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During the last years the concept of multi-resolution modeling has gained special attention in many fields of computer graphics and geometric modeling. In this paper we generalize powerful multiresolution techniques to arbitrary triangle meshes without requiring subdivision connectivity. Our major observation is that the hierarchy of nested spaces which is the structural core element of most multi-resolution algorithms can be replaced by the sequence of intermediate meshes emerging from the application of incremental mesh decimation. Performing such schemes with local frame coding of the detail coefficients already provides effective and efficient algorithms to extract multi-resolution information from unstructured meshes. In combination with discrete fairing techniques, i.e., the constrained minimization of discrete energy functionals, we obtain very fast mesh smoothing algorithms which are able to reduce noise from a geometrically specified frequency band in a multiresolution decomposition. Putting mesh hierarchies, local frame coding and multi-level smoothing together allows us to propose a flexible and intuitive paradigm for interactive detail-preserving mesh modification. We show examples generated by our mesh modeling tool implementation to demonstrate its functionality.
We present a novel method for quadrangulating a given triangle mesh. After constructing an as smooth as possible symmetric cross field satisfying a sparse set of directional constraints (to capture the geometric structure of the surface), the mesh is cut open in order to enable a low distortion unfolding. Then a seamless globally smooth parametrization is computed whose iso-parameter lines follow the cross field directions. In contrast to previous methods, sparsely distributed directional constraints are sufficient to automatically determine the appropriate number, type and position of singularities in the quadrangulation. Both steps of the algorithm (cross field and parametrization) can be formulated as a mixed-integer problem which we solve very efficiently by an adaptive greedy solver. We show several complex examples where high quality quad meshes are generated in a fully automatic manner.
Figure 1: We present a new technique to extract high quality triangle meshes from volume representations of geometric objects. The two main contributions are an enhanced distance field representation and an extended Marching Cubes algorithm. The above figures show reconstructions of the well-known "fandisk" dataset from its distance field representation. The distance field has been sampled on a uniform 65×65×65 grid. The far left image shows the standard Marching Cubes reconstruction, center left is the reconstruction by the same algorithm but applied to the enhanced distance field with the same resolution. Center right shows the result of our new extended Marching Cubes algorithm applied to the original volume data, and finally on the far right we show the reconstruction by our new algorithm applied to the enhanced distance field. The approximation error to the original polygonal model is below 0.25 %.
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