3 research outputs found

    Simple and Robust Boolean Operations for Triangulated Surfaces

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    Boolean operations of geometric models is an essential issue in computational geometry. In this paper, we develop a simple and robust approach to perform Boolean operations on closed and open triangulated surfaces. Our method mainly has two stages: (1) We firstly find out candidate intersected-triangles pairs based on Octree and then compute the inter-section lines for all pairs of triangles with parallel algorithm; (2) We form closed or open intersection-loops, sub-surfaces and sub-blocks quite robustly only according to the cleared and updated topology of meshes while without coordinate computations for geometric enti-ties. A novel technique instead of inside/outside classification is also proposed to distinguish the resulting union, subtraction and intersection. Several examples have been given to illus-trate the effectiveness of our approach.Comment: Novel method for determining Union, Subtraction and Intersectio

    Subdivide and Conquer: Adapting Non-Manifold Subdivision Surfaces to Surface-Based Representation and Reconstruction of Complex Geological Structures

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    Methods from the field of computer graphics are the foundation for the representation of geological structures in the form of geological models. However, as many of these methods have been developed for other types of applications, some of the requirements for the representation of geological features may not be considered, and the capacities and limitations of different algorithms are not always evident. In this work, we therefore review surface-based geological modelling methods from both a geological and computer graphics perspective. Specifically, we investigate the use of NURBS (non-uniform rational B-splines) and subdivision surfaces, as two main parametric surface-based modelling methods, and compare the strengths and weaknesses of the two approaches. Although NURBS surfaces have been used in geological modelling, subdivision surfaces as a standard method in the animation and gaming industries have so far received little attention—even if subdivision surfaces support arbitrary topologies and watertight boundary representation, two aspects that make them an appealing choice for complex geological modelling. It is worth mentioning that watertight models are an important basis for subsequent process simulations. Many complex geological structures require a combination of smooth and sharp edges. Investigating subdivision schemes with semi-sharp creases is therefore an important part of this paper, as semi-sharp creases characterise the resistance of a mesh structure to the subdivision procedure. Moreover, non-manifold topologies, as a challenging concept in complex geological and reservoir modelling, are explored, and the subdivision surface method, which is compatible with non-manifold topology, is described. Finally, solving inverse problems by fitting the smooth surfaces to complex geological structures is investigated with a case study. The fitted surfaces are watertight, controllable with control points, and topologically similar to the main geological structure. Also, the fitted model can reduce the cost of modelling and simulation by using a reduced number of vertices in comparison with the complex geological structure

    Fast Intersections for Subdivision Surfaces

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    Abstract. Subdivision surface intersections can be costly to compute. They require the intersection of high resolution meshes in order to obtain accurate results, which can lead to slow performance and high memory usage. In this paper we show how the strong convex hull property can lead to a method for efficiently computing intersections at high resolutions. Consequently, the method can be used with any subdivision scheme that has the strong convex hull property. In this method, a bipartite graph structure is used to track potentially intersecting faces.
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