564 research outputs found

    Exact Geosedics and Shortest Paths on Polyhedral Surface

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    We present two algorithms for computing distances along a non-convex polyhedral surface. The first algorithm computes exact minimal-geodesic distances and the second algorithm combines these distances to compute exact shortest-path distances along the surface. Both algorithms have been extended to compute the exact minimalgeodesic paths and shortest paths. These algorithms have been implemented and validated on surfaces for which the correct solutions are known, in order to verify the accuracy and to measure the run-time performance, which is cubic or less for each algorithm. The exact-distance computations carried out by these algorithms are feasible for large-scale surfaces containing tens of thousands of vertices, and are a necessary component of near-isometric surface flattening methods that accurately transform curved manifolds into flat representations.National Institute for Biomedical Imaging and Bioengineering (R01 EB001550

    A minimalistic approach for fast computation of geodesic distances on triangular meshes

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    The computation of geodesic distances is an important research topic in Geometry Processing and 3D Shape Analysis as it is a basic component of many methods used in these areas. In this work, we present a minimalistic parallel algorithm based on front propagation to compute approximate geodesic distances on meshes. Our method is practical and simple to implement and does not require any heavy pre-processing. The convergence of our algorithm depends on the number of discrete level sets around the source points from which distance information propagates. To appropriately implement our method on GPUs taking into account memory coalescence problems, we take advantage of a graph representation based on a breadth-first search traversal that works harmoniously with our parallel front propagation approach. We report experiments that show how our method scales with the size of the problem. We compare the mean error and processing time obtained by our method with such measures computed using other methods. Our method produces results in competitive times with almost the same accuracy, especially for large meshes. We also demonstrate its use for solving two classical geometry processing problems: the regular sampling problem and the Voronoi tessellation on meshes.Comment: Preprint submitted to Computers & Graphic

    Compression for Smooth Shape Analysis

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    Most 3D shape analysis methods use triangular meshes to discretize both the shape and functions on it as piecewise linear functions. With this representation, shape analysis requires fine meshes to represent smooth shapes and geometric operators like normals, curvatures, or Laplace-Beltrami eigenfunctions at large computational and memory costs. We avoid this bottleneck with a compression technique that represents a smooth shape as subdivision surfaces and exploits the subdivision scheme to parametrize smooth functions on that shape with a few control parameters. This compression does not affect the accuracy of the Laplace-Beltrami operator and its eigenfunctions and allow us to compute shape descriptors and shape matchings at an accuracy comparable to triangular meshes but a fraction of the computational cost. Our framework can also compress surfaces represented by point clouds to do shape analysis of 3D scanning data

    Analysis of Farthest Point Sampling for Approximating Geodesics in a Graph

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    A standard way to approximate the distance between any two vertices pp and qq on a mesh is to compute, in the associated graph, a shortest path from pp to qq that goes through one of kk sources, which are well-chosen vertices. Precomputing the distance between each of the kk sources to all vertices of the graph yields an efficient computation of approximate distances between any two vertices. One standard method for choosing kk sources, which has been used extensively and successfully for isometry-invariant surface processing, is the so-called Farthest Point Sampling (FPS), which starts with a random vertex as the first source, and iteratively selects the farthest vertex from the already selected sources. In this paper, we analyze the stretch factor FFPS\mathcal{F}_{FPS} of approximate geodesics computed using FPS, which is the maximum, over all pairs of distinct vertices, of their approximated distance over their geodesic distance in the graph. We show that FFPS\mathcal{F}_{FPS} can be bounded in terms of the minimal value F\mathcal{F}^* of the stretch factor obtained using an optimal placement of kk sources as FFPS2re2F+2re2+8re+1\mathcal{F}_{FPS}\leq 2 r_e^2 \mathcal{F}^*+ 2 r_e^2 + 8 r_e + 1, where rer_e is the ratio of the lengths of the longest and the shortest edges of the graph. This provides some evidence explaining why farthest point sampling has been used successfully for isometry-invariant shape processing. Furthermore, we show that it is NP-complete to find kk sources that minimize the stretch factor.Comment: 13 pages, 4 figure

    A framework for working with digitized cultural heritage artefacts

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    In this paper, we present our work in designing, implementing, and evaluating a set of 3D interactive spatial measurement tools in the context of Cultural Heritage Toolbox (CH Toolbox), a framework for computer-aided cultural heritage research. Our application utilizes a bi-manual, spaceball and mouse driven user interface to help the user manage visualized 3D models digitized from real artifacts. We have developed a virtual radius estimator, useful for analyzing incomplete pieces of radial artifacts, and a virtual tape measure, useful in measurement of geodesic distances between two points on the surface of an artifact. We tested the tools on the special case of pottery analysis
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