188 research outputs found
PolyCube-Maps
Standard texture mapping of real-world meshes suffers from the presence of seams that need to be introduced in order to avoid excessive distortions and to make the topology of the mesh compatible to the one of the texture domain. In contrast, cube maps provide a mechanism that could be used for seamless texture mapping with low distortion, but only if the object roughly resembles a cube. We extend this concept to arbitrary meshes by using as texture domain the surface of a polycube whose shape is similar to that of the given mesh. Our approach leads to a seamless texture mapping method that is simple enough to be implemented in currently available graphics hardware
Folding Polyominoes into (Poly)Cubes
We study the problem of folding a polyomino into a polycube , allowing
faces of to be covered multiple times. First, we define a variety of
folding models according to whether the folds (a) must be along grid lines of
or can divide squares in half (diagonally and/or orthogonally), (b) must be
mountain or can be both mountain and valley, (c) can remain flat (forming an
angle of ), and (d) must lie on just the polycube surface or can
have interior faces as well. Second, we give all the inclusion relations among
all models that fold on the grid lines of . Third, we characterize all
polyominoes that can fold into a unit cube, in some models. Fourth, we give a
linear-time dynamic programming algorithm to fold a tree-shaped polyomino into
a constant-size polycube, in some models. Finally, we consider the triangular
version of the problem, characterizing which polyiamonds fold into a regular
tetrahedron.Comment: 30 pages, 19 figures, full version of extended abstract that appeared
in CCCG 2015. (Change over previous version: Fixed a missing reference.
â„“_1-Based Construction of Polycube Maps from Complex Shapes
Polycube maps of triangle meshes have proved useful in a wide range of applications, including texture mapping and hexahedral mesh generation. However, constructing either fully automatically or with limited user control a low-distortion polycube from a detailed surface remains challenging in practice. We propose a variational method for deforming an input triangle mesh into a polycube shape through minimization of the â„“_1-norm of the mesh normals, regularized via an as-rigid-as-possible volumetric distortion energy. Unlike previous work, our approach makes no assumption on the orientation, or on the presence of features in the input model. User-guided control over the resulting polycube map is also offered to increase design flexibility. We demonstrate the robustness, efficiency, and controllability of our method on a variety of examples, and explore applications in hexahedral remeshing and quadrangulation
Surface parameterization over regular domains
Surface parameterization has been widely studied and it has been playing a critical role in many geometric processing tasks in graphics, computer-aided design, visualization, vision, physical simulation and etc. Regular domains, such as polycubes, are favored due to their structural regularity and geometric simplicity. This thesis focuses on studying the surface parameterization over regular domains, i.e. polycubes, and develops effective computation algorithms. Firstly, the motivation for surface parameterization and polycube mapping is introduced. Secondly, we briefly review existing surface parameterization techniques, especially for extensively studied parameterization algorithms for topological disk surfaces and parameterizations over regular domains for closed surfaces. Then we propose a polycube parameterization algorithm for closed surfaces with general topology. We develop an efficient optimization framework to minimize the angle and area distortion of the mapping. Its applications on surface meshing, inter-shape morphing and volumetric polycube mapping are also discussed
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