7 research outputs found

    Delaunay-restricted Optimal Triangulation of 3D Polygons

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    Triangulation of 3D polygons is a well studied topic of research. Existing methods for finding triangulations that minimize given metrics (e.g., sum of triangle areas or dihedral angles) run in a costly O(n4) time [BS95,BDE96], while the triangulations are not guaranteed to be free of intersections. To address these limitations, we restrict our search to the space of triangles in the Delaunay tetrahedralization of the polygon. The restriction allows us to reduce the running time down to O(n2) in practice (O(n3) worst case) while guaranteeing that the solutions are intersection free. We demonstrate experimentally that the reduced search space is not overly restricted. In particular, triangulations restricted to this space usually exist for practical inputs, and the optimal triangulation in this space approximates well the optimal triangulation of the polygon. This makes our algorithms a practical solution when working with real world data

    A Gradient-Based Implicit Blend

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    International audienceWe introduce a new family of binary composition operators that solves four major problems of constructive implicit modeling: suppressing bulges when two shapes merge, avoiding unwanted blending at a distance, ensuring that the resulting shape keeps the topology of the union, and enabling sharp details to be added without being blown up. The key idea is that field functions should not only be combined based on their values, but also on their gradients.We implement this idea through a family of C1 composition operators evaluated on the GPU for efficiency, and illustrate it by applications to constructive modeling and animation

    Modeling Surfaces from Volume Data Using Nonparallel Contours

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    Magnetic resonance imaging: MRI) and computed tomography: CT) scanners have long been used to produce three-dimensional samplings of anatomy elements for use in medical visualization and analysis. From such datasets, physicians often need to construct surfaces representing anatomical shapes in order to conduct treatment, such as irradiating a tumor. Traditionally, this is done through a time-consuming and error-prone process in which an experienced scientist or physician marks a series of parallel contours that outline the structures of interest. Recent advances in surface reconstruction algorithms have led to methods for reconstructing surfaces from nonparallel contours that could greatly reduce the manual component of this process. Despite these technological advances, the segmentation process has remained unchanged. This dissertation takes the first steps toward bridging the gap between the new surface reconstruction technologies and bringing those methods to use in clinical practice. We develop VolumeViewer, a novel interface for modeling surfaces from volume data by allowing the user to sketch contours on arbitrarily oriented cross-sections of the volume. We design the algorithms necessary to support nonparallel contouring, and we evaluate the system with medical professionals using actual patient data. In this way, we begin to understand how nonparallel contouring can aid the segmentation process and expose the challenges associated with a nonparallel contouring system in practice

    Toward Controllable and Robust Surface Reconstruction from Spatial Curves

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    Reconstructing surface from a set of spatial curves is a fundamental problem in computer graphics and computational geometry. It often arises in many applications across various disciplines, such as industrial prototyping, artistic design and biomedical imaging. While the problem has been widely studied for years, challenges remain for handling different type of curve inputs while satisfying various constraints. We study studied three related computational tasks in this thesis. First, we propose an algorithm for reconstructing multi-labeled material interfaces from cross-sectional curves that allows for explicit topology control. Second, we addressed the consistency restoration, a critical but overlooked problem in applying algorithms of surface reconstruction to real-world cross-sections data. Lastly, we propose the Variational Implicit Point Set Surface which allows us to robustly handle noisy, sparse and non-uniform inputs, such as samples from spatial curves

    Artistic Content Representation and Modelling based on Visual Style Features

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    This thesis aims to understand visual style in the context of computer science, using traditionally intangible artistic properties to enhance existing content manipulation algorithms and develop new content creation methods. The developed algorithms can be used to apply extracted properties to other drawings automatically; transfer a selected style; categorise images based upon perceived style; build 3D models using style features from concept artwork; and other style-based actions that change our perception of an object without changing our ability to recognise it. The research in this thesis aims to provide the style manipulation abilities that are missing from modern digital art creation pipelines

    Représentation, modélisation et génération procédurale de terrains

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    Slides disponiblesSoutenance oral (présentation + questions) disponible sur demandeThis PhD (entitled "Representation, modelisation and procedural generation of terrains") is related to movie and videogames digital content creation, especially natural scenes.Our work is dedicated to handle and to generate landscapes efficently. We propose a new model based on a construction tree inside which the user can handle parts of the terrain intuitively. We also present techniques to efficently visualize such model. Finally, we present a new algorithm for generating large-scale terrains exhibiting hierarchical structures based on their hydrographic networks: elevation is generated in a broad compliance to water-tansport principles without having to resort on costly hydraulic simulations.Cette thèse (qui a pour intitulé "Représentation, modélisation et génération procédurale de terrains") a pour cadre la génération de contenus numériques destinés aux films et aux jeux-vidéos, en particulier les scènes naturelles.Nos travaux visent à représenter et à générer des terrains. Nous proposons, en particulier, un nouveau modèle de représentation qui s'appuie sur un arbre de construction et qui va permettre à l'utilisateur de manipuler des morceaux de terrain de façon intuitive. Nous présentons également des techniques pour visualiser ce modèle avec un maximum d'efficacité. Enfin nous développons un nouvel algorithme de génération de terrains qui construit de très grands reliefs possédant des structures hiérarchiques découlant d'un réseau hydrographique : le relief généré est conforme aux grands principes d'écoulement des eaux sans avoir besoin d'utiliser de coûteuses simulations d'érosion hydrique
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