1,721,101 research outputs found
Costruzione modulare di strumenti di visualizzazione per simulazioni di combustione interna
Partitioning Meshes into Strips using the Enhanced Tunnelling Algorithm
Triangle meshes are the most used representations for three-dimensional objects, and triangle strips are the organization of triangles mostly used for efficient rendering. Since the problem of optimal strip decomposition of a given mesh is NP-complete, many different heuristics have been proposed; the quality of the stripification is usually evaluated using standard indicators as the total number of strips, the number of isolated triangles, the cache coherence, the number of swap vertices. In this paper we present the Enhanced Tunnelling Algorithm (ETA), a stripification method working on the dual graph of a mesh. The method uses a sophisticated mechanism of dynamical update of identifiers, guided by a localization procedure. The algorithm adopts a modified search approach in the dual graph that accelerated the convergence speed of the algorithm. The ETA results efficient and robust, able to deal with datasets of any dimension. The quality of the stripification is remarkable: very few strips (not seldom just one), no isolated triangles, good cache coherence (ACMR value), good number of vertex per triangle
Rewriting rules for the dual graph of a stripified CLOD mesh
A triangular mesh is the piecewise linear approximation of a sampled or analytical surface, when each patch is a triangle. The connectivity of the mesh can be easily represented using its dual graph. Each node of such a graph has at most three incident edges; if the surface is homeomorphic to a sphere, each node has exactly three incident edges. Several triangular meshes, representing the same surface, with an increasing number of triangles are a representation of the surface at different levels of detail (LOD). When the number of triangles from one LOD to another varies continuously we call such a structure a continuous level of detail (CLOD) approximation of the surface. Given a CLOD data structure we can extract, at each level, the mesh representing the surface and derive its dual graph. If we group the triangles forming each mesh in strips, to accelerate their rendering, we should use two colors for the dual graph's edges to distinguish between the edges linking nodes belonging to the same strip or not. The main goal of this paper is to present a set of rules to recolor the dual graph of the mesh when passing from one LOD to the next and back. The operations used to change the mesh are a Vertex Split (VS) when the resolution increases, and an Edge Collapse (EC) when the resolution decreases. We can, then, use a local topological analysis to derive the rules allowing to recolor the graph, and to show that, under certain conditions, the recoloring is optimal. This allows to keep effectively an optimal triangle strip structure over the mesh, while changing its resolution
Practical medial axis filtering for occlusion-aware contours
We propose a filtering system for occlusion-aware contours. Given a point of view, we use the silhouette of a 3D shape from that point of view, its medial axis and a map of the occluded areas. Our filter is able to select the points of the medial axis which are projections of the curve-skeleton of the 3D shape, discarding all the points affected by occlusions. Our algorithm is easy to implement and works in real time. It can be plugged as is into existing methods for curve-skeleton extraction from 2D images; it can be used to robustly rank silhouettes according to how much they are representative of the 3D shape that generated them and can also be used for shape recognition from images or video sequence
Extracting curve-skeletons from digital shapes using occluding contours
Curve-skeletons are compact and semantically relevant shape descriptors, able to summarize both topology and pose of a wide range of digital objects. Most of the state-of-the-art algorithms for their computation rely on the type of geometric primitives used and sampling frequency. In this paper we introduce a formally sound and intuitive definition of curve-skeleton, then we propose a novel method for skeleton extraction that rely on the visual appearance of the shapes. To achieve this result we inspect the properties of occluding contours, showing how information about the symmetry axes of a 3D shape can be inferred by a small set of its planar projections. The proposed method is fast, insensitive to noise, capable of working with different shape representations, resolution insensitive and easy to implement
THAL-k: TalkingHead Animation Library
We present here the first release of an SDK (Software Development Kit) for mobile devices supporting the animation of 3D talking heads: THAL-k. The SDK is constantly evolving and here we discuss the features of version 1.0. This library is thought as a support for all the developers wishing to build applications on smartphones or tablets including avatars to enhance the interaction functionalities. The main challenge we face is to provide developers with a complete SDK for the creation, customization and real-time animation of the models
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