• Title/Summary/Keyword: mesh simplification

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Efficient 3D Object Simplification Algorithm Using 2D Planar Sampling and Wavelet Transform (2D 평면 표본화와 웨이브릿 변환을 이용한 효율적인 3차원 객체 간소화 알고리즘)

  • 장명호;이행석;한규필;박양우
    • Journal of KIISE:Computer Systems and Theory
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    • v.31 no.5_6
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    • pp.297-304
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    • 2004
  • In this paper, a mesh simplification algorithm based on wavelet transform and 2D planar sampling is proposed for efficient handling of 3D objects in computer applications. Since 3D vertices are directly transformed with wavelets in conventional mesh compression and simplification algorithms, it is difficult to solve tiling optimization problems which reconnect vertices into faces in the synthesis stage highly demanding vertex connectivities. However, a 3D mesh is sampled onto 2D planes and 2D polygons on the planes are independently simplified in the proposed algorithm. Accordingly, the transform of 2D polygons is very tractable and their connection information Is replaced with a sequence of vertices. The vertex sequence of the 2D polygons on each plane is analyzed with wavelets and the transformed data are simplified by removing small wavelet coefficients which are not dominant in the subjective quality of its shape. Therefore, the proposed algorithm is able to change the mesh level-of-detail simply by controlling the distance of 2D sampling planes and the selective removal of wavelet coefficients. Experimental results show that the proposed algorithm is a simple and efficient simplification technique with less external distortion.

Mesh Simplification Algorithm Using Differential Error Metric (미분 오차 척도를 이용한 메쉬 간략화 알고리즘)

  • 김수균;김선정;김창헌
    • Journal of KIISE:Computer Systems and Theory
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    • v.31 no.5_6
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    • pp.288-296
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    • 2004
  • This paper proposes a new mesh simplification algorithm using differential error metric. Many simplification algorithms make use of a distance error metric, but it is hard to measure an accurate geometric error for the high-curvature region even though it has a small distance error measured in distance error metric. This paper proposes a new differential error metric that results in unifying a distance metric and its first and second order differentials, which become tangent vector and curvature metric. Since discrete surfaces may be considered as piecewise linear approximation of unknown smooth surfaces, theses differentials can be estimated and we can construct new concept of differential error metric for discrete surfaces with them. For our simplification algorithm based on iterative edge collapses, this differential error metric can assign the new vertex position maintaining the geometry of an original appearance. In this paper, we clearly show that our simplified results have better quality and smaller geometry error than others.

3D Mesh Watermarking Using Projection onto Convex Sets (볼록 집합 투영 기법을 이용한 3D 메쉬 워터마킹)

  • Lee Suk-Hwan;Kwon Seong-Geun;Kwon Ki-Ryong
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.43 no.2 s.308
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    • pp.81-92
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    • 2006
  • This paper proposes a robustness watermarking for 3D mesh model based on projection onto convex sets (POCS). After designing the convex sets for robustness and invisibility among some requirements for watermarking system, a 3D-mesh model is projected alternatively onto two constraints convex sets until the convergence condition is satisfied. The robustness convex set are designed for embedding the watermark into the distance distribution of the vertices to robust against the attacks, such as mesh simplification, cropping, rotation, translation, scaling, and vertex randomization. The invisibility convex set are designed for the embedded watermark to be invisible. The decision values and index that the watermark was embedded with are used to extract the watermark without the original model. Experimental results verify that the watermarked mesh model has invisibility and robustness against the attacks, such as translation, scaling, mesh simplification, cropping, and vertex randomization.

Wavelet-Based Level-of-Detail Representation of 3D Objects (웨이브릿 기반의 3차원 물체 LOD 표현)

  • Lee, Ha-Sup;Yang, Hyun-Seung
    • Journal of KIISE:Computer Systems and Theory
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    • v.29 no.4
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    • pp.185-191
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    • 2002
  • In this paper, we propose a 3D object LOD(Level of Detail) modeling system that constructs a mesh from range images and generates the mesh of various LOD using the wavelet transform. In the initial mesh generation, we use the marching cube algorithm. We modify the original algorithm to apply it to construct the mesh from multiple range images efficiently. To get the base mesh we use the decimation algorithm which simplifies a mesh with preserving the topology Finally, when reconstructing new mesh which is similar to initial mesh we calculate the wavelet coefficients by using the wavelet transform. We solve the critical problem of wavelet-based methods - the surface crease problem (1) - by using the mesh simplification as the base mesh generation method.

Complete 3D Surface Reconstruction from Unstructured Point Cloud

  • Kim, Seok-Il;Li, Rixie
    • Journal of Mechanical Science and Technology
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    • v.20 no.12
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    • pp.2034-2042
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    • 2006
  • In this study, a complete 3D surface reconstruction method is proposed based on the concept that the vertices, of surface model can be completely matched to the unstructured point cloud. In order to generate the initial mesh model from the point cloud, the mesh subdivision of bounding box and shrink-wrapping algorithm are introduced. The control mesh model for well representing the topology of point cloud is derived from the initial mesh model by using the mesh simplification technique based on the original QEM algorithm, and the parametric surface model for approximately representing the geometry of point cloud is derived by applying the local subdivision surface fitting scheme on the control mesh model. And, to reconstruct the complete matching surface model, the insertion of isolated points on the parametric surface model and the mesh optimization are carried out. Especially, the fast 3D surface reconstruction is realized by introducing the voxel-based nearest-point search algorithm, and the simulation results reveal the availability of the proposed surface reconstruction method.

3D Mesh Simplification from Range Image Considering Texture Mapping (Texture Mapping을 고려한 Rang Image의 3차원 형상 간략화)

  • Kong, Changhwan;Kim, Changhun
    • Journal of the Korea Computer Graphics Society
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    • v.3 no.1
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    • pp.23-28
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    • 1997
  • We reconstruct 3D surface from range image that consists of range map and texture map, and simplify the reconstructed triangular mesh. In this paper, we introduce fast simplification method that is able to glue texture to 3D surface model and adapt to real-time multipled level-of detail. We will verify the efficiency by applying to the scanned data of Korean relics.

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A Watermarking Algorithm of 3D Mesh Model Using Spherical Parameterization (구면 파라미터기법을 이용한 3차원 메쉬 모델의 워더마킹 알고리즘)

  • Cui, Ji-Zhe;Kim, Jong-Weon;Choi, Jong-Uk
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.18 no.1
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    • pp.149-159
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    • 2008
  • In this paper, we propose a blind watermarking algorithm of 3d mesh model using spherical parameterization. Spherical parameterization is a useful method which is applicable to 3D data processing. Especially, orthogonal coordinate can not analyse the feature of the vertex coordination of the 3D mesh model, but this is possible to analyse and process. In this paper, the centroid center of the 3D model was set to the origin of the spherical coordinate, the orthogonal coordinate system was transformed to the spherical coordinate system, and then the spherical parameterization was applied. The watermark was embedded via addition/modification of the vertex after the feature analysis of the geometrical information and topological information. This algorithm is robust against to the typical geometrical attacks such as translation, scaling and rotation. It is also robust to the mesh reordering, file format change, mesh simplification, and smoothing. In this case, the this algorithm can extract the watermark information about $90{\sim}98%$ from the attacked model. This means it can be applicable to the game, virtual reality and rapid prototyping fields.

3D Mesh Simplification Using Subdivided Edge Classification (세분화된 에지 분류 방법을 이용한 삼차원 메쉬 단순화)

  • 장은영;호요성
    • Proceedings of the IEEK Conference
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    • 2000.11c
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    • pp.109-112
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    • 2000
  • Many applications in computer graphics require highly detailed complex models. However, the level of detail may vary considerably according to applications. It is often desirable to use approximations in place of excessively detailed models. We have developed a surface simplification algorithm which uses iterative contractions of edges to simplify models and maintains surface error approximations using a quadric metric. In this paper, we present an improved quadric error metric for simplifying meshes. The new metric, based on subdivided edge classification, results in more accurate simplified meshes. We show that a subdivided edge classification captures discontinuities efficiently. The new scheme is demonstrated on a variety of meshes.

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3D Mesh Model Watermarking Based on Projection

  • Lee Suk-Hwan;Kwon Ki-Ryong
    • Journal of Korea Multimedia Society
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    • v.8 no.12
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    • pp.1572-1580
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    • 2005
  • The common requirements for watermarking are usually invisibility, robustness, and capacity. We proposed the watermarking for 3D mesh model based on projection onto convex sets for invisibility and robustness among requirements. As such, a 3D mesh model is projected alternatively onto two convex sets until it converge a point. The robustness convex set is designed to be able to embed watermark into the distance distribution of vertices. The invisibility convex set is designed for the watermark to be invisible based on the limit range of vertex movement. The watermark can be extracted using the decision values and index that the watermark was embedded with. Experimental results verify that the watermarked mesh model has both robustness against mesh simplification, cropping, affine transformations, and vertex randomization and invisibility.

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Mesh Simplification using New Approximate Mean Curvatures (새로운 근사 평균 곡률을 이용한 메쉬 단순화)

  • Kwak, Jae-Hee;Lee, Eun-Jeong;Yoo, Kwan-Hee
    • Journal of Korea Game Society
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    • v.2 no.2
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    • pp.28-36
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    • 2002
  • In general, triangular meshes have been used for modeling geometric objects such as virtual game characters. The dense meshes give us considerable advantages in representing complex, highly detailed objects, while they are more expensive for storing, transmitting and rendering the objects. Therefore, several researches have been performed for producing a high quality approximation in place of detailed objects, that is, a simplification of triangular meshes. In this paper, we propose a new measure with respect to edges and vertices, which is called an approximate mean curvature and is used as criteria to simplify an original mesh. An edge mean curvature is computed by considering its neighboring edges, and a vertex mean curvature is defined as an average of its incident edges' mean curvatures. And we apply the proposed measure to simplify the models such as a bunny, dragon and teeth. As a result, we can see that the mean curvatures can be used as good criteria for providing much better approximation of models.

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