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In this paper, we develop methods to rapidly remove rough features from irregularly triangulated data intended to portray a smooth surface. The main task is to remove undesirable noise and uneven edges while retaining desirable geometric features. The problem arises mainly when creating high-fidelity computer graphics objects using imperfectly-measured data(More)
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 robust techniques to automatically compute least-distorted parameterizations of large meshes. In this paper, we present new(More)
This paper proposes a unified and consistent set of flexible tools to approximate important geometric attributes, including normal vectors and curvatures on arbitrary triangle meshes. We present a consistent derivation of these first and second order differential properties using averaging Voronoi cells and the mixed Finite-Element/Finite-Volume method, and(More)
A method for concise, faithful approximation of complex 3D datasets is key to reducing the computational cost of graphics applications. Despite numerous applications ranging from geometry compression to reverse engineering, efficiently capturing the geometry of a surface remains a tedious task. In this paper, we present both theoretical and practical(More)
Tangent vector fields are an essential ingredient in controlling surface appearance for applications ranging from anisotropic shading to texture synthesis and non-photorealistic rendering. To achieve a desired effect one is typically interested in smoothly varying fields that satisfy a sparse set of user-provided constraints. Using tools from Discrete(More)
This paper presents a straightforward algorithm for constructing connections on discrete surfaces that are as smooth as possible everywhere but on a set of isolated singularities with given index. We compute these connections by solving a single linear system built from standard operators. The solution can be used to design rotationally symmetric direction(More)
In this paper, we propose a novel polygonal remeshing technique that exploits a key aspect of surfaces: the intrinsic <i>anisotropy</i> 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(More)
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(More)
This paper presents a new formalism for simulating highly deformable bodies with a particle system. Smoothed particles represent sample points that enable the approximation of the values and derivatives of local physical quantities inside a medium. They ensure valid and stable simulation of state equations that describe the physical behavior of the(More)