487 research outputs found

    Sparse Volumetric Deformation

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    Volume rendering is becoming increasingly popular as applications require realistic solid shape representations with seamless texture mapping and accurate filtering. However rendering sparse volumetric data is difficult because of the limited memory and processing capabilities of current hardware. To address these limitations, the volumetric information can be stored at progressive resolutions in the hierarchical branches of a tree structure, and sampled according to the region of interest. This means that only a partial region of the full dataset is processed, and therefore massive volumetric scenes can be rendered efficiently. The problem with this approach is that it currently only supports static scenes. This is because it is difficult to accurately deform massive amounts of volume elements and reconstruct the scene hierarchy in real-time. Another problem is that deformation operations distort the shape where more than one volume element tries to occupy the same location, and similarly gaps occur where deformation stretches the elements further than one discrete location. It is also challenging to efficiently support sophisticated deformations at hierarchical resolutions, such as character skinning or physically based animation. These types of deformation are expensive and require a control structure (for example a cage or skeleton) that maps to a set of features to accelerate the deformation process. The problems with this technique are that the varying volume hierarchy reflects different feature sizes, and manipulating the features at the original resolution is too expensive; therefore the control structure must also hierarchically capture features according to the varying volumetric resolution. This thesis investigates the area of deforming and rendering massive amounts of dynamic volumetric content. The proposed approach efficiently deforms hierarchical volume elements without introducing artifacts and supports both ray casting and rasterization renderers. This enables light transport to be modeled both accurately and efficiently with applications in the fields of real-time rendering and computer animation. Sophisticated volumetric deformation, including character animation, is also supported in real-time. This is achieved by automatically generating a control skeleton which is mapped to the varying feature resolution of the volume hierarchy. The output deformations are demonstrated in massive dynamic volumetric scenes

    Hurwitz equivalence of braid monodromies and extremal elliptic surfaces

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    We discuss the equivalence between the categories of certain ribbon graphs and subgroups of the modular group Γ\Gamma and use it to construct exponentially large families of not Hurwitz equivalent simple braid monodromy factorizations of the same element. As an application, we also obtain exponentially large families of {\it topologically} distinct algebraic objects such as extremal elliptic surfaces, real trigonal curves, and real elliptic surfaces

    Medial Axis Approximation and Regularization

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    Medial axis is a classical shape descriptor. Among many good properties, medial axis is thin, centered in the shape, and topology preserving. Therefore, it is constantly sought after by researchers and practitioners in their respective domains. However, two barriers remain that hinder wide adoption of medial axis. First, exact computation of medial axis is very difficult. Hence, in practice medial axis is approximated discretely. Though abundant approximation methods exist, they are either limited in scalability, insufficient in theoretical soundness, or susceptible to numerical issues. Second, medial axis is easily disturbed by small noises on its defining shape. A majority of current works define a significance measure to prune noises on medial axis. Among them, local measures are widely available due to their efficiency, but can be either too aggressive or conservative. While global measures outperform local ones in differentiating noises from features, they are rarely well-defined or efficient to compute. In this dissertation, we attempt to address these issues with sound, robust and efficient solutions. In Chapter 2, we propose a novel medial axis approximation called voxel core. We show voxel core is topologically and geometrically convergent to the true medial axis. We then describe a straightforward implementation as a result of our simple definition. In a variety of experiments, our method is shown to be efficient and robust in delivering topological promises on a wide range of shapes. In Chapter 3, we present Erosion Thickness (ET) to regularize instability. ET is the first global measure in 3D that is well-defined and efficient to compute. To demonstrate its usefulness, we utilize ET to generate a family of shape revealing and topology preserving skeletons. Finally, we point out future directions, and potential applications of our works in real world problems

    Probability around the Quantum Gravity. Part 1: Pure Planar Gravity

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    In this paper we study stochastic dynamics which leaves quantum gravity equilibrium distribution invariant. We start theoretical study of this dynamics (earlier it was only used for Monte-Carlo simulation). Main new results concern the existence and properties of local correlation functions in the thermodynamic limit. The study of dynamics constitutes a third part of the series of papers where more general class of processes were studied (but it is self-contained), those processes have some universal significance in probability and they cover most concrete processes, also they have many examples in computer science and biology. At the same time the paper can serve an introduction to quantum gravity for a probabilist: we give a rigorous exposition of quantum gravity in the planar pure gravity case. Mostly we use combinatorial techniques, instead of more popular in physics random matrix models, the central point is the famous α=7/2\alpha =-7/2 exponent.Comment: 40 pages, 11 figure

    Incremental Convex Planarity Testing

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    AbstractAn important class of planar straight-line drawings of graphs are convex drawings, in which all the faces are drawn as convex polygons. A planar graph is said to be convex planar if it admits a convex drawing. We give a new combinatorial characterization of convex planar graphs based on the decomposition of a biconnected graph into its triconnected components. We then consider the problem of testing convex planarity in an incremental environment, where a biconnected planar graph is subject to on-line insertions of vertices and edges. We present a data structure for the on-line incremental convex planarity testing problem with the following performance, where n denotes the current number of vertices of the graph: (strictly) convex planarity testing takes O(1) worst-case time, insertion of vertices takes O(log n) worst-case time, insertion of edges takes O(log n) amortized time, and the space requirement of the data structure is O(n)

    Homological spanning forest framework for 2D image analysis

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    A 2D topology-based digital image processing framework is presented here. This framework consists of the computation of a flexible geometric graph-based structure, starting from a raster representation of a digital image I. This structure is called Homological Spanning Forest (HSF for short), and it is built on a cell complex associated to I. The HSF framework allows an efficient and accurate topological analysis of regions of interest (ROIs) by using a four-level architecture. By topological analysis, we mean not only the computation of Euler characteristic, genus or Betti numbers, but also advanced computational algebraic topological information derived from homological classification of cycles. An initial HSF representation can be modified to obtain a different one, in which ROIs are almost isolated and ready to be topologically analyzed. The HSF framework is susceptible of being parallelized and generalized to higher dimensions

    Sketching-based Skeleton Extraction

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    Articulated character animation can be performed by manually creating and rigging a skeleton into an unfolded 3D mesh model. Such tasks are not trivial, as they require a substantial amount of training and practice. Although methods have been proposed to help automatic extraction of skeleton structure, they may not guarantee that the resulting skeleton can help to produce animations according to user manipulation. We present a sketching-based skeleton extraction method to create a user desired skeleton structure which is used in 3D model animation. This method takes user sketching as an input, and based on the mesh segmentation result of a 3D mesh model, generates a skeleton for articulated character animation. In our system, we assume that a user will properly sketch bones by roughly following the mesh model structure. The user is expected to sketch independently on different regions of a mesh model for creating separate bones. For each sketched stroke, we project it into the mesh model so that it becomes the medial axis of its corresponding mesh model region from the current viewer perspective. We call this projected stroke a “sketched bone”. After pre-processing user sketched bones, we cluster them into groups. This process is critical as user sketching can be done from any orientation of a mesh model. To specify the topology feature for different mesh parts, a user can sketch strokes from different orientations of a mesh model, as there may be duplicate strokes from different orientations for the same mesh part. We need a clustering process to merge similar sketched bones into one bone, which we call a “reference bone”. The clustering process is based on three criteria: orientation, overlapping and locality. Given the reference bones as the input, we adopt a mesh segmentation process to assist our skeleton extraction method. To be specific, we apply the reference bones and the seed triangles to segment the input mesh model into meaningful segments using a multiple-region growing mechanism. The seed triangles, which are collected from the reference bones, are used as the initial seeds in the mesh segmentation process. We have designed a new segmentation metric [1] to form a better segmentation criterion. Then we compute the Level Set Diagrams (LSDs) on each mesh part to extract bones and joints. To construct the final skeleton, we connect bones extracted from all mesh parts together into a single structure. There are three major steps involved: optimizing and smoothing bones, generating joints and forming the skeleton structure. After constructing the skeleton model, we have proposed a new method, which utilizes the Linear Blend Skinning (LBS) technique and the Laplacian mesh deformation technique together to perform skeleton-driven animation. Traditional LBS techniques may have self-intersection problem in regions around segmentation boundaries. Laplacian mesh deformation can preserve the local surface details, which can eliminate the self-intersection problem. In this case, we make use of LBS result as the positional constraint to perform a Laplacian mesh deformation. By using the Laplacian mesh deformation method, we maintain the surface details in segmentation boundary regions. This thesis outlines a novel approach to construct a 3D skeleton model interactively, which can also be used in 3D animation and 3D model matching area. The work is motivated by the observation that either most of the existing automatic skeleton extraction methods lack well-positioned joints specification or the manually generated methods require too much professional training to create a good skeleton structure. We dedicate a novel approach to create 3D model skeleton based on user sketching which specifies articulated skeleton with joints. The experimental results show that our method can produce better skeletons in terms of joint positions and topological structure
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