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1.
We propose a method for interactive cloning of 3D surface geometry using a paintbrush interface, similar to the continuous cloning brush popular in image editing. Existing interactive mesh composition tools focus on atomic copy‐and‐paste of preselected feature areas, and are either limited to copying surface displacements, or require the solution of variational optimization problems, which is too expensive for an interactive brush interface. In contrast, our GeoBrush method supports real‐time continuous copying of arbitrary high‐resolution surface features between irregular meshes, including topological handles. We achieve this by first establishing a correspondence between the source and target geometries using a novel generalized discrete exponential map parameterization. Next we roughly align the source geometry with the target shape using Green Coordinates with automatically‐constructed cages. Finally, we compute an offset membrane to smoothly blend the pasted patch with C continuity before stitching it into the target. The offset membrane is a solution of a bi‐harmonic PDE, which is computed on the GPU in real time by exploiting the regular parametric domain. We demonstrate the effectiveness of GeoBrush with various editing scenarios, including detail enrichment and completion of scanned surfaces.  相似文献   

2.
Symmetry is one of the most important properties of a shape, unifying form and function. It encodes semantic information on one hand, and affects the shape's aesthetic value on the other. Symmetry comes in many flavors, amongst the most interesting being intrinsic symmetry, which is defined only in terms of the intrinsic geometry of the shape. Continuous intrinsic symmetries can be represented using infinitesimal rigid transformations, which are given as tangent vector fields on the surface – known as Killing Vector Fields. As exact symmetries are quite rare, especially when considering noisy sampled surfaces, we propose a method for relaxing the exact symmetry constraint to allow for approximate symmetries and approximate Killing Vector Fields, and show how to discretize these concepts for generating such vector fields on a triangulated mesh. We discuss the properties of approximate Killing Vector Fields, and propose an application to utilize them for texture and geometry synthesis.  相似文献   

3.
Efficient methods to compute intrinsic distances and geodesic paths have been presented for various types of surface representations, most importantly polygon meshes. These meshes are usually assumed to be well‐structured and manifold. In practice, however, they often contain defects like holes, gaps, degeneracies, non‐manifold configurations – or they might even be just a soup of polygons. The task of repairing these defects is computationally complex and in many cases exhibits various ambiguities demanding tedious manual efforts. We present a computational framework that enables the computation of meaningful approximate intrinsic distances and geodesic paths on raw meshes in a way which is tolerant to such defects. Holes and gaps are bridged up to a user‐specified tolerance threshold such that distances can be computed plausibly even across multiple connected components of inconsistent meshes. Further, we show ways to locally parameterize a surface based on geodesic distance fields, easily facilitating the application of textures and decals on raw meshes. We do all this without explicitly repairing the input, thereby avoiding the costly additional efforts. In order to enable broad applicability we provide details on two implementation variants, one optimized for performance, the other optimized for memory efficiency. Using the presented framework many applications can readily be extended to deal with imperfect meshes. Since we abstract from the input applicability is not even limited to meshes, other representations can be handled as well.  相似文献   

4.
We present a novel hierarchical grid based method for fast collision detection (CD) for deformable models on GPU architecture. A two‐level grid is employed to accommodate the non‐uniform distribution of practical scene geometry. A bottom‐to‐top method is implemented to assign the triangles into the hierarchical grid without any iteration while a deferred scheme is introduced to efficiently update the data structure. To address the issue of load balancing, which greatly influences the performance in SIMD parallelism, a propagation scheme which utilizes a parallel scan and a segmented scan is presented, distributing workloads evenly across all concurrent threads. The proposed method supports both discrete collision detection (DCD) and continuous collision detection (CCD) with self‐collision. Some typical benchmarks are tested to verify the effectiveness of our method. The results highlight our speedups over prior algorithms on different commodity GPUs.  相似文献   

5.
Updating a Delaunay triangulation when its vertices move is a bottleneck in several domains of application. Rebuilding the whole triangulation from scratch is surprisingly a very viable option compared to relocating the vertices. This can be explained by several recent advances in efficient construction of Delaunay triangulations. However, when all points move with a small magnitude, or when only a fraction of the vertices move, rebuilding is no longer the best option. This paper considers the problem of efficiently updating a Delaunay triangulation when its vertices are moving under small perturbations. The main contribution is a set of filters based upon the concept of vertex tolerances. Experiments show that filtering relocations is faster than rebuilding the whole triangulation from scratch under certain conditions.  相似文献   

6.
The discovery of meaningful parts of a shape is required for many geometry processing applications, such as parameterization, shape correspondence, and animation. It is natural to consider primitives such as spheres, cylinders and cones as the building blocks of shapes, and thus to discover parts by fitting such primitives to a given surface. This approach, however, will break down if primitive parts have undergone almost‐isometric deformations, as is the case, for example, for articulated human models. We suggest that parts can be discovered instead by finding intrinsic primitives, which we define as parts that posses an approximate intrinsic symmetry. We employ the recently‐developed method of computing discrete approximate Killing vector fields (AKVFs) to discover intrinsic primitives by investigating the relationship between the AKVFs of a composite object and the AKVFs of its parts. We show how to leverage this relationship with a standard clustering method to extract k intrinsic primitives and remaining asymmetric parts of a shape for a given k. We demonstrate the value of this approach for identifying the prominent symmetry generators of the parts of a given shape. Additionally, we show how our method can be modified slightly to segment an entire surface without marking asymmetric connecting regions and compare this approach to state‐of‐the‐art methods using the Princeton Segmentation Benchmark.  相似文献   

7.
Approximating Gradients for Meshes and Point Clouds via Diffusion Metric   总被引:1,自引:0,他引:1  
The gradient of a function defined on a manifold is perhaps one of the most important differential objects in data analysis. Most often in practice, the input function is available only at discrete points sampled from the underlying manifold, and the manifold is approximated by either a mesh or simply a point cloud. While many methods exist for computing gradients of a function defined over a mesh, computing and simplifying gradients and related quantities such as critical points, of a function from a point cloud is non-trivial.
In this paper, we initiate the investigation of computing gradients under a different metric on the manifold from the original natural metric induced from the ambient space. Specifically, we map the input manifold to the eigenspace spanned by its Laplacian eigenfunctions, and consider the so-called diffusion distance metric associated with it. We show the relation of gradient under this metric with that under the original metric. It turns out that once the Laplace operator is constructed, it is easier to approximate gradients in the eigenspace for discrete inputs (especially point clouds) and it is robust to noises in the input function and in the underlying manifold. More importantly, we can easily smooth the gradient field at different scales within this eigenspace framework. We demonstrate the use of our new eigen-gradients with two applications: approximating / simplifying the critical points of a function, and the Jacobi sets of two input functions (which describe the correlation between these two functions), from point clouds data.  相似文献   

8.
9.
We propose a connectivity editing framework for quad‐dominant meshes. In our framework, the user can edit the mesh connectivity to control the location, type, and number of irregular vertices (with more or fewer than four neighbors) and irregular faces (non‐quads). We provide a theoretical analysis of the problem, discuss what edits are possible and impossible, and describe how to implement an editing framework that realizes all possible editing operations. In the results, we show example edits and illustrate the advantages and disadvantages of different strategies for quad‐dominant mesh design.  相似文献   

10.
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   

11.
Scalar functions defined on manifold triangle meshes is a starting point for many geometry processing algorithms such as mesh parametrization, skeletonization, and segmentation. In this paper, we propose the Auto Diffusion Function (ADF) which is a linear combination of the eigenfunctions of the Laplace-Beltrami operator in a way that has a simple physical interpretation. The ADF of a given 3D object has a number of further desirable properties: Its extrema are generally at the tips of features of a given object, its gradients and level sets follow or encircle features, respectively, it is controlled by a single parameter which can be interpreted as feature scale, and, finally, the ADF is invariant to rigid and isometric deformations.
We describe the ADF and its properties in detail and compare it to other choices of scalar functions on manifolds. As an example of an application, we present a pose invariant, hierarchical skeletonization and segmentation algorithm which makes direct use of the ADF.  相似文献   

12.
In this paper, we introduce a novel coordinate‐free method for manipulating and analyzing vector fields on discrete surfaces. Unlike the commonly used representations of a vector field as an assignment of vectors to the faces of the mesh, or as real values on edges, we argue that vector fields can also be naturally viewed as operators whose domain and range are functions defined on the mesh. Although this point of view is common in differential geometry it has so far not been adopted in geometry processing applications. We recall the theoretical properties of vector fields represented as operators, and show that composition of vector fields with other functional operators is natural in this setup. This leads to the characterization of vector field properties through commutativity with other operators such as the Laplace‐Beltrami and symmetry operators, as well as to a straight‐forward definition of differential properties such as the Lie derivative. Finally, we demonstrate a range of applications, such as Killing vector field design, symmetric vector field estimation and joint design on multiple surfaces.  相似文献   

13.
We present a novel and effective method for modeling a developable surface to simulate paper bending in interactive and animation applications. The method exploits the representation of a developable surface as the envelope of rectifying planes of a curve in 3D, which is therefore necessarily a geodesic on the surface. We manipulate the geodesic to provide intuitive shape control for modeling paper bending. Our method ensures a natural continuous isometric deformation from a piece of bent paper to its flat state without any stretching. Test examples show that the new scheme is fast, accurate, and easy to use, thus providing an effective approach to interactive paper bending. We also show how to handle non-convex piecewise smooth developable surfaces.  相似文献   

14.
The notion of parts in a shape plays an important role in many geometry problems, including segmentation, correspondence, recognition, editing, and animation. As the fundamental geometric representation of 3D objects in computer graphics is surface-based, solutions of many such problems utilize a surface metric, a distance function defined over pairs of points on the surface, to assist shape analysis and understanding. The main contribution of our work is to bring together these two fundamental concepts: shape parts and surface metric. Specifically, we develop a surface metric that is part-aware. To encode part information at a point on a shape, we model its volumetric context – called the volumetric shape image (VSI) – inside the shape's enclosed volume, to capture relevant visibility information. We then define the part-aware metric by combining an appropriate VSI distance with geodesic distance and normal variation. We show how the volumetric view on part separation addresses certain limitations of the surface view, which relies on concavity measures over a surface as implied by the well-known minima rule. We demonstrate how the new metric can be effectively utilized in various applications including mesh segmentation, shape registration, part-aware sampling and shape retrieval.  相似文献   

15.
Polyhedral meshes consisting of triangles, quads, and pentagons and polar configurations cover all major sampling and modeling scenarios. We give an algorithm for efficient local, parallel conversion of such meshes to an everywhere smooth surface consisting of low‐degree polynomial pieces. Quadrilateral facets with 4‐valent vertices are ‘regular’ and are mapped to bi‐cubic patches so that adjacent bi‐cubics join C2 as for cubic tensor‐product splines. The algorithm can be implemented in the vertex and geometry shaders of the GPU pipeline and does not use the fragment shader. Its implementation in DirectX 10 achieves conversion plus rendering at 659 frames per second with 42.5 million triangles per second on input of a model of 1300 facets of which 60% are not regular.  相似文献   

16.
Visual fidelity and interactivity are the main goals in Computer Graphics research, but recently also audio is assuming an important role. Binaural rendering can provide extremely pleasing and realistic three‐dimensional sound, but to achieve best results it's necessary either to measure or to estimate individual Head Related Transfer Function (HRTF). This function is strictly related to the peculiar features of ears and face of the listener. Recent sound scattering simulation techniques can calculate HRTF starting from an accurate 3D model of a human head. Hence, the use of binaural rendering on large scale (i.e. video games, entertainment) could depend on the possibility to produce a sufficiently accurate 3D model of a human head, starting from the smallest possible input. In this paper we present a completely automatic system, which produces a 3D model of a head starting from simple input data (five photos and some key‐points indicated by user). The geometry is generated by extracting information from images and accordingly deforming a 3D dummy to reproduce user head features. The system proves to be fast, automatic, robust and reliable: geometric validation and preliminary assessments show that it can be accurate enough for HRTF calculation.  相似文献   

17.
Contour trees are extensively used in scalar field analysis. The contour tree is a data structure that tracks the evolution of level set topology in a scalar field. Scalar fields are typically available as samples at vertices of a mesh and are linearly interpolated within each cell of the mesh. A more suitable way of representing scalar fields, especially when a smoother function needs to be modeled, is via higher order interpolants. We propose an algorithm to compute the contour tree for such functions. The algorithm computes a local structure by connecting critical points using a numerically stable monotone path tracing procedure. Such structures are computed for each cell and are stitched together to obtain the contour tree of the function. The algorithm is scalable to higher degree interpolants whereas previous methods were restricted to quadratic or linear interpolants. The algorithm is intrinsically parallelizable and has potential applications to isosurface extraction.  相似文献   

18.
We present a new algorithm for the efficient and reliable generation of offset surfaces for polygonal meshes. The algorithm is robust with respect to degenerate configurations and computes (self‐)intersection free offsets that do not miss small and thin components. The results are correct within a prescribed ε‐tolerance. This is achieved by using a volumetric approach where the offset surface is defined as the union of a set of spheres, cylinders, and prisms instead of surface‐based approaches that generally construct an offset surface by shifting the input mesh in normal direction. Since we are using the unsigned distance field, we can handle any type of topological inconsistencies including non‐manifold configurations and degenerate triangles. A simple but effective mesh operation allows us to detect and include sharp features (shocks) into the output mesh and to preserve them during post‐processing (decimation and smoothing). We discretize the distance function by an efficient multi‐level scheme on an adaptive octree data structure. The problem of limited voxel resolutions inherent to every volumetric approach is avoided by breaking the bounding volume into smaller tiles and processing them independently. This allows for almost arbitrarily high voxel resolutions on a commodity PC while keeping the output mesh complexity low. The quality and performance of our algorithm is demonstrated for a number of challenging examples.  相似文献   

19.
20.
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   

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