16,022 research outputs found

    Polynomial-based non-uniform interpolatory subdivision with features control

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    Starting from a well-known construction of polynomial-based interpolatory 4-point schemes, in this paper we present an original affine combination of quadratic polynomial samples that leads to a non-uniform 4-point scheme with edge parameters. This blending-type formulation is then further generalized to provide a powerful subdivision algorithm that combines the fairing curve of a non-uniform refinement with the advantages of a shape-controlled interpolation method and an arbitrary point insertion rule. The result is a non-uniform interpolatory 4-point scheme that is unique in combining a number of distinctive properties. In fact it generates visually-pleasing limit curves where special features ranging from cusps and flat edges to point/edge tension effects may be included without creating undesired undulations. Moreover such a scheme is capable of inserting new points at any positions of existing intervals, so that the most convenient parameter values may be chosen as well as the intervals for insertion. Such a fully flexible curve scheme is a fundamental step towards the construction of high-quality interpolatory subdivision surfaces with features control

    A global approach to the refinement of manifold data

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    A refinement of manifold data is a computational process, which produces a denser set of discrete data from a given one. Such refinements are closely related to multiresolution representations of manifold data by pyramid transforms, and approximation of manifold-valued functions by repeated refinements schemes. Most refinement methods compute each refined element separately, independently of the computations of the other elements. Here we propose a global method which computes all the refined elements simultaneously, using geodesic averages. We analyse repeated refinements schemes based on this global approach, and derive conditions guaranteeing strong convergence.Comment: arXiv admin note: text overlap with arXiv:1407.836

    From approximating to interpolatory non-stationary subdivision schemes with the same generation properties

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    In this paper we describe a general, computationally feasible strategy to deduce a family of interpolatory non-stationary subdivision schemes from a symmetric non-stationary, non-interpolatory one satisfying quite mild assumptions. To achieve this result we extend our previous work [C.Conti, L.Gemignani, L.Romani, Linear Algebra Appl. 431 (2009), no. 10, 1971-1987] to full generality by removing additional assumptions on the input symbols. For the so obtained interpolatory schemes we prove that they are capable of reproducing the same exponential polynomial space as the one generated by the original approximating scheme. Moreover, we specialize the computational methods for the case of symbols obtained by shifted non-stationary affine combinations of exponential B-splines, that are at the basis of most non-stationary subdivision schemes. In this case we find that the associated family of interpolatory symbols can be determined to satisfy a suitable set of generalized interpolating conditions at the set of the zeros (with reversed signs) of the input symbol. Finally, we discuss some computational examples by showing that the proposed approach can yield novel smooth non-stationary interpolatory subdivision schemes possessing very interesting reproduction properties

    QuickCSG: Fast Arbitrary Boolean Combinations of N Solids

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    QuickCSG computes the result for general N-polyhedron boolean expressions without an intermediate tree of solids. We propose a vertex-centric view of the problem, which simplifies the identification of final geometric contributions, and facilitates its spatial decomposition. The problem is then cast in a single KD-tree exploration, geared toward the result by early pruning of any region of space not contributing to the final surface. We assume strong regularity properties on the input meshes and that they are in general position. This simplifying assumption, in combination with our vertex-centric approach, improves the speed of the approach. Complemented with a task-stealing parallelization, the algorithm achieves breakthrough performance, one to two orders of magnitude speedups with respect to state-of-the-art CPU algorithms, on boolean operations over two to dozens of polyhedra. The algorithm also outperforms GPU implementations with approximate discretizations, while producing an output without redundant facets. Despite the restrictive assumptions on the input, we show the usefulness of QuickCSG for applications with large CSG problems and strong temporal constraints, e.g. modeling for 3D printers, reconstruction from visual hulls and collision detection
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