4 research outputs found
Fast Approximate Convex Decomposition
Approximate convex decomposition (ACD) is a technique that partitions an input object into "approximately convex" components. Decomposition into approximately convex pieces is both more efficient to compute than exact convex decomposition and can also generate a more manageable number of components. It can be used as a basis of divide-and-conquer algorithms for applications such as collision detection, skeleton extraction and mesh generation. In this paper, we propose a new method called Fast Approximate Convex Decomposition (FACD) that improves the quality of the decomposition and reduces the cost of computing it for both 2D and 3D models. In particular, we propose a new strategy for evaluating potential cuts that aims to reduce the relative concavity, rather than absolute concavity. As shown in our results, this leads to more natural and smaller decompositions that include components for small but important features such as toes or fingers while not decomposing larger components, such as the torso that may have concavities due to surface texture. Second, instead of decomposing a component into two pieces at each step, as in the original ACD, we propose a new strategy that uses a dynamic programming approach to select a set of n_c non-crossing (independent) cuts that can be simultaneously applied to decompose the component into n_c + 1 components. This reduces the depth of recursion and, together with a more efficient method for computing the concavity measure, leads to significant gains in efficiency. We provide comparative results for 2D and 3D models illustrating the improvements obtained by FACD over ACD and we compare with the segmentation methods given in the Princeton Shape Benchmark
Understanding the Structure of 3D Shapes
Compact representations of three dimensional objects are very often used
in computer graphics to create effective ways to analyse, manipulate and
transmit 3D models. Their ability to abstract from the concrete shapes and
expose their structure is important in a number of applications, spanning
from computer animation, to medicine, to physical simulations. This thesis
will investigate new methods for the generation of compact shape representations.
In the first part, the problem of computing optimal PolyCube base
complexes will be considered. PolyCubes are orthogonal polyhedra used
in computer graphics to map both surfaces and volumes. Their ability to
resemble the original models and at the same time expose a very simple and
regular structure is important in a number of applications, such as texture
mapping, spline fitting and hex-meshing. The second part will focus on
medial descriptors. In particular, two new algorithms for the generation
of curve-skeletons will be presented. These methods are completely based
on the visual appearance of the input, therefore they are independent from
the type, number and quality of the primitives used to describe a shape,
determining, thus, an advancement to the state of the art in the field
Understanding the Structure of 3D Shapes
Compact representations of three dimensional objects are very often used
in computer graphics to create effective ways to analyse, manipulate and
transmit 3D models. Their ability to abstract from the concrete shapes and
expose their structure is important in a number of applications, spanning
from computer animation, to medicine, to physical simulations. This thesis
will investigate new methods for the generation of compact shape representations.
In the first part, the problem of computing optimal PolyCube base
complexes will be considered. PolyCubes are orthogonal polyhedra used
in computer graphics to map both surfaces and volumes. Their ability to
resemble the original models and at the same time expose a very simple and
regular structure is important in a number of applications, such as texture
mapping, spline fitting and hex-meshing. The second part will focus on
medial descriptors. In particular, two new algorithms for the generation
of curve-skeletons will be presented. These methods are completely based
on the visual appearance of the input, therefore they are independent from
the type, number and quality of the primitives used to describe a shape,
determining, thus, an advancement to the state of the art in the field