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Variational
Shape Approximation
David Cohen-Steiner, Pierre Alliez and Mathieu Desbrun
SIGGRAPH '2004.
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[11 MBytes]
Bibtex
Abstract:
Achieving efficiency in mesh processing often demands that overly verbose
3D datasets be reduced to more concise, yet faithful representations.
Despite numerous applications ranging from geometry compression to reverse
engineering, concisely capturing the geometry of a surface remains a
tedious task. In this paper, we present both theoretical and practical
contributions that result in a novel and versatile framework for geometric
approximation of surfaces. We depart from the usual strategy by casting
shape approximation as a variational geometric partitioning problem.
Using the concept of geometric proxies, we drive the distortion error
down through repeated clustering of faces into best-fitting regions.
Our approach is entirely discrete and error-driven, and does not require
parameterization or local estimations of differential quantities. We
also introduce a new metric based on normal deviation, and demonstrate
its superior behavior at capturing anisotropy.
Note: two extensions of this algorithm have been proposed for non planar proxies. Check the following papers:
- Structure Recovery via Hybrid Variational Surface Approximation. Jianhua Wu, Leif Kobbelt. Computer Graphics Forum, Volume 24, Number 3, 2005, pp. 277 - 284 (Eurographics 2005 proceedings).
- Dong-Ming Yan, Yang Liu and Wenping Wang: Quadric Surface Extraction by Variational Shape Approximation, Geometric Modeling and Processing (GMP) 2006.
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Recent Advances in Compression of 3D Meshes
Pierre Alliez and Craig Gotsman
Advances in Multiresolution for Geometric Modelling. N.A. Dodgson
and M.S. Floater and M.A. Sabin. Springer-Verlag editors. ISBN 3-540-21462-3.
Pages 3-26. 2005.
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Bibtex
Abstract:
3D meshes are widely used in graphic and simulation applications for
approximating 3D objects. When representing complex shapes in a raw
data format, meshes consume a large amount of space. Applications calling
for compact storage and fast transmission of 3D meshes have motivated
the multitude of algorithms developed to efficiently compress these
datasets. In this paper we survey recent developments in compression
of 3D surface meshes. We survey the main ideas and intuition behind
techniques for single-rate and progressive mesh coding. Where possible,
we discuss the theoretical results obtained for asymptotic behavior
or optimality of the approach.We also list some open questions and directions
for future research.
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Isotropic Remeshing of Surfaces: a Local Parameterization Approach
Vitaly Surazhsky, Pierre Alliez and Craig Gotsman
Proceedings
of 12th International Meshing Roundtable, September 2003.
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Bibtex
Abstract:We present a method for isotropic remeshing of arbitrary
genus surfaces. The method is based on a mesh adaptation process, namely,
a sequence of local modifications performed on a copy of the original
mesh, while referring to the original mesh geometry. The algorithm has
three stages. In the first stage the required number or vertices are
generated by iterative simplification or refinement. The second stage
performs an initial vertex partition using an area-based relaxation
method. The third stage achieves precise isotropic vertex sampling prescribed
by a given density function on the mesh. We use a modification of Lloyd's
relaxation method to construct a weighted centroidal Voronoi tessellation
of the mesh. We apply these iterations locally on small patches of the
mesh that are parameterized into the 2D plane. This allows us to handle
arbitrary complex meshes with any genus and any number of boundaries.
The efficiency and the accuracy of the remeshing process is achieved
using a patch-wise parameterization technique.
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Anisotropic
Polygonal Remeshing
Pierre Alliez, David Cohen-Steiner, Olivier Devillers, Bruno Levy and
Mathieu Desbrun.
SIGGRAPH'2003.
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Bibtex
Abstract:
In this paper, we propose a novel polygonal remeshing technique that
exploits a key aspect of surfaces: the intrinsic anisotropy of natural
or man-made geometry. In particular, we use curvature directions to
drive the remeshing process, mimicking the lines that artists themselves
would use when creating 3D models from scratch. After extracting and
smoothing the curvature tensor field of an input genus-0 surface patch,
lines of minimum and maximum curvatures are used to determine
appropriate edges for the remeshed version in anisotropic regions, while
spherical regions are simply point-sampled since there is no natural
direction of symmetry locally. As a result our technique generates polygon
meshes mainly composed of quads in anisotropic regions, and of triangles
in spherical regions. Our approach provides the flexibility to produce
meshes ranging from isotropic to anisotropic, from coarse to dense,
and from uniform to curvature adapted.
Note: an improved version of this algorithm has been presented in: Direct Anisotropic Quad-Dominant Remeshing.
Martin Marinov, Leif Kobbelt.
Proc. Pacific Graphics, 207-216, 2004
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Isotropic
Surface Remeshing
Pierre Alliez , Eric Colin de Verdiere, Olivier Devillers and Martin
Isenburg
Shape Modeling International 2003.
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Bibtex
Abstract:
This paper proposes a new method for isotropic remeshing of triangulated
surface meshes. Given a triangulated surface mesh to be resampled and
a user-specified density function defined over it, we first distribute
the desired number of samples by generalizing error diffusion, commonly
used in image halftoning, to work directly on mesh triangles and feature
edges. We then use the resulting sampling as an initial configuration
for building a weighted centroidal Voronoi tessellation in a conformal
parameter space, where the specified density function is used for weighting.
We finally create the mesh by lifting the corresponding constrained
Delaunay triangulation from parameter space. A precise control over
the sampling is obtained through a flexible design of the density function,
the latter being possibly low-pass filtered to obtain a smoother gradation.
We demonstrate the versatility of our approach through various remeshing
examples.
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Compressing Hexahedral Volume Meshes
Martin Isenburg and Pierre Alliez
In PACIFIC GRAPHICS '2002 conference proceedings
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MBytes]
Bibtex
Abstract:
Unstructured hexahedral volume meshes are of particular interest for
visualization and simulation applications. They allow regular tiling
of the three-dimensional space and show good numerical behaviour in
finite element computations. Beside such appealing properties, volume
meshes take huge amount of space when stored in a raw format. In this
paper we present a technique for encoding connectivity and geometry
of unstructured hexahedral volume meshes. For connectivity compression,
we extend the idea of coding with degrees as pioneered by Touma and
Gotsman to volume meshes. Hexahedral connectivity is coded as
a sequence of edge degrees. This naturally exploits the regularity of
typical hexahedral meshes. We achieve connectivity compression rates
of around 1:5 bits per hexahedron that go down to 0:18 for regular meshes.
For geometry compression, we perform simple parallelogram prediction
on uniformly quantized vertices within the side of a hexahedron. At
a quantization level of 16 bits the average geometry compression ratio
is 3:7 on our test meshes.
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Compressing
Polygon Mesh Geometry with Parallelogram Prediction
Martin Isenburg and Pierre Alliez
In VISUALIZATION '2002 conference proceedings
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Bibtex
Abstract:
In this paper we present a generalization of the geometry coder by Touma
and Gotsman to polygon meshes. We let the polygon information dictate
where to apply their parallelogram predictor. Since polygons tend to
be fairly planar and fairly convex, it is beneficial to make predictions
within a polygon rather than across polygons. This, for example, avoids
poor predictions due to a crease angle between polygons. Up to 90 percent
of the vertices can be predicted this way. Our strategy improves geometry
compression by 10 to 40 percent depending on (a) how polygonal the mesh
is and (b) on the quality (planarity / convexity) of the polygons.
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Near-Optimal
Connectivity Encoding of 2-Manifold Polygon Meshes
Andrei Khodakovsky, Pierre Alliez, Mathieu Desbrun and Peter Schröder
Journal of the Graphical Models, 64(3-4).,2002 .
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Bibtex
Abstract:
Encoders for triangle mesh connectivity based on enumeration of vertex
valences are among the best reported to date. They are both simple to
implement and report the best compressed file sizes for a large corpus
of test models. Additionally they have recently been shown to be near-optimal
since they realize the Tutte entropy bound for all planar triangulations.
In this paper more...
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Angle-Analyzer: A Triangle-Quad Mesh Codec
Haeyoung Lee, Pierre Alliez and Mathieu Desbrun
In EUROGRAPHICS '2002 Conferernce Proceedings
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Bibtex
Abstract:
We present Angle-Analyzer, a new single-rate compression algorithm for
triangle-quad hybrid meshes. Using a carefully-designed geometry-driven
mesh traversal and an efficient encoding of intrinsic mesh properties,
Angle-Analyzer produces compression ratios 40\% better in connectivity
and 20\% better in geometry than the leading Touma and Gotsman technique
for the same level of geometric distortion. The simplicity and performance
of this new technique is demonstrated, and we provide extensive comparative
tests to contrast our results with the current state-of-the-art techniques.
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Interactive
Geometry Remeshing
Pierre Alliez, Mark Meyer and Mathieu Desbrun
In SIGGRAPH '2002 Conference Proceedings
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Bibtex
Abstract:
We present a novel technique, both flexible and efficient, for interactive
remeshing of irregular geometry. First, the original (arbitrary genus)
mesh is substituted by a series of 2D maps in parameter space. Using
these maps, our algorithm is then able to take advantage of established
signal processing and halftoning tools that offer real-time interaction
and intricate control. more...
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Intrinsic Parameterizations of Surface Meshes
Mathieu Desbrun, Mark Meyer and Pierre Alliez
In EUROGRAPHICS '2002 Conference Proceedings (second best paper award)
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[39 MBytes]
Bibtex
Abstract:
Parameterization of discrete surfaces is a fundamental and widely-used
operation in graphics, required, for instance, for texture mapping or
remeshing. As 3D data becomes more and more detailed, there is an increased
need for fast and robusttechniques to automatically compute least-distorted
parameterizations of large meshes. In this paper, we present newtheoretical
and practical results on the parameterization of triangulated surface
patches more...
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Efficient
View-dependent Refinement of 3D Meshes using Sqrt(3)-Subdivision
Pierre Alliez, Nathalie Laurent, Henri Sanson and Francis Schmitt
the Visual Computer, vol 18(4), 2003
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Bibtex
Abstract:
In this paper we introduce an efficient view dependent refinement technique
well-suited to adaptive visualization of 3D triangle meshes on a graphic
terminal. Our main goal is the design of fast and robust smooth surface
reconstruction from coarse meshes more...
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Valence-Driven
Connectivity Encoding for 3D Meshes
Pierre Alliez and Mathieu Desbrun
In EUROGRAPHICS '2001 Conference Proceedings
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Bibtex
Abstract:
In this paper, we propose a valence-driven, single-resolution encoding
technique for lossless compression of triangle mesh connectivity. Building
upon a valence-based approach pioneered by Touma and Gotsman, we design
a new valence-driven conquest for arbitrary meshes that always guarantees
smaller compression rates than the original method more...
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Progressive
Encoding for Lossless Transmission of 3D Meshes
Pierre Alliez and Mathieu Desbrun
In ACM SIGGRAPH '01 Conference Proceedings
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Bibtex
Abstract:
Lossless transmission of 3D meshes is a very challenging and timely
problem for many applications, ranging from collaborative design to
engineering. Additionally, frequent delays in transmissions call for
progressive transmission in order for the end user to receive useful
successive refinements of the final mesh. In this paper, we present
a novel, fully progressive encoding approach for lossless transmission
of triangle meshes with a very fine granularity more...
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Mesh Approximation
using a Volume-Based Metric
Pierre Alliez, Nathalie Laurent, Henri Sanson and Francis Schmitt
In PACIFIC GRAPHICS '99 Conference Proceedings
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MBytes]
Bibtex
Abstract:
In this paper we introduce a mesh approximation method that uses a volume-based
metric. After a geometric simplification, we minimize the volume between
the simplified mesh and the original mesh using a gradient-based optimization
algorithm and a finite-element interpolation model implicitly defined
on meshes more...
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Removing
Degeneracies by Perturbing the Problem or the World
Pierre Alliez, Olivier Devillers and Jack Snoeyink
In CCCG '98 Conference Proceedings
Bibtex
Abstract:
We describe two problem-specific approaches to remove geometric degeneracies
that we call perturbing the problem and perturbing the world.
Using as our primary examples 2-d and 3-d Delaunay triangulation with
Euclidean and polygonal metrics, we show that these approaches lead
to relatively simple and efficient perturbations of the points that
do not depend on a fixed ordering or index. Thus, they produce
canonical output, which is important for producing test suites and verifiers
for randomized or dynamic geometric algorithms.
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