Fast Polygonization and Texture Map Extraction from Volumetric Objects Based on Surface Fairing Using a Modified Discrete Laplacian Operator

Carlos Eduardo Vaisman Muniz, A. Montenegro, E. Clua
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引用次数: 2

Abstract

This work proposes a new method for the polygonization and texture map extraction from volumetric objects based on a polyhedral surface extraction and surface fairing approach. The surface faring approach is based on a mesh signal processing technique that uses an approximation of an adaptive low-pass filtering based on a function that combines the discrete laplacian operator and an adaptation of the Lanczos kernel. Differently from other works that propose surface fairing approaches we deal mainly with voxelized models created by artists for games which led us to design a filtering approach that smoothes strongly in high frequency regions to remove the jagging effects of the sampling and less intensively in the low frequency regions to preserve the natural behavior of the model. The overall aim of this work is to propose a simple methodology in which it is efficient and easy to use voxel manipulation techniques to produce a final boundary representation of the model together with the appearance function codified in a texture atlas. The proposed method produced very promising results and enabled us to extract smooth texturized models that preserve the features of the original volumetric object at interactive times.
基于改进的离散拉普拉斯算子的基于表面光顺的体积目标快速多边形化和纹理映射提取
本文提出了一种基于多面体表面提取和表面整流方法的体积物体多边形化和纹理图提取新方法。表面处理方法基于网格信号处理技术,该技术使用了一种近似自适应低通滤波,该滤波基于一个结合了离散拉普拉斯算子和Lanczos核的自适应函数。与其他提出表面整流方法的作品不同,我们主要处理由艺术家为游戏创建的体素化模型,这导致我们设计了一种滤波方法,在高频区域进行强烈平滑,以消除采样的锯齿效应,在低频区域进行不那么密集的平滑,以保持模型的自然行为。这项工作的总体目标是提出一种简单的方法,在这种方法中,使用体素操作技术高效且容易地生成模型的最终边界表示以及纹理图集中编码的外观函数。所提出的方法产生了非常有希望的结果,使我们能够提取光滑的纹理化模型,在交互时保留原始体积目标的特征。
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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