80 research outputs found

    Anisotropic Surface Remeshing without Obtuse Angles

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    We present a novel anisotropic surface remeshing method that can efficiently eliminate obtuse angles. Unlike previous work that can only suppress obtuse angles with expensive resampling and Lloyd-type iterations, our method relies on a simple yet efficient connectivity and geometry refinement, which can not only remove all the obtuse angles, but also preserves the original mesh connectivity as much as possible. Our method can be directly used as a post-processing step for anisotropic meshes generated from existing algorithms to improve mesh quality. We evaluate our method by testing on a variety of meshes with different geometry and topology, and comparing with representative prior work. The results demonstrate the effectiveness and efficiency of our approach

    Gap Processing for Adaptive Maximal Poisson-Disk Sampling

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    In this paper, we study the generation of maximal Poisson-disk sets with varying radii. First, we present a geometric analysis of gaps in such disk sets. This analysis is the basis for maximal and adaptive sampling in Euclidean space and on manifolds. Second, we propose efficient algorithms and data structures to detect gaps and update gaps when disks are inserted, deleted, moved, or have their radius changed. We build on the concepts of the regular triangulation and the power diagram. Third, we will show how our analysis can make a contribution to the state-of-the-art in surface remeshing.Comment: 16 pages. ACM Transactions on Graphics, 201

    Variational blue noise sampling

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    Blue noise point sampling is one of the core algorithms in computer graphics. In this paper, we present a new and versatile variational framework for generating point distributions with high-quality blue noise characteristics while precisely adapting to given density functions. Different from previous approaches based on discrete settings of capacity-constrained Voronoi tessellation, we cast the blue noise sampling generation as a variational problem with continuous settings. Based on an accurate evaluation of the gradient of an energy function, an efficient optimization is developed which delivers significantly faster performance than the previous optimization-based methods. Our framework can easily be extended to generating blue noise point samples on manifold surfaces and for multi-class sampling. The optimization formulation also allows us to naturally deal with dynamic domains, such as deformable surfaces, and to yield blue noise samplings with temporal coherence. We present experimental results to validate the efficacy of our variational framework. Finally, we show a variety of applications of the proposed methods, including nonphotorealistic image stippling, color stippling, and blue noise sampling on deformable surfaces. © 1995-2012 IEEE.published_or_final_versio

    A unified framework for isotropic meshing based on narrow-band Euclidean distance transformation

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    In this paper, we propose a simple-yet-effective method for isotropic meshing relying on Euclidean distance transformation based centroidal Voronoi tessellation (CVT). Our approach improves the performance and robustness of computing CVT on curved domains while simultaneously providing high-quality output meshes. While conventional extrinsic methods compute CVTs in the entire volume bounded by the input model, we restrict the computation to a 3D shell of user-controlled thickness. Taking voxels which contain surface samples as sites, we compute the exact Euclidean distance transform on the GPU. Our algorithm is parallel and memory-efficient, and can construct the shell space for resolutions up to 20483 at interactive speed. The 3D centroidal Voronoi tessellation and restricted Voronoi diagrams are also computed efficiently on the GPU. Since the shell space can bridge holes and gaps smaller than a certain tolerance, and tolerate non-manifold edges and degenerate triangles, our algorithm can handle models with such defects, which typically cause conventional remeshing methods to fail. Our method can process implicit surfaces, polyhedral surfaces, and point clouds in a unified framework. Computational results show that our GPU-based isotropic meshing algorithm produces results comparable to state-of- the-art techniques, but is significantly faster than conventional CPU-based implementations.MOE (Min. of Education, S’pore)Published versio

    Differentiable Surface Triangulation

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    Triangle meshes remain the most popular data representation for surface geometry. This ubiquitous representation is essentially a hybrid one that decouples continuous vertex locations from the discrete topological triangulation. Unfortunately, the combinatorial nature of the triangulation prevents taking derivatives over the space of possible meshings of any given surface. As a result, to date, mesh processing and optimization techniques have been unable to truly take advantage of modular gradient descent components of modern optimization frameworks. In this work, we present a differentiable surface triangulation that enables optimization for any per-vertex or per-face differentiable objective function over the space of underlying surface triangulations. Our method builds on the result that any 2D triangulation can be achieved by a suitably perturbed weighted Delaunay triangulation. We translate this result into a computational algorithm by proposing a soft relaxation of the classical weighted Delaunay triangulation and optimizing over vertex weights and vertex locations. We extend the algorithm to 3D by decomposing shapes into developable sets and differentiably meshing each set with suitable boundary constraints. We demonstrate the efficacy of our method on various planar and surface meshes on a range of difficult-to-optimize objective functions. Our code can be found online: https://github.com/mrakotosaon/diff-surface-triangulation

    Layered Fields for Natural Tessellations on Surfaces

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    Mimicking natural tessellation patterns is a fascinating multi-disciplinary problem. Geometric methods aiming at reproducing such partitions on surface meshes are commonly based on the Voronoi model and its variants, and are often faced with challenging issues such as metric estimation, geometric, topological complications, and most critically parallelization. In this paper, we introduce an alternate model which may be of value for resolving these issues. We drop the assumption that regions need to be separated by lines. Instead, we regard region boundaries as narrow bands and we model the partition as a set of smooth functions layered over the surface. Given an initial set of seeds or regions, the partition emerges as the solution of a time dependent set of partial differential equations describing concurrently evolving fronts on the surface. Our solution does not require geodesic estimation, elaborate numerical solvers, or complicated bookkeeping data structures. The cost per time-iteration is dominated by the multiplication and addition of two sparse matrices. Extension of our approach in a Lloyd's algorithm fashion can be easily achieved and the extraction of the dual mesh can be conveniently preformed in parallel through matrix algebra. As our approach relies mainly on basic linear algebra kernels, it lends itself to efficient implementation on modern graphics hardware.Comment: Natural tessellations, surface fields, Voronoi diagrams, Lloyd's algorith

    VoroCrust: Voronoi Meshing Without Clipping

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    Polyhedral meshes are increasingly becoming an attractive option with particular advantages over traditional meshes for certain applications. What has been missing is a robust polyhedral meshing algorithm that can handle broad classes of domains exhibiting arbitrarily curved boundaries and sharp features. In addition, the power of primal-dual mesh pairs, exemplified by Voronoi-Delaunay meshes, has been recognized as an important ingredient in numerous formulations. The VoroCrust algorithm is the first provably-correct algorithm for conforming polyhedral Voronoi meshing for non-convex and non-manifold domains with guarantees on the quality of both surface and volume elements. A robust refinement process estimates a suitable sizing field that enables the careful placement of Voronoi seeds across the surface circumventing the need for clipping and avoiding its many drawbacks. The algorithm has the flexibility of filling the interior by either structured or random samples, while preserving all sharp features in the output mesh. We demonstrate the capabilities of the algorithm on a variety of models and compare against state-of-the-art polyhedral meshing methods based on clipped Voronoi cells establishing the clear advantage of VoroCrust output.Comment: 18 pages (including appendix), 18 figures. Version without compressed images available on https://www.dropbox.com/s/qc6sot1gaujundy/VoroCrust.pdf. Supplemental materials available on https://www.dropbox.com/s/6p72h1e2ivw6kj3/VoroCrust_supplemental_materials.pd
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