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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)
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)
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)
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(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)
In this chapter, a novel Delaunay-based variational approach to isotropic tetrahedral meshing is presented. To achieve both robustness and efficiency, we minimize a simple mesh-dependent energy through global updates of both vertex positions <i>and</i> connectivity. As this energy is known to be the L<sup>1</sup> distance between an isotropic quadratic(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 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)