sculpting meshes with self-adaptive topology
DESCRIPTION
sculpting meshes with self-adaptive topology. Freestyle. Lucian Stanculescu a,b , Raphaëlle Chaine a , Marie- Paule Cani b,c a LIRIS, University of Lyon, France b LJK, University of Grenoble, France c INRIA, France. Introduction Quasi-uniform mesh Time evolution Sculpting tools - PowerPoint PPT PresentationTRANSCRIPT
sculpting meshes with self-adaptive topology
Freestyle
Freestyle
Lucian Stanculescu a,b , Raphaëlle Chaine a , Marie-Paule Cani b,c
a LIRIS, University of Lyon, Franceb LJK, University of Grenoble, Francec INRIA, France
Contents
Freestyle
1. Introduction
2. Quasi-uniform mesh
3. Time evolution
4. Sculpting tools
5. Results
6. Conclusion and future work
7. Demo
1. Introduction
2. Quasi-uniform mesh
3. Time evolution
4. Sculpting tools
5. Results
6. Conclusion and future work
7. Demo
1. Introduction
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- Goal : Develop an intuitive sculpting system• professional artists and amateur users
- Digital sculpting : important tool for 3D content creation• animated movies, special effects, computer games
- Models behind professional applications :
• polygonal (no changes in topological genus)• ZBrush, Mudbox, Sculptris, Blender
• regular grids (surface extraction, no color)• 3D Coat
- Specific workflow• limitations
- Goal : Develop an intuitive sculpting system• professional artists and amateur users
- Digital sculpting : important tool for 3D content creation• animated movies, special effects, computer games
- Models behind professional applications :
• polygonal (no changes in topological genus)• ZBrush, Mudbox, Sculptris, Blender
• regular grids (surface extraction, no color)• 3D Coat
- Specific workflow• limitations
1. Introduction :: related work
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- Grid-based methods (Galyean and Hughes ‘91)• Deformation tools (Ferley et al. ‘01), virtual clay (Dewaele et al. ‘04)• Surface extraction
- Implicit methods : Blob Tree• Deformations by Warp Curves (Sugihara et al. ‘10)• Hierarchy of tools
- Particle systems (Pons and Boissonnat ‘07, Debard et al. ‘07)• topology changes, quality adaptive mesh – relaxation process slow
- Mesh-based• Model-based deformations : Laplacian editing (Sorkine et al. ‘04)• Space deformations (Angelidis et al. ‘04, von Funck et al. ‘06)• No change in topology
- Grid-based methods (Galyean and Hughes ‘91)• Deformation tools (Ferley et al. ‘01), virtual clay (Dewaele et al. ‘04)• Surface extraction
- Implicit methods : Blob Tree• Deformations by Warp Curves (Sugihara et al. ‘10)• Hierarchy of tools
- Particle systems (Pons and Boissonnat ‘07, Debard et al. ‘07)• topology changes, quality adaptive mesh – relaxation process slow
- Mesh-based• Model-based deformations : Laplacian editing (Sorkine et al. ‘04)• Space deformations (Angelidis et al. ‘04, von Funck et al. ‘06)• No change in topology
1. Introduction :: objective
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Enable topological changes in mesh models• Interactive
Why meshes ?
• No relaxation and complex reconstruction
• Large variety of tools
• Fast rendering on GPU
Enable topological changes in mesh models• Interactive
Why meshes ?
• No relaxation and complex reconstruction
• Large variety of tools
• Fast rendering on GPU
Main idea : manifold mesh with uniform sampling
Advantages :
• Simplify collision detection
• Easily handle changes in topology
• Simple tracking of surface deformations
Main idea : manifold mesh with uniform sampling
Advantages :
• Simplify collision detection
• Easily handle changes in topology
• Simple tracking of surface deformations
2. Quasi-uniform mesh
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D1. Δ tight mesh – closed manifold mesh M with edges < Δ
Constructed by splitting edges > Δ
Advantage: vertices reflect geometry (precision Δ : detail)
edge split
D1. Δ tight mesh – closed manifold mesh M with edges < Δ
Constructed by splitting edges > Δ
Advantage: vertices reflect geometry (precision Δ : detail)
edge split
2. Quasi-uniform mesh :: detail
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D2. Compliance with d • iterate over all edges• collapse if edge < d
! Favored for most edges but not guaranteed
edge collapse
D2. Compliance with d • iterate over all edges• collapse if edge < d
! Favored for most edges but not guaranteed
edge collapse
2. Quasi-uniform mesh :: mesh quality
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D3. Quasi-uniform mesh• d < Δ , closed manifold mesh M• compliance with d• restoration of Δ tightness.
d < Δ / 2d : better uniformity, increase in vertex creation-deletion events
D3. Quasi-uniform mesh• d < Δ , closed manifold mesh M• compliance with d• restoration of Δ tightness.
d < Δ / 2d : better uniformity, increase in vertex creation-deletion events
2. Quasi-uniform mesh
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Vertices displaced by deformation fields• Apply compliance with d• Restore Δ tightness• Handle topology
Difficulty Detect important events before :
• Loss in detail• Self-intersection
Vertices displaced by deformation fields• Apply compliance with d• Restore Δ tightness• Handle topology
Difficulty Detect important events before :
• Loss in detail• Self-intersection
3. Time evolution
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D4. Θ : minimum thickness supported by quasi-uniform mesh
Θ : minimum distance between two non-adjacent vertices.
Simple collisions : vertex-vertex
connecting 1-rings
D4. Θ : minimum thickness supported by quasi-uniform mesh
Θ : minimum distance between two non-adjacent vertices.
Simple collisions : vertex-vertex
connecting 1-rings
3. Time evolution
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D5. μ : maximum allowed displacement for a vertex.
4 μ ² ≤ Θ ² - Δ ² / 3
D5. μ : maximum allowed displacement for a vertex.
4 μ ² ≤ Θ ² - Δ ² / 3
3. Time evolution
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Difficulty : maintain manifold mesh
Neighbourhood cleanup
Handle degenerate cases
• Delete coinciding triangles (a)
• Split surface at coinciding vertices and edges (a, b)
a) b)
Difficulty : maintain manifold mesh
Neighbourhood cleanup
Handle degenerate cases
• Delete coinciding triangles (a)
• Split surface at coinciding vertices and edges (a, b)
a) b)
3. Time evolution
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Displacement fields
• Space deformationsvolume preserving
• Model dependentnormals, geodesic distance…
Deformation applied discretely
Large displacements• divided• max(norm) < μ
Displacement fields
• Space deformationsvolume preserving
• Model dependentnormals, geodesic distance…
Deformation applied discretely
Large displacements• divided• max(norm) < μ
4. Sculpting tools
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4. Sculpting tools :: space
Sweep deform (volume preserving) Sweep deform (volume preserving)
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4. Sculpting tools :: model
Inflate (normals) Inflate (normals)
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Object : 30k points
Collision detection – most time expensiveGPU implementation (x 30 speed-up, Le Grand, GPU Gems 3)
Interactive ~200k pointsno optimization (VBO regions, GPU collision)
Object : 30k points
Collision detection – most time expensiveGPU implementation (x 30 speed-up, Le Grand, GPU Gems 3)
Interactive ~200k pointsno optimization (VBO regions, GPU collision)
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deformation created deleted FPSsweep 19526 13398 15.09
sweep V 21821 17395 15.92inflate 19578 11239 185.82
deflate 9407 7333 238.69grow 14668 9522 43.12trim 422 582 56.13
5. Results
Handle arbitrary changes in topologysimple quasi-uniform framework
Intuitive model based on two physical properties of materialssurface detail and bulk thickness
Closer to real-life sculptingauto-refinementchanges in topology
Handle arbitrary changes in topologysimple quasi-uniform framework
Intuitive model based on two physical properties of materialssurface detail and bulk thickness
Closer to real-life sculptingauto-refinementchanges in topology
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6. Conclusions
• Sharp features
• Sculpting curves
• Fast approximate Boolean operations
• Surface painting
• Adaptive sampling (local quasi-uniform meshes)
• Further validation by professional and amateur users
• Sharp features
• Sculpting curves
• Fast approximate Boolean operations
• Surface painting
• Adaptive sampling (local quasi-uniform meshes)
• Further validation by professional and amateur users
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6. Future work
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7. Demo
Thank you !
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