36,956 research outputs found
Connectivity Compression for Irregular Quadrilateral Meshes
Applications that require Internet access to remote 3D datasets are often
limited by the storage costs of 3D models. Several compression methods are
available to address these limits for objects represented by triangle meshes.
Many CAD and VRML models, however, are represented as quadrilateral meshes or
mixed triangle/quadrilateral meshes, and these models may also require
compression. We present an algorithm for encoding the connectivity of such
quadrilateral meshes, and we demonstrate that by preserving and exploiting the
original quad structure, our approach achieves encodings 30 - 80% smaller than
an approach based on randomly splitting quads into triangles. We present both a
code with a proven worst-case cost of 3 bits per vertex (or 2.75 bits per
vertex for meshes without valence-two vertices) and entropy-coding results for
typical meshes ranging from 0.3 to 0.9 bits per vertex, depending on the
regularity of the mesh. Our method may be implemented by a rule for a
particular splitting of quads into triangles and by using the compression and
decompression algorithms introduced in [Rossignac99] and
[Rossignac&Szymczak99]. We also present extensions to the algorithm to compress
meshes with holes and handles and meshes containing triangles and other
polygons as well as quads
Static 3D Triangle Mesh Compression Overview
3D triangle meshes are extremely used to model discrete surfaces, and almost always represented with two tables: one for geometry and another for connectivity. While the raw size of a triangle mesh is of around 200 bits per vertex, by coding cleverly (and separately) those two distinct kinds of information it is possible to achieve compression ratios of 15:1 or more. Different techniques must be used depending on whether single-rate vs. progressive bitstreams are sought; and, in the latter case, on whether or not hierarchically nested meshes are desirable during reconstructio
Repairing triangle meshes built from scanned point cloud
The Reverse Engineering process consists of a succession of operations that aim at creating a digital representation of a physical model. The reconstructed geometric model is often a triangle mesh built from a point cloud acquired with a scanner. Depending on both the object complexity and the scanning process, some areas of the object outer surface may never be accessible, thus inducing some deficiencies in the point cloud and, as a consequence, some holes in the resulting mesh. This is simply not acceptable in an integrated design process where the geometric models are often shared between the various applications (e.g. design, simulation, manufacturing). In this paper, we propose a complete toolbox to fill in these undesirable holes. The hole contour is first cleaned to remove badly-shaped triangles that are due to the scanner noise. A topological grid is then inserted and deformed to satisfy blending conditions with the surrounding mesh. In our approach, the shape of the inserted mesh results from the minimization of a quadratic function based on a linear mechanical model that is used to approximate the curvature variation between the inner and surrounding meshes. Additional geometric constraints can also be specified to further shape the inserted mesh. The proposed approach is illustrated with some examples coming from our prototype software
There are simple and robust refinements (almost) as good as Delaunay
A new edge-based partition for triangle meshes is presented, the Seven Triangle Quasi-Delaunay partition (7T-QD). The proposed partition joins together ideas of the Seven Triangle Longest-Edge partition (7T-LE), and the classical criteria for constructing Delaunay meshes. The new partition performs similarly compared to the Delaunay triangulation (7T-D) with the benefit of being more robust and with a cheaper cost in computation. It will be proved that in most of the cases the 7T-QD is equal to the 7T-D. In addition, numerical tests will show that the difference on the minimum angle obtained by the 7T-QD and by the 7T-D is negligible
Isothermic triangulated surfaces
We found a class of triangulated surfaces in Euclidean space which have
similar properties as isothermic surfaces in Differential Geometry. We call a
surface isothermic if it admits an infinitesimal isometric deformation
preserving the mean curvature integrand locally. We show that this class is
M\"{o}bius invariant. Isothermic triangulated surfaces can be characterized
either in terms of circle patterns or based on conformal equivalence of
triangle meshes. This definition generalizes isothermic quadrilateral meshes.
A consequence is a discrete analog of minimal surfaces. Here the Weierstrass
data needed to construct a discrete minimal surface consist of a triangulated
plane domain and a discrete harmonic function.Comment: 29 pages, 7 figures; v2: references added, typos corrected and minor
changes; v3: section 1-2,8-11 revised and references added; v4: minor change
A tetrahedral space-filling curve for non-conforming adaptive meshes
We introduce a space-filling curve for triangular and tetrahedral
red-refinement that can be computed using bitwise interleaving operations
similar to the well-known Z-order or Morton curve for cubical meshes. To store
sufficient information for random access, we define a low-memory encoding using
10 bytes per triangle and 14 bytes per tetrahedron. We present algorithms that
compute the parent, children, and face-neighbors of a mesh element in constant
time, as well as the next and previous element in the space-filling curve and
whether a given element is on the boundary of the root simplex or not. Our
presentation concludes with a scalability demonstration that creates and adapts
selected meshes on a large distributed-memory system.Comment: 33 pages, 12 figures, 8 table
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