Compression and Streaming of Polygon Meshes
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Studio Toolkit for Flexibles 14 User Guide
Studio Toolkit for Flexibles 14 User Guide 06 - 2015 Studio Toolkit for Flexibles Contents 1. Copyright Notice.......................................................................................................................................................................... 4 2. Introduction.....................................................................................................................................................................................6 2.1 About Studio....................................................................................................................................................................... 6 2.2 Workflow and Concepts................................................................................................................................................. 7 2.3 Quick-Start Tutorial...........................................................................................................................................................8 3. Creating a New Bag.................................................................................................................................................................12 3.1 Pillow Bags........................................................................................................................................................................13 3.1.1 Panel Order and Fin vs. Lap Seals.............................................................................................................14 3.2 Gusseted Bags.................................................................................................................................................................15 -
Mesh Compression
Mesh Compression Dissertation der Fakult¨at f¨ur Informatik der Eberhard-Karls-Universit¨at zu T¨ubingen zur Erlangung des Grades eines Doktors der Naturwissenschaften (Dr. rer. nat.) vorgelegt von Dipl.-Inform. Stefan Gumhold aus Tubingen¨ Tubingen¨ 2000 Tag der m¨undlichen Qualifikation: 19.Juli 2000 Dekan: Prof. Dr. Klaus-J¨orn Lange 1. Berichterstatter: Prof. Dr.-Ing. Wolfgang Straßer 2. Berichterstatter: Prof. Jarek Rossignac iii Zusammenfassung Die Kompression von Netzen ist eine weitgef¨acherte Forschungsrichtung mit Anwen- dungen in den verschiedensten Bereichen, wie zum Beispiel im Bereich der Hand- habung extrem großer Modelle, beim Austausch von dreidimensionalem Inhaltuber ¨ das Internet, im elektronischen Handel, als anpassungsf¨ahige Repr¨asentation f¨ur Vo- lumendatens¨atze usw. In dieser Arbeit wird das Verfahren der Cut-Border Machine beschrieben. Die Cut-Border Machine kodiert Netze, indem ein Teilbereich durch das Netz w¨achst (region growing). Kodiert wird die Art und Weise, wie neue Netzele- mente dem wachsenden Teilbereich einverleibt werden. Das Verfahren der Cut-Border Machine kann sowohl auf Dreiecksnetze als auch auf Tetraedernetze angewendet wer- den. Trotz der einfachen Struktur des Verfahrens kann eine sehr hohe Kompression- srate erzielt werden. Im Falle von Tetraedernetzen erreicht die Cut-Border Machine die beste Kompressionsrate von allen bekannten Verfahren. Die einfache Struktur der Cut-Border Machine erm¨oglicht einerseits die Realisierung direkt in Hardware und ist auch als Implementierung in Software extrem schnell. Auf der anderen Seite erlaubt die Einfachheit eine theoretische Analyse des Algorithmus. Gezeigt werden konnte, dass f¨ur ebene Triangulierungen eine leicht modifizierte Version der Cut-Border Machine lineare Laufzeiten in der Zahl der Knoten erzielt und dass die komprimierte Darstellung nur linearen Speicherbedarf ben¨otigt, d.h. -
Meshes and More CMSC425.01 Fall 2019 Administrivia
Meshes and More CMSC425.01 fall 2019 Administrivia • Google form distributed for grading issues Today’s question How to represent objects Polygonal meshes • Standard representation of 3D assets • Questions: • What data and how stored? • How generate them? • How color and render them? Data structure • Geometric information • Vertices as 3D points • Topology information • Relationships between vertices • Edges and faces Vertex and fragment shaders • Mapping triangle to screen • Map and color vertices • Vertex shaders in 3D • Assemble into fragments • Render fragments • Fragment shaders in 2D Normals and shading – shading equation • Light eQuation • k terms – color of object • L terms – color of light • Ambient term - ka La • Constant at all positions • Diffuse term - kd (n • l) • Related to light direction • Specular term - (v • r)Q • Related to light, viewer direction Phong exponent • Powers of cos (v • r)Q • v and r normalized • Tightness of specular highlights • Shininess of object Normals and shading • Face normal • One per face • Vertex normal • One per vertex. More accurate • Interpolation • Gouraud: Shade at vertices, interpolate • Phong: Interpolate normals, shade Texture mapping • Vary color across figure • ka, kd and ks terms • Interpolate position inside polygon to get color • Not trivial! • Mapping complex Bump mapping • “Texture” map of • Perturbed normals (on right) • Perturbed height (on left) Summary – full polygon mesh asset • Mesh can have vertices, faces, edges plus normals • Material shader can have • Color (albedo) • -
MASTER THESIS Generating Hollow Offset Surface Meshes From
Department of Information and Computing Sciences Utrecht University The Netherlands MASTER THESIS ICA-3746356 Generating hollow offset surface meshes from segmented CT volumes using distance fields Submitted on 20th August 2019 By M.F.A. Martens Project supervisor (first examiner): prof. dr. R.C. Veltkamp Second examiner: dr. ir. A.F. van der Stappen Daily supervisor: Jan de Vaan Abstract We propose a method to generate hollow offset surface meshes from CT data using distance fields, in general and in the context of the 3mensio software package. Our method improves on several shortcomings of the currently implemented morpholo- gical offsetting method, like a blocky appearance of the offset surface, and uneven distance between the original surface and the offset surface. Our distance field ap- proach is very robust, and performs consistently for a wide range of tested anatomy and across different levels of CT voxel scaling. Our new method is able to return an offset mesh from CT segmentation data in an acceptable amount of time: mostly below 20 seconds, even for very large segmentations. Acknowledgements I want to thank 3mensio Medical Imaging B.V, and my daily supervisor Jan de Vaan in particular, for providing the opportunity to do an internship at their company, and for the support throughout the writing of this thesis report. I also want to thank my main supervisor and first examiner, prof. dr. Remco Veltkamp, for the help with all of my questions and for the feedback on earlier versions of this report. Also I would like to thank dr. ir. Frank van der Stappen, who agreed to by my second examiner. -
Notes on Polygon Meshes 1 Basic Definitions
CMSC 23700 Introduction to Computer Graphics Handout 2 Autumn 2015 November 12 Notes on polygon meshes 1 Basic definitions Definition 1 A polygon mesh (or polymesh) is a triple (V; E; F ), where V a set of vertices (points in space) E ⊂ (V × V ) a set of edges (line segments) F ⊂ E∗ a set of faces (convex polygons) with the following properties: 1. for any v 2 V , there exists (v1; v2) 2 E such that v = v1 or v = v2. 2. for and e 2 E, there exists a face f 2 F such that e is in f. 3. if two faces intersect in space, then the vertex or edge of intersection is in the mesh. If all of the faces of a polygon mesh are triangles, then we call it a triangle mesh (trimesh). Polygons can be tessellated to form triangle meshes. Definition 2 We classify edges in a mesh based on the number of faces they are part of: • A boundary edge is part of exactly one face. • An interior edge is part of two or more faces. • A manifold edge is part of exactly two faces. • A junction edge is part of three or more faces. Junction edges are to be avoided; they can cause cracks when rendering the mesh. Definition 3 A polymesh is connected if the undirected graph G = (VF ;EE), called the dual graph, is connected, where • VF is a set of graph vertices corresponding to the faces of the mesh and • EE is a set of graph edges connecting adjacent faces. -
Creating Simplified 3D Models with High Quality Textures
University of Wollongong Research Online Faculty of Engineering and Information Sciences - Faculty of Engineering and Information Sciences Papers: Part A 2015 Creating Simplified 3D oM dels with High Quality Textures Song Liu University of Wollongong, [email protected] Wanqing Li University of Wollongong, [email protected] Philip O. Ogunbona University of Wollongong, [email protected] Yang-Wai Chow University of Wollongong, [email protected] Publication Details Liu, S., Li, W., Ogunbona, P. & Chow, Y. (2015). Creating Simplified 3D Models with High Quality Textures. 2015 International Conference on Digital Image Computing: Techniques and Applications, DICTA 2015 (pp. 264-271). United States of America: The Institute of Electrical and Electronics Engineers, Inc.. Research Online is the open access institutional repository for the University of Wollongong. For further information contact the UOW Library: [email protected] Creating Simplified 3D oM dels with High Quality Textures Abstract This paper presents an extension to the KinectFusion algorithm which allows creating simplified 3D models with high quality RGB textures. This is achieved through (i) creating model textures using images from an HD RGB camera that is calibrated with Kinect depth camera, (ii) using a modified scheme to update model textures in an asymmetrical colour volume that contains a higher number of voxels than that of the geometry volume, (iii) simplifying dense polygon mesh model using quadric-based mesh decimation algorithm, and (iv) creating and mapping 2D textures to every polygon in the output 3D model. The proposed method is implemented in real-Time by means of GPU parallel processing. Visualization via ray casting of both geometry and colour volumes provides users with a real-Time feedback of the currently scanned 3D model. -
Modeling: Polygonal Mesh, Simplification, Lod, Mesh
The Modeling-Rendering Paradigm Modeler: Renderer: EECS 487: Interactive Modeling complex shapes Vertex data • no equation For a chair, Face, etc. Fixed function transForm and Vertex shader • instead, achieve complexity using lighting Computer Graphics simple pieces • polygons, parametric surfaces, or Clip, homogeneous divide and viewport Lecture 36: implicit surfaces scene graph Rasterize • Polygonal mesh simplification • with arbitrary precision, in principle Texture stages Fragment shader Fragment merging: stencil, depth 3D Geometry Representations 2D: Range Image Represent different kinds oF inFormation: Image with depth inFormation point data, surface data, volumetric data • acquired From range scanner, incl. MicrosoFt Kinect and Google Tango Points Solids • not a complete 3D description: does not include • 2D: range image • Constructive Solid Geometry part oF object occluded From viewpoint • 3D: point cloud • Voxels Surfaces Procedural • Polygonal mesh • Particle system • Parametric surfaces • Spring-mass system Cyberware • Subdivision surfaces • Fractals • Implicit surfaces Curless Range image Tessellation Range surface Funkhouser Funkhouser, Ramamoorthi 3D: Point Cloud Surfaces Unstructured set oF 3D Boundary representation (B-reps) point samples • sometimes we only care about the surface, e.g., when Acquired From range finder rendering opaque objects and performing geometric computations Disadvantage: no structural inFo • adjacency/connectivity have to use e.g., k-nearest neighbors to compute Increasingly hot topic in graphics/vision -
Polygonal Meshes
Polygonal Meshes COS 426 3D Object Representations Points Solids Range image Voxels Point cloud BSP tree CSG Sweep Surfaces Polygonal mesh Subdivision High-level structures Parametric Scene graph Implicit Application specific 3D Object Representations Points Solids Range image Voxels Point cloud BSP tree CSG Sweep Surfaces Polygonal mesh Subdivision High-level structures Parametric Scene graph Implicit Application specific 3D Polygonal Mesh Set of polygons representing a 2D surface embedded in 3D Isenberg 3D Polygonal Mesh Geometry & topology Face Edge Vertex (x,y,z) Zorin & Schroeder Geometry background Scene is usually approximated by 3D primitives Point Vector Line segment Ray Line Plane Polygon 3D Point Specifies a location Represented by three coordinates Infinitely small typedef struct { Coordinate x; Coordinate y; Coordinate z; } Point; (x,y,z) Origin 3D Vector Specifies a direction and a magnitude Represented by three coordinates Magnitude ||V|| = sqrt(dx dx + dy dy + dz dz) Has no location typedef struct { (dx,dy,dz) Coordinate dx; Coordinate dy; Coordinate dz; } Vector; 3D Vector Dot product of two 3D vectors V1·V2 = ||V1 || || V2 || cos(Θ) (dx1,dy1,dz1) Θ (dx2,dy2 ,dz2) 3D Vector Cross product of two 3D vectors V1·V2 = (dy1dx2 - dz1dy2, dz1dx2 - dx1dz2, dx1dy2 - dy1dx2) V1xV2 = vector perpendicular to both V1 and V2 ||V1xV2|| = ||V1 || || V2 || sin(Θ) (dx1,dy1,dz1) Θ (dx2,dy2 ,dz2) V1xV2 3D Line Segment Linear path between two points Parametric representation: » P = P1 + t (P2 - P1), -
Part 2 – Chapter 4: Modelling and Rendering of 3D Objects
Part 2 – Chapter 4: Modelling and Rendering of 3D Objects 4.1 3D Shape Representations 4.2 Example: Rendering 3D objects using OpenGL 4.3 Depth Buffer - Handling occlusion in 3D 4.4 Double Buffering - Rendering animated objects 4.5 Vertex colours & colour interpolation - Increasing realism 4.6 Backface culling – Increasing efficiency 4.7 Modelling and Animation Tools © 2017 Burkhard Wuensche Dept. of Computer Science, University of Auckland COMPSCI 373 Computer Graphics & Image Processing 2 Polygonmesh The most suitable shape representation Parametric Surface depends on the application => IMPORTANT DESIGN DECISION Subdivison Surface Implicit Surface Constructive Solid Geometry Point Cloud © 2017 Burkhard Wuensche Dept. of Computer Science, University of Auckland COMPSCI 373 Computer Graphics & Image Processing 3 Defined by a set of vertices and a set of faces Faces are (usually) quadrilaterals or triangles The illusion of a solid 3D object is achieved by representing the object’s boundary surface with a polygon mesh © 2017 Burkhard Wuensche Dept. of Computer Science, University of Auckland COMPSCI 373 Computer Graphics & Image Processing 4 Advantages Disadvantages • Easy to define - just • Impractical for everything but the define vertex positions most basic meshes and connectivity • Time-consuming • No control over shape properties (e.g. curvature, smoothness) 1’ 10’ 8’ 6 56’5’ 1 10 8 7 3 3’ 9 2 2’ 4’ 4 © 2017 Burkhard Wuensche Dept. of Computer Science, University of Auckland COMPSCI 373 Computer Graphics & Image Processing 5 Defined as function p(s,t)=(x(s,t), y(s,t), z(s,t)) Direct definition is difficult, but we can use spline surfaces where surfaces are defined using control points, e.g. -
Voronoi Meshing Without Clipping
VoroCrust: Voronoi Meshing Without Clipping AHMED ABDELKADER, University of Maryland, College Park CHANDRAJIT L. BAJAJ, University of Texas, Austin MOHAMED S. EBEIDA∗, Sandia National Laboratories AHMED H. MAHMOUD, University of California, Davis SCOTT A. MITCHELL, Sandia National Laboratories JOHN D. OWENS, University of California, Davis AHMAD A. RUSHDI, Sandia National Laboratories 0.00 0.99 0.41 1.00 0.0 0.2 0.4 0.6 0.8 1.0 0.4 0.5 0.6 0.7 0.8 0.9 1.0 Fig. 1. State-of-the-art methods for conforming Voronoi meshing clip Voronoi cells at the bounding surface. The Restricted Voronoi Diagram [Yan et al. 2013] (left) is sensitive to the input tessellation and produces surface elements of very low quality, per the shortest-to-longest edge ratio distribution shown in the inset. In contrast, VoroCrust (right) generates an unclipped Voronoi mesh conforming to a high-quality surface mesh. Polyhedral meshes are increasingly becoming an attractive option algorithm that can handle broad classes of domains exhibiting with particular advantages over traditional meshes for certain arbitrarily curved boundaries and sharp features. In addition, the applications. What has been missing is a robust polyhedral meshing power of primal-dual mesh pairs, exemplified by Voronoi-Delaunay meshes, has been recognized as an important ingredient in numerous ∗ Correspondence address: [email protected]. Author names are listed in alphabetical order. formulations. The VoroCrust algorithm is the first provably-correct This material is based upon work supported by the U.S. Department algorithm for conforming polyhedral Voronoi meshing for non- of Energy, Office of Science, Office of Advanced Scientific Computing convex and non-manifold domains with guarantees on the quality Research (ASCR), Applied Mathematics Program, and the Laboratory of both surface and volume elements. -
Topological Issues in Hexahedral Meshing
Topological Issues in Hexahedral Meshing David Eppstein Univ. of California, Irvine Dept. of Information and Computer Science Topological issues in hexahedral meshing D. Eppstein, UC Irvine, ATMCS 2001 Outline I. What is meshing? Problem statement — Types of mesh — Quality issues — Duality II. What can we mesh? Necessary conditions — Sufficient conditions for topological mesh — Geometric existence problem — bicuboid III. How well can we mesh? Mesh complexity — Provable quality IV. How can we make our meshes better? Point placement — topological changes — flipping — flip graph connectivity — bicuboid revisited Topological issues in hexahedral meshing D. Eppstein, UC Irvine, ATMCS 2001 I. What is Meshing? Given an input domain (manifold with boundary or possibly non-manifold geometry) Partition it into simple cells (triangles, quadrilaterals, tetrahedra, cuboids) Essential preprocessing step for finite element method (numerical solution of differential equations e.g. airflow) Other applications e.g. computer graphics Topological issues in hexahedral meshing D. Eppstein, UC Irvine, ATMCS 2001 Triangle mesh of Lake Superior [Ruppert] Topological issues in hexahedral meshing D. Eppstein, UC Irvine, ATMCS 2001 Quadrilateral mesh of an irregular polygon (all quadrilaterals kite-shaped) Topological issues in hexahedral meshing D. Eppstein, UC Irvine, ATMCS 2001 Triangle mesh on three-dimensional surface [Chew] Topological issues in hexahedral meshing D. Eppstein, UC Irvine, ATMCS 2001 Tetrahedral mesh of a cube Topological issues in hexahedral -
Computational Meshing for CFD Simulations
Chapter 6 Computational Meshing for CFD Simulations Andreas Lintermann1 The original article is available under https://10.1007/978-981-15-6716-2_6 Abstract In computational fluid dynamics modelling, small cells or elements are created to fill the volume to simulate the flow in. They constitute a mesh where each cell represents a discrete space that represents the flow locally. Mathematical equations that represent the flow physics are then applied to each cell of the mesh. Generating a high quality mesh is extremely important to obtain reliable solutions and to guarantee numerical stability. This chapter begins with a basic introduction to a typical workflow and guidelines for generating high quality meshes, and concludes with some more advanced topics, i.e., how to generate meshes in parallel, a discussion on mesh quality, and examples on the application of lattice-Boltzmann methods to simulate flow without any turbulence modelling on highly-resolved meshes. 6.1 Introduction The segmented airway region from CT/MRI scans provides surface boundary informa- tion (see Chapter 5). The internal space, where inhaled air or particles pass through, is an enclosed volume formed by the surface boundaries. In computational fluid dynamics CFD modelling, small cells or elements are created to fill this volume. They constitute a mesh and thereby discretise the space. The mathematical equations that represent the flow physics (Chapter 6, and 7) are then applied to each cell of the mesh. The end result is the ability to store time-dependent flow properties such as pressure, velocity, or temperature in each individual cell. 1A. Lintermann Forschungszentrum Jülich GmbH email:[email protected] 85 86 CHAPTER 6.