12 research outputs found

    Triangulation of uniform particle systems: its application to the implicit surface texturing

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    Particle systems, as originally presented by Witkin and Heckbert [32], offer an elegant solution to sample implicit surfaces of arbitrary genus, while providing an extremely regular distribution of samples over the surface. In this paper, we present an ef cient technique that uses particle systems to rapidly generate a triangular mesh over an implicit surface, where each triangle is almost equilateral. The major advantage of such a triangulation is that it minimizes the deformations between the mesh and the underlying implicit surface. We exploit this property by using few triangular texture samples mapped in a non-periodic fashion as presented by Neyret and Cani [16]. The result is a pattern-based texturing method that maps homogeneous non-periodic textures to arbitrary implicit surfaces, with almost no deformation

    Implicit Decals: Interactive Editing of Repetitive Patterns on Surfaces

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    11 pagesInternational audienceTexture mapping is an essential component for creating 3D models and is widely used in both the game and the movie industries. Creating texture maps has always been a complex task and existing methods carefully balance flexibility with ease of use. One difficulty in using texturing is the repeated placement of individual textures over larger areas. In this paper we propose a method which uses decals to place images onto a model. Our method allows the decals to compete for space and to deform as they are being pushed by other decals. A spherical field function is used to determine the position and the size of each decal and the deformation applied to fit the decals. The decals may span multiple objects with heterogeneous representations. Our method does not require an explicit parameterization of the model. As such, varieties of patterns including repeated patterns like rocks, tiles, and scales can be mapped. We have implemented the method using the GPU where placement, size, and orientation of thousands of decals are manipulated in real time

    Pointshop 3D: An interactive system for point-based surface editing

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    We present a system for interactive shape and appearance editing of 3D point-sampled geometry. By generalizing conventional 2D pixel editors, our system supports a great variety of different interaction techniques to alter shape and appearance of 3D point models, including cleaning, texturing, sculpting, carving, filtering, and resampling. One key ingredient of our framework is a novel concept for interactive point cloud parameterization allowing for distortion minimal and aliasing-free texture mapping. A second one is a dynamic, adaptive resampling method which builds upon a continuous reconstruction of the model surface and its attributes. These techniques allow us to transfer the full functionality of 2D image editing operations to the irregular 3D point setting. Our system reads, processes, and writes point-sampled models without intermediate tesselation. It is intended to complement existing low cost 3D scanners and point rendering pipelines for efficient 3D content creation

    3D mesh metamorphosis from spherical parameterization for conceptual design

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    Engineering product design is an information intensive decision-making process that consists of several phases including design specification definition, design concepts generation, detailed design and analysis, and manufacturing. Usually, generating geometry models for visualization is a big challenge for early stage conceptual design. Complexity of existing computer aided design packages constrains participation of people with various backgrounds in the design process. In addition, many design processes do not take advantage of the rich amount of legacy information available for new concepts creation. The research presented here explores the use of advanced graphical techniques to quickly and efficiently merge legacy information with new design concepts to rapidly create new conceptual product designs. 3D mesh metamorphosis framework 3DMeshMorpher was created to construct new models by navigating in a shape-space of registered design models. The framework is composed of: i) a fast spherical parameterization method to map a geometric model (genus-0) onto a unit sphere; ii) a geometric feature identification and picking technique based on 3D skeleton extraction; and iii) a LOD controllable 3D remeshing scheme with spherical mesh subdivision based on the developedspherical parameterization. This efficient software framework enables designers to create numerous geometric concepts in real time with a simple graphical user interface. The spherical parameterization method is focused on closed genus-zero meshes. It is based upon barycentric coordinates with convex boundary. Unlike most existing similar approaches which deal with each vertex in the mesh equally, the method developed in this research focuses primarily on resolving overlapping areas, which helps speed the parameterization process. The algorithm starts by normalizing the source mesh onto a unit sphere and followed by some initial relaxation via Gauss-Seidel iterations. Due to its emphasis on solving only challenging overlapping regions, this parameterization process is much faster than existing spherical mapping methods. To ensure the correspondence of features from different models, we introduce a skeleton based feature identification and picking method for features alignment. Unlike traditional methods that align single point for each feature, this method can provide alignments for complete feature areas. This could help users to create more reasonable intermediate morphing results with preserved topological features. This skeleton featuring framework could potentially be extended to automatic features alignment for geometries with similar topologies. The skeleton extracted could also be applied for other applications such as skeleton-based animations. The 3D remeshing algorithm with spherical mesh subdivision is developed to generate a common connectivity for different mesh models. This method is derived from the concept of spherical mesh subdivision. The local recursive subdivision can be set to match the desired LOD (level of details) for source spherical mesh. Such LOD is controllable and this allows various outputs with different resolutions. Such recursive subdivision then follows by a triangular correction process which ensures valid triangulations for the remeshing. And the final mesh merging and reconstruction process produces the remeshing model with desired LOD specified from user. Usually the final merged model contains all the geometric details from each model with reasonable amount of vertices, unlike other existing methods that result in big amount of vertices in the merged model. Such multi-resolution outputs with controllable LOD could also be applied in various other computer graphics applications such as computer games

    Texture mapping using tiled textures

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    This thesis work presents a simple and practical technique for seamlessly texturing quadrilateral meshes. Using this technique, an isotropic homogeneous texture can be mapped to any quadrilateral mesh without any discontinuity or singularity in the resultant texturing. The method involves organizing a set of square texture tiles that satisfy specific boundary conditions into one texture image file which is called a tiled texture. Based on the tiled textures, we have developed an extremely simple texture mapping algorithm that randomly assigns one tile to every patch in any given quadrilateral mesh. The mapping technique developed yields singularity free textures, regardless of the singularities existing in the quadrilateral mesh, gives seamless and continuous boundaries across textures and provides an aperiodic and interesting look to the entire textured surface

    Implicit surfaces for interactive animated characters

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    Thesis (S.M.)--Massachusetts Institute of Technology, Program in Media Arts & Sciences, 1999.Includes bibliographical references (leaves 64-68).Implicit surface modeling in computer graphics is a powerful technique for representing smooth and organic shapes. Skeletal elements of an implicit surface blend to create a smooth, seamless skin which exhibits desired properties for animation such as squash and stretch. Because of their high computational cost to render, implicit surfaces have not been used extensively in the real-time graphics domain. This thesis discusses the problems and some solutions in the application of implicit surfaces to the domain of interactive character animation. A design process for an implicit surface-based character is proposed, from the modeling and texturing stages to animation and rendering.by Kenneth Bradley Russell.S.M

    Appearance Preserving Rendering of Out-of-Core Polygon and NURBS Models

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    In Computer Aided Design (CAD) trimmed NURBS surfaces are widely used due to their flexibility. For rendering and simulation however, piecewise linear representations of these objects are required. A relatively new field in CAD is the analysis of long-term strain tests. After such a test the object is scanned with a 3d laser scanner for further processing on a PC. In all these areas of CAD the number of primitives as well as their complexity has grown constantly in the recent years. This growth is exceeding the increase of processor speed and memory size by far and posing the need for fast out-of-core algorithms. This thesis describes a processing pipeline from the input data in the form of triangular or trimmed NURBS models until the interactive rendering of these models at high visual quality. After discussing the motivation for this work and introducing basic concepts on complex polygon and NURBS models, the second part of this thesis starts with a review of existing simplification and tessellation algorithms. Additionally, an improved stitching algorithm to generate a consistent model after tessellation of a trimmed NURBS model is presented. Since surfaces need to be modified interactively during the design phase, a novel trimmed NURBS rendering algorithm is presented. This algorithm removes the bottleneck of generating and transmitting a new tessellation to the graphics card after each modification of a surface by evaluating and trimming the surface on the GPU. To achieve high visual quality, the appearance of a surface can be preserved using texture mapping. Therefore, a texture mapping algorithm for trimmed NURBS surfaces is presented. To reduce the memory requirements for the textures, the algorithm is modified to generate compressed normal maps to preserve the shading of the original surface. Since texturing is only possible, when a parametric mapping of the surface - requiring additional memory - is available, a new simplification and tessellation error measure is introduced that preserves the appearance of the original surface by controlling the deviation of normal vectors. The preservation of normals and possibly other surface attributes allows interactive visualization for quality control applications (e.g. isophotes and reflection lines). In the last part out-of-core techniques for processing and rendering of gigabyte-sized polygonal and trimmed NURBS models are presented. Then the modifications necessary to support streaming of simplified geometry from a central server are discussed and finally and LOD selection algorithm to support interactive rendering of hard and soft shadows is described

    Numerical and Geometric Optimizations for Surface and Tolerance Modeling

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    Optimization techniques are widely used in many research and engineering areas. This dissertation presents numerical and geometric optimization methods for solving geometric and solid modeling problems. Geometric optimization methods are designed for manufacturing process planning, which optimizes the process by changing dependency relationships among geometric primitives from the original design diagram. Geometric primitives are used to represent part features, and dependencies in the dimensions between parts are represented by a topological graph. The ordering of these dependencies can have a significant effect on the tolerance zones in the part. To obtain tolerance zones from the dependencies, the conventional parametric method of tolerance analysis is de-composed into a set of geometric computations, which are combined and cascaded to obtain the tolerance zones in the geometric representations. Geometric optimization is applied to the topological graph in order to find a solution that provides not only an optimal dimensioning scheme but also an optimal plan for manufacturing the physical part. The applications of our method include tolerance analysis, dimension scheme optimization, and process planning. Two numerical optimization methods are proposed for local and global surface parameterizations. One is the nonlinear optimization, which is used for building the local field-aware parameterization. Given a local chart of the surface, a two-phase method is proposed, which generates a folding-free parameterization while still being aware of the geodesic metric. The parameterization method is applied in a view-dependent 3D painting system, which constitutes a local, adaptive and interactive painting environment. The other is the mixed-integer quadratic optimization, which is used for generating a quad mesh from a given triangular mesh. With a given cross field, the computation of parametric coordinates is formulated to be a mixed-integer optimization problem, which parameterizes the surface with good quality by adding redundant integer variables. The mixed integer system is solved more efficiently by an improved adaptive rounding solver. To obtain the final quadrangular mesh, an isoline tracing method and a breadth-first traversal mesh generation method are proposed so that the final mesh result has face information, which is useful for further model processing

    Modélisation d'hypervolumes constructifs

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