3 research outputs found

    Robust Edge-Preserved Surface Mesh Polycube Deformation

    Full text link
    The problem of polycube construction or deformation is an essential problem in computer graphics. In this paper, we present a robust, simple, efficient and automatic algorithm to deform the meshes of arbitrary shapes into their polycube ones. We derive a clear relationship between a mesh and its corresponding polycube shape. Our algorithm is edge-preserved, and works on surface meshes with or without boundaries. Our algorithm outperforms previous ones in speed, robustness, efficiency. Our method is simple to implement. To demonstrate the robustness and effectiveness of our method, we apply it to hundreds of models of varying complexity and topology. We demonstrat that our method compares favorably to other state-of-the-art polycube deformation methods.Comment: 9pages,15 figures ,conference or other essential inf

    Variational Methods and Numerical Algorithms for Geometry Processing

    Get PDF
    In this work we address the problem of shape partitioning which enables the decomposition of an arbitrary topology object into smaller and more manageable pieces called partitions. Several applications in Computer Aided Design (CAD), Computer Aided Manufactury (CAM) and Finite Element Analysis (FEA) rely on object partitioning that provides a high level insight of the data useful for further processing. In particular, we are interested in 2-manifold partitioning, since the boundaries of tangible physical objects can be mathematically defined by two-dimensional manifolds embedded into three-dimensional Euclidean space. To that aim, a preliminary shape analysis is performed based on shape characterizing scalar/vector functions defined on a closed Riemannian 2-manifold. The detected shape features are used to drive the partitioning process into two directions – a human-based partitioning and a thickness-based partitioning. In particular, we focus on the Shape Diameter Function that recovers volumetric information from the surface thus providing a natural link between the object’s volume and its boundary, we consider the spectral decomposition of suitably-defined affinity matrices which provides multi-dimensional spectral coordinates of the object’s vertices, and we introduce a novel basis of sparse and localized quasi-eigenfunctions of the Laplace-Beltrami operator called Lp Compressed Manifold Modes. The partitioning problem, which can be considered as a particular inverse problem, is formulated as a variational regularization problem whose solution provides the so-called piecewise constant/smooth partitioning function. The functional to be minimized consists of a fidelity term to a given data set and a regularization term which promotes sparsity, such as for example, Lp norm with p ∈ (0, 1) and other parameterized, non-convex penalty functions with positive parameter, which controls the degree of non-convexity. The proposed partitioning variational models, inspired on the well-known Mumford Shah models for recovering piecewise smooth/constant functions, incorporate a non-convex regularizer for minimizing the boundary lengths. The derived non-convex non-smooth optimization problems are solved by efficient numerical algorithms based on Proximal Forward-Backward Splitting and Alternating Directions Method of Multipliers strategies, also employing Convex Non-Convex approaches. Finally, we investigate the application of surface partitioning to patch-based surface quadrangulation. To that aim the 2-manifold is first partitioned into zero-genus patches that capture the object’s arbitrary topology, then for each patch a quad-based minimal surface is created and evolved by a Lagrangian-based PDE evolution model to the original shape to obtain the final semi-regular quad mesh. The evolution is supervised by asymptotically area-uniform tangential redistribution for the quads

    Generative Mesh Modeling

    Get PDF
    Generative Modeling is an alternative approach for the description of three-dimensional shape. The basic idea is to represent a model not as usual by an agglomeration of geometric primitives (triangles, point clouds, NURBS patches), but by functions. The paradigm change from objects to operations allows for a procedural representation of procedural shapes, such as most man-made objects. Instead of storing only the result of a 3D construction, the construction process itself is stored in a model file. The generative approach opens truly new perspectives in many ways, among others also for 3D knowledge management. It permits for instance to resort to a repository of already solved modeling problems, in order to re-use this knowledge also in different, slightly varied situations. The construction knowledge can be collected in digital libraries containing domain-specific parametric modeling tools. A concrete realization of this approach is a new general description language for 3D models, the "Generative Modeling Language" GML. As a Turing-complete "shape programming language" it is a basis of existing, primitv based 3D model formats. Together with its Runtime engine the GML permits - to store highly complex 3D models in a compact form, - to evaluate the description within fractions of a second, - to adaptively tesselate and to interactively display the model, - and even to change the models high-level parameters at runtime.Die generative Modellierung ist ein alternativer Ansatz zur Beschreibung von dreidimensionaler Form. Zugrunde liegt die Idee, ein Modell nicht wie üblich durch eine Ansammlung geometrischer Primitive (Dreiecke, Punkte, NURBS-Patches) zu beschreiben, sondern durch Funktionen. Der Paradigmenwechsel von Objekten zu Geometrie-erzeugenden Operationen ermöglicht es, prozedurale Modelle auch prozedural zu repräsentieren. Statt das Resultat eines 3D-Konstruktionsprozesses zu speichern, kann so der Konstruktionsprozess selber repräsentiert werden. Der generative Ansatz eröffnet unter anderem gänzlich neue Perspektiven für das Wissensmanagement im 3D-Bereich. Er ermöglicht etwa, auf einen Fundus bereits gelöster Konstruktions-Aufgaben zurückzugreifen, um sie in ähnlichen, aber leicht variierten Situationen wiederverwenden zu können. Das Konstruktions-Wissen kann dazu in Form von Bibliotheken parametrisierter, Domänen-spezifischer Modellier-Werkzeuge gesammelt werden. Konkret wird dazu eine neue allgemeine Modell-Beschreibungs-Sprache vorgeschlagen, die "Generative Modeling Language" GML. Als Turing-mächtige "Programmiersprache für Form" stellt sie eine echte Verallgemeinerung existierender Primitiv-basierter 3D-Modellformate dar. Zusammen mit ihrer Runtime-Engine erlaubt die GML, - hochkomplexe 3D-Objekte extrem kompakt zu beschreiben, - die Beschreibung innerhalb von Sekundenbruchteilen auszuwerten, - das Modell adaptiv darzustellen und interaktiv zu betrachten, - und die Modell-Parameter interaktiv zu verändern
    corecore