Laplacian Guided Editing, Synthesis, and Simulation

Yizhou Yu
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引用次数: 38

Abstract

Summary form only given. The Laplacian has been playing a central role in numerous scientific and engineering problems. It has also become popular in computer graphics. This talk presents a series of our work that exploits the Laplacian in mesh editing, texture synthesis and flow simulation. First, a review is given on mesh editing using differential coordinates and the Poisson equation, which involves the Laplacian. The distinctive feature of this approach is that it modifies the original geometry implicitly through gradient field manipulation. This approach can produce desired results for both global and local editing operations, such as deformation, object merging, and denoising. This technique is computationally involved since it requires solving a large sparse linear system. To overcome this difficulty, an efficient multigrid algorithm specifically tailored for geometry processing has been developed. This multigrid algorithm is capable of interactively processing meshes with hundreds of thousands of vertices. In our latest work, Laplacian-based editing has been generalized to deforming mesh sequences, and efficient user interaction techniques have also been designed. Second, this talk presents a Laplacian-based method for surface texture synthesis and mixing from multiple sources. Eliminating seams among texture patches is important during texture synthesis. In our technique, it is solved by performing Laplacian texture reconstruction, which retains the high frequency details but computes new consistent low frequency components. Third, a method for inviscid flow simulation over manifold surfaces is presented. This method enforces incompressibility on closed surfaces by solving a discrete Poisson equation. Different from previous work, it performs simulations directly on triangle meshes and thus eliminates parametrization distortions.
拉普拉斯指导编辑,合成和仿真
只提供摘要形式。拉普拉斯在许多科学和工程问题中起着核心作用。它在计算机图形学中也很流行。这个演讲提出了一系列工作,利用网格编辑的拉普拉斯算子,纹理合成和流动模拟。首先,回顾了利用微分坐标和泊松方程进行网格编辑的方法,其中涉及到拉普拉斯算子。该方法的显著特点是通过梯度场操作隐式地修改原始几何形状。这种方法可以为全局和局部编辑操作(如变形、对象合并和去噪)产生期望的结果。由于该技术需要求解一个大型的稀疏线性系统,因此涉及计算量。为了克服这一困难,开发了一种专门针对几何图形处理的高效多网格算法。这种多网格算法能够交互式地处理具有数十万个顶点的网格。在我们最新的工作中,基于拉普拉斯的编辑已经推广到变形网格序列,并设计了有效的用户交互技术。其次,本演讲介绍了一种基于拉普拉斯的多源表面纹理合成和混合方法。在纹理合成过程中,消除纹理块之间的接缝是非常重要的。在我们的技术中,通过执行拉普拉斯纹理重建来解决问题,该重建保留了高频细节,但计算了新的一致的低频分量。第三,提出了一种流形表面上无粘流动的模拟方法。该方法通过求解离散泊松方程来增强封闭表面上的不可压缩性。与以往的工作不同,它直接在三角形网格上进行模拟,从而消除了参数化畸变。
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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