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1.
Error quadrics are a fundamental and powerful building block in many geometry processing algorithms. However, finding the minimizer of a given quadric is in many cases not robust and requires a singular value decomposition or some ad-hoc regularization. While classical error quadrics measure the squared deviation from a set of ground truth planes or polygons, we treat the input data as genuinely uncertain information and embed error quadrics in a probabilistic setting (“probabilistic quadrics”) where the optimal point minimizes the expected squared error. We derive closed form solutions for the popular plane and triangle quadrics subject to (spatially varying, anisotropic) Gaussian noise. Probabilistic quadrics can be minimized robustly by solving a simple linear system — 50× faster than SVD. We show that probabilistic quadrics have superior properties in tasks like decimation and isosurface extraction since they favor more uniform triangulations and are more tolerant to noise while still maintaining feature sensitivity. A broad spectrum of applications can directly benefit from our new quadrics as a drop-in replacement which we demonstrate with mesh smoothing via filtered quadrics and non-linear subdivision surfaces.  相似文献   

2.
We introduce HexBox, an intuitive modeling method and interactive tool for creating and editing hexahedral meshes. Hexbox brings the major and widely validated surface modeling paradigm of surface box modeling into the world of hex meshing. The main idea is to allow the user to box-model a volumetric mesh by primarily modifying its surface through a set of topological and geometric operations. We support, in particular, local and global subdivision, various instantiations of extrusion, removal, and cloning of elements, the creation of non-conformal or conformal grids, as well as shape modifications through vertex positioning, including manual editing, automatic smoothing, or, eventually, projection on an externally-provided target surface. At the core of the efficient implementation of the method is the coherent maintenance, at all steps, of two parallel data structures: a hexahedral mesh representing the topology and geometry of the currently modeled shape, and a directed acyclic graph that connects operation nodes to the affected mesh hexahedra. Operations are realized by exploiting recent advancements in grid-based meshing, such as mixing of 3-refinement, 2-refinement, and face-refinement, and using templated topological bridges to enforce on-the-fly mesh conformity across pairs of adjacent elements. A direct manipulation user interface lets users control all operations. The effectiveness of our tool, released as open source to the community, is demonstrated by modeling several complex shapes hard to realize with competing tools and techniques.  相似文献   

3.
Quad meshes as a surface representation have many conceptual advantages over triangle meshes. Their edges can naturally be aligned to principal curvatures of the underlying surface and they have the flexibility to create strongly anisotropic cells without causing excessively small inner angles. While in recent years a lot of progress has been made towards generating high quality uniform quad meshes for arbitrary shapes, their adaptive and anisotropic refinement remains difficult since a single edge split might propagate across the entire surface in order to maintain consistency. In this paper we present a novel refinement technique which finds the optimal trade-off between number of resulting elements and inserted singularities according to a user prescribed weighting. Our algorithm takes as input a quad mesh with those edges tagged that are prescribed to be refined. It then formulates a binary optimization problem that minimizes the number of additional edges which need to be split in order to maintain consistency. Valence 3 and 5 singularities have to be introduced in the transition region between refined and unrefined regions of the mesh. The optimization hence computes the optimal trade-off and places singularities strategically in order to minimize the number of consistency splits — or avoids singularities where this causes only a small number of additional splits. When applying the refinement scheme iteratively, we extend our binary optimization formulation such that previous splits can be undone if this prevents degenerate cells with small inner angles that otherwise might occur in anisotropic regions or in the vicinity of singularities. We demonstrate on a number of challenging examples that the algorithm performs well in practice.  相似文献   

4.
We present a remeshing-free brittle fracture simulation method under the assumption of quasi-static linear elastic fracture mechanics (LEFM). To achieve this, we devise two algorithms. First, we develop an approximate volumetric simulation, based on the extended Finite Element Method (XFEM), to initialize and propagate Lagrangian crack-fronts. We model the geometry of fracture explicitly as a surface mesh, which allows us to generate high-resolution crack surfaces that are decoupled from the resolution of the deformation mesh. Our second contribution is a mesh cutting algorithm, which produces fragments of the input mesh using the fracture surface. We do this by directly operating on the half-edge data structures of two surface meshes, which enables us to cut general surface meshes including those of concave polyhedra and meshes with abutting concave polygons. Since we avoid triangulation for cutting, the connectivity of the resulting fragments is identical to the (uncut) input mesh except at edges introduced by the cut. We evaluate our simulation and cutting algorithms and show that they outperform state-of-the-art approaches both qualitatively and quantitatively.  相似文献   

5.
Annotation support in interactive systems is often considered a simple task by the CG community, since it entails the apparently easy selection of a region and its connection with some information. The reality appears more complex. The scope of this paper is two-fold: first, to review the status of this domain, discussing and characterizing several approaches proposed in literature to manage annotations over geometric models; second, to present in detail an innovative solution proposed and assessed in the framework of Cultural Heritage (CH) applications, called ClippingVolumes. At the annotation definition stage ClippingVolumes uses 3D data to characterize the annotation region; subsequently, annotations are visualized by adopting a two-pass rendering solution which uses stencil buffers, thus without introducing new geometric elements, changing the topology or duplicating geometry elements. It solves most of the issues that afflict the current state of the art, such as fragmentation, annotation transfer to multiple representations and multi-resolution data encoding. The latter is a mandatory requirement to produce efficient web-based systems. We implemented and we fully tested this approach in the framework of a complex system that supports the documentation of CH restoration projects.  相似文献   

6.
We present a new method to compute continuous and bijective maps (surface homeomorphisms) between two or more genus-0 triangle meshes. In contrast to previous approaches, we decouple the resolution at which a map is represented from the resolution of the input meshes. We discretize maps via common triangulations that approximate the input meshes while remaining in bijective correspondence to them. Both the geometry and the connectivity of these triangulations are optimized with respect to a single objective function that simultaneously controls mapping distortion, triangulation quality, and approximation error. A discrete-continuous optimization algorithm performs both energy-based remeshing as well as global second-order optimization of vertex positions, parametrized via the sphere. With this, we combine the disciplines of compatible remeshing and surface map optimization in a unified formulation and make a contribution in both fields. While existing compatible remeshing algorithms often operate on a fixed pre-computed surface map, we can now globally update this correspondence during remeshing. On the other hand, bijective surface-to-surface map optimization previously required computing costly overlay meshes that are inherently tied to the input mesh resolution. We achieve significant complexity reduction by instead assessing distortion between the approximating triangulations. This new map representation is inherently more robust than previous overlay-based approaches, is less intricate to implement, and naturally supports mapping between more than two surfaces. Moreover, it enables adaptive multi-resolution schemes that, e.g., first align corresponding surface regions at coarse resolutions before refining the map where needed. We demonstrate significant speedups and increased flexibility over state-of-the art mapping algorithms at similar map quality, and also provide a reference implementation of the method.  相似文献   

7.
Image stylization has seen significant advancement and widespread interest over the years, leading to the development of a multitude of techniques. Extending these stylization techniques, such as Neural Style Transfer (NST), to videos is often achieved by applying them on a per-frame basis. However, per-frame stylization usually lacks temporal consistency, expressed by undesirable flickering artifacts. Most of the existing approaches for enforcing temporal consistency suffer from one or more of the following drawbacks: They (1) are only suitable for a limited range of techniques, (2) do not support online processing as they require the complete video as input, (3) cannot provide consistency for the task of stylization, or (4) do not provide interactive consistency control. Domain-agnostic techniques for temporal consistency aim to eradicate flickering completely but typically disregard aesthetic aspects. For stylization tasks, however, consistency control is an essential requirement as a certain amount of flickering adds to the artistic look and feel. Moreover, making this control interactive is paramount from a usability perspective. To achieve the above requirements, we propose an approach that stylizes video streams in real-time at full HD resolutions while providing interactive consistency control. We develop a lite optical-flow network that operates at 80 Frames per second (FPS) on desktop systems with sufficient accuracy. Further, we employ an adaptive combination of local and global consistency features and enable interactive selection between them. Objective and subjective evaluations demonstrate that our method is superior to state-of-the-art video consistency approaches. maxreimann.github.io/stream-consistency  相似文献   

8.
The discrete Laplace-Beltrami operator for surface meshes is a fundamental building block for many (if not most) geometry processing algorithms. While Laplacians on triangle meshes have been researched intensively, yielding the cotangent discretization as the de-facto standard, the case of general polygon meshes has received much less attention. We present a discretization of the Laplace operator which is consistent with its expression as the composition of divergence and gradient operators, and is applicable to general polygon meshes, including meshes with non-convex, and even non-planar, faces. By virtually inserting a carefully placed point we implicitly refine each polygon into a triangle fan, but then hide the refinement within the matrix assembly. The resulting operator generalizes the cotangent Laplacian, inherits its advantages, and is empirically shown to be on par or even better than the recent polygon Laplacian of Alexa and Wardetzky [AW11] — while being simpler to compute.  相似文献   

9.
We propose an approach for interactive 3D face editing based on deep generative models. Most of the current face modeling methods rely on linear methods and cannot express complex and non-linear deformations. In contrast to 3D morphable face models based on Principal Component Analysis (PCA), we introduce a novel architecture based on variational autoencoders. Our architecture has multiple encoders (one for each part of the face, such as the nose and mouth) which feed a single decoder. As a result, each sub-vector of the latent vector represents one part. We train our model with a novel loss function that further disentangles the space based on different parts of the face. The output of the network is a whole 3D face. Hence, unlike part-based PCA methods, our model learns to merge the parts intrinsically and does not require an additional merging process. To achieve interactive face modeling, we optimize for the latent variables given vertex positional constraints provided by a user. To avoid unwanted global changes elsewhere on the face, we only optimize the subset of the latent vector that corresponds to the part of the face being modified. Our editing optimization converges in less than a second. Our results show that the proposed approach supports a broader range of editing constraints and generates more realistic 3D faces.  相似文献   

10.
Oriented bounding box (OBB) hierarchies can be used instead of hierarchies based on axis-aligned bounding boxes (AABB), providing tighter fitting to the underlying geometric structures and resulting in improved interference tests, such as ray-geometry intersections. In this paper, we present a method for the fast, parallel transformation of an existing bounding volume hierarchy (BVH), based on AABBs, into a hierarchy based on oriented bounding boxes. To this end, we parallelise a high-quality OBB extraction algorithm from the literature to operate as a standalone OBB estimator and further extend it to efficiently build an OBB hierarchy in a bottom up manner. This agglomerative approach allows for fast parallel execution and the formation of arbitrary, high-quality OBBs in bounding volume hierarchies. The method is fully implemented on the GPU and extensively evaluated with ray intersections.  相似文献   

11.
A consistent and yet practically accurate definition of curvature onto polyhedral meshes remains an open problem. We propose a new framework to define curvature measures, based on the Corrected Normal Current, which generalizes the normal cycle: it uncouples the positional information of the polyhedral mesh from its geometric normal vector field, and the user can freely choose the corrected normal vector field at vertices for curvature computations. A smooth surface is then built in the Grassmannian 3 × 𝕊2 by simply interpolating the given normal vector field. Curvature measures are then computed using the usual Lipschitz–Killing forms, and we provide closed-form formulas per triangle. We prove a stability result with respect to perturbations of positions and normals. Our approach provides a natural scale-space for all curvature estimations, where the scale is given by the radius of the measuring ball. We show on experiments how this method outperforms state-of-the-art methods on clean and noisy data, and even achieves pointwise convergence on difficult polyhedral meshes like digital surfaces. The framework is also well suited to curvature computations using normal map information.  相似文献   

12.
The problem of seamless parametrization of surfaces is of interest in the context of structured quadrilateral mesh generation and spline-based surface approximation. It has been tackled by a variety of approaches, commonly relying on continuous numerical optimization to ultimately obtain suitable parameter domains. We present a general combinatorial seamless parameter domain construction, free from the potential numerical issues inherent to continuous optimization techniques in practice. The domains are constructed as abstract polygonal complexes which can be embedded in a discrete planar grid space, as unions of unit squares. We ensure that the domain structure matches any prescribed parametrization singularities (cones) and satisfies seamlessness conditions. Surfaces of arbitrary genus are supported. Once a domain suitable for a given surface is constructed, a seamless and locally injective parametrization over this domain can be obtained using existing planar disk mapping techniques, making recourse to Tutte's classical embedding theorem.  相似文献   

13.
We propose a method for the automatic segmentation of 3D objects into parts which can be individually 3D printed and then reassembled by preserving the visual quality of the final object. Our technique focuses on minimizing the surface affected by supports, decomposing the object into multiple parts whose printing orientation is automatically chosen. The segmentation reduces the visual impact on the fabricated model producing non-planar cuts that adapt to the object shape. This is performed by solving an optimization problem that balances the effects of supports and cuts, while trying to place both in occluded regions of the object surface. To assess the practical impact of the solution, we show a number of segmented, 3D printed and reassembled objects.  相似文献   

14.
Discrete Laplacians for triangle meshes are a fundamental tool in geometry processing. The so-called cotan Laplacian is widely used since it preserves several important properties of its smooth counterpart. It can be derived from different principles: either considering the piecewise linear nature of the primal elements or associating values to the dual vertices. Both approaches lead to the same operator in the two-dimensional setting. In contrast, for tetrahedral meshes, only the primal construction is reminiscent of the cotan weights, involving dihedral angles. We provide explicit formulas for the lesser-known dual construction. In both cases, the weights can be computed by adding the contributions of individual tetrahedra to an edge. The resulting two different discrete Laplacians for tetrahedral meshes only retain some of the properties of their two-dimensional counterpart. In particular, while both constructions have linear precision, only the primal construction is positive semi-definite and only the dual construction generates positive weights and provides a maximum principle for Delaunay meshes. We perform a range of numerical experiments that highlight the benefits and limitations of the two constructions for different problems and meshes.  相似文献   

15.
We describe HalfedgeCNN, a collection of modules to build neural networks that operate on triangle meshes. Taking inspiration from the (edge-based) MeshCNN, convolution, pooling, and unpooling layers are consistently defined on the basis of halfedges of the mesh, pairs of oppositely oriented virtual instances of each edge. This provides benefits over alternative definitions on the basis of vertices, edges, or faces. Additional interface layers enable support for feature data associated with such mesh entities in input and output as well. Due to being defined natively on mesh entities and their neighborhoods, lossy resampling or interpolation techniques (to enable the application of operators adopted from image domains) do not need to be employed. The operators have various degrees of freedom that can be exploited to adapt to application-specific needs.  相似文献   

16.
Digitally sculpting 3D human faces is a very challenging task. It typically requires either 1) highly-skilled artists using complex software packages for high quality results, or 2) highly-constrained simple interfaces for consumer-level avatar creation, such as in game engines. We propose a novel interactive method for the creation of digital faces that is simple and intuitive to use, even for novice users, while consistently producing plausible 3D face geometry, and allowing editing freedom beyond traditional video game avatar creation. At the core of our system lies a specialized anatomical local face model (ALM), which is constructed from a dataset of several hundred 3D face scans. User edits are propagated to constraints for an optimization of our data-driven ALM model, ensuring the resulting face remains plausible even for simple edits like clicking and dragging surface points. We show how several natural interaction methods can be implemented in our framework, including direct control of the surface, indirect control of semantic features like age, ethnicity, gender, and BMI, as well as indirect control through manipulating the underlying bony structures. The result is a simple new method for creating digital human faces, for artists and novice users alike. Our method is attractive for low-budget VFX and animation productions, and our anatomical modeling paradigm can complement traditional game engine avatar design packages.  相似文献   

17.
The fast development of novel approaches derived from the Transformers architecture has led to outstanding performance in different scenarios, from Natural Language Processing to Computer Vision. Recently, they achieved impressive results even in the challenging task of non-rigid shape matching. However, little is known about the capability of the Transformer-encoder architecture for the shape matching task, and its performances still remained largely unexplored. In this paper, we step back and investigate the contribution made by the Transformer-encoder architecture compared to its more recent alternatives, focusing on why and how it works on this specific task. Thanks to the versatility of our implementation, we can harness the bi-directional structure of the correspondence problem, making it more interpretable. Furthermore, we prove that positional encodings are essential for processing unordered point clouds. Through a comprehensive set of experiments, we find that attention and positional encoding are (almost) all you need for shape matching. The simple Transformer-encoder architecture, coupled with relative position encoding in the attention mechanism, is able to obtain strong improvements, reaching the current state-of-the-art.  相似文献   

18.
We present an interactive tool compatible with existing software (Rhino/Grasshopper) to design ring structures with a paradoxic mobility, which are self-collision-free over the complete motion cycle. Our computational approach allows non-expert users to create these invertible paradoxic loops with six rotational joints by providing several interactions that facilitate design exploration. In a first step, a rational cubic motion is shaped either by means of a four pose interpolation procedure or a motion evolution algorithm. By using the representation of spatial displacements in terms of dual-quaternions, the associated motion polynomial of the resulting motion can be factored in several ways, each corresponding to a composition of three rotations. By combining two suitable factorizations, an arrangement of six rotary axes is achieved, which possesses a 1-parametric mobility. In the next step, these axes are connected by links in a way that the resulting linkage is collision-free over the complete motion cycle. Based on an algorithmic solution for this problem, collision-free design spaces of the individual links are generated in a post-processing step. The functionality of the developed design tool is demonstrated in the context of an architectural and artistic application studied in a master-level studio course. Two results of the performed design experiments were fabricated by the use of computer-controlled machines to achieve the necessary accuracy ensuring the mobility of the models.  相似文献   

19.
Visualization of large vector line data is a core task in geographic and cartographic systems. Vector maps are often displayed at different cartographic generalization levels, traditionally by using several discrete levels-of-detail (LODs). This limits the generalization levels to a fixed and predefined set of LODs, and generally does not support smooth LOD transitions. However, fast GPUs and novel line rendering techniques can be exploited to integrate dynamic vector map LOD management into GPU-based algorithms for locally-adaptive line simplification and real-time rendering. We propose a new technique that interactively visualizes large line vector datasets at variable LODs. It is based on the Douglas-Peucker line simplification principle, generating an exhaustive set of line segments whose specific subsets represent the lines at any variable LOD. At run time, an appropriate and view-dependent error metric supports screen-space adaptive LOD levels and the display of the correct subset of line segments accordingly. Our implementation shows that we can simplify and display large line datasets interactively. We can successfully apply line style patterns, dynamic LOD selection lenses, and anti-aliasing techniques to our line rendering.  相似文献   

20.
3D acquisition of archaeological artefacts has become an essential part of cultural heritage research for preservation or restoration purpose. Statues, in particular, have been at the center of many projects. In this paper, we introduce a way to improve the understanding of acquired statues representing real or imaginary creatures by registering a simple and pliable articulated model to the raw point set data. Our approach performs a Forward And bacKward Iterative Registration (FAKIR) which proceeds joint by joint, needing only a few iterations to converge. We are thus able to detect the pose and elementary anatomy of sculptures, with possibly non realistic body proportions. By adapting our simple skeleton, our method can work on animals and imaginary creatures.  相似文献   

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