首页 | 本学科首页   官方微博 | 高级检索  
相似文献
 共查询到20条相似文献,搜索用时 15 毫秒
1.
We present a new technique to implement operators that modify the topology of polygonal meshes at intersections and self‐intersections. Depending on the modification strategy, this effectively results in operators for Boolean combinations or for the construction of outer hulls that are suited for mesh repair tasks and accurate mesh‐based front tracking of deformable materials that split and merge. By combining an adaptive octree with nested binary space partitions (BSP), we can guarantee exactness (= correctness) and robustness (= completeness) of the algorithm while still achieving higher performance and less memory consumption than previous approaches. The efficiency and scalability in terms of runtime and memory is obtained by an operation localization scheme. We restrict the essential computations to those cells in the adaptive octree where intersections actually occur. Within those critical cells, we convert the input geometry into a plane‐based BSP‐representation which allows us to perform all computations exactly even with fixed precision arithmetics. We carefully analyze the precision requirements of the involved geometric data and predicates in order to guarantee correctness and show how minimal input mesh quantization can be used to safely rely on computations with standard floating point numbers. We properly evaluate our method with respect to precision, robustness, and efficiency.  相似文献   

2.
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   

3.
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   

4.
In this paper, we address shape modelling problems, encountered in computer animation and computer games development that are difficult to solve just using polygonal meshes. Our approach is based on a hybrid-modelling concept that combines polygonal meshes with implicit surfaces. A hybrid model consists of an animated polygonal mesh and an approximation of this mesh by a convolution surface stand-in that is embedded within it or is attached to it. The motions of both objects are synchronised using a rigging skeleton. We model the interaction between an animated mesh object and a viscoelastic substance, which is normally represented in an implicit form. Our approach is aimed at achieving verisimilitude rather than physically based simulation. The adhesive behaviour of the viscous object is modelled using geometric blending operations on the corresponding implicit surfaces. Another application of this approach is the creation of metamorphosing implicit surface parts that are attached to an animated mesh. A prototype implementation of the proposed approach and several examples of modelling and animation with near real-time preview times are presented.  相似文献   

5.
This paper deals with the reconstruction of 2‐dimensional geometric shapes from unorganized 1‐dimensional cross‐sections. We study the problem in its full generality following the approach of Boissonnat and Memari [ [BM07] ] for the analogous 3D problem. We propose a new variant of this method and provide sampling conditions to guarantee that the output of the algorithm has the same topology as the original object and is close to it (for the Hausdorff distance).  相似文献   

6.
We present a robust and efficient algorithm for the pairwise non‐rigid registration of partially overlapping 3D surfaces. Our approach treats non‐rigid registration as an optimization problem and solves it by alternating between correspondence and deformation optimization. Assuming approximately isometric deformations, robust correspondences are generated using a pruning mechanism based on geodesic consistency. We iteratively learn an appropriate deformation discretization from the current set of correspondences and use it to update the correspondences in the next iteration. Our algorithm is able to register partially similar point clouds that undergo large deformations, in just a few seconds. We demonstrate the potential of our algorithm in various applications such as example based articulated segmentation, and shape interpolation.  相似文献   

7.
We present a registration algorithm for pairs of deforming and partial range scans that addresses the challenges of non‐rigid registration within a single non‐linear optimization. Our algorithm simultaneously solves for correspondences between points on source and target scans, confidence weights that measure the reliability of each correspondence and identify non‐overlapping areas, and a warping field that brings the source scan into alignment with the target geometry. The optimization maximizes the region of overlap and the spatial coherence of the deformation while minimizing registration error. All optimization parameters are chosen automatically; hand‐tuning is not necessary. Our method is not restricted to part‐in‐whole matching, but addresses the general problem of partial matching, and requires no explicit prior correspondences or feature points. We evaluate the performance and robustness of our method using scan data acquired by a structured light scanner and compare our method with existing non‐rigid registration algorithms.  相似文献   

8.
We present a method for simplifying a polygonal character with an associated skeletal deformation such that the simplified character approximates the original shape well when deformed. As input, we require a set of example poses that are representative of the types of deformations the character undergoes and we produce a multi-resolution hierarchy for the simplified character where all simplified vertices also have associated skin weights. We create this hierarchy by minimizing an error metric for a simplified set of vertices and their skin weights, and we show that this quartic error metric can be effectively minimized using alternating quadratic minimization for the vertices and weights separately. To enable efficient GPU accelerated deformations of the simplified character, we also provide a method that guarantees the maximum number of bone weights per simplified vertex is less than a user specified threshold at all levels of the hierarchy.  相似文献   

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.
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.
This paper presents a new method for estimating normals on unorganized point clouds that preserves sharp features. It is based on a robust version of the Randomized Hough Transform (RHT). We consider the filled Hough transform accumulator as an image of the discrete probability distribution of possible normals. The normals we estimate corresponds to the maximum of this distribution. We use a fixed‐size accumulator for speed, statistical exploration bounds for robustness, and randomized accumulators to prevent discretization effects. We also propose various sampling strategies to deal with anisotropy, as produced by laser scans due to differences of incidence. Our experiments show that our approach offers an ideal compromise between precision, speed, and robustness: it is at least as precise and noise‐resistant as state‐of‐the‐art methods that preserve sharp features, while being almost an order of magnitude faster. Besides, it can handle anisotropy with minor speed and precision losses.  相似文献   

12.
We introduce a novel notion, that we call discrete distortion, for a triangulated 3‐manifold. Discrete distortion naturally generalizes the notion of concentrated curvature defined for triangulated surfaces and provides a powerful tool to understand the local geometry and topology of 3‐manifolds. Discrete distortion can be viewed as a discrete approach to Ricci curvature for singular flat manifolds. We distinguish between two kinds of distortion, namely, vertex distortion, which is associated with the vertices of the tetrahedral mesh decomposing the 3‐manifold, and bond distortion, which is associated with the edges of the tetrahedral mesh. We investigate properties of vertex and bond distortions. As an example, we visualize vertex distortion on manifold hypersurfaces in R4 defined by a scalar field on a 3D mesh. distance fields.  相似文献   

13.
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   

14.
The computation of intrinsic, geodesic distances and geodesic paths on surfaces is a fundamental low‐level building block in countless Computer Graphics and Geometry Processing applications. This demand led to the development of numerous algorithms – some for the exact, others for the approximative computation, some focussing on speed, others providing strict guarantees. Most of these methods are designed for computing distances according to the standard Riemannian metric induced by the surface's embedding in Euclidean space. Generalization to other, especially anisotropic, metrics – which more recently gained interest in several application areas – is not rarely hampered by fundamental problems. We explore and discuss possibilities for the generalization and extension of well‐known methods to the anisotropic case, evaluate their relative performance in terms of accuracy and speed, and propose a novel algorithm, the Short‐Term Vector Dijkstra. This algorithm is strikingly simple to implement and proves to provide practical accuracy at a higher speed than generalized previous methods.  相似文献   

15.
Although considerable attention in recent years has been given to the problem of symmetry detection in general shapes, few methods have been developed that aim to detect and quantify the intrinsic symmetry of a shape rather than its extrinsic, or pose‐dependent symmetry. In this paper, we present a novel approach for efficiently computing symmetries of a shape which are invariant up to isometry preserving transformations. We show that the intrinsic symmetries of a shape are transformed into the Euclidean symmetries in the signature space defined by the eigenfunctions of the Laplace‐Beltrami operator. Based on this observation, we devise an algorithm which detects and computes the isometric mappings from the shape onto itself. We show that our approach is both computationally efficient and robust with respect to small non‐isometric deformations, even if they include topological changes.  相似文献   

16.
In this paper, a new free-form shape deformation approach is proposed. We combine a skeleton-based mesh deformation technique with discrete differential coordinates in order to create natural-looking global shape deformations. Given a triangle mesh, we first extract a skeletal mesh, a two-sided Voronoibased approximation of the medial axis. Next the skeletal mesh is modified by free-form deformations. Then a desired global shape deformation is obtained by reconstructing the shape corresponding to the deformed skeletal mesh. The reconstruction is based on using discrete differential coordinates. Our method preserves fine geometric details and original shape thickness because of using discrete differential coordinates and skeleton-based deformations. We also develop a new mesh evolution technique which allow us to eliminate possible global and local self-intersections of the deformed mesh while preserving fine geometric details. Finally, we present a multi-resolution version of our approach in order to simplify and accelerate the deformation process. In addition, interesting links between the proposed free-form shape deformation technique and classical and modern results in the differential geometry of sphere congruences are established and discussed.  相似文献   

17.
We present an unsupervised algorithm for aligning a pair of shapes in the presence of significant articulated motion and missing data, while assuming no knowledge of a template, user‐placed markers, segmentation, or the skeletal structure of the shape. We explicitly sample the motion, which gives a priori the set of possible rigid transformations between parts of the shapes. This transforms the problem into a discrete labeling problem, where the goal is to find an optimal assignment of transformations for aligning the shapes. We then apply graph cuts to optimize a novel cost function, which encodes a preference for a consistent motion assignment from both source to target and target to source. We demonstrate the robustness of our method by aligning several synthetic and real‐world datasets.  相似文献   

18.
We address the problem of curvature estimation from sampled compact sets. The main contribution is a stability result: we show that the Gaussian, mean or anisotropic curvature measures of the offset of a compact set K with positive μ-reach can be estimated by the same curvature measures of the offset of a compact set K' close to K in the Hausdorff sense. We show how these curvature measures can be computed for finite unions of balls. The curvature measures of the offset of a compact set with positive μ-reach can thus be approximated by the curvature measures of the offset of a point-cloud sample.  相似文献   

19.
While animation using barycentric coordinates or other automatic weight assignment methods has become a popular method for shape deformation, the global nature of the weights limits their use for real‐time applications. We present a method that reduces the number of control points influencing a vertex to a user‐specified number such that the deformations created by the reduced weight set resemble that of the original deformation. To do so we show how to set up a Poisson minimization problem to solve for a reduced weight set and illustrate its advantages over other weight reduction methods. Not only does weight reduction lower the amount of storage space necessary to deform these models but also allows GPU acceleration of the resulting deformations. Our experiments show that we can achieve a factor of 100 increase in speed over CPU deformations using the full weight set, which makes real‐time deformations of large models possible.  相似文献   

20.
In this paper, a new method for deformable 3D shape registration is proposed. The algorithm computes shape transitions based on local similarity transforms which allows to model not only as‐rigid‐as‐possible deformations but also local and global scale. We formulate an ordinary differential equation (ODE) which describes the transition of a source shape towards a target shape. We assume that both shapes are roughly pre‐aligned (e.g., frames of a motion sequence). The ODE consists of two terms. The first one causes the deformation by pulling the source shape points towards corresponding points on the target shape. Initial correspondences are estimated by closest‐point search and then refined by an efficient smoothing scheme. The second term regularizes the deformation by drawing the points towards locally defined rest positions. These are given by the optimal similarity transform which matches the initial (undeformed) neighborhood of a source point to its current (deformed) neighborhood. The proposed ODE allows for a very efficient explicit numerical integration. This avoids the repeated solution of large linear systems usually done when solving the registration problem within general‐purpose non‐linear optimization frameworks. We experimentally validate the proposed method on a variety of real data and perform a comparison with several state‐of‐the‐art approaches.  相似文献   

设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号