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Quadrilateral surface mesh generation for animation and simulation

机译:四边形曲面网格生成,用于动画和仿真

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摘要

Besides triangle meshes, quadrilateral meshes are the most prominent discrete representation of surfaces embedded in 3D. Especially in sophisticated applications like for instance animation and simulation, they are often preferred due to their tensor-product nature, which induces several practical advantages. In contrast to their wide area of application, the available generation algorithms for high-quality quadrilateral meshes are still nonsatisfying compared to their triangle mesh counterparts. The main reason consists in the intrinsically more difficult topology, which requires global instead of local considerations. This thesis is devoted to novel algorithms that are specifically designed for the practical requirements in animation and simulation. First we will discuss important quality criteria, stemming from these applications. It turns out that, although the goal of both application areas is quite diverse, the quality criteria, which characterize a high-quality quad mesh, are identical. Apart from topological regularity, applications benefit from quadrilaterals with low distortion, well chosen curvature alignment to achieve good approximation and a coarse patch-structure in order to enable powerful mapping techniques as well as multi-level solver. Based on mixed-integer optimization and graph theory we propose carefully designed algorithms that are able to generate high-quality quadmeshes with the aforementioned properties in a fully automatic manner. Furthermore, the designer or engineer is still equipped with maximal control by the possibility of interactively influencing the automatic solution by means of additional high-level constraints.
机译:除了三角形网格外,四边形网格是嵌入3D的曲面的最突出离散表示。特别是在诸如动画和模拟之类的复杂应用中,由于它们的张量积性质,通常会被首选,这会带来一些实际的优势。与它们的广泛应用相反,与三角形网格同类对象相比,用于高质量四边形网格的可用生成算法仍不令人满意。主要原因在于本质上更困难的拓扑,这需要全局而不是局部考虑。本文致力于为动画和仿真的实际需求而专门设计的新颖算法。首先,我们将讨论源自这些应用程序的重要质量标准。事实证明,尽管两个应用领域的目标都各不相同,但表征高质量四边形网格的质量标准却是相同的。除拓扑规则性外,应用程序还受益于低失真的四边形,精心选择的曲率对齐以实现良好的逼近效果以及粗糙的面片结构,以实现强大的映射技术以及多级求解器。基于混合整数优化和图论,我们提出了精心设计的算法,这些算法能够以全自动方式生成具有上述属性的高​​质量四边形。此外,设计者或工程师仍然可以通过附加的高级约束以交互方式影响自动解决方案,从而获得最大程度的控制。

著录项

  • 作者

    Bommes David;

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  • 年度 2012
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  • 原文格式 PDF
  • 正文语种 eng
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