TL;DR: This work introduces a robust technique for directly parametrizing a genus-zero surface onto a spherical domain, and proposes a scheme for sampling the spherical domain using uniformly subdivided polyhedral domains, namely the tetrahedron, octahedrons, and cube.
Abstract: The traditional approach for parametrizing a surface involves cutting it into charts and mapping these piecewise onto a planar domain. We introduce a robust technique for directly parametrizing a genus-zero surface onto a spherical domain. A key ingredient for making such a parametrization practical is the minimization of a stretch-based measure, to reduce scale-distortion and thereby prevent undersampling. Our second contribution is a scheme for sampling the spherical domain using uniformly subdivided polyhedral domains, namely the tetrahedron, octahedron, and cube. We show that these particular semi-regular samplings can be conveniently represented as completely regular 2D grids, i.e. geometry images. Moreover, these images have simple boundary extension rules that aid many processing operations. Applications include geometry remeshing, level-of-detail, morphing, compression, and smooth surface subdivision.
TL;DR: This work extends the concept of cube maps to arbitrary meshes by using as texture domain the surface of a polycube whose shape is similar to that of the given mesh, leading to a seamless texture mapping method that is simple enough to be implemented in currently available graphics hardware.
Abstract: Standard texture mapping of real-world meshes suffers from the presence of seams that need to be introduced in order to avoid excessive distortions and to make the topology of the mesh compatible to the one of the texture domain. In contrast, cube maps provide a mechanism that could be used for seamless texture mapping with low distortion, but only if the object roughly resembles a cube. We extend this concept to arbitrary meshes by using as texture domain the surface of a polycube whose shape is similar to that of the given mesh. Our approach leads to a seamless texture mapping method that is simple enough to be implemented in currently available graphics hardware.
TL;DR: This work introduces a new method for computing low‐distortion volumetric PolyCube deformations of general shapes and for subsequent all‐hex remeshing that automatically generates good quality all-hex meshes of complex natural and man‐made shapes.
Abstract: While hexahedral mesh elements are preferred by a variety of simulation techniques, constructing quality all-hex meshes of general shapes remains a challenge. An attractive hex-meshing approach, often referred to as submapping, uses a low distortion mapping between the input model and a PolyCube (a solid formed from a union of cubes), to transfer a regular hex grid from the PolyCube to the input model. Unfortunately, the construction of suitable PolyCubes and corresponding volumetric maps for arbitrary shapes remains an open problem. Our work introduces a new method for computing low-distortion volumetric PolyCube deformations of general shapes and for subsequent all-hex remeshing. For a given input model, our method simultaneously generates an appropriate PolyCube structure and mapping between the input model and the PolyCube. From these we automatically generate good quality all-hex meshes of complex natural and man-made shapes.
TL;DR: In this paper, a comprehensive scheme is described to construct rational trivariate solid T-splines from boundary triangulations with arbitrary topology, and a polycube mapping is used to build a one-to-one correspondence between the input triangulation and the polycube boundary.
Abstract: A comprehensive scheme is described to construct rational trivariate solid T-splines from boundary triangulations with arbitrary topology. To extract the topology of the input geometry, we first compute a smooth harmonic scalar field defined over the mesh, and saddle points are extracted to determine the topology. By dealing with the saddle points, a polycube whose topology is equivalent to the input geometry is built, and it serves as the parametric domain for the trivariate T-spline. A polycube mapping is then used to build a one-to-one correspondence between the input triangulation and the polycube boundary. After that, we choose the deformed octree subdivision of the polycube as the initial T-mesh, and make it valid through pillowing, quality improvement and applying templates to handle extraordinary nodes and partial extraordinary nodes. The T-spline that is obtained is C^2-continuous everywhere over the boundary surface except for the local region surrounding polycube corner nodes. The efficiency and robustness of the presented technique are demonstrated with several applications in isogeometric analysis.
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.