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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
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Outline of the presentation Presentation of particle systems Mesh creation from uniform particles Triangulation Tesselation Texturation Results
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A particle-based system Witkin and Heckbert [94] Sampling Split/death criterion Particles migration Adaptive repulsion Uniform distribution
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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
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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
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An adapted triangulation Distance between neighboring particles Near 2r (r the repulsion radius)
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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
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An adapted triangulation Approach Gather the particles (with a 3r distance) Polygonize them as a ring
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An adapted triangulation Results Intersections between triangles
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An adapted triangulation Results Intersections between triangles Three bad configurations
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Results Quasi-equilateral triangles Very fast # particlesTriangulation time# triangles 6820.0101 360 2 8130.0455 622 17 1780.26334 292 36 4640.68572 915 73 3791.175146 671
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Triangle tesselation Triangulation of the particules Minimization of the deformations Few particules Subdivision of the obtained triangles Projection
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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
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Texturation Neyret et Cani [99] 1. Original mesh
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Neyret et Cani [99] 1. Original mesh 2. Simplified mesh Texturation
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Neyret et Cani [99] 1. Original mesh 2. Simplified mesh 3. Texturation support Texturation
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Neyret et Cani [99] 1. Original mesh 2. Simplified mesh 3. Texturation support 4. Local parametrization Texturation
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Neyret et Cani [99] 1. Original mesh 2. Simplified mesh 3. Texturation support 4. Local parametrization Texturation
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Neyret et Cani [99] 1. Original mesh 2. Simplified mesh 3. Texturation support 4. Local parametrization Texturation
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Triangles : Texture mesh Subdivision : parametrization Texturation
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Results
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Conclusion Fast triangulation of uniform particles On-the-fly mesh refinement 2D pattern-based texturing of immplicit surfaces
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Future works Texturing of huge scanned objects Curvature informations Local edition of the particle system
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