333 research outputs found

    A predictive approach for a real-time remote visualization of large meshes

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    Déjà sur HALRemote access to large meshes is the subject of studies since several years. We propose in this paper a contribution to the problem of remote mesh viewing. We work on triangular meshes. After a study of existing methods of remote viewing, we propose a visualization approach based on a client-server architecture, in which almost all operations are performed on the server. Our approach includes three main steps: a first step of partitioning the original mesh, generating several fragments of the original mesh that can be supported by the supposed smaller Transfer Control Protocol (TCP) window size of the network, a second step called pre-simplification of the mesh partitioned, generating simplified models of fragments at different levels of detail, which aims to accelerate the visualization process when a client(that we also call remote user) requests a visualization of a specific area of interest, the final step involves the actual visualization of an area which interest the client, the latter having the possibility to visualize more accurately the area of interest, and less accurately the areas out of context. In this step, the reconstruction of the object taking into account the connectivity of fragments before simplifying a fragment is necessary.Pestiv-3D projec

    3D Mesh Simplification. A survey of algorithms and CAD model simplification tests

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    Simplification of highly detailed CAD models is an important step when CAD models are visualized or by other means utilized in augmented reality applications. Without simplification, CAD models may cause severe processing and storage is- sues especially in mobile devices. In addition, simplified models may have other advantages like better visual clarity or improved reliability when used for visual pose tracking. The geometry of CAD models is invariably presented in form of a 3D mesh. In this paper, we survey mesh simplification algorithms in general and focus especially to algorithms that can be used to simplify CAD models. We test some commonly known algorithms with real world CAD data and characterize some new CAD related simplification algorithms that have not been surveyed in previous mesh simplification reviews.Siirretty Doriast

    Temporal and spatial level of details for dynamic meshes

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    Visualizer: a mesh visualization system using view-dependent refinement

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    Cataloged from PDF version of article.Arbitrary triangle mesh is a collection of 3D triangles without any shape or boundary restrictions, Progressive mesh (PM) is a multiresolution representation that defines continuous level of detail approximations for arbitrary triangle meshes. PM representation of a mesh can be processed to obtain a mesh approximation between the original and the base (simplified) mesh. Furthermore, PM can be refined in a view-dependent fashion to obtain a simpler mesh within a perceptual image quality. In this paper, we introduce an adaptation and improvements in our implementation for view-dependent refinement of progressive meshes. Essentially, we use a similar approach to Hoppe's framework (ACM Comput. Graphics, Proceedings of SIGGRAPH'97, August 1997, pp. 189-198) for view-dependent refinement with a different algorithm for constructing PM representation. Our method is simple to implement and fast enough to achieve interactive frame rates for moderately complex models (models containing hundreds of thousands of polygons) on a machine with polygon rendering hardware. Moreover, our implementation allows changes to topology and achieves a simpler and sometimes more realistic refinements. (C) 2002 Elsevier Science Ltd. All rights reserved

    A Comparative Study on Polygonal Mesh Simplification Algorithms

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    Polygonal meshes are a common way of representing three dimensional surface models in many different areas of computer graphics and geometry processing. However, with the evolution of the technology, polygonal models are becoming more and more complex. As the complexity of the models increase, the visual approximation to the real world objects get better but there is a trade-off between the cost of processing these models and better visual approximation. In order to reduce this cost, the number of polygons in a model can be reduced by mesh simplification algorithms. These algorithms are widely used such that nearly all of the popular mesh editing libraries include at least one of them. In this work, polygonal simplification algorithms that are embedded in open source libraries: CGAL, VTK and OpenMesh are compared with the Metro geometric error measuring tool. By this way we try to supply a guidance for developers for publicly available mesh libraries in order to implement polygonal mesh simplification

    Topology Preserving Simplification of 2D Non-Manifold Meshes with Embedded Structures

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    International audienceMesh simplification has received tremendous attention over the past years. Most of the previous works deal with a proper choice of error measures to guide the simplification. Preserving the topological characteristics of the mesh and possibly of data attached to the mesh is a more recent topic, the present paper is about.We introduce a new topology preserving simplification algorithm for triangular meshes, possibly non-manifold, with embedded polylines. In this context embedded means that the edges of the polylines are also edges of the mesh. The paper introduces a robust test to detect if the collapse of an edge in the mesh modifies either the topology of the mesh or the topology of the embedded polylines. This validity test is derived using combinatorial topology results. More precisely we define a so-called extended complex from the input mesh and the embedded polylines. We show that if an edge collapse of the mesh preserves the topology of this extended complex, then it also preserves both the topology of the mesh and the embedded polylines. Our validity test can be used for any 2-complex mesh, including non-manifold triangular meshes. It can be combined with any previously introduced error measure. Implementation of this validity test is described. We demonstrate the power and versatility of our method with scientific data sets from neuroscience, geology and CAD/CAM models from mechanical engineering

    The discretized polyhedra simplification (DPS): a framework for polyhedra simplification based on decomposition schemes

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    This work discusses simplification algorithms for the generation of a multiresolution family of solid representations from an initial polyhedral solid. We introduce the Discretized Polyhedra Simplification (DPS), a framework for polyhedra simplification using space decomposition models. The DPS is based on a new error measurement and provides a sound scheme for error-bounded, geometry and topology simplification while preserving the validity of the model. A method following this framework, Direct DPS, is presented and discussed. Direct DPS uses an octree for topology simplification and error control, and generates valid solid representations. Our method is also able to generate approximations which do not interpenetrate the original model, either being completely contained in the input solid or bounding it. Unlike most of the current methods, our algorithm can deal and also produces faces with arbitrary complexity. An extension of the Direct method for appearance preservation, called Hybrid DPS, is also discussed

    High-Quality Simplification and Repair of Polygonal Models

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    Because of the rapid evolution of 3D acquisition and modelling methods, highly complex and detailed polygonal models with constantly increasing polygon count are used as three-dimensional geometric representations of objects in computer graphics and engineering applications. The fact that this particular representation is arguably the most widespread one is due to its simplicity, flexibility and rendering support by 3D graphics hardware. Polygonal models are used for rendering of objects in a broad range of disciplines like medical imaging, scientific visualization, computer aided design, film industry, etc. The handling of huge scenes composed of these high-resolution models rapidly approaches the computational capabilities of any graphics accelerator. In order to be able to cope with the complexity and to build level-of-detail representations, concentrated efforts were dedicated in the recent years to the development of new mesh simplification methods that produce high-quality approximations of complex models by reducing the number of polygons used in the surface while keeping the overall shape, volume and boundaries preserved as much as possible. Many well-established methods and applications require "well-behaved" models as input. Degenerate or incorectly oriented faces, T-joints, cracks and holes are just a few of the possible degenaracies that are often disallowed by various algorithms. Unfortunately, it is all too common to find polygonal models that contain, due to incorrect modelling or acquisition, such artefacts. Applications that may require "clean" models include finite element analysis, surface smoothing, model simplification, stereo lithography. Mesh repair is the task of removing artefacts from a polygonal model in order to produce an output model that is suitable for further processing by methods and applications that have certain quality requirements on their input. This thesis introduces a set of new algorithms that address several particular aspects of mesh repair and mesh simplification. One of the two mesh repair methods is dealing with the inconsistency of normal orientation, while another one, removes the inconsistency of vertex connectivity. Of the three mesh simplification approaches presented here, the first one attempts to simplify polygonal models with the highest possible quality, the second, applies the developed technique to out-of-core simplification, and the third, prevents self-intersections of the model surface that can occur during mesh simplification

    Proximity-aware multiple meshes decimation using quadric error metric

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    La décimation progressive de maillage par l'application successive d'opérateurs topologiques est un outil standard de traitement de la géométrie. Un élément clé de tels algorithmes est la métrique d'erreur, qui donne la priorité aux opérateurs minimisant l'erreur de décimation. La plupart des travaux précédents se concentrent sur la préservation des propriétés locales du maillage lors du processus de décimation, le plus notable étant la métrique d'erreur quadrique qui utilise l'opérateur d'effondrement d'arête. Toutefois, les maillages obtenus à partir de scènes issues de CAO et décrivant des systèmes complexes requièrent souvent une décimation significative pour la visualisation et l'interaction sur des terminaux bas de gamme. Par conséquent, la préservation de la disposition des objets est nécessaire dans de tels cas, afin de préserver la lisibilité globale du système pour des applications telles que la réparation sur site, l'inspection, la formation, les jeux sérieux, etc. Dans ce contexte, cette thèse a trait à préserver la lisibilité des relations de proximité entre maillages lors de la décimation, en introduisant une nouvelle approche pour la décimation conjointe de multiples maillages triangulaires présentant des proximités. Les travaux présentés dans cette thèse se décomposent en trois contributions. Tout d'abord, nous proposons un mécanisme pour la décimation simultanée de multiples maillages. Ensuite, nous introduisons une métrique d'erreur sensible à la proximité, combinant l'erreur locale de l'arête (i.e. la métrique d'erreur quadrique) avec une fonction pénalisant la proximité, ce qui augmente l'erreur des effondrements d'arête là où les maillages sont proches les uns des autres. Enfin, nous élaborons une détection automatique des zones de proximité. Pour finir, nous démontrons les performances de notre approche sur plusieurs modèles générés à partir de scènes issues de CAO.Progressive mesh decimation by successively applying topological operators is a standard tool in geometry processing. A key element of such algorithms is the error metric, which allows to prioritize operators minimizing the decimation error. Most previous work focus on preserving local properties of the mesh during the decimation process, with the most notable being the Quadric Error Metric which uses the edge collapse operator. However, meshes obtained from CAD scenes and describing complex systems often require significant decimation for visualization and interaction on low-end terminals. Hence preserving the arrangement of objects is required in such cases, in order to maintain the overall system readability for applications such as on-site repair, inspection, training, serious games, etc. In this context, this thesis focuses on preserving the readability of proximity relations between meshes during decimation, by introducing a novel approach for the joint decimation of multiple triangular meshes with proximities. The works presented in this thesis consist in three contributions. First, we propose a mechanism for the simultaneous decimation of multiple meshes. Second, we introduce a proximity-aware error metric, combining the local edge error (i.e. Quadric Error Metric) with a proximity penalty function, which increases the error of edge collapses modifying the geometry where meshes are close to each other. Last, we devise an automatic detection of proximity areas. Finally, we demonstrate the performances of our approach on several models generated from CAD scenes
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