25 research outputs found

    Fast directional continuous spherical wavelet transform algorithms

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    We describe the construction of a spherical wavelet analysis through the inverse stereographic projection of the Euclidean planar wavelet framework, introduced originally by Antoine and Vandergheynst and developed further by Wiaux et al. Fast algorithms for performing the directional continuous wavelet analysis on the unit sphere are presented. The fast directional algorithm, based on the fast spherical convolution algorithm developed by Wandelt and Gorski, provides a saving of O(sqrt(Npix)) over a direct quadrature implementation for Npix pixels on the sphere, and allows one to perform a directional spherical wavelet analysis of a 10^6 pixel map on a personal computer.Comment: 10 pages, 3 figures, replaced to match version accepted by IEEE Trans. Sig. Pro

    Surface segmentation for improved remeshing

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    Many remeshing techniques sample the input surface in a meaningful way and then triangulate the samples to produce an output triangulated mesh. One class of methods samples in a parametrization of the surface. Another class samples directly on the surface. These latter methods must have sufficient density of samples to achieve outputs that are homeomorphic to the input. In many datasets samples must be very dense even in some nearly planar regions due to small local feature size. We present an isotropic remeshing algorithm called ÎșCVT that achieves topological correctness while sampling sparsely in all flat regions, regardless of local feature size. This is accomplished by segmenting the surface, remeshing the segmented subsurfaces individually and then stitching them back together. We show that ÎșCVT produces quality meshes using fewer triangles than other methods. The output quality meshes are both homeomorphic and geometrically close to the input surface.postprin

    Variational tetrahedral meshing

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    In this paper, a novel Delaunay-based variational approach to isotropic tetrahedral meshing is presented. To achieve both robustness and efficiency, we minimize a simple mesh-dependent energy through global updates of both vertex positions and connectivity. As this energy is known to be the ∠1 distance between an isotropic quadratic function and its linear interpolation on the mesh, our minimization procedure generates well-shaped tetrahedra. Mesh design is controlled through a gradation smoothness parameter and selection of the desired number of vertices. We provide the foundations of our approach by explaining both the underlying variational principle and its geometric interpretation. We demonstrate the quality of the resulting meshes through a series of examples

    Well-Centered Triangulation

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    Meshes composed of well-centered simplices have nice orthogonal dual meshes (the dual Voronoi diagram). This is useful for certain numerical algorithms that prefer such primal-dual mesh pairs. We prove that well-centered meshes also have optimality properties and relationships to Delaunay and minmax angle triangulations. We present an iterative algorithm that seeks to transform a given triangulation in two or three dimensions into a well-centered one by minimizing a cost function and moving the interior vertices while keeping the mesh connectivity and boundary vertices fixed. The cost function is a direct result of a new characterization of well-centeredness in arbitrary dimensions that we present. Ours is the first optimization-based heuristic for well-centeredness, and the first one that applies in both two and three dimensions. We show the results of applying our algorithm to small and large two-dimensional meshes, some with a complex boundary, and obtain a well-centered tetrahedralization of the cube. We also show numerical evidence that our algorithm preserves gradation and that it improves the maximum and minimum angles of acute triangulations created by the best known previous method.Comment: Content has been added to experimental results section. Significant edits in introduction and in summary of current and previous results. Minor edits elsewher

    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
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