3 research outputs found

    On the Complexity of Smooth Spline Surfaces from Quad Meshes

    Full text link
    This paper derives strong relations that boundary curves of a smooth complex of patches have to obey when the patches are computed by local averaging. These relations restrict the choice of reparameterizations for geometric continuity. In particular, when one bicubic tensor-product B-spline patch is associated with each facet of a quadrilateral mesh with n-valent vertices and we do not want segments of the boundary curves forced to be linear, then the relations dictate the minimal number and multiplicity of knots: For general data, the tensor-product spline patches must have at least two internal double knots per edge to be able to model a G^1-conneced complex of C^1 splines. This lower bound on the complexity of any construction is proven to be sharp by suitably interpreting an existing surface construction. That is, we have a tight bound on the complexity of smoothing quad meshes with bicubic tensor-product B-spline patches

    A Spline-based Volumetric Data Modeling Framework and Its Applications

    Full text link
    In this dissertation, we concentrate on the challenging research issue of developing a spline-based modeling framework, which converts the conventional data (e.g., surface meshes) to tensor-product trivariate splines. This methodology can represent both boundary/volumetric geometry and real volumetric physical attributes in a compact and continuous fashion. The regular tensor-product structure enables our new developed methods to be embedded into the industry standard seamlessly. These properties make our techniques highly preferable in many physically-based applications including mechanical analysis, shape deformation and editing, virtual surgery training, etc.Comment: Ph.D thesis, Computer Science Department, Stony Brook Universit

    GPU Conversion of Quad Meshes to Smooth Surfaces

    No full text
    We convert any quad manifold mesh into an at least C¹ surface consisting of bi-cubic tensor-product splines with localized perturbations of degree bi-5 near non-4-valent vertices. There is one polynomial piece per quad facet, regardless of the valence of the vertices. Particular care is taken to derive simple formulas so that the surfaces are computed efficiently in parallel and match up precisely when computed independently on the GPU
    corecore