Conference
Solid and Physical Modeling
About: Solid and Physical Modeling is an academic conference. The conference publishes majorly in the area(s): Polygon mesh & Triangle mesh. Over the lifetime, 230 publications have been published by the conference receiving 5421 citations.
Papers
13 Jun 2005
TL;DR: This paper introduces a method to extract fingerprints of any surface or solid object by taking the eigenvalues of its respective Laplace-Beltrami operator, which is possible to support copyright protection, database retrieval and quality assessment of digital data representing surfaces and solids.
Abstract: This paper introduces a method to extract fingerprints of any surface or solid object by taking the eigenvalues of its respective Laplace-Beltrami operator. Using an object's spectrum (i.e. the family of its eigenvalues) as a fingerprint for its shape is motivated by the fact that the related eigenvalues are isometry invariants of the object. Employing the Laplace-Beltrami spectra (not the spectra of the mesh Laplacian) as fingerprints of surfaces and solids is a novel approach in the field of geometric modeling and computer graphics. Those spectra can be calculated for any representation of the geometric object (e.g. NURBS or any parametrized or implicitly represented surface or even for polyhedra). Since the spectrum is an isometry invariant of the respective object this fingerprint is also independent of the spatial position. Additionally the eigenvalues can be normalized so that scaling factors for the geometric object can be obtained easily. Therefore checking if two objects are isometric needs no prior alignment (registration/localization) of the objects, but only a comparison of their spectra. With the help of such fingerprints it is possible to support copyright protection, database retrieval and quality assessment of digital data representing surfaces and solids.
213 citations
4 Jun 2007
TL;DR: This paper explores an alternative partitioning strategy that decomposes a given model into "approximately convex" pieces that may provide similar benefits as convex components, while the resulting decomposition is both significantly smaller (typically by orders of magnitude) and can be computed more efficiently.
Abstract: Decomposition is a technique commonly used to partition complex models into simpler components. While decomposition into convex components results in pieces that are easy to process, such decompositions can be costly to construct and can result in representations with an unmanageable number of components. In this paper we explore an alternative partitioning strategy that decomposes a given model into "approximately convex" pieces that may provide similar benefits as convex components, while the resulting decomposition is both significantly smaller (typically by orders of magnitude) and can be computed more efficiently. Indeed, for many applications, an approximate convex decomposition (ACD) can more accurately represent the important structural features of the model by providing a mechanism for ignoring less significant features, such as surface texture. We describe a technique for computing ACDs of three-dimensional polyhedral solids and surfaces of arbitrary genus. We provide results illustrating that our approach results in high quality decompositions with very few components and applications showing that comparable or better results can be obtained using ACD decompositions in place of exact convex decompositions (ECD) that are several orders of magnitude larger.
154 citations
6 Jun 2006
TL;DR: An iterative approach that simultaneously generates a hierarchical shape decomposition and a corresponding set of multi-resolution skeletons and iterates until the quality of the skeleton becomes satisfactory.
Abstract: Shape decomposition and skeletonization share many common properties and applications. However, they are generally treated as independent computations. In this paper, we propose an iterative approach that simultaneously generates a hierarchical shape decomposition and a corresponding set of multi-resolution skeletons. In our method, a skeleton of a model is extracted from the components of its decomposition --- that is, both processes and the qualities of their results are interdependent. In particular, if the quality of the extracted skeleton does not meet some user specified criteria, then the model is decomposed into finer components and a new skeleton is extracted from these components. The process of simultaneous shape decomposition and skeletonization iterates until the quality of the skeleton becomes satisfactory. We provide evidence that the proposed framework is efficient and robust under perturbation and. deformation. We also demonstrate that our results can readily be used in problems including skeletal deformations and virtual reality navigation.
150 citations
2 Jun 2008
TL;DR: A novel formulation for continuous normal cones is presented and used to efficiently cull large regions of the mesh as part of self-collision tests and can result in one order of magnitude performance improvement as compared to prior collision detection algorithms for deformable models.
Abstract: We present an interactive algorithm for continuous collision detection between deformable models. We introduce two techniques to improve the culling efficiency and reduce the number of potentially colliding triangle candidate pairs. First, we present a novel formulation for continuous normal cones and use these normal cones to efficiently cull large regions of the mesh from self-collision tests. Second, we exploit the mesh connectivity and introduce the concept of "orphan sets" to eliminate almost all redundant elementary tests between adjacent triangles. In particular, we can reduce the number of elementary tests by many orders of magnitude. These culling techniques have been combined with bounding volume hierarchies and can result in one order of magnitude performance improvement as compared to prior algorithms for deformable models. We highlight the performance of our algorithm on several benchmarks, including cloth simulations, N-body simulations and breaking objects.
136 citations
[...]
TL;DR: A new data structure is designed that facilitates the intuitive and rapid construction of polycube splines and novel modeling techniques for using the polyCube splines in solid modeling and shape computing are developed.
Abstract: 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 tensor-product surface definition, GPU-centric geometric computing, and image-based 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 data-set 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.
127 citations
Performance Metrics
| Year | Papers |
|---|---|
| 2020 | 1 |
| 2018 | 1 |
| 2016 | 1 |
| 2013 | 1 |
| 2010 | 27 |
| 2009 | 42 |