64 research outputs found
Local RBF approximation for scattered data fitting with bivariate splines
In this paper we continue our earlier research [4] aimed at developing effcient methods of local approximation suitable for the first stage of a spline based two-stage scattered data fitting algorithm. As an improvement to the pure polynomial local approximation method used in [5], a hybrid polynomial/radial basis scheme was considered in [4], where the local knot locations for the RBF terms were selected using a greedy knot insertion algorithm. In this paper standard radial local approximations based on interpolation or least squares are considered and a faster procedure is used for knot selection, signicantly reducing the computational cost of the method. Error analysis of the method and numerical results illustrating its performance are given
Mean value coordinates–based caricature and expression synthesis
We present a novel method for caricature synthesis based on mean value coordinates (MVC). Our method can be applied to any single frontal face image to learn a specified caricature face pair for frontal and 3D caricature synthesis. This technique only requires one or a small number of exemplar pairs and a natural frontal face image training set, while the system can transfer the style of the exemplar pair across individuals. Further exaggeration can be fulfilled in a controllable way. Our method is further applied to facial expression transfer, interpolation, and exaggeration, which are applications of expression editing. Additionally, we have extended our approach to 3D caricature synthesis based on the 3D version of MVC. With experiments we demonstrate that the transferred expressions are credible and the resulting caricatures can be characterized and recognized
Iterative Methods for Visualization of Implicit Surfaces on GPU
The original publication is available at www.springerlink.comInternational audienceThe ray-casting of implicit surfaces on GPU has been explored in the last few years. However, until recently, they were restricted to second degree (quadrics). We present an iterative solution to ray cast cubics and quartics on GPU. Our solution targets efficient implementation, obtaining interactive rendering for thousands of surfaces per frame. We have given special attention to torus rendering since it is a useful shape for multiple CAD models. We have tested four different iterative methods, including a novel one, comparing them with classical tessellation solution
Feature Lines for Illustrating Medical Surface Models: Mathematical Background and Survey
This paper provides a tutorial and survey for a specific kind of illustrative
visualization technique: feature lines. We examine different feature line
methods. For this, we provide the differential geometry behind these concepts
and adapt this mathematical field to the discrete differential geometry. All
discrete differential geometry terms are explained for triangulated surface
meshes. These utilities serve as basis for the feature line methods. We provide
the reader with all knowledge to re-implement every feature line method.
Furthermore, we summarize the methods and suggest a guideline for which kind of
surface which feature line algorithm is best suited. Our work is motivated by,
but not restricted to, medical and biological surface models.Comment: 33 page
Morphing Schnyder drawings of planar triangulations
We consider the problem of morphing between two planar drawings of the same
triangulated graph, maintaining straight-line planarity. A paper in SODA 2013
gave a morph that consists of steps where each step is a linear morph
that moves each of the vertices in a straight line at uniform speed.
However, their method imitates edge contractions so the grid size of the
intermediate drawings is not bounded and the morphs are not good for
visualization purposes. Using Schnyder embeddings, we are able to morph in
linear morphing steps and improve the grid size to
for a significant class of drawings of triangulations, namely the class of
weighted Schnyder drawings. The morphs are visually attractive. Our method
involves implementing the basic "flip" operations of Schnyder woods as linear
morphs.Comment: 23 pages, 8 figure
Smooth 2D Coordinate Systems on Discrete Surfaces
International audienceWe introduce a new method to compute conformal param- eterizations using a recent definition of discrete conformity, and estab- lish a discrete version of the Riemann mapping theorem. Our algorithm can parameterize triangular, quadrangular and digital meshes. It can be adapted to preserve metric properties. To demonstrate the efficiency of our method, many examples are shown in the experiment section
Blow-up of solutions to nonlinear parabolic equations and systems
SIGLEAvailable from British Library Document Supply Centre- DSC:D87204 / BLDSC - British Library Document Supply CentreGBUnited Kingdo
Mean value BĂ©zier surfaces
BĂ©zier surfaces are an important design tool in Computer Aided Design. They are parameterized surfaces where the parameterization can be represented as a homogeneous polynomial in barycentric coordinates. Usually, Wachspress coordinates are used to obtain tensor product BĂ©zier surfaces over rectangular domains. Recently, Floater introduced mean value coordinates as an alternative to Wachspress coordinates. When used to construct BĂ©zier patches, they offer additional control points without raising the polynomial degree. We investigate the potential of mean value coordinates to design mean value BĂ©zier surfaces
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