1,199 research outputs found

    Flexible G1 Interpolation of Quad Meshes

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    International audienceTransforming an arbitrary mesh into a smooth G1 surface has been the subject of intensive research works. To get a visual pleasing shape without any imperfection even in the presence of extraordinary mesh vertices is still a challenging problem in particular when interpolation of the mesh vertices is required. We present a new local method, which produces visually smooth shapes while solving the interpolation problem. It consists of combining low degree biquartic BĂ©zier patches with minimum number of pieces per mesh face, assembled together with G1-continuity. All surface control points are given explicitly. The construction is local and free of zero-twists. We further show that within this economical class of surfaces it is however possible to derive a sufficient number of meaningful degrees of freedom so that standard optimization techniques result in high quality surfaces

    Geometric deep learning: going beyond Euclidean data

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    Many scientific fields study data with an underlying structure that is a non-Euclidean space. Some examples include social networks in computational social sciences, sensor networks in communications, functional networks in brain imaging, regulatory networks in genetics, and meshed surfaces in computer graphics. In many applications, such geometric data are large and complex (in the case of social networks, on the scale of billions), and are natural targets for machine learning techniques. In particular, we would like to use deep neural networks, which have recently proven to be powerful tools for a broad range of problems from computer vision, natural language processing, and audio analysis. However, these tools have been most successful on data with an underlying Euclidean or grid-like structure, and in cases where the invariances of these structures are built into networks used to model them. Geometric deep learning is an umbrella term for emerging techniques attempting to generalize (structured) deep neural models to non-Euclidean domains such as graphs and manifolds. The purpose of this paper is to overview different examples of geometric deep learning problems and present available solutions, key difficulties, applications, and future research directions in this nascent field

    A new construction of smooth surfaces from triangle meshes using parametric pseudo-manifolds

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    We introduce a new manifold-based construction for fitting a smooth surface to a triangle mesh of arbitrary topology. Our construction combines in novel ways most of the best features of previous constructions and, thus, it fills the gap left by them. We also introduce a theoretical framework that provides a sound justification for the correctness of our construction. Finally, we demonstrate the effectiveness of our manifold-based construction with a few concrete examples

    A new construction of smooth surfaces from triangle meshes using parametric pseudo-manifolds

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    We introduce a new manifold-based construction for fitting a smooth surface to a triangle mesh of arbitrary topology. Our construction combines in novel ways most of the best features of previous constructions and, thus, it fills the gap left by them. We also introduce a theoretical framework that provides a sound justification for the correctness of our construction. Finally, we demonstrate the effectiveness of our manifold-based construction with a few concrete examples

    Multivariate Splines and Algebraic Geometry

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    Multivariate splines are effective tools in numerical analysis and approximation theory. Despite an extensive literature on the subject, there remain open questions in finding their dimension, constructing local bases, and determining their approximation power. Much of what is currently known was developed by numerical analysts, using classical methods, in particular the so-called Bernstein-B´ezier techniques. Due to their many interesting structural properties, splines have become of keen interest to researchers in commutative and homological algebra and algebraic geometry. Unfortunately, these communities have not collaborated much. The purpose of the half-size workshop is to intensify the interaction between the different groups by bringing them together. This could lead to essential breakthroughs on several of the above problems

    The Construction of Optimized High-Order Surface Meshes by Energy-Minimization

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    Despite the increasing popularity of high-order methods in computational fluid dynamics, their application to practical problems still remains challenging. In order to exploit the advantages of high-order methods with geometrically complex computational domains, coarse curved meshes are necessary, i.e. high-order representations of the geometry. This dissertation presents a strategy for the generation of curved high-order surface meshes. The mesh generation method combines least-squares fitting with energy functionals, which approximate physical bending and stretching energies, in an incremental energy-minimizing fitting strategy. Since the energy weighting is reduced in each increment, the resulting surface representation features high accuracy. Nevertheless, the beneficial influence of the energy-minimization is retained. The presented method aims at enabling the utilization of the superior convergence properties of high-order methods by facilitating the construction of coarser meshes, while ensuring accuracy by allowing an arbitrary choice of geometric approximation order. Results show surface meshes of remarkable quality, even for very coarse meshes representing complex domains, e.g. blood vessels

    Extensions to OpenGL for CAGD.

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    Many computer graphic API’s, including OpenGL, emphasize modeling with rectangular patches, which are especially useful in Computer Aided Geomeric Design (CAGD). However, not all shapes are rectangular; some are triangular or more complex. This paper extends the OpenGL library to support the modeling of triangular patches, Coons patches, and Box-splines patches. Compared with the triangular patch created from degenerate rectangular Bezier patch with the existing functions provided by OpenGL, the triangular Bezier patches can be used in certain design situations and allow designers to achieve high-quality results that are less CPU intense and require less storage space. The addition of Coons patches and Box splines to the OpenGL library also give it more functionality. Both patch types give CAGD users more flexibility in designing surfaces. A library for all three patch types was developed as an addition to OpenGL
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