47 research outputs found

    On Volumetric Shape Reconstruction from Implicit Forms

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    International audienceIn this paper we report on the evaluation of volumetric shape reconstruction methods that consider as input implicit forms in 3D. Many visual applications build implicit representations of shapes that are converted into explicit shape representations using geometric tools such as the Marching Cubes algorithm. This is the case with image based reconstructions that produce point clouds from which implicit functions are computed, with for instance a Poisson reconstruction approach. While the Marching Cubes method is a versatile solution with proven efficiency, alternative solutions exist with different and complementary properties that are of interest for shape modeling. In this paper, we propose a novel strategy that builds on Centroidal Voronoi Tessellations (CVTs). These tessellations provide volumetric and surface representations with strong regularities in addition to provably more accurate approximations of the implicit forms considered. In order to compare the existing strategies, we present an extensive evaluation that analyzes various properties of the main strategies for implicit to explicit volumetric conversions: Marching cubes, Delaunay refinement and CVTs, including accuracy and shape quality of the resulting shape mesh

    Edge-Sharpener: A geometric filter for recovering sharp features in uniform triangulations

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    3D scanners, iso-surface extraction procedures, and several recent geometric compression schemes sample surfaces of 3D shapes in a regular fashion, without any attempt to align the samples with the sharp edges and corners of the original shape. Consequently, the interpolating triangle meshes chamfer these sharp features and thus exhibit significant errors. The new Edge-Sharpener filter introduced here identifies the chamfer edges and subdivides them and their incident triangles by inserting new vertices and by forcing these vertices to lie on intersections of planes that locally approximate the smooth surfaces that meet at these sharp features. This post-processing significantly reduces the error produced by the initial sampling process. For example, we have observed that the L2 error introduced by the SwingWrapper9 remeshing-based compressor can be reduced down to a fifth by executing Edge-Sharpener after decompression, with no additional information

    Trimming implicit surfaces

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    ABSTRACT Algorithms of trimming implicit surfaces yielding surface sheets and stripes are presented. These twodimensional manifolds with boundaries result from set-theoretic operations on an implicit surface and a solid or another implicit surface. The algorithms generate adaptive polygonal approximation of the trimmed surfaces by extending our original implicit surface polygonization algorithm. The presented applications include modeling several spiral shaped surface sheets and stripes (after M. Escher's art works) and extraction of ridges on implicit surfaces. Another promising application of the presented algorithms is modeling heterogeneous objects as implicit complexes

    Topology-Adaptive Mesh Deformation for Surface Evolution, Morphing, and Multi-View Reconstruction

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    International audienceTriangulated meshes have become ubiquitous discrete-surface representations. In this paper we address the problem of how to maintain the manifold properties of a surface while it undergoes strong deformations that may cause topological changes. We introduce a new self-intersection removal algorithm, TransforMesh, and we propose a mesh evolution framework based on this algorithm. Numerous shape modelling applications use surface evolution in order to improve shape properties, such as appearance or accuracy. Both explicit and implicit representations can be considered for that purpose. However, explicit mesh representations, while allowing for accurate surface modelling, suffer from the inherent difficulty of reliably dealing with self-intersections and topological changes such as merges and splits. As a consequence, a majority of methods rely on implicit representations of surfaces, e.g. level-sets, that naturally overcome these issues. Nevertheless, these methods are based on volumetric discretizations, which introduce an unwanted precision-complexity trade-off. The method that we propose handles topological changes in a robust manner and removes self intersections, thus overcoming the traditional limitations of mesh-based approaches. To illustrate the effectiveness of TransforMesh, we describe two challenging applications, namely surface morphing and 3-D reconstruction

    Sixth Biennial Report : August 2001 - May 2003

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    Collision Detection and Merging of Deformable B-Spline Surfaces in Virtual Reality Environment

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    This thesis presents a computational framework for representing, manipulating and merging rigid and deformable freeform objects in virtual reality (VR) environment. The core algorithms for collision detection, merging, and physics-based modeling used within this framework assume that all 3D deformable objects are B-spline surfaces. The interactive design tool can be represented as a B-spline surface, an implicit surface or a point, to allow the user a variety of rigid or deformable tools. The collision detection system utilizes the fact that the blending matrices used to discretize the B-spline surface are independent of the position of the control points and, therefore, can be pre-calculated. Complex B-spline surfaces can be generated by merging various B-spline surface patches using the B-spline surface patches merging algorithm presented in this thesis. Finally, the physics-based modeling system uses the mass-spring representation to determine the deformation and the reaction force values provided to the user. This helps to simulate realistic material behaviour of the model and assist the user in validating the design before performing extensive product detailing or finite element analysis using commercially available CAD software. The novelty of the proposed method stems from the pre-calculated blending matrices used to generate the points for graphical rendering, collision detection, merging of B-spline patches, and nodes for the mass spring system. This approach reduces computational time by avoiding the need to solve complex equations for blending functions of B-splines and perform the inversion of large matrices. This alternative approach to the mechanical concept design will also help to do away with the need to build prototypes for conceptualization and preliminary validation of the idea thereby reducing the time and cost of concept design phase and the wastage of resources

    Sparse Volumetric Deformation

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    Volume rendering is becoming increasingly popular as applications require realistic solid shape representations with seamless texture mapping and accurate filtering. However rendering sparse volumetric data is difficult because of the limited memory and processing capabilities of current hardware. To address these limitations, the volumetric information can be stored at progressive resolutions in the hierarchical branches of a tree structure, and sampled according to the region of interest. This means that only a partial region of the full dataset is processed, and therefore massive volumetric scenes can be rendered efficiently. The problem with this approach is that it currently only supports static scenes. This is because it is difficult to accurately deform massive amounts of volume elements and reconstruct the scene hierarchy in real-time. Another problem is that deformation operations distort the shape where more than one volume element tries to occupy the same location, and similarly gaps occur where deformation stretches the elements further than one discrete location. It is also challenging to efficiently support sophisticated deformations at hierarchical resolutions, such as character skinning or physically based animation. These types of deformation are expensive and require a control structure (for example a cage or skeleton) that maps to a set of features to accelerate the deformation process. The problems with this technique are that the varying volume hierarchy reflects different feature sizes, and manipulating the features at the original resolution is too expensive; therefore the control structure must also hierarchically capture features according to the varying volumetric resolution. This thesis investigates the area of deforming and rendering massive amounts of dynamic volumetric content. The proposed approach efficiently deforms hierarchical volume elements without introducing artifacts and supports both ray casting and rasterization renderers. This enables light transport to be modeled both accurately and efficiently with applications in the fields of real-time rendering and computer animation. Sophisticated volumetric deformation, including character animation, is also supported in real-time. This is achieved by automatically generating a control skeleton which is mapped to the varying feature resolution of the volume hierarchy. The output deformations are demonstrated in massive dynamic volumetric scenes

    Automatic 3D model creation with velocity-based surface deformations

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    The virtual worlds of Computer Graphics are populated by geometric objects, called models. Researchers have addressed the problem of synthesizing models automatically. Traditional modeling approaches often require a user to guide the synthesis process and to look after the geometry being synthesized, but user attention is expensive, and reducing user interaction is therefore desirable. I present a scheme for the automatic creation of geometry by deforming surfaces. My scheme includes a novel surface representation; it is an explicit representation consisting of points and edges, but it is not a traditional polygonal mesh. The novel surface representation is paired with a resampling policy to control the surface density and its evolution during deformation. The surface deforms with velocities assigned to its points through a set of deformation operators. Deformation operators avoid the manual computation and assignment of velocities, the operators allow a user to interactively assign velocities with minimal effort. Additionally, Petri nets are used to automatically deform a surface by mimicking a user assigning deformation operators. Furthermore, I present an algorithm to translate from the novel surface representations to a polygonal mesh. I demonstrate the utility of my model generation scheme with a gallery of models created automatically. The scheme's surface representation and resampling policy enables a surface to deform without requiring a user to control the deformation; self-intersections and hole creation are automatically prevented. The generated models show that my scheme is well suited to create organic-like models, whose surfaces have smooth transitions between surface features, but can also produce other kinds of models. My scheme allows a user to automatically generate varied instances of richly detailed models with minimal user interaction
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