12 research outputs found
Mesh Repair with Topology Control
In this research report, we propose a new method to convert a triangular mesh with geometrical and topological defects into a 2-manifold, whose topology (genus and number of connected components) is controlled by the user. We start by converting the input mesh into a thin layer of face-connected voxels; then the topology of this voxel set can be modified by the user thanks to morphological operators of different orders; at last the fixed voxel set is converted back into a triangular mesh, which both is a 2-manifold and have the desired topology
Multiresolution for Algebraic Curves and Surfaces Using Wavelets
This paper describes a multiresolution method for implicit curves and surfaces. The method is based on wavelets, and is able to simplify the topology. The implicit curves and surfaces are defined as the zero-valued algebraic isosurface of a tensor-product uniform cubic Bspline. A wavelet multiresolution method that deals with uniform cubic Bsplines on bounded domains has been constructed. Further, the report explains how to set the unknown coefficients to produce the most compact object, how to recover the initial object, a suitable data structure and, finally, points out several improvements that might produce better results. Keywords: geometric modeling, algebraic surfaces, wavelets, multiresolution, topological simplification, conversion algorithms. 2 1 Introduction In this paper a curve and surface multiresolution method that simplifies the topology is presented. We will work with algebraic curves and surfaces defined as the zero-valued algebraic isosurface of a tensor-product ..
EUROGRAPHICS ’0x / N.N. and N.N. (Guest Editors) Volume xxx, (200x), Number yyy Multiresolution for Algebraic Curves and Surfaces using
This paper describes a multiresolution method for implicit curves and surfaces. The method is based on wavelets, and is able to simplify the topology. The implicit curves and surfaces are defined as the zero-valued piece-wise algebraic isosurface of a tensor-product uniform cubic B-spline. A wavelet multiresolution method that deals with uniform cubic B-splines on bounded domains is proposed. In order to handle arbitrary domains the proposed algorithm dynamically adds appropriate control points and deletes them in the synthesis phase
Mesh Repair with Topology Control
In this research report, we propose a new method to convert a triangular mesh with geometrical and topological defects into a 2-manifold, whose topology (genus and number of connected components) is controlled by the user. We start by converting the input mesh into a thin layer of face-connected voxels; then the topology of this voxel set can be modified by the user thanks to morphological operators of different orders; at last the fixed voxel set is converted back into a triangular mesh, which both is a 2-manifold and have the desired topology
Mesh repair with user-friendly topology control
International audienceLimitations of current 3D acquisition technology often lead to polygonal meshes exhibiting a number of geometrical and topological defects which prevent them from widespread use. In this paper we present a new method for model repair which takes as input an arbitrary polygonal mesh and outputs a valid two-manifold triangle mesh. Unlike previous work, our method allows users to quickly identify areas with potential topological errors and to choose how to fix them in a user-friendly manner. Key steps of our algorithm include the conversion of the input model into a set of voxels, the use of morphological operators to allow the user to modify the topology of the discrete model, and the conversion of the corrected voxel set back into a two-manifold triangle mesh. Our experiments demonstrate that the proposed algorithm is suitable for repairing meshes of a large class of shapes
Facial Modeling and Animation - Eurographics 2003 Tutorial Notes
In this tutorial we present an overview of the concepts and current
techniques that have been developed to model and animate human faces. We
introduce the research area of facial modeling and animation by its
history and applications. As a necessary prerequisite for facial modeling,
data acquisition is discussed in detail. We describe basic concepts of
facial animation and present different approaches including parametric
models,
performance-, physics-, and image-based methods. State-of-the-art techniques
such as MPEG-4 facial animation parameters, mass-spring networks for skin
models, and face space representations are part of these approaches.
We furthermore discuss texturing of head models and rendering of skin and
hair, addressing problems related to texture synthesis, bump mapping with
graphics hardware, and dynamics of hair. Typical applications for facial
modeling and animation such as speech synchronization, head morphing, and
forensic applications are presented and explained