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Conservative swept volume boundary approximation 保守扫描体积边界近似
Pub Date : 2010-09-01 DOI: 10.1145/1839778.1839804
A. V. Dziegielewski, R. Erbes, E. Schömer
We present a novel technique for approximating the boundary of a swept volume. The generator given by an input triangle mesh is rendered under all rigid transformations of a discrete trajectory. We use a special shader program that creates offset geometry of each triangle on the fly, thus guaranteeing a conservative rasterization and correct depth values. Utilizing rasterization mechanisms and the depth buffer we then get a conservative voxelization of the swept volume (SV) and can extract a triangle mesh from its surface. This mesh is simplified maintaining conservativeness as well as an error bound measured in terms of the one-sided Hausdorff distance. For this we introduce a new technique for tolerance volume computation. The tolerance volume is implicitly given through six 2D-textures residing in texture memory and is evaluated in a special shader program only when needed.
我们提出了一种近似扫描体边界的新技术。由输入三角形网格给出的生成器在离散轨迹的所有刚性变换下呈现。我们使用一个特殊的着色程序,创建每个三角形的偏移几何,从而保证保守的栅格化和正确的深度值。然后利用栅格化机制和深度缓冲得到扫描体的保守体素化,并从其表面提取三角形网格。对该网格进行了简化,保持了保守性,并根据单侧Hausdorff距离测量了误差界。为此,提出了一种新的容差体积计算方法。容差体积通过驻留在纹理内存中的六个2d纹理隐式给出,仅在需要时在特殊的着色器程序中进行评估。
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引用次数: 6
Fast and robust retrieval of Minkowski sums of rotating convex polyhedra in 3-space 三维旋转凸多面体Minkowski和的快速鲁棒检索
Pub Date : 2010-09-01 DOI: 10.1145/1839778.1839780
N. Mayer, Efi Fogel, Dan Halperin
We present a novel method for fast retrieval of exact Minkowski sums of pairs of convex polytopes in R3, where one of the polytopes frequently rotates. The algorithm is based on pre-computing a so-called criticality map, which records the changes in the underlying graph-structure of the Minkowski sum, while one of the polytopes rotates. We give tight combinatorial bounds on the complexity of the criticality map when the rotating polytope rotates about one, two, or three axes. The criticality map can be rather large already for rotations about one axis, even for summand polytopes with a moderate number of vertices each. We therefore focus on the restricted case of rotations about a single, though arbitrary, axis. Our work targets applications that require exact collision-detection such as motion planning with narrow corridors and assembly maintenance where high accuracy is required. Our implementation handles all degeneracies and produces exact results. It efficiently handles the algebra of exact rotations about an arbitrary axis in R3, and it well balances between preprocessing time and space on the one hand, and query time on the other. We use Cgal arrangements and in particular the support for spherical Gaussian-maps to efficiently compute the exact Minkowski sum of two polytopes. We conducted several experiments to verify the correctness of the algorithm and its implementation, and to compare its efficiency with an alternative (static) exact method. The results are reported.
我们提出了一种快速检索R3中凸多面体对精确Minkowski和的新方法,其中一个多面体经常旋转。该算法基于预先计算一个所谓的临界图,当其中一个多面体旋转时,临界图记录了闵可夫斯基和的底层图结构的变化。我们给出了旋转多面体绕一轴、二轴或三轴旋转时临界映射复杂度的紧组合界。对于一个轴的旋转来说,临界映射可能已经相当大了,即使对于每个顶点数量适中的和多边形也是如此。因此,我们关注的是围绕单个(虽然是任意的)轴旋转的受限情况。我们的工作目标是需要精确碰撞检测的应用,例如需要高精度的狭窄走廊的运动规划和装配维护。我们的实现处理所有的简并并产生精确的结果。它有效地处理了R3中任意轴的精确旋转代数,并且很好地平衡了预处理时间和空间以及查询时间。我们使用Cgal排列,特别是球面高斯映射的支持来有效地计算两个多面体的精确Minkowski和。我们进行了几个实验来验证算法及其实现的正确性,并将其与另一种(静态)精确方法的效率进行比较。报告了结果。
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引用次数: 12
A GPU-based voxelization approach to 3D Minkowski sum computation 基于gpu的三维闵可夫斯基和体素化方法
Pub Date : 2010-09-01 DOI: 10.1145/1839778.1839783
Wei Li, Sara McMains
We present a new approach for computing the voxelized Minkowski sum of two polyhedral objects using programmable Graphics Processing Units (GPUs). We first cull out surface primitives that will not contribute to the final boundary of the Minkowski sum. The remaining surface primitives are then rendered to depth textures along six orthogonal directions to generate an initial solid voxelization of the Minkowski sum. Finally we employ fast flood fill to find all the outside voxels. We generate both solid and surface voxelizations of Minkowski sums without holes and support high volumetric resolution of 10243 with low video memory cost. The whole algorithm runs on the GPU and is at least one order of magnitude faster than existing boundary representation (B-rep) based algorithms for computing Minkowski sums of objects with curved surfaces at similar accuracy. It avoids complex 3D Boolean operations and is easy to implement. The voxelized Minkowski sums can be used in a variety of applications including motion planning and penetration depth computation.
我们提出了一种利用可编程图形处理单元(gpu)计算两个多面体对象的体素化Minkowski和的新方法。我们首先剔除那些对闵可夫斯基和的最终边界没有贡献的表面基元。然后沿着六个正交方向将剩余的表面基元渲染为深度纹理,以生成Minkowski和的初始实体体素化。最后,我们使用快速洪水填充找到所有的外部体素。我们生成了无孔Minkowski和的实体和表面体化,并支持10243的高体积分辨率和低显存成本。整个算法在GPU上运行,与现有的基于边界表示(B-rep)的算法相比,至少要快一个数量级,以相似的精度计算曲面对象的Minkowski和。它避免了复杂的三维布尔运算,易于实现。体素化闵可夫斯基和可用于多种应用,包括运动规划和穿透深度计算。
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引用次数: 28
Point distance and orthogonal range problems with dependent geometric uncertainties 具有相关几何不确定性的点距和正交距离问题
Pub Date : 2010-09-01 DOI: 10.1145/1839778.1839787
Yonatan Myers, Leo Joskowicz
Classical computational geometry algorithms handle geometric constructs whose shapes and locations are exact. However, many real-world applications require modeling and computing with geometric uncertainties, which are often coupled and mutually dependent. In this paper we address distance problems and orthogonal range queries in the plane, subject to geometric uncertainty. Point coordinates and range uncertainties are modeled with the Linear Parametric Geometric Uncertainty Model (LPGUM), a general and computationally efficient worst-case, first-order linear approximation of geometric uncertainty that supports dependence among uncertainties. We present algorithms for closest pair, diameter and bounding box problems, and efficient algorithms for uncertain range queries: uncertain range/nominal points, nominal range/uncertain points, uncertain range/uncertain points, with independent/dependent uncertainties.
经典计算几何算法处理形状和位置精确的几何结构。然而,许多现实世界的应用需要具有几何不确定性的建模和计算,这些不确定性通常是耦合和相互依赖的。在本文中,我们讨论了平面上的距离问题和正交距离查询,这些问题受到几何不确定性的影响。点坐标和范围不确定性用线性参数几何不确定性模型(LPGUM)建模,LPGUM是一种通用的、计算效率高的最坏情况下的一阶几何不确定性线性近似,支持不确定性之间的相关性。我们提出了最接近对、直径和边界盒问题的算法,以及不确定范围查询的有效算法:不确定范围/标称点、标称范围/不确定点、不确定范围/不确定点、独立/依赖不确定因素。
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引用次数: 4
Hierarchical surface fairing with constraints 带约束的分层表面整流罩
Pub Date : 2010-09-01 DOI: 10.1145/1839778.1839809
P. Salvi, T. Várady
The surfaces of complex free-form objects can typically be modeled by a hierarchy of primary surfaces, connecting surfaces and corner patches. Within the context of digital shape reconstruction, these surfaces simultaneously approximate measured data points, satisfy fairness criteria and adhere to continuity constraints according to their dependencies. A new framework algorithm is introduced to perfect existing B-spline surfaces; the algorithm alternates --- in a stepwise manner --- between continuity constraint satisfaction and fairing by the remaining degrees of freedom. Some well-known fairing methods are adapted to this framework. Constrained fairing for n-sided corner patches, composed of quadrilaterals, is also briefly discussed. A few examples illustrate the results.
复杂自由形状物体的表面通常可以通过主表面、连接表面和角块的层次结构来建模。在数字形状重建的背景下,这些曲面同时近似测量数据点,满足公平性标准,并根据它们的依赖关系遵守连续性约束。提出了一种新的框架算法来完善现有的b样条曲面;该算法以逐步的方式在剩余自由度的连续性约束满足和整流罩之间交替。一些著名的整流罩方法适用于这个框架。本文还简要讨论了由四边形组成的n边角块的约束整流罩问题。几个例子说明了结果。
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引用次数: 3
Efficient simplex computation for fixture layout design 夹具布局设计的高效单纯形计算
Pub Date : 2010-09-01 DOI: 10.1145/1839778.1839789
Yu Zheng, M. Lin, Dinesh Manocha
Designing a fixture layout of an object can be reduced to computing the largest simplex and the resulting simplex is classified using the radius of the largest inscribed ball centered at the origin. We present three different algorithms to compute such a simplex: a simple randomized algorithm, an interchange algorithm, and a branch-and-bound algorithm. We evaluate their complexity and also present methods to combine different algorithms to improve the performance and highlight their performance on complex 3D models consisting of thousands of triangles. Our randomized algorithm computes a feasible fixture layout in linear time and is well-suited for realtime applications. The interchange algorithm computes an optimal simplex in linear time such that no single vertex can be changed to enlarge the simplex. The branch-and-bound algorithm computes the largest simplex by using lower and upper bounds on the radius of the inscribed ball.
设计一个物体的夹具布局可以简化为计算最大的单纯形,并使用以原点为中心的最大内切球的半径来分类所得到的单纯形。我们提出了三种不同的算法来计算这样的单纯形:一种简单的随机算法,一种交换算法和一种分支定界算法。我们评估了它们的复杂性,并提出了结合不同算法来提高性能的方法,并突出了它们在由数千个三角形组成的复杂3D模型上的性能。我们的随机化算法在线性时间内计算出可行的夹具布局,非常适合于实时应用。交换算法在线性时间内计算最优单纯形,使得不需要改变单个顶点来扩大单纯形。分支定界算法利用圆球半径的下界和上界计算最大单纯形。
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引用次数: 13
Piecewise 3D Euler spirals 分段三维欧拉螺旋
Pub Date : 2010-09-01 DOI: 10.1145/1839778.1839810
D. Ben-Haim, G. Harary, A. Tal
3D Euler spirals are visually pleasing, due to their property of having their curvature and their torsion change linearly with arc-length. This paper presents a novel algorithm for fitting piecewise 3D Euler spirals to 3D curves with G2 continuity and torsion continuity. The algorithm can also handle sharp corners. Our piecewise representation is invariant to similarity transformations and it is close to the input curves up to an error tolerance.
三维欧拉螺旋具有曲率和扭转随弧长线性变化的特性,具有视觉上的美观性。提出了一种将三维欧拉螺旋分段拟合到具有G2连续性和扭转连续性的三维曲线上的新算法。该算法还可以处理尖锐的角落。我们的分段表示对相似变换是不变的,并且在容错范围内接近输入曲线。
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引用次数: 12
Barycentric interpolation and mappings on smooth convex domains 光滑凸域上的质心插值和映射
Pub Date : 2010-09-01 DOI: 10.1145/1839778.1839794
M. Floater, J. Kosinka
In a recent paper, Warren, Schaefer, Hirani, and Desbrun proposed a simple method of interpolating a function defined on the boundary of a smooth convex domain, using an integral kernel with properties similar to those of barycentric coordinates on simplexes. When applied to vector-valued data, the interpolation can map one convex region into another, with various potential applications in computer graphics, such as curve and image deformation. In this paper we establish some basic mathematical properties of barycentric kernels in general, including the interpolation property and a formula for the Jacobian of the mappings they generate. We then use this formula to prove the injectivity of the mapping of Warren et al.
在最近的一篇论文中,Warren, Schaefer, Hirani和Desbrun提出了一种简单的方法来插值定义在光滑凸域边界上的函数,使用具有类似于单纯形上的质心坐标的性质的积分核。当应用于向量值数据时,插值可以将一个凸区域映射到另一个凸区域,在计算机图形学中具有各种潜在的应用,例如曲线和图像变形。本文建立了一般质心核的一些基本数学性质,包括插值性质和它们所产生的映射的雅可比矩阵公式。然后我们用这个公式证明了Warren等人的映射的注入性。
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引用次数: 12
Hexahedral shell mesh construction via volumetric polycube map 六面体壳网格结构通过体积多边形映射
Pub Date : 2010-09-01 DOI: 10.1145/1839778.1839796
Shuchu Han, Jiazhi Xia, Ying He
Shells are three-dimensional structures. One dimension, the thickness, is much smaller than the other two dimensions. Shell structures can be widely found in many real-world objects. This paper presents a method to construct a layered hexahedral mesh for shell objects. Given a closed 2-manifold and the user-specified thickness, we construct the shell space using the distance field and then parameterize the shell space to a polycube domain. The volume parameterization induces the hexahedral tessellation in the object shell space. As a result, the constructed mesh is an all-hexahedral mesh in which most of the vertices are regular, i.e., the valence is 6 for interior vertices and 5 for boundary vertices. The mesh also has a layered structure that all layers have exactly the same tessellation. We prove our parameterization is guaranteed to be bijective. As a result, the constructed hexahedral mesh is free of degeneracy, such as self-intersection, flip-over, etc. We also show that the iso-parametric line (in the thickness dimension) is orthogonal to the other two isoparametric lines. We demonstrate the efficacy of our method upon models of various topology.
壳是三维结构。一个维度,即厚度,比另外两个维度要小得多。壳结构可以在许多现实世界的对象中广泛发现。提出了一种壳类物体分层六面体网格的构造方法。给定一个封闭的2流形和用户指定的厚度,我们利用距离域构造壳空间,然后将壳空间参数化为一个聚立方域。体积参数化在物体壳体空间中产生六面体镶嵌。因此,构建的网格是一个全六面体网格,其中大部分顶点是规则的,即内部顶点的价为6,边界顶点的价为5。网格也有一个分层结构,所有的层都有完全相同的镶嵌。我们证明了我们的参数化保证是客观的。因此,构建的六面体网格不存在自交、翻转等简并现象。我们还表明,等参数线(在厚度维度上)与其他两条等参数线正交。我们证明了我们的方法在各种拓扑模型上的有效性。
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引用次数: 35
Adaptive surface reconstruction based on implicit PHT-splines 基于隐式pht样条的自适应曲面重建
Pub Date : 2010-09-01 DOI: 10.1145/1839778.1839792
Jun Wang, Zhouwang Yang, Liangbing Jin, J. Deng, Falai Chen
We present a new shape representation, the implicit PHT-spline, which allows us to efficiently reconstruct surface models from very large sets of points. A PHT-spline is a piece-wise tricubic polynomial over a 3D hierarchical T-mesh, the basis functions of which have good properties such as non-negativity, compact support and partition of unity. Given a point cloud, an implicit PHT-spline surface is constructed by interpolating the Hermitian information at the basis vertices of the T-mesh, and the Hermitian information is obtained by estimating the geometric quantities on the underlying surface of the point cloud. We use the natural hierarchical structure of PHT-splines to reconstruct surfaces adaptively, with simple error-guided local refinements that adapt to the regional geometric details of the target object. Unlike some previous methods that heavily depend on the normal information of the point cloud, our approach only uses it for orientation and is insensitive to the noise of normals. Examples show that our approach can produce high quality reconstruction surfaces very efficiently.
我们提出了一种新的形状表示,隐式pht样条,它允许我们从非常大的点集有效地重建表面模型。pht样条是三维分层t网格上的分段三次多项式,其基函数具有非负性、紧支持性和单位分割性等良好的性质。给定一个点云,通过插值t网格基顶点处的厄米特信息构建隐式pht样条曲面,并通过估计点云下表面的几何量获得厄米特信息。我们使用pht样条的自然层次结构自适应重建表面,并使用简单的误差引导局部改进来适应目标物体的区域几何细节。不像以前的一些方法严重依赖于点云的法线信息,我们的方法只使用它来定位,对法线的噪声不敏感。实例表明,该方法可以非常有效地生成高质量的重构曲面。
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引用次数: 10
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Symposium on Solid and Physical Modeling
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