• Title/Summary/Keyword: mesh simplification

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Volume Conserving Mesh Simplification Using Face Constriction (면 축약 방식을 이용한 체적 보존 메쉬 간략화)

  • Lee, Jun-Young;Jang, Tae-Jeong
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.42 no.5
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    • pp.87-96
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    • 2005
  • In this paper, a mesh simplification algorithm using face constriction is proposed which considers the conservation of the volume of a 3D model. The face constriction method replaces three vertices of the candidate triangle with a new vertex, removing four faces at once. We propose a modified method, compensating an existing method, of considering curvature in the decision of the removing order of triangles. We also propose a method of determining a new vertex replacing the candidate triangle, which reflects curvature difference of the three surrounding areas of the three vertices of the triangle, while conserving the volume. It is shown by simulation that the proposed method conserves the volume and shows good constriction performance comparable to the other methods.

Mesh Simplification for Preservation of Characteristic Features using Surface Orientation (표면의 방향정보를 고려한 메쉬의 특성정보의 보존)

  • 고명철;최윤철
    • Journal of Korea Multimedia Society
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    • v.5 no.4
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    • pp.458-467
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    • 2002
  • There has been proposed many simplification algorithms for effectively decreasing large-volumed polygonal surface data. These algorithms apply their own cost function for collapse to one of fundamental simplification unit, such as vertex, edge and triangle, and minimize the simplification error occurred in each simplification steps. Most of cost functions adopted in existing works use the error estimation method based on distance optimization. Unfortunately, it is hard to define the local characteristics of surface data using distance factor alone, which is basically scalar component. Therefore, the algorithms cannot preserve the characteristic features in surface areas with high curvature and, consequently, loss the detailed shape of original mesh in high simplification ratio. In this paper, we consider the vector component, such as surface orientation, as one of factors for cost function. The surface orientation is independent upon scalar component, distance value. This means that we can reconsider whether or not to preserve them as the amount of vector component, although they are elements with low scalar values. In addition, we develop a simplification algorithm based on half-edge collapse manner, which use the proposed cost function as the criterion for removing elements. In half-edge collapse, using one of endpoints in the edge represents a new vertex after collapse operation. The approach is memory efficient and effectively applicable to the rendering system requiring real-time transmission of large-volumed surface data.

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CONVERTING BITMAP IMAGES INTO SCALABLE VECTOR GRAPHICS

  • Zhou, Hailing;Zheng, Jianmin;Seah, Hock Soon
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2009.01a
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    • pp.435-440
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    • 2009
  • The scalable vector graphics (SVG) standard has allowed the complex bitmap images to be represented by vector based graphics and provided some advantages over the raster based graphics in applications, for example, where scalability is required. This paper presents an algorithmto convert bitmap images into SVG format. The algorithm is an integration of pixel-level triangulation, data dependent triangulation, a new image mesh simplification algorithm, and a polygonization process. Both triangulation techniques enable the image quality (especially the edge features) to be preserved well in the reconstructed image and the simplification and polygonization procedures reduce the size of the SVG file. Experiments confirm the effectiveness of the proposed algorithm.

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A Compact and Efficient Polygonal Mesh Representation (간결하고 효율적인 폴리곤 메쉬의 표현 구조)

  • Park S. K.;Lee S. H.
    • Korean Journal of Computational Design and Engineering
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    • v.9 no.4
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    • pp.294-305
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    • 2004
  • Highly detailed geometric models are rapidly becoming commonplace in computer graphics and other applications. These complex models, which is often represented as complex1 triangle meshes, mainly suffer from the vast memory requirement for real-time manipulation of arbitrary geometric shapes without loss of data. Various techniques have been devised to challenge these problems in views of geometric processing, not a representation scheme. This paper proposes the new mesh structure for the compact representation and the efficient handling of the highly complex models. To verify the compactness and the efficiency, the memory requirement of our representation is first investigated and compared with other existing representations. And then we analyze the time complexity of our data structure by the most critical operation, that is, the enumeration of the so-called one-ring neighborhood of a vertex. Finally, we evaluate some elementary modeling functions such as mesh smoothing, simplification, and subdivision, which is to demonstrate the effectiveness and robustness of our mesh structure in the context of the geometric modeling and processing.

Simplification of 3D Polygonal Mesh Using Non-Uniform Subdivision Vertex Clustering (비균일 분할 정점 군집화를 이용한 3차원 다각형 메쉬의 단순화)

  • 김형석;박진우;김희수;한규필;하영호
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.24 no.10B
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    • pp.1937-1945
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    • 1999
  • In paper, we propose a 3D polygonal mesh simplification technique based on vertex clustering. The proposed method differentiates the size of each cluster according to the local property of a 3D object. We determine the size of clusters by considering the normal vector of triangles and the vertex distribution. The subdivisions of cluster are represented by octree. In this paper, we use the Harsdorff distance between the original mesh and the simplified one as a meaningful error value. Because proposed method adaptively determine the size of cluster according to the local property of the mesh, it has smaller error as compared with the previous methods and represent the small regions on detail. Also it can generate a multiresolution model and selectively refine the local regions.

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Complete 3D Surface Reconstruction from Unstructured Point Cloud (조직화되지 않은 점군으로부터의 3차원 완전 형상 복원)

  • Li Rixie;Kim Seokil
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.29 no.4 s.235
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    • pp.570-577
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    • 2005
  • 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 Model Watermarking Based on POCS (POCS에 기반한 3D 메쉬 모델 워터마킹)

  • Lee Suk-Hwan;Kwon Ki-Ryong;Lee Kuhn-Il
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.29 no.11C
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    • pp.1592-1599
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    • 2004
  • In this paper, we proposed the 3D mesh watermarking using projection onto convex sets (POCS). 3D mesh is projected iteratively onto two constraint convex sets until it satisfy the convergence condition. These sets consist of the robustness set and the invisibility set that designed to embed watermark Watermark is extracted without original mesh by using the decision values and the index that watermark is embedded. Experimental results verified that the watermarked mesh have the robustness against mesh simplification, cropping, affine transformation, and vertex randomization as well as the invisibility.

Complete 3D Surface Reconstruction from an Unstructured Point Cloud of Arbitrary Shape by Using a Bounding Voxel Model (경계 복셀 모델을 이용한 임의 형상의 비조직화된 점군으로부터의 3 차원 완전 형상 복원)

  • Li Rixie;Kim Seok-Il
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.30 no.8 s.251
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    • pp.906-915
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    • 2006
  • This study concerns an advanced 3D surface reconstruction method that the vertices of surface model can be completely matched to the unstructured point cloud measured from arbitrary complex shapes. The concept of bounding voxel model is introduced to generate the mesh model well-representing the geometrical and topological characteristics of point cloud. In the reconstruction processes, the application of various methodologies such as shrink-wrapping, mesh simplification, local subdivision surface fitting, insertion of is isolated points, mesh optimization and so on, are required. Especially, the effectiveness, rapidity and reliability of the proposed surface reconstruction method are demonstrated by the simulation results for the geometrically and topologically complex shapes like dragon and human mouth.

Gaussian Curvature Error Estimation for Mesh Simplification (Gaussian 곡률 오차 추정을 이용한 Mesh 간략화)

  • 임수일;임수일;김창헌
    • Proceedings of the Korean Information Science Society Conference
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    • 1998.10c
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    • pp.650-652
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    • 1998
  • 본 논문은 mesh 간략화를 위한 새로운 Gaussian 곡률 오차 추정 방법을 제안한다. Gaussian 곡률은 임의의 형상을 갖는 삼각화 된 단면체 표면에 대하여 위상과 기하학적 정보를 angle 과 face 의 관계로 정형화하여, vertex에 관한 곡률로 근사하여 표현한다. 간략화 방법은 지역적 형상으로부터 전체적인 형상을 추정한 후, 적절한 curvature criteria 로 간략화가 될 vertex를 선택하고 제거한다. 제거된 vertex에 의해 생성된 hole은 곡률에 기반하여 삼각화하고 곡률이 변화되는 vertex들의 Gaussian 곡률 오차를 계산한다. 각 간략화 level마다 최대 Gaussian 곡률 오차를 계산하므로, 사용자는 Gaussian 곡률 오차 추정으로 원하는 간략화 level을 지정할 수 있다. 또한 주어진 오차 안에서 vertex뿐만 아니라 edge나 face의 제거로, 간략화 되는 영역을 확산시켜 필요한 위상과 기하학적 정보를 유지하는 간략화를 할 수 있다.

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