Search results for "Triangle mesh"

showing 10 items of 16 documents

Efficiently using connectivity information between triangles in a mesh for real-time rendering

2004

Triangle meshes are the most popular standard model used to represent polygonal surfaces. Drawing these meshes as a set of independent triangles involves sending a vast amount of information to the graphics system. Taking advantage of the connectivity information between the triangles in a mesh dramatically diminishes the amount of information the graphics system must handle. Multiresolution Triangle Strips (MTS) represent a triangle mesh as a collection of multiresolution triangles strips. These strips are the basis of both the storage and the rendering stage. The coherence between the extraction of two levels of detail is used in the model in order to decrease the visualisation time.

Computer Networks and CommunicationsComputer scienceComputer Science::Computational GeometryReal-time renderingVisualizationRendering (computer graphics)Computer Science::GraphicsHardware and ArchitectureComputer graphics (images)Triangle meshPolygonPolygon meshGraphicsInteractive visualizationSoftwareLevel of detailComputingMethodologies_COMPUTERGRAPHICSFuture Generation Computer Systems
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Efficient Implementation of Multiresolution Triangle Strips

2002

Triangle meshes are currently the most popular standard modelto represent polygonal surfaces. Drawing these meshes as a set of independent triangles involves sending a vast amount of information to the graphic engine. It has been shown that using drawing primitives, such as triangle fans or strips, dramatically reduces the amount of information. Multiresolution Triangle Strips (MTS) uses the connectivity information to represent a mesh as a set of multiresolution triangles strips. These strips are the basis of both the storage and rendering stages. They allow the efficient management of a wide range of levels of detail. In this paper, we have taken advantage of the coherence property betwee…

Computer scienceComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISIONTriangulation (social science)Progressive meshesSTRIPSComputer Science::Computational GeometryTriangle fanRendering (computer graphics)law.inventionComputer graphicsComputer Science::GraphicsMesh generationlawComputer graphics (images)Triangle meshPolygonPolygon meshComputingMethodologies_COMPUTERGRAPHICS
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geomIO: An Open‐Source MATLAB Toolbox to Create the Initial Configuration of 2‐D/3‐D Thermo‐Mechanical Simulations From 2‐D Vector Drawings

2019

Creating the initial geometry and temperature configuration of 3D numerical simulations is a challenging task. Professional tools are expensive. They often have a steep learning curve and do mostly not interface with the numerical simulation software used by the geodynamics and tectonics academic community. There, we developed geomIO (geometry Input/Output), a MATLAB toolbox to create the initial configuration of geological models regarding model geometry and temperature structure. geomIO allows users to create a geo-referenced 3D volume by drawing multiple 2D cross-sections in a standard vector graphics editor. The volume is then used to assign material properties and set up initial temper…

Data processingSource lines of code010504 meteorology & atmospheric sciencesbusiness.industryInterface (Java)010502 geochemistry & geophysicsFile format01 natural sciencesToolboxComputational scienceVector graphicsGeophysicsSoftwareGeochemistry and PetrologyTriangle meshbusinessGeology0105 earth and related environmental sciencesGeochemistry, Geophysics, Geosystems
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Frequency Assignment and Multicoloring Powers of Square and Triangular Meshes

2005

The static frequency assignment problem on cellular networks can be abstracted as a multicoloring problem on a weighted graph, where each vertex of the graph is a base station in the network, and the weight associated with each vertex represents the number of calls to be served at the vertex. The edges of the graph model interference constraints for frequencies assigned to neighboring stations. In this paper, we first propose an algorithm to multicolor any weighted planar graph with at most $\frac{11}{4}W$ colors, where W denotes the weighted clique number. Next, we present a polynomial time approximation algorithm which garantees at most 2W colors for multicoloring a power square mesh. Fur…

Discrete mathematicsVertex (graph theory)Frequency assignmentUpper and lower boundsPlanar graphCombinatoricssymbols.namesakeDistributed algorithmTriangle meshCellular networksymbolsPolygon meshMathematicsofComputing_DISCRETEMATHEMATICSComputingMethodologies_COMPUTERGRAPHICSMathematics
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Conservative swept volume boundary approximation

2010

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 techniqu…

Engine displacementOffset (computer science)Hausdorff distanceTriangle meshVolume computationTopologyTexture memoryAlgorithmShaderRigid transformationComputingMethodologies_COMPUTERGRAPHICSMathematicsProceedings of the 14th ACM Symposium on Solid and Physical Modeling
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Texture advection on discontinuous flows

2015

Texture advection techniques, which transport textures using a velocity field, are used to visualize the dynamics of a flow on a triangle mesh. Some flow phenomena lead to velocity fields with discontinuities that cause the deformation of the texture which is not properly controlled by these techniques. We propose a method to detect and visualize discontinuities on a flow, keeping consistent texture advection at both sides of the discontinuity. The method handles the possibility that the discontinuity travels across the domain of the flow with arbitrary velocity, estimating its speed with least-squares approximation. The technique is tested with different sample scenarios and with two avala…

Flow visualizationbusiness.industryTexture (cosmology)ComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISIONInfografiaGeometryClassification of discontinuitiesComputer Graphics and Computer-Aided DesignDiscontinuity (linguistics)Computer Science::GraphicsFlow (mathematics)Computer Science::Computer Vision and Pattern RecognitionTriangle meshComputer visionVector fieldTexture advectionVisualització (Informàtica)Computer Vision and Pattern RecognitionArtificial intelligencebusinessSoftwareGeologyComputingMethodologies_COMPUTERGRAPHICS
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Reduced reference 3D mesh quality assessment based on statistical models

2015

International audience; During their geometry processing and transmission 3D meshes are subject to various visual processing operations like compression, watermarking, remeshing, noise addition and so forth. In this context it is indispensable to evaluate the quality of the distorted mesh, we talk here about the mesh visual quality (MVQ) assessment. Several works have tried to evaluate the MVQ using simple geometric measures, However this metrics do not correlate well with the subjective score since they fail to reflect the perceived quality. In this paper we propose a new objective metric to evaluate the visual quality between a mesh with a perfect quality called reference mesh and its dis…

Gamma distribution[ INFO ] Computer Science [cs]Kullback–Leibler divergenceKullback-Leibler divergencestatistical modelingContext (language use)02 engineering and technologyhuman visual systemDatabases[SPI]Engineering Sciences [physics][ SPI ] Engineering Sciences [physics]0202 electrical engineering electronic engineering information engineeringcomputational geometryPolygon mesh[INFO]Computer Science [cs]Divergence (statistics)MathematicsComputingMethodologies_COMPUTERGRAPHICSVisualizationbusiness.industry020207 software engineeringStatistical modelPattern recognitionstatistical distributionsDistortionGeometry processing3D triangle mesh[ SPI.TRON ] Engineering Sciences [physics]/Electronicsimage processing[SPI.TRON]Engineering Sciences [physics]/ElectronicsHuman visual system modelMetric (mathematics)Solid modelingThree-dimensional displays020201 artificial intelligence & image processingDistortion measurementWeibull distributionArtificial intelligencebusinessobjective metricQuality assessment
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Approximation Algorithms for Multicoloring Planar Graphs and Powers of Square and Triangular Meshes

2006

A multicoloring of a weighted graph G is an assignment of sets of colors to the vertices of G so that two adjacent vertices receive two disjoint sets of colors. A multicoloring problem on G is to find a multicoloring of G. In particular, we are interested in a minimum multicoloring that uses the least total number of colors. The main focus of this work is to obtain upper bounds on the weighted chromatic number of some classes of graphs in terms of the weighted clique number. We first propose an 11/6-approximation algorithm for multicoloring any weighted planar graph. We then study the multicoloring problem on powers of square and triangular meshes. Among other results, we show that the infi…

General Computer SciencePower graphAstrophysics::High Energy Astrophysical PhenomenaInduced subgraphDisjoint setsAstrophysics::Cosmology and Extragalactic Astrophysics[INFO.INFO-DM]Computer Science [cs]/Discrete Mathematics [cs.DM]Theoretical Computer ScienceCombinatoricssymbols.namesakeTriangle meshGreedy algorithmDiscrete Mathematics and CombinatoricsAstrophysics::Solar and Stellar AstrophysicsColoringPolygon meshProduct graphMathematicsComputingMethodologies_COMPUTERGRAPHICSDiscrete mathematicsGreedy algorithm.lcsh:MathematicsApproximation algorithmGraph theory[ INFO.INFO-DM ] Computer Science [cs]/Discrete Mathematics [cs.DM]Cartesian productlcsh:QA1-939Approximation algorithmPlanar graphGraph theory[INFO.INFO-DM] Computer Science [cs]/Discrete Mathematics [cs.DM]symbolsMulticoloring
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3d mesh denoising using normal based myriad filter

2011

We propose a new filtering scheme for denoising of 3D objects which are represented by a triangular mesh. This scheme consists on applying myriad filter to face normals and then updating the vertices positions in order to preserve the original shape of the object. The choice of the Myriad is justified by the assumption of Cauchy distributed angles between surface normals. This filter improves the performance of a normal-based method which is adapted to the underlying mesh structure. To evaluate these methods of filtering, we use three error metrics. The first is based on the vertices, the second is based on the normals and the third is based on Hausdorff distance. Experimental results demon…

Hausdorff distanceNoise reductionFace (geometry)Triangle meshMedian filterCauchy distributionPolygon meshFilter (signal processing)TopologyAlgorithmComputingMethodologies_COMPUTERGRAPHICSMathematics2011 Seventh International Conference on Signal Image Technology & Internet-Based Systems
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G1 rational blend interpolatory schemes: a comparative study

2012

Interpolation of triangular meshes is a subject of great interest in many computer graphics related applications, as, for example, gaming and realtime rendering. One of the main approaches to interpolate the positions and normals of the mesh vertices is the use of parametric triangular Bezier patches. As it is well known, any method aiming at constructing a parametric, tangent plane (G^1) continuous surface has to deal with the vertex consistency problem. In this article, we propose a comparison of three methods appeared in the nineties that use a particular technique called rational blend to avoid this problem. Together with these three methods we present a new scheme, a cubic Gregory patc…

Mathematical optimizationG1 local interpolationBézier triangleGregory patchBézier curveComputer Graphics and Computer-Aided DesignRendering (computer graphics)MAT/08 - ANALISI NUMERICAComputer graphicsComputer Science::GraphicsBézier triangleModeling and SimulationShape interrogationTriangle meshPolygon meshGeometry and TopologyRational blendAlgorithmSoftwareParametric statisticsMathematicsInterpolationComputingMethodologies_COMPUTERGRAPHICSTriangular mesh
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