共查询到20条相似文献,搜索用时 0 毫秒
1.
This paper presents a novel hybrid particle‐grid method that tightly couples Lagrangian particle approach with Eulerian grid approach to simulate multi‐scale diffuse materials varying from disperse droplets to dissipating spray and their natural mixture and transition, originated from a violent (high‐speed) liquid stream. Despite the fact that Lagrangian particles are widely employed for representing individual droplets and Eulerian grid‐based method is ideal for volumetric spray modeling, using either one alone has encountered tremendous difficulties when effectively simulating droplet/spray mixture phenomena with high fidelity. To ameliorate, we propose a new hybrid model to tackle such challenges with many novel technical elements. At the geometric level, we employ the particle and density field to represent droplet and spray respectively, modeling their creation from liquid as well as their seamless transition. At the physical level, we introduce a drag force model to couple droplets and spray, and specifically, we employ Eulerian method to model the interaction among droplets and marry it with the widely‐used Lagrangian model. Moreover, we implement our entire hybrid model on CUDA to guarantee the interactive performance for high‐effective physics‐based graphics applications. The comprehensive experiments have shown that our hybrid approach takes advantages of both particle and grid methods, with convincing graphics effects for disperse droplets and spray simulation. 相似文献
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Marco Livesu Alessandro Muntoni Enrico Puppo Riccardo Scateni 《Computer Graphics Forum》2016,35(7):237-246
We propose a novel method for the automatic generation of structured hexahedral meshes of articulated 3D shapes. We recast the complex problem of generating the connectivity of a hexahedral mesh of a general shape into the simpler problem of generating the connectivity of a tubular structure derived from its curve‐skeleton. We also provide volumetric subdivision schemes to nicely adapt the topology of the mesh to the local thickness of tubes, while regularizing per‐element size. Our method is fast, one‐click, easy to reproduce, and it generates structured meshes that better align to the branching structure of the input shape if compared to previous methods for hexa mesh generation. 相似文献
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While the 3D printing technology has become increasingly popular in recent years, it suffers from two critical limitations: expensive printing material and long printing time. An effective solution is to hollow the 3D model into a shell and print the shell by parts. Unfortunately, making shell pieces tightly assembled and easy to disassemble seem to be two contradictory conditions, and there exists no easy way to satisfy them at the same time yet. In this paper, we present a computational system to design an interlocking structure of a partitioned shell model, which uses only male and female connectors to lock shell pieces in the assembled configuration. Given a mesh segmentation input, our system automatically finds an optimal installation plan specifying both the installation order and the installation directions of the pieces, and then builds the models of the shell pieces using optimized shell thickness and connector sizes. To find the optimal installation plan, we develop simulation‐based and data‐driven metrics, and we incorporate them into an optimal plan search algorithm with fast pruning and local optimization strategies. The whole system is automatic, except for the shape design of the key piece. The interlocking structure does not introduce new gaps on the outer surface, which would become noticeable inevitably due to limited printer precision. Our experiment shows that the assembled object is strong against separation, yet still easy to disassemble. 相似文献
4.
Amir Vaxman Marcel Campen Olga Diamanti Daniele Panozzo David Bommes Klaus Hildebrandt Mirela Ben‐Chen 《Computer Graphics Forum》2016,35(2):545-572
Direction fields and vector fields play an increasingly important role in computer graphics and geometry processing. The synthesis of directional fields on surfaces, or other spatial domains, is a fundamental step in numerous applications, such as mesh generation, deformation, texture mapping, and many more. The wide range of applications resulted in definitions for many types of directional fields: from vector and tensor fields, over line and cross fields, to frame and vector‐set fields. Depending on the application at hand, researchers have used various notions of objectives and constraints to synthesize such fields. These notions are defined in terms of fairness, feature alignment, symmetry, or field topology, to mention just a few. To facilitate these objectives, various representations, discretizations, and optimization strategies have been developed. These choices come with varying strengths and weaknesses. This report provides a systematic overview of directional field synthesis for graphics applications, the challenges it poses, and the methods developed in recent years to address these challenges. 相似文献
5.
Important sources of shape variability, such as articulated motion of body models or soft tissue dynamics, are highly nonlinear and are usually superposed on top of rigid body motion which must be factored out. We propose a novel, nonlinear, rigid body motion invariant Principal Geodesic Analysis (PGA) that allows us to analyse this variability, compress large variations based on statistical shape analysis and fit a model to measurements. For given input shape data sets we show how to compute a low dimensional approximating submanifold on the space of discrete shells, making our approach a hybrid between a physical and statistical model. General discrete shells can be projected onto the submanifold and sparsely represented by a small set of coefficients. We demonstrate two specific applications: model‐constrained mesh editing and reconstruction of a dense animated mesh from sparse motion capture markers using the statistical knowledge as a prior. 相似文献
6.
This paper introduces compressed eigenfunctions of the Laplace‐Beltrami operator on 3D manifold surfaces. They constitute a novel functional basis, called the compressed manifold basis, where each function has local support. We derive an algorithm, based on the alternating direction method of multipliers (ADMM), to compute this basis on a given triangulated mesh. We show that compressed manifold modes identify key shape features, yielding an intuitive understanding of the basis for a human observer, where a shape can be processed as a collection of parts. We evaluate compressed manifold modes for potential applications in shape matching and mesh abstraction. Our results show that this basis has distinct advantages over existing alternatives, indicating high potential for a wide range of use‐cases in mesh processing. 相似文献
7.
Daniel Weber Johannes Mueller‐Roemer André Stork Dieter Fellner 《Computer Graphics Forum》2015,34(2):481-491
We present a novel multigrid scheme based on a cut‐cell formulation on regular staggered grids which generates compatible systems of linear equations on all levels of the multigrid hierarchy. This geometrically motivated formulation is derived from a finite volume approach and exhibits an improved rate of convergence compared to previous methods. Existing fluid solvers with voxelized domains can directly benefit from this approach by only modifying the representation of the non‐fluid domain. The necessary building blocks are fully parallelizable and can therefore benefit from multi‐ and many‐core architectures. 相似文献
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Marcel Campen Moritz Ibing Hans‐Christian Ebke Denis Zorin Leif Kobbelt 《Computer Graphics Forum》2016,35(5):1-10
Various applications of global surface parametrization benefit from the alignment of parametrization isolines with principal curvature directions. This is particularly true for recent parametrization‐based meshing approaches, where this directly translates into a shape‐aware edge flow, better approximation quality, and reduced meshing artifacts. Existing methods to influence a parametrization based on principal curvature directions suffer from scale‐dependence, which implies the necessity of parameter variation, or try to capture complex directional shape features using simple 1D curves. Especially for non‐sharp features, such as chamfers, fillets, blends, and even more for organic variants thereof, these abstractions can be unfit. We present a novel approach which respects and exploits the 2D nature of such directional feature regions, detects them based on coherence and homogeneity properties, and controls the parametrization process accordingly. This approach enables us to provide an intuitive, scale‐invariant control parameter to the user. It also allows us to consider non‐local aspects like the topology of a feature, enabling further improvements. We demonstrate that, compared to previous approaches, global parametrizations of higher quality can be generated without user intervention. 相似文献
10.
Zhenbao Liu Sicong Tang Weiwei Xu Shuhui Bu Junwei Han Kun Zhou 《Computer Graphics Forum》2014,33(7):269-278
Since indoor scenes are frequently changed in daily life, such as re‐layout of furniture, the 3D reconstructions for them should be flexible and easy to update. We present an automatic 3D scene update algorithm to indoor scenes by capturing scene variation with RGBD cameras. We assume an initial scene has been reconstructed in advance in manual or other semi‐automatic way before the change, and automatically update the reconstruction according to the newly captured RGBD images of the real scene update. It starts with an automatic segmentation process without manual interaction, which benefits from accurate labeling training from the initial 3D scene. After the segmentation, objects captured by RGBD camera are extracted to form a local updated scene. We formulate an optimization problem to compare to the initial scene to locate moved objects. The moved objects are then integrated with static objects in the initial scene to generate a new 3D scene. We demonstrate the efficiency and robustness of our approach by updating the 3D scene of several real‐world scenes. 相似文献
11.
We present a data‐driven method for synthesizing 3D indoor scenes by inserting objects progressively into an initial, possibly, empty scene. Instead of relying on few hundreds of hand‐crafted 3D scenes, we take advantage of existing large‐scale annotated RGB‐D datasets, in particular, the SUN RGB‐D database consisting of 10,000+ depth images of real scenes, to form the prior knowledge for our synthesis task. Our object insertion scheme follows a co‐occurrence model and an arrangement model, both learned from the SUN dataset. The former elects a highly probable combination of object categories along with the number of instances per category while a plausible placement is defined by the latter model. Compared to previous works on probabilistic learning for object placement, we make two contributions. First, we learn various classes of higher‐order object‐object relations including symmetry, distinct orientation, and proximity from the database. These relations effectively enable considering objects in semantically formed groups rather than by individuals. Second, while our algorithm inserts objects one at a time, it attains holistic plausibility of the whole current scene while offering controllability through progressive synthesis. We conducted several user studies to compare our scene synthesis performance to results obtained by manual synthesis, state‐of‐the‐art object placement schemes, and variations of parameter settings for the arrangement model. 相似文献
12.
Zhige Xie Kai Xu Wen Shan Ligang Liu Yueshan Xiong Hui Huang 《Computer Graphics Forum》2015,34(7):1-11
Feature learning for 3D shapes is challenging due to the lack of natural paramterization for 3D surface models. We adopt the multi‐view depth image representation and propose Multi‐View Deep Extreme Learning Machine (MVD‐ELM) to achieve fast and quality projective feature learning for 3D shapes. In contrast to existing multi‐view learning approaches, our method ensures the feature maps learned for different views are mutually dependent via shared weights and in each layer, their unprojections together form a valid 3D reconstruction of the input 3D shape through using normalized convolution kernels. These lead to a more accurate 3D feature learning as shown by the encouraging results in several applications. Moreover, the 3D reconstruction property enables clear visualization of the learned features, which further demonstrates the meaningfulness of our feature learning. 相似文献
13.
Exploration of Empty Space among Spherical Obstacles via Additively Weighted Voronoi Diagram
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M. Manak 《Computer Graphics Forum》2016,35(5):249-258
Properties of granular materials or molecular structures are often studied on a simple geometric model – a set of 3D balls. If the balls simultaneously change in size by a constant speed, topological properties of the empty space outside all these balls may also change. Capturing the changes and their subsequent classification may reveal useful information about the model. This has already been solved for balls of the same size, but only an approximate solution has been reported for balls of different sizes. These solutions work on simplicial complexes derived from the dual structure of the ordinary Voronoi diagram of ball centers and use the mathematical concept of simplicial homology groups. If the balls have different radii, it is more appropriate to use the additively weighted Voronoi diagram (also known as the Apollonius diagram) instead of the ordinary diagram, but the dual structure is no longer a simplicial complex, so the previous approaches cannot be used directly. In this paper, a method is proposed to overcome this problem. The method works with Voronoi edges and vertices instead of the dual structure. Additional bridge edges are introduced to overcome disconnected cases. The output is a tree graph of events where cavities are created or merged during a simulated shrinking of the balls. This graph is then reorganized and filtered according to some criteria to get a more concise information about the development of the empty space in the model. 相似文献
14.
We prove both in the smooth and discrete setting that the Hessian of an elastic deformation energy results in a proper Riemannian metric on the space of shells (modulo rigid body motions). Based on this foundation we develop a time‐ and space‐discrete geodesic calculus. In particular we show how to shoot geodesics with prescribed initial data, and we give a construction for parallel transport in shell space. This enables, for example, natural extrapolation of paths in shell space and transfer of large nonlinear deformations from one shell to another with applications in animation, geometric, and physical modeling. Finally, we examine some aspects of curvature on shell space. 相似文献
15.
Splines are part of the standard toolbox for the approximation of functions and curves in ?d. Still, the problem of finding the spline that best approximates an input function or curve is ill‐posed, since in general this yields a “spline” with an infinite number of segments. The problem can be regularized by adding a penalty term for the number of spline segments. We show how this idea can be formulated as an ?0‐regularized quadratic problem. This gives us a notion of optimal approximating splines that depend on one parameter, which weights the approximation error against the number of segments. We detail this concept for different types of splines including B‐splines and composite Bézier curves. Based on the latest development in the field of sparse approximation, we devise a solver for the resulting minimization problems and show applications to spline approximation of planar and space curves and to spline conversion of motion capture data. 相似文献
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Bernhard Kerbl Denis Kalkofen Markus Steinberger Dieter Schmalstieg 《Computer Graphics Forum》2015,34(2):287-297
We present an approach for the automatic generation, interactive exploration and real‐time modification of disassembly procedures for complex, multipartite CAD data sets. In order to lift the performance barriers prohibiting interactive disassembly planning, we run a detailed analysis on the input model to identify recurring part constellations and efficiently determine blocked part motions in parallel on the GPU. Building on the extracted information, we present an interface for computing and editing extensive disassembly sequences in real‐time while considering user‐defined constraints and avoiding unstable configurations. To evaluate the performance of our C++/CUDA implementation, we use a variety of openly available CAD data sets, ranging from simple to highly complex. In contrast to previous approaches, our work enables interactive disassembly planning for objects which consist of several thousand parts and require cascaded translations during part removal. 相似文献
18.
We present an algorithm for shape reconstruction from incomplete 3D scans by fusing together two acquisition modes: 2D photographs and 3D scans. The two modes exhibit complementary characteristics: scans have depth information, but are often sparse and incomplete; photographs, on the other hand, are dense and have high resolution, but lack important depth information. In this work we fuse the two modes, taking advantage of their complementary information, to enhance 3D shape reconstruction from an incomplete scan with a 2D photograph. We compute geometrical and topological shape properties in 2D photographs and use them to reconstruct a shape from an incomplete 3D scan in a principled manner. Our key observation is that shape properties such as boundaries, smooth patches and local connectivity, can be inferred with high confidence from 2D photographs. Thus, we register the 3D scan with the 2D photograph and use scanned points as 3D depth cues for lifting 2D shape structures into 3D. Our contribution is an algorithm which significantly regularizes and enhances the problem of 3D reconstruction from partial scans by lifting 2D shape structures into 3D. We evaluate our algorithm on various shapes which are loosely scanned and photographed from different views, and compare them with state‐of‐the‐art reconstruction methods. 相似文献
19.
We define a novel geometric predicate and a class of objects that enables us to prove a linear bound on the number of intersecting polygon pairs for colliding 3D objects in that class. Our predicate is relevant both in theory and in practice: it is easy to check and it needs to consider only the geometric properties of the individual objects – it does not depend on the configuration of a given pair of objects. In addition, it characterizes a practically relevant class of objects: we checked our predicate on a large database of real‐world 3D objects and the results show that it holds for all but the most pathological ones. Our proof is constructive in that it is the basis for a novel collision detection algorithm that realizes this linear complexity also in practice. Additionally, we present a parallelization of this algorithm with a worst‐case running time that is independent of the number of polygons. Our algorithm is very well suited not only for rigid but also for deformable and even topology‐changing objects, because it does not require any complex data structures or pre‐processing. We have implemented our algorithm on the GPU and the results show that it is able to find in real‐time all colliding polygons for pairs of deformable objects consisting of more than 200k triangles, including self‐collisions. 相似文献
20.
We define Voronoi cells and centroids based on heat diffusion. These heat cells and heat centroids coincide with the common definitions in Euclidean spaces. On curved surfaces they compare favorably with definitions based on geodesics: they are smooth and can be computed in a stable way with a single linear solve. We analyze the numerics of this approach and can show that diffusion diagrams converge quadratically against the smooth case under mesh refinement, which is better than other common discretization of distance measures in curved spaces. By factorizing the system matrix in a preprocess, computing Voronoi diagrams or centroids amounts to just back‐substitution. We show how to localize this operation so that the complexity is linear in the size of the cells and not the underlying mesh. We provide several example applications that show how to benefit from this approach. 相似文献