{"title":"在保留浮点坐标的情况下,解决3D网格中的自交","authors":"Léo Valque, Sylvain Lazard","doi":"10.1111/cgf.70197","DOIUrl":null,"url":null,"abstract":"<p>We present a straightforward and robust method for resolving the mesh intersection problem. We focus specifically on the challenge caused by the intersections resulting from the conversion of the vertices coordinates from their exact mathematical values to a fixed-precision floating-point format. Our method takes as input a soup of triangles and outputs intersection-free models whose vertices coordinates are all represented with double-precision floating-point format. We evaluated our approach thoroughly, considering a large collection of meshes. In particular, we can process all the 4524 models in Thingi10K [ZJ16] that contain self-intersections. This outperforms previous state-of-the-art approaches: On the 527 models of Thingi10K for which naive rounding fails, Zhou et al.'s approach [ZGZJ16] is capable of handling 91% of them, and Valque's 94% [Val24]. In terms of time efficiency, our approach handles about 50k vertices per second on average, which is faster to that of Zhou et al. by a factor 1.4 on these non-trivial models and is faster than that of Valque by several order of magnitude.</p>","PeriodicalId":10687,"journal":{"name":"Computer Graphics Forum","volume":"44 5","pages":""},"PeriodicalIF":2.9000,"publicationDate":"2025-08-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Resolving self-intersections in 3D meshes while preserving floating-point coordinates\",\"authors\":\"Léo Valque, Sylvain Lazard\",\"doi\":\"10.1111/cgf.70197\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<p>We present a straightforward and robust method for resolving the mesh intersection problem. We focus specifically on the challenge caused by the intersections resulting from the conversion of the vertices coordinates from their exact mathematical values to a fixed-precision floating-point format. Our method takes as input a soup of triangles and outputs intersection-free models whose vertices coordinates are all represented with double-precision floating-point format. We evaluated our approach thoroughly, considering a large collection of meshes. In particular, we can process all the 4524 models in Thingi10K [ZJ16] that contain self-intersections. This outperforms previous state-of-the-art approaches: On the 527 models of Thingi10K for which naive rounding fails, Zhou et al.'s approach [ZGZJ16] is capable of handling 91% of them, and Valque's 94% [Val24]. In terms of time efficiency, our approach handles about 50k vertices per second on average, which is faster to that of Zhou et al. by a factor 1.4 on these non-trivial models and is faster than that of Valque by several order of magnitude.</p>\",\"PeriodicalId\":10687,\"journal\":{\"name\":\"Computer Graphics Forum\",\"volume\":\"44 5\",\"pages\":\"\"},\"PeriodicalIF\":2.9000,\"publicationDate\":\"2025-08-28\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Computer Graphics Forum\",\"FirstCategoryId\":\"94\",\"ListUrlMain\":\"https://onlinelibrary.wiley.com/doi/10.1111/cgf.70197\",\"RegionNum\":4,\"RegionCategory\":\"计算机科学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q2\",\"JCRName\":\"COMPUTER SCIENCE, SOFTWARE ENGINEERING\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Computer Graphics Forum","FirstCategoryId":"94","ListUrlMain":"https://onlinelibrary.wiley.com/doi/10.1111/cgf.70197","RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"COMPUTER SCIENCE, SOFTWARE ENGINEERING","Score":null,"Total":0}
Resolving self-intersections in 3D meshes while preserving floating-point coordinates
We present a straightforward and robust method for resolving the mesh intersection problem. We focus specifically on the challenge caused by the intersections resulting from the conversion of the vertices coordinates from their exact mathematical values to a fixed-precision floating-point format. Our method takes as input a soup of triangles and outputs intersection-free models whose vertices coordinates are all represented with double-precision floating-point format. We evaluated our approach thoroughly, considering a large collection of meshes. In particular, we can process all the 4524 models in Thingi10K [ZJ16] that contain self-intersections. This outperforms previous state-of-the-art approaches: On the 527 models of Thingi10K for which naive rounding fails, Zhou et al.'s approach [ZGZJ16] is capable of handling 91% of them, and Valque's 94% [Val24]. In terms of time efficiency, our approach handles about 50k vertices per second on average, which is faster to that of Zhou et al. by a factor 1.4 on these non-trivial models and is faster than that of Valque by several order of magnitude.
期刊介绍:
Computer Graphics Forum is the official journal of Eurographics, published in cooperation with Wiley-Blackwell, and is a unique, international source of information for computer graphics professionals interested in graphics developments worldwide. It is now one of the leading journals for researchers, developers and users of computer graphics in both commercial and academic environments. The journal reports on the latest developments in the field throughout the world and covers all aspects of the theory, practice and application of computer graphics.