775 research outputs found
A curvature-adapted anisotropic surface remeshing method
We present a new method for remeshing surfaces that respect the intrinsic anisotropy of the surfaces. In particular, we use the normal informations of the surfaces, and embed the surfaces into a higher dimensional space (here we use 6d). This allow us to form an isotropic mesh optimization problem in this embedded space. Starting from an initial mesh of a surface, we optimize the mesh by improving the mesh quality measured in the embedded space. The mesh is optimized by combining common local modifications operations, i.e., edge flip, edge contraction, vertex smoothing, and vertex insertion. All operations are applied directly on the 3d surface mesh. This method results a curvature-adapted mesh of the surface. This method can be easily adapted to mesh multi-patches surfaces, i.e., containing corner singularities and sharp features. We present examples of remeshed surfaces from implicit functions and CAD models
Interactive Geometry Remeshing
We present a novel technique, both flexible and efficient, for interactive remeshing of irregular geometry. First, the original (arbitrary genus) mesh is substituted by a series of 2D maps in parameter space. Using these maps, our algorithm is then able to take advantage of established signal processing and halftoning tools that offer
real-time interaction and intricate control. The user can easily combine these maps to create a control map – a map which controls the sampling density over the surface patch. This map is then sampled at interactive rates allowing the user to easily design a tailored resampling.
Once this sampling is complete, a Delaunay triangulation
and fast optimization are performed to perfect the final mesh.
As a result, our remeshing technique is extremely versatile and general, being able to produce arbitrarily complex meshes with a variety of properties including: uniformity, regularity, semiregularity, curvature sensitive resampling, and feature preservation. We provide a high level of control over the sampling distribution allowing the user to interactively custom design the mesh based on
their requirements thereby increasing their productivity in creating a wide variety of meshes
Recommended from our members
View-dependent adaptive cloth simulation
This paper describes a method for view-dependent cloth simulation using dynamically adaptive mesh refinement and coarsening. Given a prescribed camera motion, the method adjusts the criteria controlling refinement to account for visibility and apparent size in the camera's view. Objectionable dynamic artifacts are avoided by anticipative refinement and smoothed coarsening. This approach preserves the appearance of detailed cloth throughout the animation while avoiding the wasted effort of simulating details that would not be discernible to the viewer. The computational savings realized by this method increase as scene complexity grows, producing a 2× speed-up for a single character and more than 4× for a small group
Error-Bounded and Feature Preserving Surface Remeshing with Minimal Angle Improvement
The typical goal of surface remeshing consists in finding a mesh that is (1)
geometrically faithful to the original geometry, (2) as coarse as possible to
obtain a low-complexity representation and (3) free of bad elements that would
hamper the desired application. In this paper, we design an algorithm to
address all three optimization goals simultaneously. The user specifies desired
bounds on approximation error {\delta}, minimal interior angle {\theta} and
maximum mesh complexity N (number of vertices). Since such a desired mesh might
not even exist, our optimization framework treats only the approximation error
bound {\delta} as a hard constraint and the other two criteria as optimization
goals. More specifically, we iteratively perform carefully prioritized local
operators, whenever they do not violate the approximation error bound and
improve the mesh otherwise. In this way our optimization framework greedily
searches for the coarsest mesh with minimal interior angle above {\theta} and
approximation error bounded by {\delta}. Fast runtime is enabled by a local
approximation error estimation, while implicit feature preservation is obtained
by specifically designed vertex relocation operators. Experiments show that our
approach delivers high-quality meshes with implicitly preserved features and
better balances between geometric fidelity, mesh complexity and element quality
than the state-of-the-art.Comment: 14 pages, 20 figures. Submitted to IEEE Transactions on Visualization
and Computer Graphic
Curvature-based remeshing methodology oriented to human face 3D models
Remeshing techniques seek to modify a mesh in order to adapt it to an specific application. This work proposes a remeshing methodology specialized in the human face, whose purpose is to reduce the number of faces and vertices that requires the mesh, keeping the characteristics of the human anatomy. Curvature information that highlights the intrinsic anisotropy of natural geometry or geometry of human origin is used to accomplish this. Results were polygonal anisotropic meshes, composed mainly of quadrilaterals, with less than 50% of the points and faces of the initial mesh, that maintain the anatomical features for models of the face in a neutral expression, or expressions of happiness, disgust, fear, angry, surprise, and sadness. The methodology was validated with models from the BU-3DFE database, and the quality of the obtained results were evaluated against the remeshing achieved when a technique of simplification based on quadric error metrics is used.Las técnicas de remallado buscan modificar la malla de entrada para adaptarla a la aplicación especÃfica. En este trabajo se propone una metodologÃa de remallado especializada en el rostro humano, cuyo propósito es reducir el número de caras y vértices que requiere la malla, manteniendo las caracterÃsticas propias de la anatomÃa humana. Para lograr esto se utiliza la información de curvatura, la cual destaca la anisotropÃa intrÃnseca en la geometrÃa natural o en la geometrÃa de origen humano. Como resultado se obtuvieron mallas anisotrópicas poligonales, compuestas principalmente por cuadriláteros, con menos del 50% de los puntos y caras de la malla inicial, que mantienen las caracterÃsticas anatómicas para modelos del rostro en expresión neutra, o con expresiones de alegrÃa, enojo, repugnancia, miedo, sorpresa y tristeza. La metodologÃa se validó con los modelos presentes en la base de datos BU-3DFE, y se comparó la calidad de los resultados obtenidos contra el remallado que se logra con la técnica de simplificación basada en quadric error metrics
Dev2PQ: Planar Quadrilateral Strip Remeshing of Developable Surfaces
We introduce an algorithm to remesh triangle meshes representing developable
surfaces to planar quad dominant meshes. The output of our algorithm consists
of planar quadrilateral (PQ) strips that are aligned to principal curvature
directions and closely approximate the curved parts of the input developable,
and planar polygons representing the flat parts of the input. Developable
PQ-strip meshes are useful in many areas of shape modeling, thanks to the
simplicity of fabrication from flat sheet material. Unfortunately, they are
difficult to model due to their restrictive combinatorics and locking issues.
Other representations of developable surfaces, such as arbitrary triangle or
quad meshes, are more suitable for interactive freeform modeling, but generally
have non-planar faces or are not aligned to principal curvatures. Our method
leverages the modeling flexibility of non-ruling based representations of
developable surfaces, while still obtaining developable, curvature aligned
PQ-strip meshes. Our algorithm optimizes for a scalar function on the input
mesh, such that its level sets are extrinsically straight and align well to the
locally estimated ruling directions. The condition that guarantees straight
level sets is nonlinear of high order and numerically difficult to enforce in a
straightforward manner. We devise an alternating optimization method that makes
our problem tractable and practical to compute. Our method works automatically
on any developable input, including multiple patches and curved folds, without
explicit domain decomposition. We demonstrate the effectiveness of our approach
on a variety of developable surfaces and show how our remeshing can be used
alongside handle based interactive freeform modeling of developable shapes
- …