616 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

    A Comparative Study on Polygonal Mesh Simplification Algorithms

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    Polygonal meshes are a common way of representing three dimensional surface models in many different areas of computer graphics and geometry processing. However, with the evolution of the technology, polygonal models are becoming more and more complex. As the complexity of the models increase, the visual approximation to the real world objects get better but there is a trade-off between the cost of processing these models and better visual approximation. In order to reduce this cost, the number of polygons in a model can be reduced by mesh simplification algorithms. These algorithms are widely used such that nearly all of the popular mesh editing libraries include at least one of them. In this work, polygonal simplification algorithms that are embedded in open source libraries: CGAL, VTK and OpenMesh are compared with the Metro geometric error measuring tool. By this way we try to supply a guidance for developers for publicly available mesh libraries in order to implement polygonal mesh simplification

    Static 3D Triangle Mesh Compression Overview

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    3D triangle meshes are extremely used to model discrete surfaces, and almost always represented with two tables: one for geometry and another for connectivity. While the raw size of a triangle mesh is of around 200 bits per vertex, by coding cleverly (and separately) those two distinct kinds of information it is possible to achieve compression ratios of 15:1 or more. Different techniques must be used depending on whether single-rate vs. progressive bitstreams are sought; and, in the latter case, on whether or not hierarchically nested meshes are desirable during reconstructio

    Global parametrization of range image sets

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    We present a method to globally parameterize a surface represented by height maps over a set of planes (range images). In contrast to other parametrization techniques, we do not start with a manifold mesh. The parametrization we compute defines a manifold structure, it is seamless and globally smooth, can be aligned to geometric features and shows good quality in terms of angle and area preservation, comparable to current parametrization techniques for meshes. Computing such global seamless parametrization makes it possible to perform quad remeshing, texture mapping and texture synthesis and many other types of geometry processing operations. Our approach is based on a formulation of the Poisson equation on a manifold structure defined for the surface by the range images. Construction of such global parametrization requires only a way to project surface data onto a set of planes, and can be applied directly to implicit surfaces, nonmanifold surfaces, very large meshes, and collections of range scans. We demonstrate application of our technique to all these geometry types

    Simple quad domains for field aligned mesh parametrization

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    We present a method for the global parametrization of meshes that preserves alignment to a cross field in input while obtaining a parametric domain made of few coarse axis-aligned rectangular patches, which form an abstract base complex without T-junctions. The method is based on the topological simplification of the cross field in input, followed by global smoothing

    Higher-order discontinuous modelling of fracturing in quasi-brittle materials

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    Quasi-brittle failure is characterised by material degradation, fracturing and potential interaction of fragmented parts. The computational description of this behaviour has presented significant challenges to the mechanics community over the past few decades, driven by the development of technology, the increasing social and economical constraints for safer and more complicated engineering designs and consequently by the increasing requirements for more accurate understanding of macro- and micro-structural processes. Finite element methods have been pushed to their limits in an attempt to resolve strain localisation and ultimately fracturing in a unified and objective manner, while discrete methods have been utilised by artificial connection of discrete bodies which are identified a priori to act as continua. Neither of these attempts comprises a diritta via for modelling the transition from continuum to discontinuum efficiently and this has led to the investigation of alternative techniques. Herein, the numerical modelling of quasi-brittle localisation and fracturing is investigated using the Numerical Manifold Method (NMM) as an alternative unifying framework to industry-established techniques such as the Finite Element Method (FEM) and Discrete Element Method (DEM). One of the particularly interesting aspects of NMM is with respect to its potential for modelling both continuum and discontinuum states and providing an efficient framework for modelling the entire transition between continuum to discontinuum, from a continuum point of view, without remeshing. The attractive nature of this capability advocates potential for modelling mechanics of materials such as concrete, rock and masonry, but also a more general class of quasi-brittle materials. This work investigates and extends NMM primarily with respect to the following characteristics: 1. Discontinuities, such as cracks, are introduced naturally in a discrete manner, but in a continuum setting, without the need for remeshing 2. The approximation is improved globally or locally, for any arbitrary level, without remeshing 3. Integration is undertaken explicitly, for any arbitrary level of local improvement of the approximation Furthermore, NMM is reformulated using a constrained variational approach for generalised three-dimensional problems. Essential boundary conditions are enforced using Lagrange multipliers and projection matrices and potential higher-order boundary issues are investigated. The developments are implemented algorithmically in MATLAB and higher-order enrichment is demonstrated with the use of adaptivity

    Geometric Surface Processing and Virtual Modeling

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    In this work we focus on two main topics "Geometric Surface Processing" and "Virtual Modeling". The inspiration and coordination for most of the research work contained in the thesis has been driven by the project New Interactive and Innovative Technologies for CAD (NIIT4CAD), funded by the European Eurostars Programme. NIIT4CAD has the ambitious aim of overcoming the limitations of the traditional approach to surface modeling of current 3D CAD systems by introducing new methodologies and technologies based on subdivision surfaces in a new virtual modeling framework. These innovations will allow designers and engineers to transform quickly and intuitively an idea of shape in a high-quality geometrical model suited for engineering and manufacturing purposes. One of the objective of the thesis is indeed the reconstruction and modeling of surfaces, representing arbitrary topology objects, starting from 3D irregular curve networks acquired through an ad-hoc smart-pen device. The thesis is organized in two main parts: "Geometric Surface Processing" and "Virtual Modeling". During the development of the geometric pipeline in our Virtual Modeling system, we faced many challenges that captured our interest and opened new areas of research and experimentation. In the first part, we present these theories and some applications to Geometric Surface Processing. This allowed us to better formalize and give a broader understanding on some of the techniques used in our latest advancements on virtual modeling and surface reconstruction. The research on both topics led to important results that have been published and presented in articles and conferences of international relevance
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