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77
Discrete conformal mappings via circle patterns
 ACM Trans. Graph
, 2006
"... We introduce a novel method for the construction of discrete conformal mappings from surface meshes of arbitrary topology to the plane. Our approach is based on circle patterns, i.e., arrangements of circles—one for each face—with prescribed intersection angles. Given these angles the circle radii f ..."
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Cited by 84 (2 self)
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We introduce a novel method for the construction of discrete conformal mappings from surface meshes of arbitrary topology to the plane. Our approach is based on circle patterns, i.e., arrangements of circles—one for each face—with prescribed intersection angles. Given these angles the circle radii follow as the unique minimizer of a convex energy. The method supports very flexible boundary conditions ranging from free boundaries to control of the boundary shape via prescribed curvatures. Closed meshes of genus zero can be parameterized over the sphere. To parameterize higher genus meshes we introduce cone singularities at designated vertices. The parameter domain is then a piecewise Euclidean surface. Cone singularities can also help to reduce the often very large area distortion of global conformal maps to moderate levels. Our method involves two optimization problems: a quadratic program and the unconstrained minimization of the circle pattern energy. The latter is a convex function of logarithmic radius variables with simple explicit expressions for gradient and Hessian. We demonstrate the versatility and performance of our algorithm with a variety of examples.
Mesh parameterization methods and their applications
 FOUNDATIONS AND TRENDSÂŐ IN COMPUTER GRAPHICS AND VISION
, 2006
"... We present a survey of recent methods for creating piecewise linear mappings between triangulations in 3D and simpler domains such as planar regions, simplicial complexes, and spheres. We also discuss emerging tools such as global parameterization, intersurface mapping, and parameterization with co ..."
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Cited by 69 (2 self)
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We present a survey of recent methods for creating piecewise linear mappings between triangulations in 3D and simpler domains such as planar regions, simplicial complexes, and spheres. We also discuss emerging tools such as global parameterization, intersurface mapping, and parameterization with constraints. We start by describing the wide range of applications where parameterization tools have been used in recent years. We then briefly review the pertinent mathematical background and terminology, before proceeding to survey the existing parameterization techniques. Our survey summarizes the main ideas of each technique and discusses its main properties, comparing it to other methods available. Thus it aims to provide guidance to researchers and developers when assessing the suitability of different methods for various applications. This survey focuses on the practical aspects of the methods available, such as time complexity and robustness and shows multiple examples of parameterizations generated using different methods, allowing the reader to visually evaluate and compare the results.
Analysis of human faces using a measurementbased skin reflectance model
 ACM Transactions on Graphics
, 2006
"... Figure 1: Photograph compared to a face rendered using our skin reflectance model. The rendered image was composited on top of the photograph. Right: Changing the albedo and BRDF using statistics of measured model parameters from a sample population. We have measured 3D face geometry, skin reflectan ..."
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Cited by 67 (15 self)
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Figure 1: Photograph compared to a face rendered using our skin reflectance model. The rendered image was composited on top of the photograph. Right: Changing the albedo and BRDF using statistics of measured model parameters from a sample population. We have measured 3D face geometry, skin reflectance, and subsurface scattering using custombuilt devices for 149 subjects of varying age, gender, and race. We developed a novel skin reflectance model whose parameters can be estimated from measurements. The model decomposes the large amount of measured skin data into a spatiallyvarying analytic BRDF, a diffuse albedo map, and diffuse subsurface scattering. Our model is intuitive, physically plausible, and – since we do not use the original measured data – easy to edit as well. Highquality renderings come close to reproducing real photographs. The analysis of the model parameters for our sample population reveals variations according to subject age, gender, skin type, and external factors (e.g., sweat, cold, or makeup). Using our statistics, a user can edit the overall appearance of a face (e.g., changing skin type and age) or change smallscale features using texture synthesis (e.g., adding moles and freckles). We are making the collected statistics publicly available to the research community for applications in face synthesis and analysis.
Mesh Parameterization: Theory and Practice
 SIGGRAPH ASIA 2008 COURSE NOTES
, 2008
"... Mesh parameterization is a powerful geometry processing tool with numerous computer graphics applications, from texture mapping to animation transfer. This course outlines its mathematical foundations, describes recent methods for parameterizing meshes over various domains, discusses emerging tools ..."
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Cited by 54 (5 self)
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Mesh parameterization is a powerful geometry processing tool with numerous computer graphics applications, from texture mapping to animation transfer. This course outlines its mathematical foundations, describes recent methods for parameterizing meshes over various domains, discusses emerging tools like global parameterization and intersurface mapping, and demonstrates a variety of parameterization applications.
Conformal Flattening by Curvature Prescription and Metric Scaling
, 2008
"... We present an efficient method to conformally parameterize 3D mesh data sets to the plane. The idea behind our method is to concentrate all the 3D curvature at a small number of select mesh vertices, called cone singularities, and then cut the mesh through those singular vertices to obtain disk topo ..."
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Cited by 51 (2 self)
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We present an efficient method to conformally parameterize 3D mesh data sets to the plane. The idea behind our method is to concentrate all the 3D curvature at a small number of select mesh vertices, called cone singularities, and then cut the mesh through those singular vertices to obtain disk topology. The singular vertices are chosen automatically. As opposed to most previous methods, our flattening process involves only the solution of linear systems of Poisson equations, thus is very efficient. Our method is shown to be faster than existing methods, yet generates parameterizations having comparable quasiconformal distortion.
Discrete Surface Ricci Flow
 SUBMITTED TO IEEE TVCG
"... This work introduces a unified framework for discrete surface Ricci flow algorithms, including spherical, Euclidean, and hyperbolic Ricci flows, which can design Riemannian metrics on surfaces with arbitrary topologies by userdefined Gaussian curvatures. Furthermore, the target metrics are conform ..."
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Cited by 40 (22 self)
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This work introduces a unified framework for discrete surface Ricci flow algorithms, including spherical, Euclidean, and hyperbolic Ricci flows, which can design Riemannian metrics on surfaces with arbitrary topologies by userdefined Gaussian curvatures. Furthermore, the target metrics are conformal (anglepreserving) to the original metrics. A Ricci flow conformally deforms the Riemannian metric on a surface according to its induced curvature, such that the curvature evolves like a heat diffusion process. Eventually, the curvature becomes the user defined curvature. Discrete Ricci flow algorithms are based on a variational framework. Given a mesh, all possible metrics form a linear space, and all possible curvatures form a convex polytope. The Ricci energy is defined on the metric space, which reaches its minimum at the desired metric. The Ricci flow is the negative gradient flow of the Ricci energy. Furthermore, the Ricci energy can be optimized using Newton’s method more efficiently. Discrete Ricci flow algorithms are rigorous and efficient. Our experimental results demonstrate the efficiency, accuracy and flexibility of the algorithms. They have the potential for a wide range of applications in graphics, geometric modeling, and medical imaging. We demonstrate their practical values by global surface parameterizations.
Interactive decal compositing with discrete exponential maps
 ACM Trans. Graph
, 2006
"... Figure 1: A clay elephant statue (left) was modeled using sketchbased implicitsurface modeling software. Then, a lapped base texture and 25 feature textures were extracted from 22 images taken with a digital camera and composited on the surface. Photography, image creation, and texture positioning ..."
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Cited by 34 (7 self)
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Figure 1: A clay elephant statue (left) was modeled using sketchbased implicitsurface modeling software. Then, a lapped base texture and 25 feature textures were extracted from 22 images taken with a digital camera and composited on the surface. Photography, image creation, and texture positioning was completed in under an hour. A method is described for texturing surfaces using decals, images placed on the surface using local parameterizations. Decal parameterizations are generated with a novel O(N logN) discrete approximation to the exponential map which requires only a single additional step in Dijkstra’s graphdistance algorithm. Decals are dynamically composited in an interface that addresses many limitations of previous work. Tools for image processing, deformation/featurematching, and vector graphics are implemented using direct surface interaction. Exponential map decals can contain holes and can also be combined with conformal parameterization to reduce distortion. The exponential map approximation can be computed on any point set, including meshes and sampled implicit surfaces, and is relatively stable under resampling. The decals stick to the surface as it is interactively deformed, allowing the texture to be preserved even if the surface changes topology. These properties make exponential map decals a suitable approach for texturing animated implicit surfaces.
Virtual garments: A fully geometric approach for clothing design
 COMPUTER GRAPHICS FORUM (EUROGRAPHICS 2006)
, 2006
"... Modeling dressed characters is known as a very tedious process. It usually requires specifying 2D fabric patterns, positioning and assembling them in 3D, and then performing a physicallybased simulation. The latter accounts for gravity and collisions to compute the rest shape of the garment, with ..."
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Cited by 27 (2 self)
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Modeling dressed characters is known as a very tedious process. It usually requires specifying 2D fabric patterns, positioning and assembling them in 3D, and then performing a physicallybased simulation. The latter accounts for gravity and collisions to compute the rest shape of the garment, with the adequate folds and wrinkles. This paper presents a more intuitive way to design virtual clothing. We start with a 2D sketching system in which the user draws the contours and seamlines of the garment directly on a virtual mannequin. Our system then converts the sketch into an initial 3D surface using an existing method based on a precomputed distance field around the mannequin. The system then splits the created surface into different panels delimited by the seamlines. The generated panels are typically not developable. However, the panels of a realistic garment must be developable, since each panel must unfold into a 2D sewing pattern. Therefore our system automatically approximates each panel with a developable surface, while keeping them assembled along the seams. This process allows us to output the corresponding sewing patterns. The last step of our method computes a natural rest shape for the 3D garment, including the folds due to the
Polycube splines
, 2008
"... This paper proposes a new concept of polycube splines and develops novel modeling techniques for using the polycube splines in solid modeling and shape computing. Polycube splines are essentially a novel variant of manifold splines which are built upon the polycube map, serving as its parametric dom ..."
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Cited by 22 (9 self)
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This paper proposes a new concept of polycube splines and develops novel modeling techniques for using the polycube splines in solid modeling and shape computing. Polycube splines are essentially a novel variant of manifold splines which are built upon the polycube map, serving as its parametric domain. Our rationale for defining spline surfaces over polycubes is that polycubes have rectangular structures everywhere over their domains, except a very small number of corner points. The boundary of polycubes can be naturally decomposed into a set of regular structures, which facilitate tensorproduct surface definition, GPUcentric geometric computing, and imagebased geometric processing. We develop algorithms to construct polycube maps, and show that the introduced polycube map naturally induces the affine structure with a finite number of extraordinary points. Besides its intrinsic rectangular structure, the polycube map may approximate any original scanned dataset with a very low geometric distortion, so our method for building polycube splines is both natural and necessary, as its parametric domain can mimic the geometry of modeled objects in a topologically correct and geometrically meaningful manner. We design a new data structure that facilitates the intuitive and rapid construction of polycube splines in this paper. We demonstrate the polycube splines with applications in surface reconstruction and shape computing.
Geometric Modeling Based on Triangle Meshes
"... This course is designed to cover the entire geometry processing pipeline based on triangle meshes. We will present the latest concepts for mesh generation and mesh repair, for geometry and topology optimizations like mesh smoothing, decimation, and remeshing, for parametrization, segmentation, and s ..."
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Cited by 18 (0 self)
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This course is designed to cover the entire geometry processing pipeline based on triangle meshes. We will present the latest concepts for mesh generation and mesh repair, for geometry and topology optimizations like mesh smoothing, decimation, and remeshing, for parametrization, segmentation, and shape editing. In addition to describing and discussing the related algorithms, we will also give valuable implementation hints and provide source code for most of the covered topics. The course assumes only very basic knowledge on geometric concepts in general, but does not require specific knowledge on polygonal meshes and how to discretize the respective problems for those. It is intended for computer graphics researchers, software developers and engineers from CAGD, computer games, or the movie industry, who are interested in geometry processing