956 research outputs found

    A subdivision-based implementation of non-uniform local refinement with THB-splines

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    Paper accepted for 15th IMA International Conference on Mathematics on Surfaces, 2017. Abstract: Local refinement of spline basis functions is an important process for spline approximation and local feature modelling in computer aided design (CAD). This paper develops an efficient local refinement method for non-uniform and general degree THB-splines(Truncated hierarchical B-splines). A non-uniform subdivision algorithm is improved to efficiently subdivide a single non-uniform B-spline basis function. The subdivision scheme is then applied to locally hierarchically refine non-uniform B-spline basis functions. The refined basis functions are non-uniform and satisfy the properties of linear independence, partition of unity and are locally supported. The refined basis functions are suitable for spline approximation and numerical analysis. The implementation makes it possible for hierarchical approximation to use the same non-uniform B-spline basis functions as existing modelling tools have used. The improved subdivision algorithm is faster than classic knot insertion. The non-uniform THB-spline approximation is shown to be more accurate than uniform low degree hierarchical local refinement when applied to two classical approximation problems

    Diamond-based models for scientific visualization

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    Hierarchical spatial decompositions are a basic modeling tool in a variety of application domains including scientific visualization, finite element analysis and shape modeling and analysis. A popular class of such approaches is based on the regular simplex bisection operator, which bisects simplices (e.g. line segments, triangles, tetrahedra) along the midpoint of a predetermined edge. Regular simplex bisection produces adaptive simplicial meshes of high geometric quality, while simplifying the extraction of crack-free, or conforming, approximations to the original dataset. Efficient multiresolution representations for such models have been achieved in 2D and 3D by clustering sets of simplices sharing the same bisection edge into structures called diamonds. In this thesis, we introduce several diamond-based approaches for scientific visualization. We first formalize the notion of diamonds in arbitrary dimensions in terms of two related simplicial decompositions of hypercubes. This enables us to enumerate the vertices, simplices, parents and children of a diamond. In particular, we identify the number of simplices involved in conforming updates to be factorial in the dimension and group these into a linear number of subclusters of simplices that are generated simultaneously. The latter form the basis for a compact pointerless representation for conforming meshes generated by regular simplex bisection and for efficiently navigating the topological connectivity of these meshes. Secondly, we introduce the supercube as a high-level primitive on such nested meshes based on the atomic units within the underlying triangulation grid. We propose the use of supercubes to associate information with coherent subsets of the full hierarchy and demonstrate the effectiveness of such a representation for modeling multiresolution terrain and volumetric datasets. Next, we introduce Isodiamond Hierarchies, a general framework for spatial access structures on a hierarchy of diamonds that exploits the implicit hierarchical and geometric relationships of the diamond model. We use an isodiamond hierarchy to encode irregular updates to a multiresolution isosurface or interval volume in terms of regular updates to diamonds. Finally, we consider nested hypercubic meshes, such as quadtrees, octrees and their higher dimensional analogues, through the lens of diamond hierarchies. This allows us to determine the relationships involved in generating balanced hypercubic meshes and to propose a compact pointerless representation of such meshes. We also provide a local diamond-based triangulation algorithm to generate high-quality conforming simplicial meshes

    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

    Phase-field modeling of brittle fracture with multi-level hp-FEM and the finite cell method

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    The difficulties in dealing with discontinuities related to a sharp crack are overcome in the phase-field approach for fracture by modeling the crack as a diffusive object being described by a continuous field having high gradients. The discrete crack limit case is approached for a small length-scale parameter that controls the width of the transition region between the fully broken and the undamaged phases. From a computational standpoint, this necessitates fine meshes, at least locally, in order to accurately resolve the phase-field profile. In the classical approach, phase-field models are computed on a fixed mesh that is a priori refined in the areas where the crack is expected to propagate. This on the other hand curbs the convenience of using phase-field models for unknown crack paths and its ability to handle complex crack propagation patterns. In this work, we overcome this issue by employing the multi-level hp-refinement technique that enables a dynamically changing mesh which in turn allows the refinement to remain local at singularities and high gradients without problems of hanging nodes. Yet, in case of complex geometries, mesh generation and in particular local refinement becomes non-trivial. We address this issue by integrating a two-dimensional phase-field framework for brittle fracture with the finite cell method (FCM). The FCM based on high-order finite elements is a non-geometry-conforming discretization technique wherein the physical domain is embedded into a larger fictitious domain of simple geometry that can be easily discretized. This facilitates mesh generation for complex geometries and supports local refinement. Numerical examples including a comparison to a validation experiment illustrate the applicability of the multi-level hp-refinement and the FCM in the context of phase-field simulations

    HexBox: Interactive Box Modeling of Hexahedral Meshes

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    We introduce HexBox, an intuitive modeling method and interactive tool for creating and editing hexahedral meshes. Hexbox brings the major and widely validated surface modeling paradigm of surface box modeling into the world of hex meshing. The main idea is to allow the user to box-model a volumetric mesh by primarily modifying its surface through a set of topological and geometric operations. We support, in particular, local and global subdivision, various instantiations of extrusion, removal, and cloning of elements, the creation of non-conformal or conformal grids, as well as shape modifications through vertex positioning, including manual editing, automatic smoothing, or, eventually, projection on an externally-provided target surface. At the core of the efficient implementation of the method is the coherent maintenance, at all steps, of two parallel data structures: a hexahedral mesh representing the topology and geometry of the currently modeled shape, and a directed acyclic graph that connects operation nodes to the affected mesh hexahedra. Operations are realized by exploiting recent advancements in grid- based meshing, such as mixing of 3-refinement, 2-refinement, and face-refinement, and using templated topological bridges to enforce on-the-fly mesh conformity across pairs of adjacent elements. A direct manipulation user interface lets users control all operations. The effectiveness of our tool, released as open source to the community, is demonstrated by modeling several complex shapes hard to realize with competing tools and techniques

    QuickCSG: Fast Arbitrary Boolean Combinations of N Solids

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    QuickCSG computes the result for general N-polyhedron boolean expressions without an intermediate tree of solids. We propose a vertex-centric view of the problem, which simplifies the identification of final geometric contributions, and facilitates its spatial decomposition. The problem is then cast in a single KD-tree exploration, geared toward the result by early pruning of any region of space not contributing to the final surface. We assume strong regularity properties on the input meshes and that they are in general position. This simplifying assumption, in combination with our vertex-centric approach, improves the speed of the approach. Complemented with a task-stealing parallelization, the algorithm achieves breakthrough performance, one to two orders of magnitude speedups with respect to state-of-the-art CPU algorithms, on boolean operations over two to dozens of polyhedra. The algorithm also outperforms GPU implementations with approximate discretizations, while producing an output without redundant facets. Despite the restrictive assumptions on the input, we show the usefulness of QuickCSG for applications with large CSG problems and strong temporal constraints, e.g. modeling for 3D printers, reconstruction from visual hulls and collision detection

    Human perception-oriented segmentation for triangle meshes

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    A segmentação de malhas é um tópico importante de investigação em computação gráfica, em particular em modelação geométrica. Isto deve-se ao facto de as técnicas de segmentaçãodemalhasteremváriasaplicações,nomeadamentenaproduçãodefilmes, animaçãoporcomputador, realidadevirtual, compressãodemalhas, assimcomoemjogosdigitais. Emconcreto, asmalhastriangularessãoamplamenteusadasemaplicações interativas, visto que sua segmentação em partes significativas (também designada por segmentação significativa, segmentação perceptiva ou segmentação perceptualmente significativa ) é muitas vezes vista como uma forma de acelerar a interação com o utilizador ou a deteção de colisões entre esses objetos 3D definidos por uma malha, bem como animar uma ou mais partes significativas (por exemplo, a cabeça de uma personagem) de um dado objeto, independentemente das restantes partes. Acontece que não se conhece nenhuma técnica capaz de segmentar correctamente malhas arbitrárias −ainda que restritas aos domínios de formas livres e não-livres− em partes significativas. Algumas técnicas são mais adequadas para objetos de forma não-livre (por exemplo, peças mecânicas definidas geometricamente por quádricas), enquanto outras são mais talhadas para o domínio dos objectos de forma livre. Só na literatura recente surgem umas poucas técnicas que se aplicam a todo o universo de objetos de forma livre e não-livre. Pior ainda é o facto de que a maioria das técnicas de segmentação não serem totalmente automáticas, no sentido de que quase todas elas exigem algum tipo de pré-requisitos e assistência do utilizador. Resumindo, estes três desafios relacionados com a proximidade perceptual, generalidade e automação estão no cerne do trabalho descrito nesta tese. Para enfrentar estes desafios, esta tese introduz o primeiro algoritmo de segmentação baseada nos contornos ou fronteiras dos segmentos, cuja técnica se inspira nas técnicas de segmentação baseada em arestas, tão comuns em análise e processamento de imagem,porcontraposiçãoàstécnicasesegmentaçãobaseadaemregiões. Aideiaprincipal é a de encontrar em primeiro lugar a fronteira de cada região para, em seguida, identificar e agrupar todos os seus triângulos internos. As regiões da malha encontradas correspondem a saliências e reentrâncias, que não precisam de ser estritamente convexas, nem estritamente côncavas, respectivamente. Estas regiões, designadas regiões relaxadamenteconvexas(ousaliências)eregiõesrelaxadamentecôncavas(oureentrâncias), produzem segmentações que são menos sensíveis ao ruído e, ao mesmo tempo, são mais intuitivas do ponto de vista da perceção humana; por isso, é designada por segmentação orientada à perceção humana (ou, human perception- oriented (HPO), do inglês). Além disso, e ao contrário do atual estado-da-arte da segmentação de malhas, a existência destas regiões relaxadas torna o algoritmo capaz de segmentar de maneira bastante plausível tanto objectos de forma não-livre como objectos de forma livre. Nesta tese, enfrentou-se também um quarto desafio, que está relacionado com a fusão de segmentação e multi-resolução de malhas. Em boa verdade, já existe na literatura uma variedade grande de técnicas de segmentação, bem como um número significativo de técnicas de multi-resolução, para malhas triangulares. No entanto, não é assim tão comum encontrar estruturas de dados e algoritmos que façam a fusão ou a simbiose destes dois conceitos, multi-resolução e segmentação, num único esquema multi-resolução que sirva os propósitos das aplicações que lidam com malhas simples e segmentadas, sendo que neste contexto se entende que uma malha simples é uma malha com um único segmento. Sendo assim, nesta tese descreve-se um novo esquema (entenda-seestruturasdedadosealgoritmos)demulti-resoluçãoesegmentação,designado por extended Ghost Cell (xGC). Este esquema preserva a forma das malhas, tanto em termos globais como locais, ou seja, os segmentos da malha e as suas fronteiras, bem como os seus vincos e ápices são preservados, não importa o nível de resolução que usamos durante a/o simplificação/refinamento da malha. Além disso, ao contrário de outros esquemas de segmentação, tornou-se possível ter segmentos adjacentes com dois ou mais níveis de resolução de diferença. Isto é particularmente útil em animação por computador, compressão e transmissão de malhas, operações de modelação geométrica, visualização científica e computação gráfica. Em suma, esta tese apresenta um esquema genérico, automático, e orientado à percepção humana, que torna possível a simbiose dos conceitos de segmentação e multiresolução de malhas trianguladas que sejam representativas de objectos 3D.The mesh segmentation is an important topic in computer graphics, in particular in geometric computing. This is so because mesh segmentation techniques find many applications in movies, computer animation, virtual reality, mesh compression, and games. Infact, trianglemeshesarewidelyusedininteractiveapplications, sothattheir segmentation in meaningful parts (i.e., human-perceptually segmentation, perceptive segmentationormeaningfulsegmentation)isoftenseenasawayofspeedinguptheuser interaction, detecting collisions between these mesh-covered objects in a 3D scene, as well as animating one or more meaningful parts (e.g., the head of a humanoid) independently of the other parts of a given object. It happens that there is no known technique capable of correctly segmenting any mesh into meaningful parts. Some techniques are more adequate for non-freeform objects (e.g., quadricmechanicalparts), whileothersperformbetterinthedomainoffreeform objects. Only recently, some techniques have been developed for the entire universe of objects and shapes. Even worse it is the fact that most segmentation techniques are not entirely automated in the sense that almost all techniques require some sort of pre-requisites and user assistance. Summing up, these three challenges related to perceptual proximity, generality and automation are at the core of the work described in this thesis. In order to face these challenges, we have developed the first contour-based mesh segmentation algorithm that we may find in the literature, which is inspired in the edgebased segmentation techniques used in image analysis, as opposite to region-based segmentation techniques. Its leading idea is to firstly find the contour of each region, and then to identify and collect all of its inner triangles. The encountered mesh regions correspond to ups and downs, which do not need to be strictly convex nor strictly concave, respectively. These regions, called relaxedly convex regions (or saliences) and relaxedly concave regions (or recesses), produce segmentations that are less-sensitive to noise and, at the same time, are more intuitive from the human point of view; hence it is called human perception- oriented (HPO) segmentation. Besides, and unlike the current state-of-the-art in mesh segmentation, the existence of these relaxed regions makes the algorithm suited to both non-freeform and freeform objects. In this thesis, we have also tackled a fourth challenge, which is related with the fusion of mesh segmentation and multi-resolution. Truly speaking, a plethora of segmentation techniques, as well as a number of multiresolution techniques, for triangle meshes already exist in the literature. However, it is not so common to find algorithms and data structures that fuse these two concepts, multiresolution and segmentation, into a symbiotic multi-resolution scheme for both plain and segmented meshes, in which a plainmeshisunderstoodasameshwithasinglesegment. So, weintroducesuchanovel multiresolution segmentation scheme, called extended Ghost Cell (xGC) scheme. This scheme preserves the shape of the meshes in both global and local terms, i.e., mesh segments and their boundaries, as well as creases and apices are preserved, no matter the level of resolution we use for simplification/refinement of the mesh. Moreover, unlike other segmentation schemes, it was made possible to have adjacent segments with two or more resolution levels of difference. This is particularly useful in computer animation, mesh compression and transmission, geometric computing, scientific visualization, and computer graphics. In short, this thesis presents a fully automatic, general, and human perception-oriented scheme that symbiotically integrates the concepts of mesh segmentation and multiresolution
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