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23
Poisson Surface Reconstruction
, 2006
"... We show that surface reconstruction from oriented points can be cast as a spatial Poisson problem. This Poisson formulation considers all the points at once, without resorting to heuristic spatial partitioning or blending, and is therefore highly resilient to data noise. Unlike radial basis function ..."
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Cited by 369 (5 self)
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We show that surface reconstruction from oriented points can be cast as a spatial Poisson problem. This Poisson formulation considers all the points at once, without resorting to heuristic spatial partitioning or blending, and is therefore highly resilient to data noise. Unlike radial basis function schemes, our Poisson approach allows a hierarchy of locally supported basis functions, and therefore the solution reduces to a well conditioned sparse linear system. We describe a spatially adaptive multiscale algorithm whose time and space complexities are proportional to the size of the reconstructed model. Experimenting with publicly available scan data, we demonstrate reconstruction of surfaces with greater detail than previously achievable.
Physically Based Deformable Models in Computer Graphics
- EUROGRAPHICS 2005 STAR – STATE OF THE ART REPORT
, 2005
"... Physically based deformable models have been widely embraced by the Computer Graphics community. Many problems outlined in a previous survey by Gibson and Mirtich [GM97] have been addressed, thereby making these models interesting and useful for both offline and real-time applications, such as motio ..."
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Cited by 164 (3 self)
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Physically based deformable models have been widely embraced by the Computer Graphics community. Many problems outlined in a previous survey by Gibson and Mirtich [GM97] have been addressed, thereby making these models interesting and useful for both offline and real-time applications, such as motion pictures and video games. In this paper, we present the most significant contributions of the past decade, which produce such impressive and perceivably realistic animations and simulations: finite element/difference/volume methods, mass-spring systems, meshfree methods, coupled particle systems and reduced deformable models based on modal analysis. For completeness, we also make a connection to the simulation of other continua, such as fluids, gases and melting objects. Since time integration is inherent to all simulated phenomena, the general notion of time discretization is treated separately, while specifics are left to the respective models. Finally, we discuss areas of application, such as elastoplastic deformation and fracture, cloth and hair animation, virtual surgery simulation, interactive entertainment and fluid/smoke animation, and also suggest areas for future research.
Spectral geometry processing with manifold harmonics
- Computer Graphics Forum
, 2008
"... the geometry into frequency space by computing the Manifold Harmonic Transform (MHT). C: Apply the frequency space filter on the transformed geometry. D: Transform back into geometric space by computing the inverse MHT. We present a new method to convert the geometry of a mesh into frequency space. ..."
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Cited by 71 (1 self)
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the geometry into frequency space by computing the Manifold Harmonic Transform (MHT). C: Apply the frequency space filter on the transformed geometry. D: Transform back into geometric space by computing the inverse MHT. We present a new method to convert the geometry of a mesh into frequency space. The eigenfunctions of the Laplace-Beltrami operator are used to define Fourier-like function basis and transform. Since this generalizes the classical Spherical Harmonics to arbitrary manifolds, the basis functions will be called Manifold Harmonics. It is well known that the eigenvectors of the discrete Laplacian define such a function basis. However, important theoretical and practical problems hinder us from using this idea directly. From the theoretical point of view, the combinatorial graph Laplacian does not take the geometry into account. The discrete Laplacian (cotan weights) does not have this limitation, but its eigenvectors are not orthogonal. From the practical point of view, computing even just a few eigenvectors is currently impossible for meshes with more than a few thousand vertices. In this paper, we address both issues. On the theoretical side, we show how the FEM (Finite Element Modeling) formulation defines a function basis which is both geometry-aware and orthogonal. On the practical side, we propose a band-by-band spectrum computation algorithm and an out-of-core implementation that can compute thousands of eigenvectors for meshes with up to a million vertices. Finally, we demonstrate some applications of our method to interactive convolution geometry filtering and interactive shading design.
Discrete Willmore flow
- IN EUROGRAPHICS SYMPOSIUM ON GEOMETRY PROCESSING
, 2005
"... The Willmore energy of a surface, � (H 2 − K)dA, as a function of mean and Gaussian curvature, captures the deviation of a surface from (local) sphericity. As such this energy and its associated gradient flow play an important role in digital geometry processing, geometric modeling, and physical si ..."
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Cited by 48 (1 self)
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The Willmore energy of a surface, � (H 2 − K)dA, as a function of mean and Gaussian curvature, captures the deviation of a surface from (local) sphericity. As such this energy and its associated gradient flow play an important role in digital geometry processing, geometric modeling, and physical simulation. In this paper we consider a discrete Willmore energy and its flow. In contrast to traditional approaches it is not based on a finite element discretization, but rather on an ab initio discrete formulation which preserves the Möbius symmetries of the underlying continuous theory in the discrete setting. We derive the relevant gradient expressions including a linearization (approximation of the Hessian), which are required for non-linear numerical solvers. As examples we demonstrate the utility of our approach for surface restoration, n-sided hole filling, and non-shrinking surface smoothing.
Quasi-Rigid Objects in Contact
, 2004
"... We investigate techniques for modeling contact between quasi-rigid objects -- solids that undergo modest deformation in the vicinity of a contact, while the overall object still preserves its basic shape. The quasi-rigid model combines the benefits of rigid body models for dynamic simulation and t ..."
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Cited by 45 (2 self)
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We investigate techniques for modeling contact between quasi-rigid objects -- solids that undergo modest deformation in the vicinity of a contact, while the overall object still preserves its basic shape. The quasi-rigid model combines the benefits of rigid body models for dynamic simulation and the benefits of deformable models for resolving contacts and producing visible deformations. We argue that point cloud surface representations are advantageous for modeling rapidly varying, wide area contacts. Using multi-level computations based on point primitives, we obtain a scalable system that efficiently handles complex contact configurations, even for high-resolution models obtained from laser range scans. Our method computes consistent and realistic contact surfacesand traction distributions, which are useful in many applications.
A Multigrid Framework for Real-Time Simulation of Deformable Volumes
- WORKSHOP ON VIRTUAL REALITY INTERACTION AND PHYSICAL SIMULATION (2005) F. GANOVELLI AND C. MENDOZA (EDITORS)
, 2005
"... In this paper, we present a multigrid framework for constructing implicit, yet interactive solvers for the governing equations of motion of deformable volumetric bodies. We have integrated linearized, corotational linearized and non-linear Green strain into this framework. Based on a 3D finite eleme ..."
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Cited by 32 (11 self)
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In this paper, we present a multigrid framework for constructing implicit, yet interactive solvers for the governing equations of motion of deformable volumetric bodies. We have integrated linearized, corotational linearized and non-linear Green strain into this framework. Based on a 3D finite element hierarchy, this approach enables realistic simulation of objects exhibiting an elastic modulus with a dynamic range of several orders of magnitude. Using the linearized strain measure, we can simulate 50 thousand tetrahedral elements with 20 fps on a single processor CPU. By using corotational linearized and non-linear Green strain, we can still simulate five thousand and two thousand elements, respectively, at the same rates.
Polyhedral Finite Elements Using Harmonic Basis Functions
, 2008
"... Finite element simulations in computer graphics are typically based on tetrahedral or hexahedral elements, which enables simple and efficient implementations, but in turn requires complicated remeshing in case of topological changes or adaptive refinement. We propose a flexible finite element method ..."
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Cited by 28 (4 self)
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Finite element simulations in computer graphics are typically based on tetrahedral or hexahedral elements, which enables simple and efficient implementations, but in turn requires complicated remeshing in case of topological changes or adaptive refinement. We propose a flexible finite element method for arbitrary polyhedral elements, thereby effectively avoiding the need for remeshing. Our polyhedral finite elements are based on harmonic ba-sis functions, which satisfy all necessary conditions for FEM simulations and seamlessly generalize both linear tetrahedral and trilinear hexahedral elements. We discretize harmonic basis functions using the method of funda-mental solutions, which enables their flexible computation and efficient evaluation. The versatility of our approach is demonstrated on cutting and adaptive refinement within a simulation framework for corotated linear elasticity.
Fast simulation of deformable models in contact using dynamic deformation textures
- ACM SIGGRAPH Symposium on Computer Animation
, 2006
"... We present an efficient algorithm for simulating contacts between deformable bodies with high-resolution surface geometry using dynamic deformation textures, which reformulate the 3D elastoplastic deformation and collision handling on a 2D parametric atlas to reduce the extremely high number of degr ..."
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Cited by 27 (3 self)
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We present an efficient algorithm for simulating contacts between deformable bodies with high-resolution surface geometry using dynamic deformation textures, which reformulate the 3D elastoplastic deformation and collision handling on a 2D parametric atlas to reduce the extremely high number of degrees of freedom in such a computationally demanding simulation. We perform proximity queries for deformable bodies using a two-stage algorithm directly on dynamic deformation textures, resulting in output-sensitive collision detection that is independent of the combinatorial complexity of the deforming meshes. We present a robust, parallelizable formulation for computing constraint forces using implicit methods that exploits the structure of the motion equations to achieve highly stable simulation, while taking large time steps with inhomogeneous materials. The dynamic deformation textures can also be used directly for real-time shading and can easily be implemented using SIMD architecture on commodity hardware. We show that our approach, complementing existing pioneering work, offers significant computational advantages on challenging contact scenarios in dynamic simulation of deformable bodies. 1.
A Finite Element Method on Convex Polyhedra
- EUROGRAPHICS 2007 / D. COHEN-OR AND P. SLAVÍK (GUEST EDITORS)
, 2007
"... We present a method for animating deformable objects using a novel finite element discretization on convex polyhedra. Our finite element approach draws upon recently introduced 3D mean value coordinates to define smooth interpolants within the elements. The mathematical properties of our basis funct ..."
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Cited by 26 (4 self)
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We present a method for animating deformable objects using a novel finite element discretization on convex polyhedra. Our finite element approach draws upon recently introduced 3D mean value coordinates to define smooth interpolants within the elements. The mathematical properties of our basis functions guarantee convergence. Our method is a natural extension to linear interpolants on tetrahedra: for tetrahedral elements, the methods are identical. For fast and robust computations, we use an elasticity model based on Cauchy strain and stiffness warping. This more flexible discretization is particularly useful for simulations that involve topological changes, such as cutting or fracture. Since splitting convex elements along a plane produces convex elements, remeshing or subdivision schemes used in simulations based on tetrahedra are not necessary, leading to less elements after such operations. We propose various operators for cutting the polyhedral discretization. Our method can handle arbitrary cut trajectories, and there is no limit on how often elements can be split.
Flexible Simulation of Deformable Models Using Discontinuous Galerkin FEM
- IN ACM SIGGRAPH / EUROGRAPHICS SYMPOSIUM ON COMPUTER ANIMATION
, 2008
"... We propose a simulation technique for elastically deformable objects based on the discontinuous Galerkin finite element method (DG FEM). In contrast to traditional FEM, it overcomes the restrictions of conforming basis functions by allowing for discontinuous elements with weakly enforced continuity ..."
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Cited by 23 (4 self)
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We propose a simulation technique for elastically deformable objects based on the discontinuous Galerkin finite element method (DG FEM). In contrast to traditional FEM, it overcomes the restrictions of conforming basis functions by allowing for discontinuous elements with weakly enforced continuity constraints. This added flexibility enables the simulation of arbitrarily shaped, convex and non-convex polyhedral elements, while still using simple polynomial basis functions. For the accurate strain integration over these elements we propose an analytic technique based on the divergence theorem. Being able to handle arbitrary elements eventually allows us to derive simple and efficient techniques for volumetric mesh generation, adaptive mesh refinement, and robust cutting.