This paper presents a new tool, Metro, designed to compensate for a deficiency in many simplification methods proposed in literature. Metro allows one to compare the difference between a pair of surfaces (e.g. a triangulated mesh and its simplified representation) by adopting a surface sampling approach. It has been designed as a highly general tool, and it does no assumption on the particular approach used to build the simplified representation. It returns both numerical results (meshes areas and volumes, maximum and mean error, etc.) and visual results, by coloring the input surface according to the approximation error.
The paper presents a set of combined techniques to enhance the real-time visualization of simple or complex molecules (up to order of 106 atoms) space fill mode. The proposed approach includes an innovative technique for efficient computation and storage of ambient occlusion terms, a small set of GPU accelerated procedural impostors for space-fill and ball-and-stick rendering, and novel edge-cueing techniques. As a result, the user's understanding of the three-dimensional structure under inspection is strongly increased (even for still images), while the rendering still occurs in real time.
Figure 1: Six basic elastic textures are used to obtain a large range of homogenized isotropic material properties. A 3 × 3 × 1 tiling of each pattern is shown, along with rendered (left) and fabricated (right) cell geometry below. The naming convention is explained in Section 4.
AbstractWe introduce elastic textures: a set of parametric, tileable, printable, cubic patterns achieving a broad range of elastic material properties: the softest pattern is over a thousand times softer than the stiffest, and the Poisson's ratios range from below zero to nearly 0.5. Using a combinatorial search over topologies followed by shape optimization, we explore a wide space of truss-like, symmetric 3D patterns to obtain a small family. This pattern family can be printed without internal support structure on a single-material 3D printer and can be used to fabricate objects with prescribed mechanical behavior. The family can be extended easily to create anisotropic patterns with target orthotropic properties. We demonstrate that our elastic textures are able to achieve a user-supplied varying material property distribution. We also present a material optimization algorithm to choose material properties at each point within an object to best fit a target deformation under a prescribed scenario. We show that, by fabricating these spatially varying materials with elastic textures, the desired behavior is achieved.
Abstract-This paper deals with the problem of taking random samples over the surface of a 3D mesh describing and evaluating efficient algorithms for generating different distributions. We discuss first the problem of generating a Monte Carlo distribution in a efficient and practical way avoiding common pitfalls. Then, we propose Constrained Poisson-disk sampling, a new Poisson-disk sampling scheme for polygonal meshes which can be easily tweaked in order to generate customized set of points such as importance sampling or distributions with generic geometric constraints. In particular, two algorithms based on this approach are presented. An in-depth analysis of the frequency characterization and performance of the proposed algorithms are also presented and discussed.
Standard texture mapping of real-world meshes suffers from the presence of seams that need to be introduced in order to avoid excessive distortions and to make the topology of the mesh compatible to the one of the texture domain. In contrast, cube maps provide a mechanism that could be used for seamless texture mapping with low distortion, but only if the object roughly resembles a cube. We extend this concept to arbitrary meshes by using as texture domain the surface of a polycube whose shape is similar to that of the given mesh. Our approach leads to a seamless texture mapping method that is simple enough to be implemented in currently available graphics hardware
Automatic 3D acquisition devices (often called 3D scanners) allow to build highly accurate models of real 3D objects in a cost‐ and time‐effective manner. We have experimented this technology in a particular application context: the acquisition of Cultural Heritage artefacts. Specific needs of this domain are: medium‐high accuracy, easy of use, affordable cost of the scanning device, self‐registered acquisition of shape and color data, and finally operational safety for both the operator and the scanned artefacts. According to these requirements, we designed a low‐cost 3D scanner based on structured light which adopts a new, versatile colored stripe pattern approach. We present the scanner architecture, the software technologies adopted, and the first results of its use in a project regarding the 3D acquisition of an archeological statue.
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