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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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Citations
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Surfel Based Geometry Reconstruction

TL;DR: A method for retrieving a piecewise smooth surface from noisy data based on a Markov Random Field formulation of a surface prior, with the surface represented as a collection of small planar patches, the surfels, associated with each data point, which avoids treating data points as vertices.
Journal ArticleDOI

Hybrid Voronoi Mesh Generation: Algorithms and Unsolved Problems

TL;DR: In this paper, a self-organization meshing algorithm is proposed to cover the boundary of domain by an almost-structured band of non-simplicial Delaunay cells, which consists of quadrangles on the smooth boundary segment and convex polygons around sharp corners.
Proceedings ArticleDOI

Duplicate-skins for compatible mesh modelling

TL;DR: To construct compatible meshes, a duplicate-skins algorithm is developed to simultaneously grow two skins with identical connectivity over two skeleton models; therefore, the resultant skin meshes are compatible.

Local Reconstruction and Visualization of Point-Based Surfaces Using Subdivision Surfaces

TL;DR: This paper proposes an efficient reconstruction and visualization technique of point-based surfaces that takes full benefit from the entire optimized pipeline implemented in graphics hardware.
Book ChapterDOI

Structured Orthogonal Near-Boundary Voronoi Mesh Layers for Planar Domains

TL;DR: A self-organization meshing algorithm which covers the boundary of domain by an almost-structured band of non-simplicial Delaunay cells which consists of quadrangles on the smooth boundary segment and convex polygons around sharp corners is suggested.
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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