游戏:深度点网络的引导和增强网格

Nitin Agarwal, M. Gopi
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引用次数: 4

摘要

我们提出了一种新的网格划分算法,称为引导和增强网格,即GAMesh,它使用网格预先为点网络的输出点生成一个表面。通过将输出点投射到该先验上并简化生成的网格,GAMesh确保表面具有与网格先验相同的拓扑结构,但其几何保真度由点网络控制。这使得GAMesh独立于输出点的密度和分布,这是传统表面重建算法中常见的工件。我们证明了这种几何与拓扑的分离可以有几个优点,特别是在单视图形状预测,点网络的公平评估和输出稀疏点云的网络的表面重建方面。我们进一步证明,通过使用GAMesh训练点网络,我们可以直接优化顶点位置以生成任意拓扑的自适应网格。代码和数据可在项目网页1.1https://www.ics.uci.edu/ ~ agarwal/GAMesh上获得
本文章由计算机程序翻译,如有差异,请以英文原文为准。
GAMesh: Guided and Augmented Meshing for Deep Point Networks
We present a new meshing algorithm called guided and augmented meshing, GAMesh, which uses a mesh prior to generate a surface for the output points of a point network. By projecting the output points onto this prior and simplifying the resulting mesh, GAMesh ensures a surface with the same topology as the mesh prior but whose geometric fidelity is controlled by the point network. This makes GAMesh independent of both the density and distribution of the output points, a common artifact in traditional surface reconstruction algorithms. We show that such a separation of geometry from topology can have several advantages especially in single-view shape prediction, fair evaluation of point networks and reconstructing surfaces for networks which output sparse point clouds. We further show that by training point networks with GAMesh, we can directly optimize the vertex positions to generate adaptive meshes with arbitrary topologies. Code and data are available on the project webpage1.1https://www.ics.uci.edu/∼agarwal/GAMesh
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