397 research outputs found

    Large-scale Geometric Data Decomposition, Processing and Structured Mesh Generation

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    Mesh generation is a fundamental and critical problem in geometric data modeling and processing. In most scientific and engineering tasks that involve numerical computations and simulations on 2D/3D regions or on curved geometric objects, discretizing or approximating the geometric data using a polygonal or polyhedral meshes is always the first step of the procedure. The quality of this tessellation often dictates the subsequent computation accuracy, efficiency, and numerical stability. When compared with unstructured meshes, the structured meshes are favored in many scientific/engineering tasks due to their good properties. However, generating high-quality structured mesh remains challenging, especially for complex or large-scale geometric data. In industrial Computer-aided Design/Engineering (CAD/CAE) pipelines, the geometry processing to create a desirable structural mesh of the complex model is the most costly step. This step is semi-manual, and often takes up to several weeks to finish. Several technical challenges remains unsolved in existing structured mesh generation techniques. This dissertation studies the effective generation of structural mesh on large and complex geometric data. We study a general geometric computation paradigm to solve this problem via model partitioning and divide-and-conquer. To apply effective divide-and-conquer, we study two key technical components: the shape decomposition in the divide stage, and the structured meshing in the conquer stage. We test our algorithm on vairous data set, the results demonstrate the efficiency and effectiveness of our framework. The comparisons also show our algorithm outperforms existing partitioning methods in final meshing quality. We also show our pipeline scales up efficiently on HPC environment

    Composing quadrilateral meshes for animation

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    The modeling-by-composition paradigm can be a powerful tool in modern animation pipelines. We propose two novel interactive techniques to compose 3D assets that enable the artists to freely remove, detach and combine components of organic models. The idea behind our methods is to preserve most of the original information in the input characters and blend accordingly where necessary. The first method, QuadMixer, provides a robust tool to compose the quad layouts of watertight pure quadrilateral meshes, exploiting the boolean operations defined on triangles. Quad Layout is a crucial property for many applications since it conveys important information that would otherwise be destroyed by techniques that aim only at preserving the shape. Our technique keeps untouched all the quads in the patches which are not involved in the blending. The resulting meshes preserve the originally designed edge flows that, by construction, are captured and incorporated into the new quads. SkinMixer extends this approach to compose skinned models, taking into account not only the surface but also the data structures for animating the character. We propose a new operation-based technique that preserves and smoothly merges meshes, skeletons, and skinning weights. The retopology approach of QuadMixer is extended to work on quad-dominant and arbitrary complex surfaces. Instead of relying on boolean operations on triangle meshes, we manipulate signed distance fields to generate an implicit surface. The results preserve most of the information in the input assets, blending accordingly in the intersection regions. The resulting characters are ready to be used in animation pipelines. Given the high quality of the results generated, we believe that our methods could have a huge impact on the entertainment industry. Integrated into current software for 3D modeling, they would certainly provide a powerful tool for the artists. Allowing them to automatically reuse parts of their well-designed characters could lead to a new approach for creating models, which would significantly reduce the cost of the process

    Quad Meshing

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    Triangle meshes have been nearly ubiquitous in computer graphics, and a large body of data structures and geometry processing algorithms based on them has been developed in the literature. At the same time, quadrilateral meshes, especially semi-regular ones, have advantages for many applications, and significant progress was made in quadrilateral mesh generation and processing during the last several years. In this State of the Art Report, we discuss the advantages and problems of techniques operating on quadrilateral meshes, including surface analysis and mesh quality, simplification, adaptive refinement, alignment with features, parametrization, and remeshing

    Structured meshes: composition and remeshing guided by the Curve-Skeleton

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    Virtual sculpting is currently a broadly used modeling metaphor with rising popularity especially in the entertainment industry. While this approach unleashes the artists' inspiration and creativity and leads to wonderfully detailed and artistic 3D models, it has the side effect, purely technical, of producing highly irregular meshes that are not optimal for subsequent processing. Converting an unstructured mesh into a more regular and struc- tured model in an automatic way is a challenging task and still open prob- lem. Since structured meshes are useful in different applications, it is of in- terest to be able to guarantee such property also in scenarios of part based modeling, which aim to build digital objects by composition, instead of modeling them from a scratch. This thesis will present methods for obtaining structured meshes in two different ways. First is presented a coarse quad layout computation method which starts from a triangle mesh and the curve-skeleton of the shape. The second approach allows to build complex shapes by procedural composition of PAM's. Since both quad layouts and PAMs exploit their global struc- ture, similarities between the two will be discussed, especially how their structure has correspondences to the curve-skeleton describing the topology of the shape being represented. Since both the presented methods rely on the information provided by the skeleton, the difficulties of using automat- ically extracted curve-skeletons without processing are discussed, and an interactive tool for user-assisted processing is presented

    Structured meshes: composition and remeshing guided by the Curve-Skeleton

    Get PDF
    Virtual sculpting is currently a broadly used modeling metaphor with rising popularity especially in the entertainment industry. While this approach unleashes the artists' inspiration and creativity and leads to wonderfully detailed and artistic 3D models, it has the side effect, purely technical, of producing highly irregular meshes that are not optimal for subsequent processing. Converting an unstructured mesh into a more regular and struc- tured model in an automatic way is a challenging task and still open prob- lem. Since structured meshes are useful in different applications, it is of in- terest to be able to guarantee such property also in scenarios of part based modeling, which aim to build digital objects by composition, instead of modeling them from a scratch. This thesis will present methods for obtaining structured meshes in two different ways. First is presented a coarse quad layout computation method which starts from a triangle mesh and the curve-skeleton of the shape. The second approach allows to build complex shapes by procedural composition of PAM's. Since both quad layouts and PAMs exploit their global struc- ture, similarities between the two will be discussed, especially how their structure has correspondences to the curve-skeleton describing the topology of the shape being represented. Since both the presented methods rely on the information provided by the skeleton, the difficulties of using automat- ically extracted curve-skeletons without processing are discussed, and an interactive tool for user-assisted processing is presented

    Frame Fields for Hexahedral Mesh Generation

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    As a discretized representation of the volumetric domain, hexahedral meshes have been a popular choice in computational engineering science and serve as one of the main mesh types in leading industrial software of relevance. The generation of high quality hexahedral meshes is extremely challenging because it is essentially an optimization problem involving multiple (conflicting) objectives, such as fidelity, element quality, and structural regularity. Various hexahedral meshing methods have been proposed in past decades, attempting to solve the problem from different perspectives. Unfortunately, algorithmic hexahedral meshing with guarantees of robustness and quality remains unsolved. The frame field based hexahedral meshing method is the most promising approach that is capable of automatically generating hexahedral meshes of high quality, but unfortunately, it suffers from several robustness issues. Field based hexahedral meshing follows the idea of integer-grid maps, which pull back the Cartesian hexahedral grid formed by integer isoplanes from a parametric domain to a surface-conforming hexahedral mesh of the input object. Since directly optimizing for a high quality integer-grid map is mathematically challenging, the construction is usually split into two steps: (1) generation of a feature-aligned frame field and (2) generation of an integer-grid map that best aligns with the frame field. The main robustness issue stems from the fact that smooth frame fields frequently exhibit singularity graphs that are inappropriate for hexahedral meshing and induce heavily degenerate integer-grid maps. The thesis aims at analyzing the gap between the topologies of frame fields and hexahedral meshes and developing algorithms to realize a more robust field based hexahedral mesh generation. The first contribution of this work is an enumeration of all local configurations that exist in hexahedral meshes with bounded edge valence and a generalization of the Hopf-Poincaré formula to octahedral (orthonormal frame) fields, leading to necessary local and global conditions for the hex-meshability of an octahedral field in terms of its singularity graph. The second contribution is a novel algorithm to generate octahedral fields with prescribed hex-meshable singularity graphs, which requires the solution of a large non-linear mixed-integer algebraic system. This algorithm is an important step toward robust automatic hexahedral meshing since it enables the generation of a hex-meshable octahedral field. In the collaboration work with colleagues [BRK+22], the dataset HexMe consisting of practically relevant models with feature tags is set up, allowing a fair evaluation for practical hexahedral mesh generation algorithms. The extendable and mutable dataset remains valuable as hexahedral meshing algorithms develop. The results of the standard field based hexahedral meshing algorithms on the HexMesh dataset expose the fragility of the automatic pipeline. The major contribution of this thesis improves the robustness of the automatic field based hexahedral meshing by guaranteeing local meshability of general feature aligned smooth frame fields. We derive conditions on the meshability of frame fields when feature constraints are considered, and describe an algorithm to automatically turn a given non-meshable frame field into a similar but locally meshable one. Despite the fact that local meshability is only a necessary but not sufficient condition for the stronger requirement of meshability, our algorithm increases the 2% success rate of generating valid integer-grid maps with state-of-the-art methods to 57%, when compared on the challenging HexMe dataset
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