124 research outputs found

    Quad Meshing

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    Triangle meshes have been nearly ubiquitous in computer graphics, and a large body of data structures and geometry processing algorithms based on them has been developed in the literature. At the same time, quadrilateral meshes, especially semi-regular ones, have advantages for many applications, and significant progress was made in quadrilateral mesh generation and processing during the last several years. In this State of the Art Report, we discuss the advantages and problems of techniques operating on quadrilateral meshes, including surface analysis and mesh quality, simplification, adaptive refinement, alignment with features, parametrization, and remeshing

    Parallel Mesh Processing

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    Die aktuelle Forschung im Bereich der Computergrafik versucht den zunehmenden Ansprüchen der Anwender gerecht zu werden und erzeugt immer realistischer wirkende Bilder. Dementsprechend werden die Szenen und Verfahren, die zur Darstellung der Bilder genutzt werden, immer komplexer. So eine Entwicklung ist unweigerlich mit der Steigerung der erforderlichen Rechenleistung verbunden, da die Modelle, aus denen eine Szene besteht, aus Milliarden von Polygonen bestehen können und in Echtzeit dargestellt werden müssen. Die realistische Bilddarstellung ruht auf drei Säulen: Modelle, Materialien und Beleuchtung. Heutzutage gibt es einige Verfahren für effiziente und realistische Approximation der globalen Beleuchtung. Genauso existieren Algorithmen zur Erstellung von realistischen Materialien. Es gibt zwar auch Verfahren für das Rendering von Modellen in Echtzeit, diese funktionieren aber meist nur für Szenen mittlerer Komplexität und scheitern bei sehr komplexen Szenen. Die Modelle bilden die Grundlage einer Szene; deren Optimierung hat unmittelbare Auswirkungen auf die Effizienz der Verfahren zur Materialdarstellung und Beleuchtung, so dass erst eine optimierte Modellrepräsentation eine Echtzeitdarstellung ermöglicht. Viele der in der Computergrafik verwendeten Modelle werden mit Hilfe der Dreiecksnetze repräsentiert. Das darin enthaltende Datenvolumen ist enorm, um letztlich den Detailreichtum der jeweiligen Objekte darstellen bzw. den wachsenden Realitätsanspruch bewältigen zu können. Das Rendern von komplexen, aus Millionen von Dreiecken bestehenden Modellen stellt selbst für moderne Grafikkarten eine große Herausforderung dar. Daher ist es insbesondere für die Echtzeitsimulationen notwendig, effiziente Algorithmen zu entwickeln. Solche Algorithmen sollten einerseits Visibility Culling1, Level-of-Detail, (LOD), Out-of-Core Speicherverwaltung und Kompression unterstützen. Anderseits sollte diese Optimierung sehr effizient arbeiten, um das Rendering nicht noch zusätzlich zu behindern. Dies erfordert die Entwicklung paralleler Verfahren, die in der Lage sind, die enorme Datenflut effizient zu verarbeiten. Der Kernbeitrag dieser Arbeit sind neuartige Algorithmen und Datenstrukturen, die speziell für eine effiziente parallele Datenverarbeitung entwickelt wurden und in der Lage sind sehr komplexe Modelle und Szenen in Echtzeit darzustellen, sowie zu modellieren. Diese Algorithmen arbeiten in zwei Phasen: Zunächst wird in einer Offline-Phase die Datenstruktur erzeugt und für parallele Verarbeitung optimiert. Die optimierte Datenstruktur wird dann in der zweiten Phase für das Echtzeitrendering verwendet. Ein weiterer Beitrag dieser Arbeit ist ein Algorithmus, welcher in der Lage ist, einen sehr realistisch wirkenden Planeten prozedural zu generieren und in Echtzeit zu rendern

    Hierarchical processing, editing and rendering of acquired geometry

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    La représentation des surfaces du monde réel dans la mémoire d’une machine peut désormais être obtenue automatiquement via divers périphériques de capture tels que les scanners 3D. Ces nouvelles sources de données, précises et rapides, amplifient de plusieurs ordres de grandeur la résolution des surfaces 3D, apportant un niveau de précision élevé pour les applications nécessitant des modèles numériques de surfaces telles que la conception assistée par ordinateur, la simulation physique, la réalité virtuelle, l’imagerie médicale, l’architecture, l’étude archéologique, les effets spéciaux, l’animation ou bien encore les jeux video. Malheureusement, la richesse de la géométrie produite par ces méthodes induit une grande, voire gigantesque masse de données à traiter, nécessitant de nouvelles structures de données et de nouveaux algorithmes capables de passer à l’échelle d’objets pouvant atteindre le milliard d’échantillons. Dans cette thèse, je propose des solutions performantes en temps et en espace aux problèmes de la modélisation, du traitement géométrique, de l’édition intéractive et de la visualisation de ces surfaces 3D complexes. La méthodologie adoptée pendant l’élaboration transverse de ces nouveaux algorithmes est articulée autour de 4 éléments clés : une approche hiérarchique systématique, une réduction locale de la dimension des problèmes, un principe d’échantillonage-reconstruction et une indépendance à l’énumération explicite des relations topologiques aussi appelée approche basée-points. En pratique, ce manuscrit propose un certain nombre de contributions, parmi lesquelles : une nouvelle structure hiérarchique hybride de partitionnement, l’Arbre Volume-Surface (VS-Tree) ainsi que de nouveaux algorithmes de simplification et de reconstruction ; un système d’édition intéractive de grands objets ; un noyau temps-réel de synthèse géométrique par raffinement et une structure multi-résolution offrant un rendu efficace de grands objets. Ces structures, algorithmes et systèmes forment une chaîne capable de traiter les objets en provenance du pipeline d’acquisition, qu’ils soient représentés par des nuages de points ou des maillages, possiblement non 2-variétés. Les solutions obtenues ont été appliquées avec succès aux données issues des divers domaines d’application précités.Digital representations of real-world surfaces can now be obtained automatically using various acquisition devices such as 3D scanners and stereo camera systems. These new fast and accurate data sources increase 3D surface resolution by several orders of magnitude, borrowing higher precision to applications which require digital surfaces. All major computer graphics applications can take benefit of this automatic modeling process, including: computer-aided design, physical simulation, virtual reality, medical imaging, architecture, archaeological study, special effects, computer animation and video games. Unfortunately, the richness of the geometry produced by these media comes at the price of a large, possibility gigantic, amount of data which requires new efficient data structures and algorithms offering scalability for processing such objects. This thesis proposes time and space efficient solutions for modeling, editing and rendering such complex surfaces, solving these problems with new algorithms sharing 4 fundamental elements: a systematic hierarchical approach, a local dimension reduction, a sampling-reconstruction paradigm and a pointbased basis. Basically, this manuscript proposes several contributions, including: a new hierarchical space subdivision structure, the Volume-Surface Tree, for geometry processing such as simplification and reconstruction; a streaming system featuring new algorithms for interactive editing of large objects, an appearancepreserving multiresolution structure for efficient rendering of large point-based surfaces, and a generic kernel for real-time geometry synthesis by refinement. These elements form a pipeline able to process acquired geometry, either represented by point clouds or non-manifold meshes. Effective results have been successfully obtained with data coming from the various applications mentioned

    Dynamic Multivariate Simplex Splines For Volume Representation And Modeling

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    Volume representation and modeling of heterogeneous objects acquired from real world are very challenging research tasks and playing fundamental roles in many potential applications, e.g., volume reconstruction, volume simulation and volume registration. In order to accurately and efficiently represent and model the real-world objects, this dissertation proposes an integrated computational framework based on dynamic multivariate simplex splines (DMSS) that can greatly improve the accuracy and efficacy of modeling and simulation of heterogenous objects. The framework can not only reconstruct with high accuracy geometric, material, and other quantities associated with heterogeneous real-world models, but also simulate the complicated dynamics precisely by tightly coupling these physical properties into simulation. The integration of geometric modeling and material modeling is the key to the success of representation and modeling of real-world objects. The proposed framework has been successfully applied to multiple research areas, such as volume reconstruction and visualization, nonrigid volume registration, and physically based modeling and simulation

    3D Shape Modeling Using High Level Descriptors

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    Retopology: a comprehensive study of current automation solutions from an artist’s workflow perspective

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    Dissertação de mestrado em Engenharia InformáticaTopology (the density, organization and flow of a 3D mesh’s connectivity) constrains the suitability of a 3D model for any given purpose, be it surface showcasing through renders, use in real-time engines, posing or animation. While some of these use cases might not have very strict topology requirements, others may demand optimized polygon counts for performance reasons, or even specific geometry distribution in order to take deformation directions into account. Many processes for creating 3D models such as sculpting try to make the user unaware of the inner workings of geometry, by providing flexible levels of surface detailing through dynamic geometry allocation. The resulting models have a dense, unorganized topology that is inefficient and unfit for most use cases, with the additional drawback of being hard to work with manually. Retopology is the process of providing a new topology to a model such as these, while maintaining the shape of its surface. It’s a technical and time-consuming process that clashes with the rest of the artist’s workflow, which is mainly composed of creative processes. While there’s abundant research in this area focusing on polygon distribution quality based on surface shape, artists are still left with no options but to resort to manual work when it comes to deformation-optimized topology. This document exposes this disconnect, along with a proposed framework that attempts to provide a more complete retopology solution for 3D artists. This framework combines traditional mesh extraction algorithms with adapting manually-made meshes in a pipeline that tries to understand the input on a higher level, in order to solve deficiencies that are present in current retopology tools. Our results are very positive, presenting an improvement over state of the art solutions, which could possibly steer discussion and research in this area to be more in line with the needs of 3D artists.A topologia (a densidade, organização e direções tomadas pela conectividade de uma mesh 3D) limita a adequação de um modelo 3D para um leque variado de usos, entre os quais, visualização da superfície através de renders, uso em motores real-time, poses ou animações. Embora muitos destes usos não possuam requerimentos de topologia muito rigorosos, outros podem exigir número de polígonos mais baixos por questões de performance, ou até distribuição de geometria específica para acomodar direções de deformação corretamente. Muitos processos de criação de modelos 3D, como escultura, permitem que o utilizador não esteja ciente do que se passa em termos de funcionamento da geometria por debaixo da utilização. Isto é conseguido oferecendo níveis de detalhe flexíveis, alocando geometria de forma dinâmica. Os modelos resultantes têm uma topologia densa e desorganizada, que é ineficiente e pouco apropriada para a maior parte dos casos de uso, com a desvantagem adicional de ser difícil de trabalhar com a mesma manualmente. A retopologia é o processo de gerar uma nova topologia para um modelo, ao mesmo tempo que se mantém a forma da superfície. É um processo técnico e demorado, que entra em conflito com o resto do fluxo de trabalho do artista, que é composto maioritariamente por processos artísticos. Apesar de haver investigação abundante nesta área focada na qualidade da distribuição de polígonos baseada na forma da superfície, os artistas continuam a ter de recorrer ao trabalho manual quando se trata de topologia otimizada para deformações. Este documento expõe esta divergência, propondo, em conjunto, uma framework que tenta oferecer uma solução mais completa para os artistas 3D. Esta framework combina algoritmos de extração de meshes tradicionais com adaptação de meshes feitas manualmente, numa pipeline que tenta compreender o input a um nível superior, resolvendo as deficiências presentes nas ferramentas de retopologia atuais. Os nossos resultados são bastante positivos, apresentando melhorias em relação a soluções de estado da arte, facto que poderá mudar o rumo da discussão e investigação neste campo, para melhor se adequar às necessidades dos artistas 3D
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