12 research outputs found

    PARALLEL √3-SUBDIVISION with ANIMATION in CONSIDERATION of GEOMETRIC COMPLEXITY

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    We look at the broader field of geometric subdivision and the emerging field of parallel computing for the purpose of creating higher visual fidelity at an efficient pace. Primarily, we present a parallel algorithm for √3-Subdivision. When considering animation, we find that it is possible to do subdivision by providing only one variable input, with the rest being considered static. This reduces the amount of data transfer required to continually update a subdividing mesh. We can support recursive subdivision by applying the technique in passes. As a basis for analysis, we look at performance in an OpenCL implementation that utilizes a local graphics processing unit (GPU) and a parallel CPU. By overcoming current hardware limitations, we present an environment where general GPU computation of √3-Subdivision can be practical

    Conversion of trimmed NURBS surfaces to Catmull-Clark subdivision surfaces

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    This paper introduces a novel method to convert trimmed NURBS surfaces to untrimmed subdivision surfaces with Bézier edge conditions. We take a NURBS surface and its trimming curves as input, from this we automatically compute a base mesh, the limit surface of which fits the trimmed NURBS surface to a specified tolerance. We first construct the topology of the base mesh by performing a cross-field based decomposition in parameter space. The number and positions of extraordinary vertices required to represent the trimmed shape can be automatically identified by smoothing a cross field bounded by the parametric trimming curves. After the topology construction, the control point positions in the base mesh are calculated based on the limit stencils of the subdivision scheme and constraints to achieve tangential continuity across the boundary. Our method provides the user with either an editable base mesh or a fine mesh whose limit surface approximates the input within a certain tolerance. By integrating the trimming curve as part of the desired limit surface boundary, our conversion can produce gap-free models. Moreover, since we use tangential continuity across the boundary between adjacent surfaces as constraints, the converted surfaces join with G1 continuity. © 2014 The Authors.EPSRC, Chinese Government (PhD studentship) and Cambridge Trust

    Remeshing Visual Hull Approximation by Displaced Butterfly Subdivision Surfaces

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    Numerical quadrature for Gregory quads

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    We investigate quadrature rules in the context of quadrilateral Gregory patches, in short Gregory quads. We provide numerical and where possible symbolic quadrature rules for the space spanned by the twenty polynomial/rational functions associated with Gregory quads, as well as the derived spaces including derivatives, products, and products of derivatives of these functions. This opens up the possibility for a wider adoption of Gregory quads in numerical simulations

    Uncovering the specificities of CAD tools for industrial design with design theory – style models for generic singularity

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    International audienceAccording to some casual observers, computer-aided design (CAD) tools are very similar. These tools are used to design new artifacts in a digital environment; hence, they share typical software components, such as a computing engine and human-machine interface. However, CAD software is dedicated to specific professionals—such as engineers, three-dimensional (3D) artists, and industrial designers (IDs)—who claim that, despite their apparent similarities, CAD tools are so different that they are not substitutable. Moreover, CAD tools do not fully meet the needs of IDs. This paper aims at better characterizing CAD tools by taking into account their underlying design logic, which involves relying on recent advances in design theory. We show that engineering CAD tools are actually modeling tools that design a generic variety of products; 3D artist CAD tools not only design but immediately produce single digital artefacts; and ID CAD tools are neither a mix nor an hybridization of engineering CAD and 3D artist CAD tools but have their own logic, namely to create new conceptual models for a large variety of products, that is, the creation of a unique original style that leads to a generic singularity. Such tools are useful for many creative designers beyond IDs

    Approximating subdivision surfaces with Gregory patches for hardware tessellation

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    Figure 1: The first image (far left) illustrates an input control mesh; regular (gold) faces do not have an incident extraordinary vertex, irregular quads (purple) have at least one extraordinary vertex, and triangular (green) faces are allowed. The second and third images show the parametric patches we generate. The final image is of the same surface with a displacement map applied. We present a new method for approximating subdivision surfaces with hardware accelerated parametric patches. Our method improves the memory bandwidth requirements for patch control points, translating into superior performance compared to existing methods. Our input is general, allowing for meshes that contain both quadrilateral and triangular faces in the input control mesh, as well as control meshes with boundary. We present two implementations of our scheme designed to run on Direct3D 11 class hardware equipped with a tessellator unit.
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