85 research outputs found
3D Compression: from A to Zip a first complete example
Imagens invadiram a maioria das publicacaçÔes e comunicacĂ”es contemporĂąneas. Esta expansĂŁo acelerou-se com o desenvolvimento de mĂ©todos eficientes de compressĂŁo da imagem. Hoje o processo da criação de imagens Ă© baseado nos objetos multidimensionais gerados por CAD, simulaçÔes fĂsicas, representaçÔes de dados ou soluçÔes de problemas de otimização. Esta variedade das fontes motiva o desenho de esquemas de compressĂŁo adaptados a classes especĂficas de modelos. O lançamento recente do Google Sketchâup com o seu armazĂ©m de modelos 3D acelerou a passagem das imagens bidimensionais Ă s tridimensionais. Entretanto, este o tipo de sistemas requer um acesso rĂĄpido aos modelos 3D, possivelmente gigantes, que Ă© possĂvel somente usando de esquemas eficientes da compressĂŁo.
Esse trabalho faz parte de um tutorial ministrado no Sibgrapi 2007.Images invaded most of contemporary publications and communications. This expansion has accelerated with the development of efficient schemes dedicated to image compression. Nowadays, the image creation process relies on multidimensional objects generated from computer aided design, physical simulations, data representation or optimisation problem solutions. This variety of sources motivates the design of compression schemes adapted to specific class of models. The recent launch of Google Sketchâup and its 3D models warehouse has accelerated the shift from two-dimensional images to three-dimensional ones. However, these kind of systems require fast access to eventually huge models, which is possible only through the use of efficient compression schemes. This work is part of a tutorial given at the XXth Brazilian Symposium on Computer Graphics and Image Processing (Sibgrapi 2007)
Schnyder woods for higher genus triangulated surfaces, with applications to encoding
Schnyder woods are a well-known combinatorial structure for plane
triangulations, which yields a decomposition into 3 spanning trees. We extend
here definitions and algorithms for Schnyder woods to closed orientable
surfaces of arbitrary genus. In particular, we describe a method to traverse a
triangulation of genus and compute a so-called -Schnyder wood on the
way. As an application, we give a procedure to encode a triangulation of genus
and vertices in bits. This matches the worst-case
encoding rate of Edgebreaker in positive genus. All the algorithms presented
here have execution time , hence are linear when the genus is fixed.Comment: 27 pages, to appear in a special issue of Discrete and Computational
Geometr
Schnyder woods for higher genus triangulated surfaces
The final version of this extended abstract has been published in "Discrete and Computational Geometry (2009)"International audienceSchnyder woods are a well known combinatorial structure for planar graphs, which yields a decomposition into 3 vertex-spanning trees. Our goal is to extend definitions and algorithms for Schnyder woods designed for planar graphs (corresponding to combinatorial surfaces with the topology of the sphere, i.e., of genus 0) to the more general case of graphs embedded on surfaces of arbitrary genus. First, we define a new traversal order of the vertices of a triangulated surface of genus g together with an orientation and coloration of the edges that extends the one proposed by Schnyder for the planar case. As a by-product we show how some recent schemes for compression and compact encoding of graphs can be extended to higher genus. All the algorithms presented here have linear time complexity
Vector field reconstruction from sparse samples with applications
Abstract. We present a novel algorithm for 2D vector field reconstruction from sparse set of pointsâvectors pairs. Our approach subdivides the domain adaptively in order to make local piecewise polynomial approximations for the field. It uses partition of unity to blend those local approximations together, generating a global approximation for the field. The flexibility of this scheme allows handling data from very different sources. In particular, this work presents important applications of the proposed method to velocity and acceleration fields â analysis, in particular for fluid dynamics visualization
Particle-based non-Newtonian fluid animation for melting objects
Abstract. This paper presents a new visually realistic animation technique for objects that melt and flow. It simulates viscoplastic properties of materials such as metal, plastic, wax, polymer and lava. The technique consists in modeling the object by the transition of a nonâNewtonian fluid with high viscosity to a liquid of low viscosity. During the melting, the viscosity is formulated using the General Newtonian fluids model, whose properties depend on the local temperature. The phase transition is then driven by the heat equation. The fluid simulation framework uses a variation of the Lagrangian method called Smoothed Particle Hydrodynamics. This paper also includes several schemes that improve the efficiency and the numerical stability of the equations
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