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Triangulation of uniform particle systems: its application to the implicit surface texturing

Triangulation of uniform particle systems: its application to the implicit surface texturing. F. Levet, X. Granier, C. Schlick IPARLA Project (INRIA futurs, LaBRI) University of Bordeaux 1 - FRANCE. Outline of the presentation. Presentation of particle systems

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Triangulation of uniform particle systems: its application to the implicit surface texturing

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  1. Triangulation of uniform particle systems:its application to the implicit surface texturing F. Levet, X. Granier, C. Schlick IPARLA Project (INRIA futurs, LaBRI) University of Bordeaux 1 - FRANCE

  2. Outline of the presentation • Presentation of particle systems • Mesh creation from uniform particles • Triangulation • Tesselation • Texturation • Results

  3. A particle-based system • Witkin and Heckbert [94] • Sampling • Split/death criterion • Particles migration • Adaptive repulsion • Uniform distribution

  4. Some improvements • Isotropic sampling • With an energy function • Crossno and Angel [97] • Rosh et al. [97] • Meyer et al. [05] • With repulsion forces • Turk [91] • Pauly et al. [02] • Levet et al. [05] • Galin et al [06] Uniform case Each one but slower Non-uniform case Anisotropic sampling BlobTree

  5. Triangulation of the particles • Crossno et Angel, SpiralingEdge [99] • Uniform and non-uniform • Result  very complex algorithm • Lots of special cases • Adapted triangulation to the uniform case

  6. An adapted triangulation • Distance between neighboring particles • Near 2r (r the repulsion radius)

  7. An adapted triangulation • Approach • Gather the particles (with a 3r distance) • Polygonize them as a ring p 2 p 1 p p 0 p 3 4 p p 5

  8. An adapted triangulation • Approach • Gather the particles (with a 3r distance) • Polygonize them as a ring

  9. An adapted triangulation • Results • Intersections between triangles

  10. An adapted triangulation • Results • Intersections between triangles • Three bad configurations

  11. Results • Quasi-equilateral triangles • Very fast

  12. Triangle tesselation • Triangulation of the particules • Minimization of the deformations • Few particules • Subdivision of the obtained triangles • Projection

  13. Texturation with particle systems • Turk [92] • Expensive for high frequency details • Pedersen [95] • Defines a set of patches • Complex to avoid deformation • Zonenschein [97, 98] • Particles follow the gradient field • Not robust with high-order genus surfaces

  14. Neyret et Cani [99] Original mesh Texturation

  15. Neyret et Cani [99] Original mesh Simplified mesh Texturation

  16. Neyret et Cani [99] Original mesh Simplified mesh Texturation support Texturation

  17. Neyret et Cani [99] Original mesh Simplified mesh Texturation support Local parametrization Texturation

  18. Neyret et Cani [99] Original mesh Simplified mesh Texturation support Local parametrization Texturation

  19. Neyret et Cani [99] Original mesh Simplified mesh Texturation support Local parametrization Texturation

  20. Texturation • Triangles : Texture mesh • Subdivision : parametrization

  21. Results

  22. Conclusion • Fast triangulation of uniform particles • On-the-fly mesh refinement • 2D pattern-based texturing of immplicit surfaces

  23. Future works • Texturing of huge scanned objects • Curvature informations • Local edition of the particle system

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