Computing smooth surface contours with accurate topology

ACM Trans. Graph. Pub Date : 2014-03-01 DOI:10.1145/2558307
P. Bénard, Aaron Hertzmann, M. Kass
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引用次数: 24

Abstract

This article introduces a method for accurately computing the visible contours of a smooth 3D surface for stylization. This is a surprisingly difficult problem, and previous methods are prone to topological errors, such as gaps in the outline. Our approach is to generate, for each viewpoint, a new triangle mesh with contours that are topologically equivalent and geometrically close to those of the original smooth surface. The contours of the mesh can then be rendered with exact visibility. The core of the approach is Contour Consistency, a way to prove topological equivalence between the contours of two surfaces. Producing a surface tessellation that satisfies this property is itself challenging; to this end, we introduce a type of triangle that ensures consistency at the contour. We then introduce an iterative mesh generation procedure, based on these ideas. This procedure does not fully guarantee consistency, but errors are not noticeable in our experiments. Our algorithm can operate on any smooth input surface representation; we use Catmull-Clark subdivision surfaces in our implementation. We demonstrate results computing contours of complex 3D objects, on which our method eliminates the contour artifacts of other methods.
计算光滑的表面轮廓与精确的拓扑结构
本文介绍了一种精确计算光滑三维表面可见轮廓的方法。这是一个非常困难的问题,以前的方法容易出现拓扑错误,例如轮廓中的空白。我们的方法是为每个视点生成一个新的三角形网格,其轮廓在拓扑上是等效的,在几何上与原始光滑表面的轮廓接近。网格的轮廓可以用精确的可见性渲染。该方法的核心是轮廓一致性,一种证明两个曲面的轮廓之间拓扑等价的方法。制作满足这一特性的曲面镶嵌本身就是一个挑战;为此,我们引入了一种确保轮廓一致性的三角形。然后,我们介绍了基于这些思想的迭代网格生成过程。这个程序不能完全保证一致性,但在我们的实验中错误并不明显。我们的算法可以在任何光滑的输入表面表示上运行;我们在实现中使用了Catmull-Clark细分曲面。我们展示了计算复杂三维物体轮廓的结果,在此基础上,我们的方法消除了其他方法的轮廓伪影。
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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