalically evolved to expand regions that are excessively compressed by the conformal parametrization. Then, for each pair of shapes, we perform fast SO(3) correlation to find the optimal rotational alignment and refine the registration using optical flow. We evaluate our approach on the TOSCA dataset, demonstrating that our approach compares favorably to state‐of‐the‐art methods.  相似文献   

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