22 research outputs found

    On Volumetric Shape Reconstruction from Implicit Forms

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    International audienceIn this paper we report on the evaluation of volumetric shape reconstruction methods that consider as input implicit forms in 3D. Many visual applications build implicit representations of shapes that are converted into explicit shape representations using geometric tools such as the Marching Cubes algorithm. This is the case with image based reconstructions that produce point clouds from which implicit functions are computed, with for instance a Poisson reconstruction approach. While the Marching Cubes method is a versatile solution with proven efficiency, alternative solutions exist with different and complementary properties that are of interest for shape modeling. In this paper, we propose a novel strategy that builds on Centroidal Voronoi Tessellations (CVTs). These tessellations provide volumetric and surface representations with strong regularities in addition to provably more accurate approximations of the implicit forms considered. In order to compare the existing strategies, we present an extensive evaluation that analyzes various properties of the main strategies for implicit to explicit volumetric conversions: Marching cubes, Delaunay refinement and CVTs, including accuracy and shape quality of the resulting shape mesh

    Anisotropic geometry-conforming d-simplicial meshing via isometric embeddings

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    We develop a dimension-independent, Delaunay-based anisotropic mesh generation algorithm suitable for integration with adaptive numerical solvers. As such, the mesh produced by our algorithm conforms to an anisotropic metric prescribed by the solver as well as the domain geometry, given as a piecewise smooth complex. Motivated by the work of LĂ©vy and Dassi [10-12,20], we use a discrete manifold embedding algorithm to transform the anisotropic problem to a uniform one. This work differs from previous approaches in several ways. First, the embedding algorithm is driven by a Riemannian metric field instead of the Gauss map, lending itself to general anisotropic mesh generation problems. Second we describe our method for computing restricted Voronoi diagrams in a dimension-independent manner which is used to compute constrained centroidal Voronoi tessellations. In particular, we compute restricted Voronoi simplices using exact arithmetic and use data structures based on convex polytope theory. Finally, since adaptive solvers require geometry-conforming meshes, we offer a Steiner vertex insertion algorithm for ensuring the extracted dual Delaunay triangulation is homeomorphic to the input geometries. The two major contributions of this paper are: a method for isometrically embedding arbitrary mesh-metric pairs in higher dimensional Euclidean spaces and a dimension-independent vertex insertion algorithm for producing geometry-conforming Delaunay meshes. The former is demonstrated on a two-dimensional anisotropic problem whereas the latter is demonstrated on both 3d and 4d problems. Keywords: Anisotropic mesh generation; metric; Nash embedding theorem; isometric; geometry-conforming; restricted Voronoi diagram; constrained centroidal Voronoi tessellation; Steiner vertices; dimension-independen

    Minkowski Sum Construction and other Applications of Arrangements of Geodesic Arcs on the Sphere

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    We present two exact implementations of efficient output-sensitive algorithms that compute Minkowski sums of two convex polyhedra in 3D. We do not assume general position. Namely, we handle degenerate input, and produce exact results. We provide a tight bound on the exact maximum complexity of Minkowski sums of polytopes in 3D in terms of the number of facets of the summand polytopes. The algorithms employ variants of a data structure that represents arrangements embedded on two-dimensional parametric surfaces in 3D, and they make use of many operations applied to arrangements in these representations. We have developed software components that support the arrangement data-structure variants and the operations applied to them. These software components are generic, as they can be instantiated with any number type. However, our algorithms require only (exact) rational arithmetic. These software components together with exact rational-arithmetic enable a robust, efficient, and elegant implementation of the Minkowski-sum constructions and the related applications. These software components are provided through a package of the Computational Geometry Algorithm Library (CGAL) called Arrangement_on_surface_2. We also present exact implementations of other applications that exploit arrangements of arcs of great circles embedded on the sphere. We use them as basic blocks in an exact implementation of an efficient algorithm that partitions an assembly of polyhedra in 3D with two hands using infinite translations. This application distinctly shows the importance of exact computation, as imprecise computation might result with dismissal of valid partitioning-motions.Comment: A Ph.D. thesis carried out at the Tel-Aviv university. 134 pages long. The advisor was Prof. Dan Halperi

    Bregman Voronoi diagrams

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    A preliminary version appeared in the 18th ACM-SIAM Symposium on Discrete Algorithms, pp. 746- 755, 2007International audienceThe Voronoi diagram of a finite set of objects is a fundamental geometric structure that subdivides the embedding space into regions, each region consisting of the points that are closer to a given object than to the others. We may define various variants of Voronoi diagrams depending on the class of objects, the distance function and the embedding space. In this paper, we investigate a framework for defining and building Voronoi diagrams for a broad class of distance functions called Bregman divergences. Bregman divergences include not only the traditional (squared) Euclidean distance but also various divergence measures based on entropic functions. Accordingly, Bregman Voronoi diagrams allow one to define information-theoretic Voronoi diagrams in sta- tistical parametric spaces based on the relative entropy of distributions. We define several types of Bregman diagrams, establish correspondences between those diagrams (using the Legendre transformation), and show how to compute them efficiently. We also introduce extensions of these diagrams, e.g. k-order and k-bag Bregman Voronoi diagrams, and introduce Bregman triangulations of a set of points and their connection with Bregman Voronoi diagrams. We show that these triangulations capture many of the properties of the celebrated Delaunay triangulation

    Adaptive Sampling for Geometric Approximation

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    Geometric approximation of multi-dimensional data sets is an essential algorithmic component for applications in machine learning, computer graphics, and scientific computing. This dissertation promotes an algorithmic sampling methodology for a number of fundamental approximation problems in computational geometry. For each problem, the proposed sampling technique is carefully adapted to the geometry of the input data and the functions to be approximated. In particular, we study proximity queries in spaces of constant dimension and mesh generation in 3D. We start with polytope membership queries, where query points are tested for inclusion in a convex polytope. Trading-off accuracy for efficiency, we tolerate one-sided errors for points within an epsilon-expansion of the polytope. We propose a sampling strategy for the placement of covering ellipsoids sensitive to the local shape of the polytope. The key insight is to realize the samples as Delone sets in the intrinsic Hilbert metric. Using this intrinsic formulation, we considerably simplify state-of-the-art techniques yielding an intuitive and optimal data structure. Next, we study nearest-neighbor queries which retrieve the most similar data point to a given query point. To accommodate more general measures of similarity, we consider non-Euclidean distances including convex distance functions and Bregman divergences. Again, we tolerate multiplicative errors retrieving any point no farther than (1+epsilon) times the distance to the nearest neighbor. We propose a sampling strategy sensitive to the local distribution of points and the gradient of the distance functions. Combined with a careful regularization of the distance minimizers, we obtain a generalized data structure that essentially matches state-of-the-art results specific to the Euclidean distance. Finally, we investigate the generation of Voronoi meshes, where a given domain is decomposed into Voronoi cells as desired for a number of important solvers in computational fluid dynamics. The challenge is to arrange the cells near the boundary to yield an accurate surface approximation without sacrificing quality. We propose a sampling algorithm for the placement of seeds to induce a boundary-conforming Voronoi mesh of the correct topology, with a careful treatment of sharp and non-manifold features. The proposed algorithm achieves significant quality improvements over state-of-the-art polyhedral meshing based on clipped Voronoi cells

    Efficient computation of discrete Voronoi diagram and homotopy-preserving simplified medial axis of a 3d polyhedron

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    The Voronoi diagram is a fundamental geometric data structure and has been well studied in computational geometry and related areas. A Voronoi diagram defined using the Euclidean distance metric is also closely related to the Blum medial axis, a well known skeletal representation. Voronoi diagrams and medial axes have been shown useful for many 3D computations and operations, including proximity queries, motion planning, mesh generation, finite element analysis, and shape analysis. However, their application to complex 3D polyhedral and deformable models has been limited. This is due to the difficulty of computing exact Voronoi diagrams in an efficient and reliable manner. In this dissertation, we bridge this gap by presenting efficient algorithms to compute discrete Voronoi diagrams and simplified medial axes of 3D polyhedral models with geometric and topological guarantees. We apply these algorithms to complex 3D models and use them to perform interactive proximity queries, motion planning and skeletal computations. We present three new results. First, we describe an algorithm to compute 3D distance fields of geometric models by using a linear factorization of Euclidean distance vectors. This formulation maps directly to the linearly interpolating graphics rasterization hardware and enables us to compute distance fields of complex 3D models at interactive rates. We also use clamping and culling algorithms based on properties of Voronoi diagrams to accelerate this computation. We introduce surface distance maps, which are a compact distance vector field representation based on a mesh parameterization of triangulated two-manifolds, and use them to perform proximity computations. Our second main result is an adaptive sampling algorithm to compute an approximate Voronoi diagram that is homotopy equivalent to the exact Voronoi diagram and preserves topological features. We use this algorithm to compute a homotopy-preserving simplified medial axis of complex 3D models. Our third result is a unified approach to perform different proximity queries among multiple deformable models using second order discrete Voronoi diagrams. We introduce a new query called N-body distance query and show that different proximity queries, including collision detection, separation distance and penetration depth can be performed based on Nbody distance query. We compute the second order discrete Voronoi diagram using graphics hardware and use distance bounds to overcome the sampling errors and perform conservative computations. We have applied these queries to various deformable simulations and observed up to an order of magnitude improvement over prior algorithms

    LIPIcs, Volume 258, SoCG 2023, Complete Volume

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    LIPIcs, Volume 258, SoCG 2023, Complete Volum

    Mathematical techniques for shape modelling in computer graphics: A distance-based approach.

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    This research is concerned with shape modelling in computer graphics. The dissertation provides a review of the main research topics and developments in shape modelling and discusses current visualisation techniques required for the display of the models produced. In computer graphics surfaces are normally defined using analytic functions. Geometry however, supplies many shapes without providing their analytic descriptions. These are defined implicitly through fundamental relationships between primitive geometrical objects. Transferring this approach in computer graphics, opens new directions in shape modelling by enabling the definition of new objects or supplying a rigorous alternative to analytical definitions of objects with complex analytical descriptions. We review, in this dissertation, relevant works in the area of implicit modelling. Based on our observations on the shortcomings of these works, we develop an implicit modelling approach which draws on a seminal technique in this area: the distance based object definition. We investigate the principles, potential and applications of this technique both in conceptual terms (modelling aspects) and on technical merit (visualisation issues). This is the context of this PhD research. The conceptual and technological frameworks developed are presented in terms of a comprehensive investigation of an object's constituent primitives and modelling constraints on the one hand, and software visualisation platforms on the other. Finally, we adopt a critical perspective of our work to discuss possible directions for further improvements and exploitation for the modelling approach we have developed

    Collection of abstracts of the 24th European Workshop on Computational Geometry

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    International audienceThe 24th European Workshop on Computational Geomety (EuroCG'08) was held at INRIA Nancy - Grand Est & LORIA on March 18-20, 2008. The present collection of abstracts contains the 63 scientific contributions as well as three invited talks presented at the workshop
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