308 research outputs found

    Flexible G1 Interpolation of Quad Meshes

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    International audienceTransforming an arbitrary mesh into a smooth G1 surface has been the subject of intensive research works. To get a visual pleasing shape without any imperfection even in the presence of extraordinary mesh vertices is still a challenging problem in particular when interpolation of the mesh vertices is required. We present a new local method, which produces visually smooth shapes while solving the interpolation problem. It consists of combining low degree biquartic BĂ©zier patches with minimum number of pieces per mesh face, assembled together with G1-continuity. All surface control points are given explicitly. The construction is local and free of zero-twists. We further show that within this economical class of surfaces it is however possible to derive a sufficient number of meaningful degrees of freedom so that standard optimization techniques result in high quality surfaces

    AlSub: Fully Parallel and Modular Subdivision

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    In recent years, mesh subdivision---the process of forging smooth free-form surfaces from coarse polygonal meshes---has become an indispensable production instrument. Although subdivision performance is crucial during simulation, animation and rendering, state-of-the-art approaches still rely on serial implementations for complex parts of the subdivision process. Therefore, they often fail to harness the power of modern parallel devices, like the graphics processing unit (GPU), for large parts of the algorithm and must resort to time-consuming serial preprocessing. In this paper, we show that a complete parallelization of the subdivision process for modern architectures is possible. Building on sparse matrix linear algebra, we show how to structure the complete subdivision process into a sequence of algebra operations. By restructuring and grouping these operations, we adapt the process for different use cases, such as regular subdivision of dynamic meshes, uniform subdivision for immutable topology, and feature-adaptive subdivision for efficient rendering of animated models. As the same machinery is used for all use cases, identical subdivision results are achieved in all parts of the production pipeline. As a second contribution, we show how these linear algebra formulations can effectively be translated into efficient GPU kernels. Applying our strategies to 3\sqrt{3}, Loop and Catmull-Clark subdivision shows significant speedups of our approach compared to state-of-the-art solutions, while we completely avoid serial preprocessing.Comment: Changed structure Added content Improved description

    Conversion of trimmed NURBS surfaces to Catmull-Clark subdivision surfaces

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    This paper introduces a novel method to convert trimmed NURBS surfaces to untrimmed subdivision surfaces with Bézier edge conditions. We take a NURBS surface and its trimming curves as input, from this we automatically compute a base mesh, the limit surface of which fits the trimmed NURBS surface to a specified tolerance. We first construct the topology of the base mesh by performing a cross-field based decomposition in parameter space. The number and positions of extraordinary vertices required to represent the trimmed shape can be automatically identified by smoothing a cross field bounded by the parametric trimming curves. After the topology construction, the control point positions in the base mesh are calculated based on the limit stencils of the subdivision scheme and constraints to achieve tangential continuity across the boundary. Our method provides the user with either an editable base mesh or a fine mesh whose limit surface approximates the input within a certain tolerance. By integrating the trimming curve as part of the desired limit surface boundary, our conversion can produce gap-free models. Moreover, since we use tangential continuity across the boundary between adjacent surfaces as constraints, the converted surfaces join with G1 continuity. © 2014 The Authors.EPSRC, Chinese Government (PhD studentship) and Cambridge Trust

    Smooth Subdivision Surfaces: Mesh Blending and Local Interpolation

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    Subdivision surfaces are widely used in computer graphics and animation. Catmull-Clark subdivision (CCS) is one of the most popular subdivision schemes. It is capable of modeling and representing complex shape of arbitrary topology. Polar surface, working on a triangle-quad mixed mesh structure, is proposed to solve the inherent ripple problem of Catmull-Clark subdivision surface (CCSS). CCSS is known to be C1 continuous at extraordinary points. In this work, we present a G2 scheme at CCS extraordinary points. The work is done by revising CCS subdivision step with Extraordinary-Points-Avoidance model together with mesh blending technique which selects guiding control points from a set of regular sub-meshes (named dominative control meshes) iteratively at each subdivision level. A similar mesh blending technique is applied to Polar extraordinary faces of Polar surface as well. Both CCS and Polar subdivision schemes are approximating. Traditionally, one can obtain a CCS limit surface to interpolate given data mesh by iteratively solving a global linear system. In this work, we present a universal interpolating scheme for all quad subdivision surfaces, called Bezier Crust. Bezier Crust is a specially selected bi-quintic Bezier surface patch. With Bezier Crust, one can obtain a high quality interpolating surface on CCSS by parametrically adding CCSS and Bezier Crust. We also show that with a triangle/quad conversion process one can apply Bezier Crust on Polar surfaces as well. We further show that Bezier Crust can be used to generate hollowed 3D objects for applications in rapid prototyping. An alternative interpolating approach specifically designed for CCSS is developed. This new scheme, called One-Step Bi-cubic Interpolation, uses bicubic patches only. With lower degree polynomial, this scheme is appropriate for interpolating large-scale data sets. In sum, this work presents our research on improving surface smoothness at extraordinary points of both CCS and Polar surfaces and present two local interpolating approaches on approximating subdivision schemes. All examples included in this work show that the results of our research works on subdivision surfaces are of high quality and appropriate for high precision engineering and graphics usage

    Efficient quadrature rules for subdivision surfaces in isogeometric analysis

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    We introduce a new approach to numerical quadrature on geometries defined by subdivision surfaces based on quad meshes in the context of isogeometric analysis. Starting with a sparse control mesh, the subdivision process generates a sequence of finer and finer quad meshes that in the limit defines a smooth subdivision surface, which can be of any manifold topology. Traditional approaches to quadrature on such surfaces rely on per-quad integration, which is inefficient and typically also inaccurate near vertices where other than four quads meet. Instead, we explore the space of possible groupings of quads and identify the optimal macro-quads in terms of the number of quadrature points needed. We show that macro-quads consisting of quads from one or several consecutive levels of subdivision considerably reduce the cost of numerical integration. Our rules possess a tensor product structure and the underlying univariate rules are Gaussian, i.e., they require the minimum possible number of integration points in both univariate directions. The optimal quad groupings differ depending on the particular application. For instance, computing surface areas, volumes, or solving the Laplace problem lead to different spline spaces with specific structures in terms of degree and continuity. We show that in most cases the optimal groupings are quad-strips consisting of (1Ă—n)(1\times n) quads, while in some cases a special macro-quad spanning more than one subdivision level offers the most economical integration. Additionally, we extend existing results on exact integration of subdivision splines. This allows us to validate our approach by computing surface areas and volumes with known exact values. We demonstrate on several examples that our quadratures use fewer quadrature points than traditional quadratures. We illustrate our approach to subdivision spline quadrature on the well-known Catmull-Clark scheme based on bicubic splines, but our ideas apply also to subdivision schemes of arbitrary bidegree, including non-uniform and hierarchical variants. Specifically, we address the problems of computing areas and volumes of Catmull-Clark subdivision surfaces, as well as solving the Laplace and Poisson PDEs defined over planar unstructured quadrilateral meshes in the context of isogeometric analysis

    Automatic Construction of Quad-Based Subdivision Surfaces Using Fitmaps

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