2,943 research outputs found

    An adaptive octree finite element method for PDEs posed on surfaces

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    The paper develops a finite element method for partial differential equations posed on hypersurfaces in RN\mathbb{R}^N, N=2,3N=2,3. The method uses traces of bulk finite element functions on a surface embedded in a volumetric domain. The bulk finite element space is defined on an octree grid which is locally refined or coarsened depending on error indicators and estimated values of the surface curvatures. The cartesian structure of the bulk mesh leads to easy and efficient adaptation process, while the trace finite element method makes fitting the mesh to the surface unnecessary. The number of degrees of freedom involved in computations is consistent with the two-dimension nature of surface PDEs. No parametrization of the surface is required; it can be given implicitly by a level set function. In practice, a variant of the marching cubes method is used to recover the surface with the second order accuracy. We prove the optimal order of accuracy for the trace finite element method in H1H^1 and L2L^2 surface norms for a problem with smooth solution and quasi-uniform mesh refinement. Experiments with less regular problems demonstrate optimal convergence with respect to the number of degrees of freedom, if grid adaptation is based on an appropriate error indicator. The paper shows results of numerical experiments for a variety of geometries and problems, including advection-diffusion equations on surfaces. Analysis and numerical results of the paper suggest that combination of cartesian adaptive meshes and the unfitted (trace) finite elements provide simple, efficient, and reliable tool for numerical treatment of PDEs posed on surfaces

    Volume-Enclosing Surface Extraction

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    In this paper we present a new method, which allows for the construction of triangular isosurfaces from three-dimensional data sets, such as 3D image data and/or numerical simulation data that are based on regularly shaped, cubic lattices. This novel volume-enclosing surface extraction technique, which has been named VESTA, can produce up to six different results due to the nature of the discretized 3D space under consideration. VESTA is neither template-based nor it is necessarily required to operate on 2x2x2 voxel cell neighborhoods only. The surface tiles are determined with a very fast and robust construction technique while potential ambiguities are detected and resolved. Here, we provide an in-depth comparison between VESTA and various versions of the well-known and very popular Marching Cubes algorithm for the very first time. In an application section, we demonstrate the extraction of VESTA isosurfaces for various data sets ranging from computer tomographic scan data to simulation data of relativistic hydrodynamic fireball expansions.Comment: 24 pages, 33 figures, 4 tables, final versio

    ROI coding of volumetric medical images with application to visualisation

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    Generating Surface Geometry in Higher Dimensions using Local Cell Tilers

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    In two dimensions contour elements surround two dimensional objects, in three dimensions surfaces surround three dimensional objects and in four dimensions hypersurfaces surround hyperobjects. These surfaces can be represented by a collection of connected simplices, hence, continuous n dimensional surfaces can be represented by a lattice of connected n-1 dimensional simplices. The lattice of connected simplices can be calculated over a set of adjacent n-dimensional cubes, via for example the Marching Cubes Algorithm. These algorithms are often named local cell tilers. We propose that the local-cell tiling method can be usefully-applied to four dimensions and potentially to N-dimensions. We present an algorithm for the generation of major cases (cases that are topologically invariant under standard geometrical transformations) and introduce the notion of a sub-case which simplifies their representations. Each sub-case can be easily subdivided into simplices for rendering and we describe a backtracking tetrahedronization algorithm for the four dimensional case. An implementation for surfaces from the fourth dimension is presented and we describe and discuss ambiguities inherent within this and related algorithms

    SurfelMeshing: Online Surfel-Based Mesh Reconstruction

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    We address the problem of mesh reconstruction from live RGB-D video, assuming a calibrated camera and poses provided externally (e.g., by a SLAM system). In contrast to most existing approaches, we do not fuse depth measurements in a volume but in a dense surfel cloud. We asynchronously (re)triangulate the smoothed surfels to reconstruct a surface mesh. This novel approach enables to maintain a dense surface representation of the scene during SLAM which can quickly adapt to loop closures. This is possible by deforming the surfel cloud and asynchronously remeshing the surface where necessary. The surfel-based representation also naturally supports strongly varying scan resolution. In particular, it reconstructs colors at the input camera's resolution. Moreover, in contrast to many volumetric approaches, ours can reconstruct thin objects since objects do not need to enclose a volume. We demonstrate our approach in a number of experiments, showing that it produces reconstructions that are competitive with the state-of-the-art, and we discuss its advantages and limitations. The algorithm (excluding loop closure functionality) is available as open source at https://github.com/puzzlepaint/surfelmeshing .Comment: Version accepted to IEEE Transactions on Pattern Analysis and Machine Intelligenc
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