Snaking across 3D meshes

Moonryul Jung, Haengkang Kim
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引用次数: 35

Abstract

We present a method of moving snake curves over 3D meshes. Our snake is made from the vertices of a triangular mesh, so it never leaves the 3D surface, eliminating any need for mapping on to ID and subsequent remapping on to the 3D mesh. Our snake finds features related to Gaussian curvature, or ridges and valleys. We move each vertex of the snake to one of its neighbor vertices on the mesh, while reducing the energy of the snake, which expresses distance from a feature, by means of a greedy optimization. This is fast enough to support real-time interaction. We handle changes of snake topology using 3D versions of methods originally developed for images. These can handle collisions within the snake, and hence split the snake and find multiple features. We demonstrate the performance of our algorithm on several example meshes, including human faces.
蜿蜒穿过3D网格
提出了一种在三维网格上移动蛇形曲线的方法。我们的蛇是由三角形网格的顶点制成的,所以它永远不会离开3D表面,消除了映射到ID和随后重新映射到3D网格的任何需要。我们的蛇发现了与高斯曲率或脊谷有关的特征。我们将蛇的每个顶点移动到网格上的一个相邻顶点上,同时通过贪婪优化减少蛇的能量(表示到特征的距离)。这足以支持实时交互。我们使用最初为图像开发的方法的3D版本来处理蛇拓扑的变化。它们可以处理蛇内部的碰撞,从而分裂蛇并找到多个特征。我们在几个示例网格上演示了我们的算法的性能,包括人脸。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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