16,022 research outputs found
Polynomial-based non-uniform interpolatory subdivision with features control
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
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
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
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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