Содержание
- 2. Computation on Arbitrary Surfaces Mathematical framework for Euclidean geometry enables us to perform important operations Usually
- 3. Computation on Arbitrary Surfaces Displaced Subdivision Surfaces Multi-resolution signal processing on meshes Texture synthesis on meshes
- 4. Displaced Subdivision Surfaces Aaron Lee, Henry Moreton and Hughes Hoppe in SIGGRAPH 2000. The idea is
- 5. Representation Control mesh for domain surface Regular scalar displacement mesh Subdivided along with the control mesh
- 6. Conversion Process Obtain the control mesh Optimize the control mesh to more closely resemble original Sample
- 7. Simplifying the Control Mesh Done with edge collapses Map vertex normals from neighborhood of candidate edge
- 8. Optimizing the Domain Surface Move vertices of control mesh to more accurately fit the original mesh
- 9. Sampling the Displacement Map Perform subdivision on optimized control mesh Intersect ray formed by point and
- 10. Applications Compression – The displacement map contains small, similar values Editing – simply modify the scalar
- 11. Compression Results
- 12. Burt-Adelson Pyramids Prefilter and downsample image Ln to produce Ln-1 2
- 13. Burt-Adelson Pyramids Prefilter and downsample image Ln to produce Ln-1 Upsample Ln-1 and subtract from Ln
- 14. Burt-Adelson Pyramids Prefilter and downsample image Ln to produce Ln-1 Upsample Ln-1 and subtract from Ln
- 15. Burt-Adelson Pyramids Prefilter and downsample image Ln to produce Ln-1 Upsample Ln-1 and subtract from Ln
- 16. Multiresolution Signal Processing for Meshes Igor Guskov, Wim Sweldens and Peter Schröder in SIGGRAPH 1999. Generalizes
- 17. Importance of Smoothness Geometric smoothness measures variance in triangle normals. Geometric smoothness implies that there exists
- 18. Importance of Smoothness Refinement can use semi-uniform (weights depend only on local connectivity) subdivision to obtain
- 19. Divided Differences First order divided difference of g(u,v) with discrete gi at the vertices is the
- 20. Divided Differences
- 21. Divided Differences The magnitude of the second divided difference over edge e is: With coefficients
- 22. Relaxation Procedure The relaxation operator R minimizes second order differences over a small neighborhood Define R
- 23. Relaxation Procedure Set the partial derivative of E with respect to gi to zero and solve:
- 24. Relaxation Procedure This non-uniform smoothing operator does not affect triangle shapes much because it takes geometry
- 25. Upsampling and Downsampling Uses Hoppe’s Progressive Mesh (PM) approach Vertex split provides upsampling Edge collapse provides
- 26. Subdivision Starts from a coarse mesh and builds finer, smoother mesh Can be viewed as upsampling
- 27. Subdivision The non-uniform scheme has access to parameterization info of the original mesh which guides the
- 28. Building a Pyramid Downsampling: vertex n is removed by an edge collapse Subdivision: Points affected by
- 29. Smoothing and Filtering The details from the pyramid are an approximate frequency spectrum Scale details for
- 30. Smoothing and Filtering The details from the pyramid are an approximate frequency spectrum Scale details for
- 31. Enhancement Single resolution scheme Smooth mesh a number of times Extrapolate differences between smoothed and original
- 32. Enhancement Single resolution scheme Smooth mesh a number of times Extrapolate differences between smoothed and original
- 33. Multiresolution Editing User manipulates vertices at a level in the pyramid and system adds finer details
- 34. Texture Synthesis on Surfaces Paper by Greg Turk, SIGGRAPH 2001 Motivation Texture greatly improves appearance The
- 35. Texture Synthesis on Surfaces Solution = Synthesize texture directly on a mesh.
- 36. Texture Synthesis Algorithm Based on work by Wei and Levoy [Wei00] Initialize destination image to white
- 37. Texture Synthesis Algorithm Use multi-resolution to get a full neighborhood. Create an image pyramid Start at
- 38. Creating the Mesh Hierarchy Place uniform random points on the surface of the mesh Choose a
- 39. Creating the Mesh Hierarchy Use repulsion forces to get an even distribution Map nearby points to
- 40. Creating the Mesh Hierarchy Start by placing n points on the mesh Add an additional 3n
- 41. Operations on Mesh Hierarchy Interpolation Low-pass filtering Downsampling Upsampling
- 42. Operations on Mesh Hierarchy: Interpolation Take a weighted average of all mesh vertices vi within a
- 43. Operations on Mesh Hierarchy: Low-pass Filtering Borrow techniques from mesh smoothing to modify vertex positions. Weights
- 44. Operations on Mesh Hierarchy: Low-pass Filtering Regrouping terms, the expression can be simplified to:
- 45. Operations on Mesh Hierarchy: Upsampling and Downsampling Vertices store a color for each level they are
- 46. Vector Field Creation Vector field is needed to establish orientation A few vectors are assigned at
- 47. Surface Sweeping Similar to raster scanning in original algorithm All vertices are assigned a sweep distance
- 48. Surface Sweeping Calculate an estimate Δw of how much further downstream a vertex is than its
- 49. Surface Sweeping Assign a sweep distance using estimates: Propogate sweep distances over coarsest mesh Assign sweep
- 50. Neighborhood Colors Neighbor positions are defined as offsets (i,j) from the current sample. Local orientation is
- 51. Complete Algorithm
- 53. Texture Synthesis over Arbitrary Manifold Surfaces Paper by Li-Yi Wei and Marc Levoy also in SIGGRAPH
- 54. Local Coordinate Frames Assigned at coarsest level. Finer levels interpolate from higher levels. Random works well
- 55. Local Coordinate Frames Isotropic textures Anisotropic textures Random Spherical Mapping Relaxed
- 56. Neighborhood Construction Local flattening of the mesh and resampling. Orthographically project neighboring triangles of a point
- 57. Neighborhood Construction For lower-resolution neighborhood, project parent face intersected by ray from p in the direction
- 58. Results
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