K-Surfaces: Bézier-Splines Interpolating at Gaussian Curvature Extrema

Tobias Djuren, M. Kohlbrenner, Marc Alexa
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Abstract

K-surfaces are an interactive modeling technique for Bézier-spline surfaces. Inspired by k-curves by [Yan et al. 2017], each patch provides a single control point that is being interpolated at a local extremum of Gaussian curvature. The challenge is to solve the inverse problem of finding the center control point of a Bézier patch given the boundary control points and the handle. Unlike the situation in 2D, bi-quadratic Bézier patches may exhibit none, one, or several extrema, and finding them is non-trivial. We solve the difficult inverse problem, including the possible selection among several extrema, by learning the desired function from samples, generated by computing Gaussian curvature of random patches. This approximation provides a stable solution to the ill-defined inverse problem and is much more efficient than direct numerical optimization, facilitating the interactive modeling framework. The local solution is used in an iterative optimization incorporating continuity constraints across patches. We demonstrate that the surface varies smoothly with the handle location and that the resulting modeling system provides local and generally intuitive control. The idea of learning the inverse mapping from handles to patches may be applicable to other parametric surfaces.
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K 曲面:在高斯曲率极值处插值的贝塞尔样条曲线
k曲面是一种用于bsamzier样条曲面的交互式建模技术。受到[Yan et al. 2017]的k曲线的启发,每个patch提供一个单独的控制点,该控制点在高斯曲率的局部极值处进行插值。问题是在给定边界控制点和手柄的情况下,解决寻找bsamzier patch中心控制点的反问题。与二维的情况不同,双二次bsamzier patch可能没有、一个或几个极值,找到它们不是件容易的事。我们通过计算随机斑块的高斯曲率从样本中学习所需函数来解决困难的反问题,包括在几个极值中可能的选择。这种近似方法为定义不清的逆问题提供了稳定的解,并且比直接的数值优化效率高得多,方便了交互式建模框架。局部解用于迭代优化中,该优化包含了跨块的连续性约束。我们证明了表面随手柄位置的平滑变化,并且由此产生的建模系统提供了局部和一般直观的控制。学习从手柄到补丁的逆映射的思想可能适用于其他参数曲面。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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