1,493 research outputs found

    Hierarchical bases for non-hierarchic 3Dtriangular meshes

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    We describe a novel basis of hierarchical, multiscale functions that are linear combinations of standard Rao-Wilton- Glisson (RWG) functions. When the basis is used for discretizing the electric field integral equation (EFIE) for PEC objects it gives rise to a linear system immune from low-frequency breakdown, and well conditioned for dense meshes. The proposed scheme can be applied to any mesh with triangular facets, and therefore it can be used as if it were an algebraic preconditioner. The properties of the new system are confirmed by numerical results that show fast convergence rates of iterative solvers, significantly better than those for the loop-tree basis. As a byproduct of the basis generation, a generalization of the RWG functions to nonsimplex cells is introduced

    Point cloud representation

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    Reconstructing a surface out of a three-dimensional set of points, which is obtained by sampling an object\u27s boundary, is done by generating an arbitrary triangular mesh. Our approach is to obviate the computation of such a mesh connectivity and to represent the object\u27s surface only by the point cloud. We discuss how such a point cloud representation can be visualized and present processing steps like coarsifying and smoothing, which are important for dealing with the objects. Further we apply a multiresolution method to point cloud representations and use this technique as well as others for modelling purposes

    Multi-Resolution Texture Coding for Multi-Resolution 3D Meshes

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    We present an innovative system to encode and transmit textured multi-resolution 3D meshes in a progressive way, with no need to send several texture images, one for each mesh LOD (Level Of Detail). All texture LODs are created from the finest one (associated to the finest mesh), but can be re- constructed progressively from the coarsest thanks to refinement images calculated in the encoding process, and transmitted only if needed. This allows us to adjust the LOD/quality of both 3D mesh and texture according to the rendering power of the device that will display them, and to the network capacity. Additionally, we achieve big savings in data transmission by avoiding altogether texture coordinates, which are generated automatically thanks to an unwrapping system agreed upon by both encoder and decoder

    Planet-Sized Batched Dynamic Adaptive Meshes (P-BDAM)

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    This paper describes an efficient technique for out-of-core management and interactive rendering of planet sized textured terrain surfaces. The technique, called planet-sized batched dynamic adaptive meshes (P-BDAM), extends the BDAM approach by using as basic primitive a general triangulation of points on a displaced triangle. The proposed framework introduces several advances with respect to the state of the art: thanks to a batched host-to-graphics communication model, we outperform current adaptive tessellation solutions in terms of rendering speed; we guarantee overall geometric continuity, exploiting programmable graphics hardware to cope with the accuracy issues introduced by single precision floating points; we exploit a compressed out of core representation and speculative prefetching for hiding disk latency during rendering of out-of-core data; we efficiently construct high quality simplified representations with a novel distributed out of core simplification algorithm working on a standard PC network.147-15
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