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Proceedings ArticleDOI

Dual/Primal mesh optimization for polygonized implicit surfaces

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TLDR
A new method for improving polygonizations of implicit surfaces with sharp features is proposed, which outperforms approaches based on the mesh evolution paradigm in speed and accuracy.
Abstract
A new method for improving polygonizations of implicit surfaces with sharp features is proposed. The method is based on the observation that, given an implicit surface with sharp features, a triangle mesh whose triangles are tangent to the implicit surface at certain inner triangle points gives a better approximation of the implicit surface than the standard marching cubes mesh Lorensen(in our experiments we use VTK marching cubes VTK). First, given an initial triangle mesh, its dual mesh composed of the triangle centroids is considered. Then the dual mesh is modified such that its vertices are placed on the implicit surface and the mesh dual to the modified dual mesh is considered. Finally the vertex positions of that "double dual" mesh are optimized by minimizing a quadratic energy measuring a deviation of the mesh normals from the implicit surface normals computed at the vertices of the modified dual mesh. In order to achieve an accurate approximation of fine surface features, these basic steps are combined with adaptive mesh subdivision and curvature-weighted vertex resampling. The proposed method outperforms approaches based on the mesh evolution paradigm in speed and accuracy.

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Journal ArticleDOI

A hybrid variational front tracking-level set mesh generator for problems exhibiting large deformations and topological changes

TL;DR: A method for generating 2-D unstructured triangular meshes that undergo large deformations and topological changes in an automatic way and directly allows for using a variational formulation of the physics being modeled and simulated, including the ability to account for important geometric information in the model.
Journal ArticleDOI

Technical Section: Variational implicit surface meshing

TL;DR: A new algorithm to mesh implicit surfaces which produces meshes both with a good triangle aspect ratio as well as a good approximation quality and comparisons with previous approaches are provided.
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Surface reconstruction of freeform objects based on hierarchical space decomposition

TL;DR: A new and fast method for reconstructing a 3D computerized model from a cloud of points sampled from the object's surface, based on the proposed volumetric model, which enables data reduction, while preserving critical geometrical features and object topology.
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Discretization of functionally based heterogeneous objects

TL;DR: This work considers in detail all phases of the discretization algorithm from initial surface polygonization to final tetrahedral mesh generation and its adaptation to special FEA needs.
References
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Proceedings ArticleDOI

Marching cubes: A high resolution 3D surface construction algorithm

TL;DR: In this paper, a divide-and-conquer approach is used to generate inter-slice connectivity, and then a case table is created to define triangle topology using linear interpolation.
Proceedings ArticleDOI

Surface simplification using quadric error metrics

TL;DR: This work has developed a surface simplification algorithm which can rapidly produce high quality approximations of polygonal models, and which also supports non-manifold surface models.
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