142 research outputs found
A feature preserved mesh simplification algorithm
Large-volume mesh model faces challenge in rendering, storing, and transmission due to large size of polygon data. Mesh simplification is one of solutions to reduce the data size. This paper presents a mesh simplification method based on feature extraction with curvature estimation to triangle mesh. The simplified topology preserves good geometrical features in the area with distinct features, that is, coarse simplified mesh in the flat region and fine simplified mesh around the areas of crease and corner. Sequence of mesh simplification is controlled on the basis of geometrical feature sensitivity, which results in reasonable simplification topology with less data size. This algorithm can decrease the size of the file by largely simplifying flat areas and preserving the geometric feature as well
A Geometric Processing Workflow for Transforming Reality-Based 3D Models in Volumetric Meshes Suitable for FEA
Conservation of Cultural Heritage is a key issue and structural changes and damages can influence the mechanical behaviour of artefacts and buildings. The use of Finite Elements Methods (FEM) for mechanical analysis is largely used in modelling stress behaviour. The typical workflow involves the use of CAD 3D models made by Non-Uniform Rational B-splines (NURBS) surfaces, representing the ideal shape of the object to be simulated. Nowadays, 3D documentation of CH has been widely developed through reality-based approaches, but the models are not suitable for a direct use in FEA: the mesh has in fact to be converted to volumetric, and the density has to be reduced since the computational complexity of a FEA grows exponentially with the number of nodes
Visual-Guided Mesh Repair
Mesh repair is a long-standing challenge in computer graphics and related
fields. Converting defective meshes into watertight manifold meshes can greatly
benefit downstream applications such as geometric processing, simulation,
fabrication, learning, and synthesis. In this work, we first introduce three
visual measures for visibility, orientation, and openness, based on
ray-tracing. We then present a novel mesh repair framework that incorporates
visual measures with several critical steps, i.e., open surface closing, face
reorientation, and global optimization, to effectively repair defective meshes,
including gaps, holes, self-intersections, degenerate elements, and
inconsistent orientations. Our method reduces unnecessary mesh complexity
without compromising geometric accuracy or visual quality while preserving
input attributes such as UV coordinates for rendering. We evaluate our approach
on hundreds of models randomly selected from ShapeNet and Thingi10K,
demonstrating its effectiveness and robustness compared to existing approaches
Coarse-to-fine approximation of range images with bounded error adaptive triangular meshes
Copyright 2007 Society of Photo-Optical Instrumentation Engineers. One print or electronic copy may be made for personal use only. Systematic reproduction and distribution, duplication of any material in this paper for a fee or for commercial purposes, or modification of the content of the paper are prohibitedA new technique for approximating range images with adaptive triangular meshes ensuring a user-defined approximation error is presented. This technique is based on an efficient coarse-to-fine refinement algorithm that avoids iterative optimization stages. The algorithm first maps the pixels of the given range image to 3D points defined in a curvature space. Those points are then tetrahedralized with a 3D Delaunay algorithm. Finally, an iterative process starts digging up the convex hull of the obtained tetrahedralization, progressively removing the triangles that do not fulfill the specified approximation error. This error is assessed in the original 3D space. The introduction of the aforementioned curvature space makes it possible for both convex and nonconvex object surfaces to be approximated with adaptive triangular meshes, improving thus the behavior of previous coarse-to-fine sculpturing techniques. The proposed technique is evaluated on real range images and compared to two simplification techniques that also ensure a user-defined approximation error: a fine-to-coarse approximation algorithm based on iterative optimization (Jade) and an optimization-free, fine-to-coarse algorithm (Simplification Envelopes).This work has been partially supported by the Spanish Ministry
of Education and Science under projects TRA2004-
06702/AUT and DPI2004-07993-C03-03. The first author
was supported by The Ramón y Cajal Program
Fast Exact Booleans for Iterated CSG using Octree-Embedded BSPs
We present octree-embedded BSPs, a volumetric mesh data structure suited for
performing a sequence of Boolean operations (iterated CSG) efficiently. At its
core, our data structure leverages a plane-based geometry representation and
integer arithmetics to guarantee unconditionally robust operations. These
typically present considerable performance challenges which we overcome by
using custom-tailored fixed-precision operations and an efficient algorithm for
cutting a convex mesh against a plane. Consequently, BSP Booleans and mesh
extraction are formulated in terms of mesh cutting. The octree is used as a
global acceleration structure to keep modifications local and bound the BSP
complexity. With our optimizations, we can perform up to 2.5 million mesh-plane
cuts per second on a single core, which creates roughly 40-50 million output
BSP nodes for CSG. We demonstrate our system in two iterated CSG settings:
sweep volumes and a milling simulation
Cone carving for surface reconstruction
Copyright Notice Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profi t or direct commercial advantage and that copies show this notice on the fi rst page or initial screen of a display along with the full citation. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, to republish, to post on servers, to redistribute to lists, or to use any component of this work in other works requires prior specifi c permission and/or a fee. Permissions may b
Research on generic interactive deformable 3D models: focus on the human inguinal region
The goal of this project is to research for real-time approximate methods of physicallybased
animation in conjunction with static polygonal meshes with the aim of deforming
them and simulating an elastic behaviour for these meshes. Because of this, in
this project it has been developed a software suite capable of doing a lot of tasks, each
one from different computer graphics research fields, conforming a versatile capability
project
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Silhouette Mapping
Recent image-based rendering techniques have shown success in approximating detailed models using sampled images over coarser meshes. One limitation of these techniques is that the coarseness of the geometric mesh is apparent in the rough polygonal silhouette of the rendering. In this paper, we present a scheme for accurately capturing the external silhouette of a model in order to clip the approximate geometry. Given a detailed model, silhouettes sampled from a discrete set of viewpoints about the object are collected into a silhouette map. The silhouette from an arbitrary viewpoint is then computed as the interpolation from three nearby viewpoints in the silhouette map. Pairwise silhouette interpolation is based on a visual hull approximation in the epipolar plane. The silhouette map itself is adaptively simplified by removing views whose silhouettes are accurately predicted by interpolation of their neighbors. The model geometry is approximated by a progressive hull construction, and is rendered using projected texture maps. The 3D rendering is clipped to the interpolated silhouette using stencil planes.Engineering and Applied Science
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