Academia.edu no longer supports Internet Explorer.
To browse Academia.edu and the wider internet faster and more securely, please take a few seconds to upgrade your browser.
2004
In this paper, we present the first nontrivial theoretical bound on the quality of the 3D solids generated by any contour interpolation method. Given two arbitrary parallel contour slices with n vertices in 3D, let α be the smallest angle in the constrained Delaunay triangulation of the corresponding 2D contour overlay, we present a contour interpolation method which reconstructs a 3D solid with the minimum dihedral angle of at least α/8. Our algorithm runs in O(nlogn) time where n is the size of the contour overlay.We also present a heuristic algorithm that optimizes the dihedral angles of a mesh representing a surface in 3D.
International Journal for Numerical Methods in Engineering, 2005
This paper introduces an efficient method for surface reconstruction from sectional contours. The surface between neighbouring sections is reconstructed based on the consistent utilization of the twodimensional constrained Delaunay triangulation. The triangulation is used to extract the parametric domain and to solve the problems associated with correspondence, tiling and branching in a general framework. Natural distance interpolations are performed in order to complete the mapping of the added intermediate points. Surface smoothing and remeshing are conducted to optimize the initial surface triangulations. Several examples are presented to demonstrate the effectiveness and efficiency of the proposed approach.
IEEJ Transactions on Electronics, Information and Systems, 1997
Graphical Models, 2004
In this paper we present an efficient method for interpolating a piecewise-linear surface between two parallel slices, each consisting of an arbitrary number of (possibly nested) polygons that define 'material' and 'non-material' regions. This problem has applications to medical imaging, geographic information systems, etc. Our method is fully automatic and is guaranteed to produce non-self-intersecting surfaces in all cases regardless of the number of contours in each slice, their complexity and geometry, and the depth of their hierarchy of nesting. The method is based on computing cells in the overlay of the slices that form the symmetric difference between them. Then, the straight skeletons of the selected cells guide the triangulation of each face of the skeletons. Finally, the resulting triangles are lifted up in space to form an interpolating surface. We provide some experimental results on various complex examples to show the good and robust performance of our algorithm.
2012
Triangulation of 3D polygons is a well studied topic of research. Existing methods for finding triangulations that minimize given metrics (e.g., sum of triangle areas or dihedral angles) run in a costly O(n 4 ) time [BS95, BDE96], while the triangulations are not guaranteed to be free of intersections. To address these limitations, we restrict our search to the space of triangles in the Delaunay tetrahedralization of the polygon. The restriction allows us to reduce the running time down to O(n 2 ) in practice (O(n 3 ) worst case) while guaranteeing that the solutions are intersection free. We demonstrate experimentally that the reduced search space is not overly restricted. In particular, triangulations restricted to this space usually exist for practical inputs, and the optimal triangulation in this space approximates well the optimal triangulation of the polygon. This makes our algorithms a practical solution when working with real world data.
Computer Graphics Forum, 2009
Generating realistic geometric models from 3D segmented images is an important task in many biomedical applications. Segmented 3D images impose particular challenges for meshing algorithms because they contain multimaterial junctions forming features such as surface patches, edges and corners. The resulting meshes should preserve these features to ensure the visual quality and the mechanical soundness of the models. We present a feature preserving Delaunay refinement algorithm which can be used to generate high-quality tetrahedral meshes from segmented images. The idea is to explicitly sample corners and edges from the input image and to constrain the Delaunay refinement algorithm to preserve these features in addition to the surface patches. Our experimental results on segmented medical images have shown that, within a few seconds, the algorithm outputs a tetrahedral mesh in which each material is represented as a consistent submesh without gaps and overlaps. The optimization property of the Delaunay triangulation makes these meshes suitable for the purpose of realistic visualization or finite element simulations.
Proceedings of the 14th International Meshing …, 2005
Polygonal meshes areu sed to model smooth surfaces in manya pplications. Often these meshes need to be remeshed for improving the quality, density or gradedness. We applyt he Delaunayr efinementp aradigm to design ap rovable algorithm for isotropicr emeshing of ap olygonal mesh that approximates as mooth surface. The proofs provide new insights and our experimental results corroborate the theory.
CGALmesh is the mesh generation software package of the Computational Geometry Algorithm Library (CGAL). It generates isotropic simplicial meshes-surface triangular meshes or volume tetrahedral meshes-from input surfaces, 3D domains as well as 3D multi-domains, with or without sharp features. The underlying meshing algorithm relies on restricted Delaunay triangulations to approximate domains and surfaces, and on Delaunay refinement to ensure both approximation accuracy and mesh quality. CGALmesh provides guarantees on approximation quality as well as on the size and shape of the mesh elements. It provides four optional mesh optimization algorithms to further improve the mesh quality. A distinctive property of CGALmesh is its high flexibility with respect to the input domain representation. Such a flexibility is achieved through a careful software design, gathering into a single abstract concept, denoted by the oracle, all required interface features between the meshing engine and the input domain. We already provide oracles for domains defined by polyhedral and implicit surfaces.
ACM Transactions on Graphics, 1991
Conventional triangulation algorithms from planar contours suffer from some limitations. For instance, incorrect results can be obtained when the contours are not convex, or when the contours in two successive slices are very different. In the same way, the presence of multiple contours in a slice leads to ambiguities in defining the appropriate links. The purpose of this paper is to define a general triangulation procedure that provides a solution to these problems. We first describe a simple heuristic triangulation algorithm which is extended to nonconvex contours. It uses an original decomposition of an arbitrary contour into elementary convex subcontours. Then the problem of linking one contour in a slice to several contours in an adjacent slice is examined. To this end, a new and unique interpolated contour is generated between the two slices, and the Iink is created using the previously defined procedure. Next, a solution to the general case of linking multiple contours in each sIice is proposed. Finally, the algorithm is applied to the reconstitution of the external surface of a complex shaped object: a human vertebra.
Computer Graphics Forum, 2013
We present an algorithm for obtaining a triangulation of multiple, non-planar 3D polygons. The output minimizes additive weights, such as the total triangle areas or the total dihedral angles between adjacent triangles. Our algorithm generalizes a classical method for optimally triangulating a single polygon. The key novelty is a mechanism for avoiding non-manifold outputs for two and more input polygons without compromising optimality. For better performance on real-world data, we also propose an approximate solution by feeding the algorithm with a reduced set of triangles. In particular, we demonstrate experimentally that the triangles in the Delaunay tetrahedralization of the polygon vertices offer a reasonable trade off between performance and optimality.
Additive Manufacturing, popularly known as “3D printing”, is a manufacturing process based on overlapping of flat layers in order to build a physical object. The data for building this object comes from a 3D model, usually represented by a triangle mesh. One of the first stages in this process is to slice the triangle mesh, resulting in 2.5-D contours, representing each one of the layers of the object. There are many strategies for slicing meshes, however most of the current literature is concerned with ad hoc issues such as the quality of the model, specific improvements in the slicing process and memory usage, whereas none of them addresses the problem from an algorithmic complexity perspective. While current algorithms for slicing run on O(n2 + k2) or O(n2 + n log nk') for n triangles and k planes, the algorithm proposed in this paper runs on O(nk'), where k' is the average number of slices cutting each triangle, what is asymptotically the best that can be achieved under certain common assumptions.
ACM Transactions on Graphics, 2009
We present a practical approach to isotropic tetrahedral meshing of 3D domains bounded by piecewise smooth surfaces. Building upon recent theoretical and practical advances, our algorithm interleaves Delaunay refinement and mesh optimization to generate quality meshes that satisfy a set of user-defined criteria. This interleaving is shown to be more conservative in number of Steiner point insertions than refinement alone, and to produce higher quality meshes than optimization alone. A careful treatment of boundaries and their features is presented, offering a versatile framework for designing smoothly graded tetrahedral meshes.
Computer Methods in Applied Mechanics and Engineering, 1995
1, Introduction A triangulation of a set of points in three-dimensional space is a decomposition of the convex hull of the points into non-overlapping tetKihedK% Tic Delauwy triangulation, in which the circumsphere of every tetrahedron in the triangulation contains no point in its interior, IS of particular interest to mathematicians as well as to engineers. It has been used extensively in the design of efficient algorithms and in many direct applications such as interpolation [I], contouring (21 and mesh generation [3-51. Since the Delaunay triangulation has some optimal properties in two dimensions and efficient global and incremental algorithms exist for their construction, they have been user' in finite element mesh generation to produce well-proportioned elements [h. 71. In a recent paper hv Rajan [g], some new optimality results for Delaunay triangulation in higher dimensions are discussed. It is suggested that ttc Delaunay triangulation is the most compact one in the sense that: (1) the min-containment sphere is the smallest. (2) the circumspheres of the tetrahedra incident on an interior point is closest to the point, and (3) the weighted average of the square of edge length, 15 the smallest. Algorithms for the construction of Delaunay triangulations in n-dimensional space for n 3 2 are given by Bowyer [9], Watson [ 101 and Avis and Bhattcharya [ 1 I]. The incremental algorithms of Bowyer and Watson is especially popular in the large scale three-dimensional finite element generation [ 12, 131. The popularity of the method may be accounted for by the speed wtth which a large number of points can be ~-* Corresponding author 004%7825/95/%OY 50 0 1995 Elxwr Sc~cnce SSDi 0045.7825(95)00854-3 S.A. All rlghtc reserved
Graphical Models, 2000
In this paper we consider the problem of reconstructing triangular surfaces from given contours. An algorithm solving this problem has to decide which contours of two successive slices should be connected by the surface (branching problem), and, given that, which vertices of the assigned contours should be connected for the triangular mesh (correspondence problem). We present a new approach that solves both tasks in an elegant way. The main idea is to employ discrete distance fields enhanced with correspondence information. This allows us not only to connect vertices from successive slices in a reasonable way but also to solve the branching problem by creating intermediate contours where adjacent contours differ too much. Last but not least we show how the 2D-distance fields used in the reconstruction step can be converted to a 3D-distance field that can be advantageously exploited for distance calculations during a subsequent simplification step.
The Journal of Visualization and Computer Animation, 1997
Metamorphosis, or morphing, is the gradual transformation of one shape into another. It generally consists of two subproblems: the correspondence problem and the interpolation problem. This paper presents a solution to the interpolation problem of transforming one polyhedral model into another. It is an extension of the intrinsic shape interpolation scheme (T. W. Sederberg, P. Gao, G. Wang and H. Mu, '2-D shape blending: an intrinsic solution to the vertex path problem, SIGGRAPH '93, pp. 15-18.) for 2D polygons. Rather than considering a polyhedron as a set of independent points or faces, our solution treats a polyhedron as a graph representing the interrelations between faces. Intrinsic shape parameters, such as dihedral angles and edge lengths that interrelate the vertices and faces in the two graphs, are used for interpolation. This approach produces more satisfactory results than the linear or cubic curve paths would, and is translation and rotation invariant.
Communications of the ACM, 1977
In many scientific and technical endeavors, a threedimensional solid must be reconstructed from serial sections, either to aid in the comprehension of the object's structure or to facilitate its automatic manipulation and analysis. This paper presents a general solution to the problem of constructing a surface over a set of cross-sectional contours. This surface, to be composed of triangular tiles, is constructed by separately determining an optimal surface between each pair of consecutive contours. Determining such a surface is reduced to the problem of finding certain minimum cost cycles in a directed toroidal graph. A new fast algorithm for finding such cycles is utilized. Also developed is a closed-form expression, in terms of the number of contour points, for an upper bound on the number of operations required to execute the algorithm. An illustrated example which involves the construction of a minimum area surface describing a human head is included.
Delaunay meshing is a popular technique for mesh generation. Usually , the mesh has to be refined so that certain fidelity and quality criteria are met. Delaunay refinement is achieved by dynamically inserting and removing points in/from a Delaunay triangulation. In this paper, we present a robust parallel algorithm for computing Delaunay triangulations in three dimensions. Our triangulator offers fully dynamic parallel insertions and removals of points and is thus suitable for mesh refinement. As far as we know, ours is the first method that parallelizes point removals, an operation that significantly slows refinement down. Our shared memory implementation makes use of a custom memory manager and lightweight locks which greatly reduce the communication and synchronization cost. We also employ a contention policy which is able to accelerate the execution times even in the presence of high number of rollbacks. Evaluation on synthetic and real data shows the effectiveness of our method on widely used multi-core SMPs.
1992
We show how to triangulate a three dimensional polyhedral region with holes. Our triangulation is optimal in the following two senses. First, our triangulation achieves the best possible aspect ratio up to a constant. Second, for any other triangulation of the same region into m triangles with bounded aspect ratio, our triangulation has size n = O(m). Such a triangulation is desired as an initial mesh for a finite element mesh refinement algorithm. Previous three dimensional triangulation schemes either worked only on a restricted class of input, or did not guarantee well-shaped tetrahedral, or were not able to bound the output size. We build on some of the ideas presented in previous work by Bern, Eppstein, and Gilbert, who have shown how to triangulate a two dimensional polyhedral region with holes, with similar quality and optimality bounds.
SIAM Journal on Scientific Computing, 2010
Traditional refinement algorithms insert a Steiner point from a few possible choices at each step. Our algorithm, on the contrary, defines regions from where a Steiner point can be selected and thus inserts a Steiner point among an infinite number of choices. Our algorithm significantly extends existing generalized algorithms by increasing the number and the size of these regions. The lower bound for newly created angles can be arbitrarily close to 30 degrees. Both termination and good grading are guaranteed. It is the first Delaunay refinement algorithm with a 30 degree angle bound and with grading guarantees. Experimental evaluation of our algorithm corroborates the theory. ). 1 2 selection region is a one-dimensional region called selection interval.
2006
For 2D or 3D meshes that represent a continuous function to the reals, the contours|or isosurfaces|of a speci ed value are an important way to visualize it. To nd such contours, a seed set can be used for the starting points from which the traversal of the contours can start. This paper gives the rst methods to obtain seed sets that are provably small in size. They are based on a variant of the contour tree (or topographic change tree). We give a new, simple algorithm to compute such a tree in regular and irregular meshes that requires O(n log n) time in 2D for meshes with n elements, and in O(n 2 ) time in higher dimensions. The additional storage overhead is proportial to the maximum size of any contour (linear in the worst case, but typically less). Given the contour tree, a minimum size seed set can be computed in polynomial time and storage. Since in practice at most linear storage is allowed, we develop a simple approximation algorithm giving a seed set of size at most twice the size of the minimum. It requires O(n log 2 n) time in 2D and O(n 2 ) time otherwise, and requires linear storage. We also give experimental results, showing the size of the seed sets and supporting the claim that sublinear storage is used.
2000
A tool for constructing a "good" 3D triangulation of a given set of vertices in 3D is developed and studied. The constructed triangulation is "optimal" in the sense that it locally minimizes a cost function which measures a certain discrete curvature over the resulting triangle mesh. The algorithm for obtaining the optimal triangulation is that of swapping edges sequentially, such that the cost function is reduced maximally by each swap. In this paper three easy-to-compute cost functions are derived using a simple model for defining discrete curvatures of triangle meshes. The results obtained by the different cost functions are compared. Operating on data sampled from simple 3D models, we compare the approximation error of the resulting optimal triangle meshes to the sampled model in various norms. The conclusion is that all three cost functions lead to similar results, and none of them can be said to be superior to the others. The triangle meshes generated by our algorithm, when serving as initial triangle meshes for the butterfly subdivision scheme, are found to improve significantly the limit butterfly-surfaces compared to arbitrary initial triangulations of the given sets of vertices. Based upon this observation, we believe that any algorithm operating on triangle meshes such as subdivision, finite element solution of PDE, or mesh simplification, can obtain better results if applied to a "good" triangle mesh with small discrete curvatures. Thus our algorithm can serve for modelling surfaces from sampled data as well as for initialization of other triangle mesh based algorithms.
Loading Preview
Sorry, preview is currently unavailable. You can download the paper by clicking the button above.