Abstract-The typical goal of surface remeshing consists in finding a mesh that is (1) geometrically faithful to the original geometry, (2) as coarse as possible to obtain a low-complexity representation and (3) free of bad elements that would hamper the desired application. In this paper, we design an algorithm to address all three optimization goals simultaneously. The user specifies desired bounds on approximation error δ, minimal interior angle θ and maximum mesh complexity N (number of vertices). Since such a desired mesh might not even exist, our optimization framework treats only the approximation error bound δ as a hard constraint and the other two criteria as optimization goals. More specifically, we iteratively perform carefully prioritized local operators, whenever they do not violate the approximation error bound and improve the mesh otherwise. Our optimization framework greedily searches for the coarsest mesh with minimal interior angle above θ and approximation error bounded by δ. Fast runtime is enabled by a local approximation error estimation, while implicit feature preservation is obtained by specifically designed vertex relocation operators. Experiments show that our approach delivers high-quality meshes with implicitly preserved features and better balances between geometric fidelity, mesh complexity and element quality than the state-of-the-art.Index Terms-surface remeshing, error-bounded, feature preserving, minimal angle improvement, feature intensity.
Figure 1: Different interaction landscapes representing the interactions of a motion driver with a static object. We capture the motion trajectories (red) and encode their signatures into a descriptor that can be used for comparing interactions. From left to right: a cloth simulation interacting with a support structure, a human model walking on a floor, a wind simulation interacting with a car, and a robotic hand grasping a cup. AbstractInteractions play a key role in understanding objects and scenes, for both virtual and real world agents. We introduce a new general representation for proximal interactions among physical objects that is agnostic to the type of objects or interaction involved. The representation is based on tracking particles on one of the participating objects and then observing them with sensors appropriately placed in the interaction volume or on the interaction surfaces. We show how to factorize these interaction descriptors and project them into a particular participating object so as to obtain a new functional descriptor for that object, its interaction landscape, capturing its observed use in a spatio-temporal framework. Interaction landscapes are independent of the particular interaction and capture subtle dynamic effects in how objects move and behave when in functional use. Our method relates objects based on their function, establishes correspondences between shapes based on functional key points and regions, and retrieves peer and partner objects with respect to an interaction.
International audienceAssembly searching technologies are important for the improvement of design reusability. However, existing methods require that assemblies possess high-level information, and thus cannot be applied in lightweight assemblies. In this paper, we propose a novel relaxed lightweight assembly retrieval approach based on a vector space model (VSM). By decomposing the assemblies represented in a watertight polygon mesh into bags of parts, and considering the queries as a vague specification of a set of parts, the resilient ranking strategy in VSM is successfully applied in the assembly retrieval. Furthermore, we take the scale-sensitive similarities between parts into the evaluation of matching values, and extend the original VSM to a relaxed matching framework. This framework allows users to input any fuzzy queries, is capable of measuring the results quantitatively, and performs well in retrieving assemblies with specified characteristics. To accelerate the online matching procedure, a typical parts based matching process, as well as a greedy strategy based matching algorithm is presented and integrated in the framework, which makes our system achieve interactive performance. We demonstrate the efficiency and effectiveness of our approach through various experiments on the prototype system
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