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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 -
Compression and Streaming of Polygon Meshes
Compression and Streaming of Polygon Meshes by Martin Isenburg A dissertation submitted to the faculty of the University of North Carolina at Chapel Hill in partial fulfillment of the requirements for the degree of Doctor of Philosophy in the Department of Computer Science. Chapel Hill 2005 Approved by: Jack Snoeyink, Advisor Craig Gotsman, Reader Peter Lindstrom, Reader Dinesh Manocha, Committee Member Ming Lin, Committee Member ii iii ABSTRACT MARTIN ISENBURG: Compression and Streaming of Polygon Meshes (Under the direction of Jack Snoeyink) Polygon meshes provide a simple way to represent three-dimensional surfaces and are the de-facto standard for interactive visualization of geometric models. Storing large polygon meshes in standard indexed formats results in files of substantial size. Such formats allow listing vertices and polygons in any order so that not only the mesh is stored but also the particular ordering of its elements. Mesh compression rearranges vertices and polygons into an order that allows more compact coding of the incidence between vertices and predictive compression of their positions. Previous schemes were designed for triangle meshes and polygonal faces were triangulated prior to compression. I show that polygon models can be encoded more compactly by avoiding the initial triangulation step. I describe two compression schemes that achieve better compression by encoding meshes directly in their polygonal representation. I demonstrate that the same holds true for volume meshes by extending one scheme to hexahedral meshes. Nowadays scientists create polygonal meshes of incredible size. Ironically, com- pression schemes are not capable|at least not on common desktop PCs|to deal with giga-byte size meshes that need compression the most. -
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) • -
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. -
From Segmented Images to Good Quality Meshes Using Delaunay Refinement
Mesh generation Applications CGAL-mesh From Segmented Images to Good Quality Meshes using Delaunay Refinement Jean-Daniel Boissonnat INRIA Sophia-Antipolis Geometrica Project-Team Emerging Trends in Visual Computing From Segmented Images to Good Quality Meshes Grid-based methods (MC and variants) I Produces unnecessarily large meshes I Regularization and decimation are difficult tasks I Imposes dominant axis-aligned edges Mesh generation Applications CGAL-mesh A determinant step towards numerical simulations Challenges I Quality of the mesh : accurary, topological correctness, size and shape of the elements I Number of elements, processing time I Robustness issues Emerging Trends in Visual Computing From Segmented Images to Good Quality Meshes Mesh generation Applications CGAL-mesh A determinant step towards numerical simulations Challenges I Quality of the mesh : accurary, topological correctness, size and shape of the elements I Number of elements, processing time I Robustness issues Grid-based methods (MC and variants) I Produces unnecessarily large meshes I Regularization and decimation are difficult tasks I Imposes dominant axis-aligned edges Emerging Trends in Visual Computing From Segmented Images to Good Quality Meshes Mesh generation Applications CGAL-mesh Affine Voronoi diagrams and Delaunay triangulations Emerging Trends in Visual Computing From Segmented Images to Good Quality Meshes Mesh generation Applications CGAL-mesh Mesh generation by Delaunay refinement A simple greedy technique that goes back to the early 80’s [Frey, Hermeline] -
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 -
Polyhedral Mesh Generation and a Treatise on Concave Geometrical Edges
Available online at www.sciencedirect.com ScienceDirect Procedia Engineering 124 ( 2015 ) 174 – 186 24th International Meshing Roundtable (IMR24) Polyhedral Mesh Generation and A Treatise on Concave Geometrical Edges Sang Yong Leea,* aKEPCO International Nuclear Graduate School, 658-91 Haemaji-ro Seosaeng-myeon Ulju-gun, Ulsan 689-882, Republic of Korea Abstract Three methods are investigated to remove the concavity at the boundary edges and/or vertices during polyhedral mesh generation by a dual mesh method. The non-manifold elements insertion method is the first method examined. Concavity can be removed by inserting non-manifold surfaces along the concave edges and using them as an internal boundary before applying Delaunay mesh generation. Conical cell decomposition/bisection is the second method examined. Any concave polyhedral cell is decomposed into polygonal conical cells first, with the polygonal primal edge cut-face as the base and the dual vertex on the boundary as the apex. The bisection of the concave polygonal conical cell along the concave edge is done. Finally the cut-along-concave-edge method is examined. Every concave polyhedral cell is cut along the concave edges. If a cut cell is still concave, then it is cut once more. The first method is very promising but not many mesh generators can handle the non-manifold surfaces especially for complex geometries. The second method is applicable to any concave cell with a rather simple procedure but the decomposed cells are too small compared to neighbor non-decomposed cells. Therefore, it may cause some problems during the numerical analysis application. The cut-along-concave-edge method is the most viable method at this time. -
Tetrahedral Meshing in the Wild
Tetrahedral Meshing in the Wild YIXIN HU, New York University QINGNAN ZHOU, Adobe Research XIFENG GAO, New York University ALEC JACOBSON, University of Toronto DENIS ZORIN, New York University DANIELE PANOZZO, New York University Fig. 1. A selection of the ten thousand meshes in the wild tetrahedralized by our novel tetrahedral meshing technique. We propose a novel tetrahedral meshing technique that is unconditionally Additional Key Words and Phrases: Mesh Generation, Tetrahedral Meshing, robust, requires no user interaction, and can directly convert a triangle soup Robust Geometry Processing into an analysis-ready volumetric mesh. The approach is based on several core principles: (1) initial mesh construction based on a fully robust, yet ACM Reference Format: eicient, iltered exact computation (2) explicit (automatic or user-deined) Yixin Hu, Qingnan Zhou, Xifeng Gao, Alec Jacobson, Denis Zorin, and Daniele tolerancing of the mesh relative to the surface input (3) iterative mesh Panozzo. 2018. Tetrahedral Meshing in the Wild . ACM Trans. Graph. 37, 4, improvement with guarantees, at every step, of the output validity. The Article 1 (August 2018), 14 pages. https://doi.org/10.1145/3197517.3201353 quality of the resulting mesh is a direct function of the target mesh size and allowed tolerance: increasing allowed deviation from the initial mesh and 1 INTRODUCTION decreasing the target edge length both lead to higher mesh quality. Our approach enables łblack-boxž analysis, i.e. it allows to automatically Triangulating the interior of a shape is a fundamental subroutine in solve partial diferential equations on geometrical models available in the 2D and 3D geometric computation. -
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), -
A Parallel Mesh Generator in 3D/4D
Portland State University PDXScholar Portland Institute for Computational Science Publications Portland Institute for Computational Science 2018 A Parallel Mesh Generator in 3D/4D Kirill Voronin Portland State University, [email protected] Follow this and additional works at: https://pdxscholar.library.pdx.edu/pics_pub Part of the Theory and Algorithms Commons Let us know how access to this document benefits ou.y Citation Details Voronin, Kirill, "A Parallel Mesh Generator in 3D/4D" (2018). Portland Institute for Computational Science Publications. 11. https://pdxscholar.library.pdx.edu/pics_pub/11 This Pre-Print is brought to you for free and open access. It has been accepted for inclusion in Portland Institute for Computational Science Publications by an authorized administrator of PDXScholar. Please contact us if we can make this document more accessible: [email protected]. A parallel mesh generator in 3D/4D∗ Kirill Voronin Portland State University [email protected] Abstract In the report a parallel mesh generator in 3d/4d is presented. The mesh generator was developed as a part of the research project on space-time discretizations for partial differential equations in the least-squares setting. The generator is capable of constructing meshes for space-time cylinders built on an arbitrary 3d space mesh in parallel. The parallel implementation was created in the form of an extension of the finite element software MFEM. The code is publicly available in the Github repository [1]. Introduction Finite element method is nowadays a common approach for solving various application problems in physics which is known first of all for its easy-to-implement methodology. -
Polyhedral Mesh Generation
POLYHEDRAL MESH GENERATION W. Oaks1, S. Paoletti2 adapco Ltd, 60 Broadhollow Road, Melville 11747 New York, USA [email protected], [email protected] ABSTRACT A new methodology to generate a hex-dominant mesh is presented. From a closed surface and an initial all-hex mesh that contains the closed surface, the proposed algorithm generates, by intersection, a new mostly-hex mesh that includes polyhedra located at the boundary of the geometrical domain. The polyhedra may be used as cells if the field simulation solver supports them or be decomposed into hexahedra and pyramids using a generalized mid-point-subdivision technique. This methodology is currently used to provide hex-dominant automatic mesh generation in the preprocessor pro*am of the CFD code STAR-CD. Keywords: mesh generation, polyhedra, hexahedra, mid-point-subdivision, computational geometry. 1. INTRODUCTION to create a mesh that satisfies the boundary constraint, while the second family does not require a quadrilateral In the past decade automatic mesh generation has received surface mesh. Its creation becomes part of the generation significant attention from researchers both in academia and process. in the industry with the result of considerable advances in The first family of methodologies such as spatial twist understanding the underlying topological and geometrical continuum STC and related whisker weaving [1], properties of meshes. hexahedral advancing-front [2], rely on a proof of existence Most of the practical methodologies that have been [3],[4] for combinatorial hexahedral meshes whose only developed rely on using simplical cells such as triangles in requirement is an even number of quadrilaterals on the 2D and tetrahedra in 3D, due to the availability of relatively boundary surface.