Do you want to publish a course? Click here

ManifoldPlus: A Robust and Scalable Watertight Manifold Surface Generation Method for Triangle Soups

81   0   0.0 ( 0 )
 Added by Jingwei Huang
 Publication date 2020
and research's language is English




Ask ChatGPT about the research

We present ManifoldPlus, a method for robust and scalable conversion of triangle soups to watertight manifolds. While many algorithms in computer graphics require the input mesh to be a watertight manifold, in practice many meshes designed by artists are often for visualization purposes, and thus have non-manifold structures such as incorrect connectivity, ambiguous face orientation, double surfaces, open boundaries, self-intersections, etc. Existing methods suffer from problems in the inputs with face orientation and zero-volume structures. Additionally most methods do not scale to meshes of high complexity. In this paper, we propose a method that extracts exterior faces between occupied voxels and empty voxels, and uses a projection-based optimization method to accurately recover a watertight manifold that resembles the reference mesh. Compared to previous methods, our methodology is simpler. It does not rely on face normals of the input triangle soups and can accurately recover zero-volume structures. Our algorithm is scalable, because it employs an adaptive Gauss-Seidel method for shape optimization, in which each step is an easy-to-solve convex problem. We test ManifoldPlus on ModelNet10 and AccuCity datasets to verify that our methods can generate watertight meshes ranging from object-level shapes to city-level models. Furthermore, through our experimental evaluations, we show that our method is more robust, efficient and accurate than the state-of-the-art. Our implementation is publicly available.



rate research

Read More

We present MeshODE, a scalable and robust framework for pairwise CAD model deformation without prespecified correspondences. Given a pair of shapes, our framework provides a novel shape feature-preserving mapping function that continuously deforms one model to the other by minimizing fitting and rigidity losses based on the non-rigid iterative-closest-point (ICP) algorithm. We address two challenges in this problem, namely the design of a powerful deformation function and obtaining a feature-preserving CAD deformation. While traditional deformation directly optimizes for the coordinates of the mesh vertices or the vertices of a control cage, we introduce a deep bijective mapping that utilizes a flow model parameterized as a neural network. Our function has the capacity to handle complex deformations, produces deformations that are guaranteed free of self-intersections, and requires low rigidity constraining for geometry preservation, which leads to a better fitting quality compared with existing methods. It additionally enables continuous deformation between two arbitrary shapes without supervision for intermediate shapes. Furthermore, we propose a robust preprocessing pipeline for raw CAD meshes using feature-aware subdivision and a uniform graph template representation to address artifacts in raw CAD models including self-intersections, irregular triangles, topologically disconnected components, non-manifold edges, and nonuniformly distributed vertices. This facilitates a fast deformation optimization process that preserves global and local details. Our code is publicly available.
In this paper, we extend our earlier polycube-based all-hexahedral mesh generation method to hexahedral-dominant mesh generation, and present the HexDom software package. Given the boundary representation of a solid model, HexDom creates a hex-dominant mesh by using a semi-automated polycube-based mesh generation method. The resulting hexahedral dominant mesh includes hexahedra, tetrahedra, and triangular prisms. By adding non-hexahedral elements, we are able to generate better quality hexahedral elements than in all-hexahedral meshes. We explain the underlying algorithms in four modules including segmentation, polycube construction, hex-dominant mesh generation and quality improvement, and use a rockerarm model to explain how to run the software. We also apply our software to a number of other complex models to test their robustness. The software package and all tested models are availabe in github (https://github.com/CMU-CBML/HexDom).
Numerical computation of shortest paths or geodesics on curved domains, as well as the associated geodesic distance, arises in a broad range of applications across digital geometry processing, scientific computing, computer graphics, and computer vision. Relative to Euclidean distance computation, these tasks are complicated by the influence of curvature on the behavior of shortest paths, as well as the fact that the representation of the domain may itself be approximate. In spite of the difficulty of this problem, recent literature has developed a wide variety of sophisticated methods that enable rapid queries of geodesic information, even on relatively large models. This survey reviews the major categories of approaches to the computation of geodesic paths and distances, highlighting common themes and opportunities for future improvement.
The humble loop shrinking property played a central role in the inception of modern topology but it has been eclipsed by more abstract algebraic formalism. This is particularly true in the context of detecting relevant non-contractible loops on surfaces where elaborate homological and/or graph theoretical constructs are favored in algorithmic solutions. In this work, we devise a variational analogy to the loop shrinking property and show that it yields a simple, intuitive, yet powerful solution allowing a streamlined treatment of the problem of handle and tunnel loop detection. Our formalization tracks the evolution of a diffusion front randomly initiated on a single location on the surface. Capitalizing on a diffuse interface representation combined with a set of rules for concurrent front interactions, we develop a dynamic data structure for tracking the evolution on the surface encoded as a sparse matrix which serves for performing both diffusion numerics and loop detection and acts as the workhorse of our fully parallel implementation. The substantiated results suggest our approach outperforms state of the art and robustly copes with highly detailed geometric models. As a byproduct, our approach can be used to construct Reeb graphs by diffusion thus avoiding commonly encountered issues when using Morse functions.
132 - Chenkai Xu , Yaqi He , Hui Hu 2021
In this paper, we propose a stochastic geometric iterative method to approximate the high-resolution 3D models by finite Loop subdivision surfaces. Given an input mesh as the fitting target, the initial control mesh is generated using the mesh simplification algorithm. Then, our method adjusts the control mesh iteratively to make its finite Loop subdivision surface approximates the input mesh. In each geometric iteration, we randomly select part of points on the subdivision surface to calculate the difference vectors and distribute the vectors to the control points. Finally, the control points are updated by adding the weighted average of these difference vectors. We prove the convergence of our method and verify it by demonstrating error curves in the experiment. In addition, compared with an existing geometric iterative method, our method has a faster fitting speed and higher fitting precision.
comments
Fetching comments Fetching comments
mircosoft-partner

هل ترغب بارسال اشعارات عن اخر التحديثات في شمرا-اكاديميا