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 Mesh creation from uniform particles Triangulation Tesselation Texturation Results
A particle-based system Witkin and Heckbert [94] Sampling Split/death criterion Particles migration Adaptive repulsion Uniform distribution
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 Non-uniform case Each one but slower Anisotropic sampling BlobTree
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
An adapted triangulation Distance between neighboring particles Near 2r (r the repulsion radius)
An adapted triangulation Approach Gather the particles (with a 3r distance) Polygonize them as a ring p p 1 p 2 p 3 p 4 p 5 p 0
An adapted triangulation Approach Gather the particles (with a 3r distance) Polygonize them as a ring
An adapted triangulation Results Intersections between triangles
An adapted triangulation Results Intersections between triangles Three bad configurations
Results Quasi-equilateral triangles Very fast # particlesTriangulation time# triangles
Triangle tesselation Triangulation of the particules Minimization of the deformations Few particules Subdivision of the obtained triangles Projection
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
Texturation Neyret et Cani [99] 1. Original mesh
Neyret et Cani [99] 1. Original mesh 2. Simplified mesh Texturation
Neyret et Cani [99] 1. Original mesh 2. Simplified mesh 3. Texturation support Texturation
Neyret et Cani [99] 1. Original mesh 2. Simplified mesh 3. Texturation support 4. Local parametrization Texturation
Neyret et Cani [99] 1. Original mesh 2. Simplified mesh 3. Texturation support 4. Local parametrization Texturation
Neyret et Cani [99] 1. Original mesh 2. Simplified mesh 3. Texturation support 4. Local parametrization Texturation
Triangles : Texture mesh Subdivision : parametrization Texturation
Results
Conclusion Fast triangulation of uniform particles On-the-fly mesh refinement 2D pattern-based texturing of immplicit surfaces
Future works Texturing of huge scanned objects Curvature informations Local edition of the particle system