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3D compression made simple: Edgebreaker with ZipandWrap on a corner-table 3D压缩变得简单:在角落的桌子上带有ZipandWrap的Edgebreaker
Pub Date : 2001-05-07 DOI: 10.1109/SMA.2001.923399
J. Rossignac
Edgebreaker is a simple technique for compressing three-dimensional triangle meshes. We introduce here a new formulation of Edgebreaker, which leads to a very simple implementation. We describe it in terms of a simple data structure, which we call the Corner Table. It represents the connectivity of any manifold mesh as two tables, V and O, such that for a corner c, which is the association of a triangle with a vertex, V[c] is an integer reference to the vertex of c and O[c] is an integer reference to the opposite corner. For meshes that are homeomorphic to a sphere, Edgebreaker encodes these two tables with less than 2 bits per triangle. It compresses vertex locations using Touma and Gottsman's parallelogram predictor. We also present a new decompression, inspired by the Wrap&Zip decompression technique developed in collaboration with Andrzej Szymczak. We call it Zip&Wrap, because it works in the inverse direction from Wrap&Zip and zips cracks in the reconstructed mesh sooner. The detailed source code for the compression and the decompression algorithms fits on a single page. A further improvement of the codebook of Edgebreaker, developed with D. King, guarantees no more than 1.73 bits per triangle for the connectivity. Entropy encoding reduces this cost in practice to less than a bit per triangle when the mesh is large. Through minor modifications, the Edgebreaker algorithm has been adapted to manifold meshes with holes and handles, to non-triangle meshes, and to non-manifold meshes. A Corner-Table implementation of these is described elsewhere.
Edgebreaker是一种简单的压缩三维三角形网格的技术。我们在这里介绍一种新的Edgebreaker的配方,它的实现非常简单。我们用一个简单的数据结构来描述它,我们称之为角表。它将任何流形网格的连通性表示为两个表,V和O,这样对于角c,即三角形与顶点的关联,V[c]是对c顶点的整数引用,O[c]是对对角的整数引用。对于球面同胚的网格,Edgebreaker对这两个表进行编码,每个三角形少于2位。它使用Touma和Gottsman的平行四边形预测器来压缩顶点位置。我们还提出了一个新的解压,灵感来自Wrap&Zip解压技术开发与Andrzej Szymczak合作。我们称它为Zip&Wrap,因为它的工作方向与Wrap&Zip相反,可以更快地压缩重构网格中的裂缝。压缩和解压缩算法的详细源代码可以放在一个页面上。Edgebreaker代码本的进一步改进,由d.k King开发,保证每个三角形的连接不超过1.73位。当网格比较大时,熵编码在实践中将这个代价降低到每个三角形不到一个比特。通过微小的修改,破边算法已经适应了带孔和手柄的流形网格、非三角形网格和非流形网格。在其他地方描述了这些的Corner-Table实现。
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引用次数: 74
Hierarchical D-NURBS surfaces and their physics-based sculpting 分层D-NURBS表面及其基于物理的雕刻
Pub Date : 2001-05-07 DOI: 10.1109/SMA.2001.923397
Meijing Zhang, Hong Qin
In this paper, we present hierarchical D-NURBS as a new shape modeling representation which generalizes powerful, physics-based D-NURBS for interactive geometric design. Our hierarchical D-NURBS can be viewed as a collection of standard D-NURBS finite elements, organized hierarchically in a tree structure and subject to continuity constraints across the shared boundaries of adjacent D-NURBS elements at different levels. The layered and composite construction of hierarchical D-NURBS affords users the effective creation of local features and their flexible, global/local control at different level of details. Within the framework of hierarchical D-NURBS, users can interactively sculpt NURBS geometry more intuitively and conveniently through both global and local toolkits. Based on the data structure of hierarchical D-NURBS, we have developed a prototype software equipped with various physics based toolkits in the form of geometric constraints and simulated forces. Our modeling system allows users to undertake the design tasks of point manipulation, normal editing, curvature control, curve fitting, and area sculpting in interactive graphics and CAD/CAM.
在本文中,我们提出了分层D-NURBS作为一种新的形状建模表示,它将强大的、基于物理的D-NURBS推广到交互式几何设计中。我们的分层D-NURBS可以看作是标准D-NURBS有限元的集合,以树状结构分层组织,并在不同层次的相邻D-NURBS元素的共享边界上受到连续性约束。分层D-NURBS的分层和复合结构为用户提供了有效的局部特征创建和灵活的全局/局部控制在不同层次的细节。在分层D-NURBS的框架内,用户可以通过全局和局部的工具箱更直观、方便地进行交互式NURBS几何造型。基于分层D-NURBS的数据结构,我们开发了一个基于几何约束和模拟力形式的各种物理工具包的原型软件。我们的建模系统允许用户在交互式图形和CAD/CAM中承担点操作,法线编辑,曲率控制,曲线拟合和面积雕刻的设计任务。
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引用次数: 13
Efficient Lipschitz function evaluation for CSG implicit surfaces CSG隐式曲面的高效Lipschitz函数求值
Pub Date : 2001-05-07 DOI: 10.1109/SMA.2001.923380
Phap Nguyen, H. V. D. Wetering
The rendering of an implicit surface requires many function evaluations of the underlying implicit function. The time efficiency of the rendering is dominated by the number of function evaluations times the efficiency of these evaluations. If the implicit surface is created by means of a constructive solid geometry (CSG) model, the function evaluations can be made more efficient if the underlying function is a Lipschitz function. In this paper, implicit surfaces defined as a blended CSG model with Lipschitz functions are considered. It is shown how bounding volumes can be integrated in this framework and how they can be exploited to improve the evaluation efficiency.
隐式曲面的呈现需要对底层隐式函数进行多次函数求值。渲染的时间效率由函数求值的次数乘以这些求值的效率决定。如果隐式曲面是通过构造立体几何(CSG)模型创建的,那么如果底层函数是Lipschitz函数,则函数评估可以更有效。本文考虑了定义为带有Lipschitz函数的混合CSG模型的隐曲面。它展示了如何在这个框架中集成边界体积,以及如何利用它们来提高评估效率。
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引用次数: 0
Re-meshing techniques for topological analysis 拓扑分析的重网格技术
Pub Date : 2001-05-07 DOI: 10.1109/SMA.2001.923385
M. Attene, S. Biasotti, M. Spagnuolo
A method for the extraction of the extended Reeb graph (ERG) from a closed 3D triangular mesh is presented. The ERG encodes the relationships among critical points of the height function associated to the mesh, and it can represent isolated as well as degenerate critical points. The extraction process is based on a re-meshing strategy of the original mesh, which is forced to follow contour levels. The occurrence and configuration of flat areas in the re-triangulated model identify critical areas of the shape, and their relationships allow the reconstruction of the global topological structure of the shape.
提出了一种从封闭三维三角形网格中提取扩展Reeb图(ERG)的方法。ERG对与网格相关的高度函数的临界点之间的关系进行编码,它可以表示孤立的临界点,也可以表示退化的临界点。提取过程基于原始网格的重新网格化策略,该策略强制遵循轮廓水平。在重新三角化模型中,平面区域的出现和配置确定了形状的关键区域,它们之间的关系允许重构形状的全局拓扑结构。
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引用次数: 34
Modeling subdivision control meshes for creating cartoon faces 建模细分控制网格创建卡通面孔
Pub Date : 2001-05-07 DOI: 10.1109/SMA.2001.923393
S. Skaria, E. Akleman, F. Parke
Modeling three-dimensional faces on the computer has been an interesting yet challenging problem. This paper presents a method for creating cartoon faces by using a subdivision scheme. We use set-operations for conceptual design of subdivision control meshes. To ensure the quality of the control mesh, we have eliminated high valenced extraordinary vertices since smoothness of the surface decreases with valence. In addition, we have limited the number of extraordinary vertices to eliminate ripples. We have also ensured an even structure around extraordinary vertices (The size of each quadrilateral in subdivided meshes are roughly similar). We have also developed a user-friendly interface to sculpt the control mesh. Using this interface we have been able to create a variety of cartoon faces.
在计算机上对三维人脸进行建模一直是一个有趣但具有挑战性的问题。本文提出了一种利用细分方案创建卡通人脸的方法。我们使用集合运算进行细分控制网格的概念设计。为了保证控制网格的质量,我们消除了高价值的异常顶点,因为表面的平滑度随着价值而降低。此外,我们还限制了异常顶点的数量,以消除波纹。我们还确保了异常顶点周围的均匀结构(细分网格中每个四边形的大小大致相似)。我们还开发了一个用户友好的界面来雕刻控制网格。使用这个界面,我们已经能够创建各种卡通面孔。
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引用次数: 11
A parametric solution to common tangents 公切线的参数解
Pub Date : 2001-05-07 DOI: 10.1109/SMA.2001.923395
J. Johnstone
We develop an efficient algorithm for the construction of common tangents between a set of Bezier curves. Common tangents are important in visibility, lighting, robot motion, and convex hulls. Common tangency is reduced to the intersection of parametric curves in a dual space, rather than the traditional intersection of implicit curves. We show how to represent the tangent space of a plane Bezier curve as a plane rational Bezier curve in the dual space, and compare this representation to the hodograph and the dual Bezier curve. The detection of common tangents that map to infinity is resolved by the use of two cooperating curves in dual space, clipped to avoid redundancy. We establish the equivalence of our solution in dual space to a solution in Plucker space, where all the same issues are encountered in a higher-dimensional context.
本文提出了一种构造一组贝塞尔曲线之间公切线的有效算法。公共切线在可视性、照明、机器人运动和凸包中都很重要。将公切线简化为对偶空间中参数曲线的交点,而不是传统的隐式曲线交点。我们展示了如何将平面贝塞尔曲线的切空间表示为对偶空间中的平面有理贝塞尔曲线,并将这种表示与全息图和对偶贝塞尔曲线进行比较。映射到无穷远的公共切线的检测通过使用对偶空间中的两条合作曲线来解决,剪切以避免冗余。我们建立了对偶空间中的解与在高维环境中遇到的所有相同问题的Plucker空间中的解的等价性。
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引用次数: 8
Implicit surfaces that interpolate 插值的隐式曲面
Pub Date : 2001-05-07 DOI: 10.1109/SMA.2001.923376
Greg Turk, H. Q. Dinh, J. F. O'Brien, Gary D. Yngve
Implicit surfaces are often created by summing a collection of radial basis functions. Researchers have begun to create implicit surfaces that exactly interpolate a given set of points by solving a simple linear system to assign weights to each basis function. Due to their ability to interpolate, these implicit surfaces are more easily controllable than traditional "blobby" implicits. There are several additional forms of control over these surfaces that make them attractive for a variety of applications. Surface normals may be directly specified at any location over the surface, and this allows the modeller to pivot the normal while still having the surface pass through the constraints. The degree of smoothness of the surface can be controlled by changing the shape of the basis functions, allowing the surface to be pinched or smooth. On a point-by-point basis the modeller may decide whether a constraint point should be exactly interpolated or approximated. Applications of these implicits include shape transformation, creating surfaces from computer vision data, creation of an implicit surface from a polygonal model, and medical surface reconstruction.
隐式曲面通常是通过对径向基函数的集合求和而产生的。研究人员已经开始创建隐式曲面,通过求解一个简单的线性系统来为每个基函数分配权重,从而精确地插值给定的一组点。由于它们的插值能力,这些隐式曲面比传统的“blobby”隐式曲面更容易控制。在这些表面上有几种额外的控制形式,使它们对各种应用程序具有吸引力。表面法线可以在表面上的任何位置直接指定,这允许建模者在仍然让表面通过约束的情况下转动法线。表面的光滑程度可以通过改变基函数的形状来控制,允许表面被捏紧或光滑。在逐点的基础上,建模者可以决定约束点是否应该精确地插值或近似。这些隐式曲面的应用包括形状变换、从计算机视觉数据创建曲面、从多边形模型创建隐式曲面以及医学表面重建。
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引用次数: 68
Surface representation using second, fourth and mixed order partial differential equations 用二阶、四阶和混合阶偏微分方程表示曲面
Pub Date : 2001-05-07 DOI: 10.1109/SMA.2001.923396
J. Zhang, L. You
Partial differential equations (PDEs) are powerful tools for the generation of free-form surfaces. In this paper, techniques of surface representation using PDEs of different orders are investigated. In order to investigate the real-time performance and capacity of surface generation based on the PDE method, the forms of three types of partial differential equations are put forward, which are the second, mixed and fourth order PDEs. The closed form solutions of these PDEs are derived. The advantages and disadvantages of each of them are discussed. A number of examples are given to demonstrate the use and effectiveness of the techniques.
偏微分方程(PDEs)是生成自由曲面的有力工具。本文研究了用不同阶的偏微分方程表示曲面的技术。为了研究基于偏微分方程生成曲面的实时性和能力,提出了二阶、混合和四阶偏微分方程的三种类型的偏微分方程的形式。导出了这些偏微分方程的闭型解。讨论了每种方法的优缺点。给出了一些例子来说明这些技术的使用和有效性。
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引用次数: 30
A geometric approach to 3D object comparison 三维物体比较的几何方法
Pub Date : 2001-05-07 DOI: 10.1109/SMA.2001.923387
Marcin Novotni, R. Klein
Along with the development of 3D acquisition devices and methods and the increasing number of available 3D objects, new tools are necessary to automatically analyze, search and interpret these models. In this paper, we describe a novel geometric approach to 3D object comparison and analysis. To compare two objects geometrically, we first properly position and align the objects. After solving this pose estimation problem, we generate specific distance histograms that define a measure of the geometric similarity of the inspected objects. The geometric approach is very well-suited for structures with moderate variance, e.g. bones, fruits, etc. The strength of the approach is proven through the results of several tests that we performed on different data sets.
随着三维采集设备和方法的发展以及可用的三维对象数量的增加,需要新的工具来自动分析、搜索和解释这些模型。在本文中,我们描述了一种新的几何方法来比较和分析三维物体。为了在几何上比较两个对象,我们首先正确地定位和对齐对象。在解决这个姿态估计问题之后,我们生成特定的距离直方图,该直方图定义了被检测对象的几何相似性的度量。几何方法非常适合于具有中等差异的结构,例如骨骼、水果等。我们在不同的数据集上进行了几次测试,结果证明了该方法的强度。
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引用次数: 131
Matching 3D models with shape distributions 匹配三维模型与形状分布
Pub Date : 2001-05-07 DOI: 10.1109/SMA.2001.923386
R. Osada, T. Funkhouser, B. Chazelle, D. Dobkin
Measuring the similarity between 3D shapes is a fundamental problem, with applications in computer vision, molecular biology, computer graphics, and a variety of other fields. A challenging aspect of this problem is to find a suitable shape signature that can be constructed and compared quickly, while still discriminating between similar and dissimilar shapes. In this paper, we propose and analyze a method for computing shape signatures for arbitrary (possibly degenerate) 3D polygonal models. The key idea is to represent the signature of an object as a shape distribution sampled from a shape function measuring the global geometric properties of an object. The primary motivation for this approach is to reduce the shape matching problem to the comparison of probability distributions, which is simpler than traditional shape matching methods that require pose registration, feature correspondence or model fitting. We find that the dissimilarities between sampled distributions of simple shape functions (e.g. the distance between two random points on a surface) provide a robust method for discriminating between classes of objects (e.g. cars versus airplanes) in a moderately sized database, despite the presence of arbitrary translations, rotations, scales, reflections, tessellations, simplifications and model degeneracies. They can be evaluated quickly, and thus the proposed method could be applied as a pre-classifier in an object recognition system or in an interactive content-based retrieval application.
测量三维形状之间的相似性是一个基本问题,在计算机视觉、分子生物学、计算机图形学和许多其他领域都有应用。这个问题的一个挑战是找到一个合适的形状签名,可以快速构建和比较,同时仍然区分相似和不相似的形状。本文提出并分析了一种计算任意(可能是退化的)三维多边形模型的形状特征的方法。关键思想是将对象的特征表示为从测量对象全局几何属性的形状函数中采样的形状分布。该方法的主要动机是将形状匹配问题简化为概率分布的比较,这比传统的形状匹配方法需要姿态配准、特征对应或模型拟合更简单。我们发现,简单形状函数的采样分布之间的差异(例如,表面上两个随机点之间的距离)为中等大小的数据库中区分物体类别(例如汽车与飞机)提供了一种鲁棒方法,尽管存在任意平移、旋转、缩放、反射、细分、简化和模型退化。该方法可以作为预分类器应用于目标识别系统或交互式内容检索应用中。
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引用次数: 692
期刊
Proceedings International Conference on Shape Modeling and Applications
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