2017
DOI: 10.1007/978-3-319-66272-5_17
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Digital Surface Regularization by Normal Vector Field Alignment

Abstract: Digital objects and digital surfaces are isothetic structures per se. Such surfaces are thus not adapted to direct visualization with isothetic quads, or to many geometry processing methods. We propose a new regularization technique to construct a piecewise smooth quadrangulated surface from a digital surface. More formally we propose a variational formulation which efficiently regularizes digital surface vertices while complying with a prescribed, eventually anisotropic, input normal vector field estimated on… Show more

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Cited by 2 publications
(8 citation statements)
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“…We then solve for the smoothest 36 normal field that best agrees with these observations [5]. Finally, 37 we optimize the surface elements to best align with this normal 38 field [6]. We evaluate our approach on the dataset of Delanoy 39 et al [1], on which we recover smoother surfaces with sharper 40 discontinuities.…”
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confidence: 99%
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“…We then solve for the smoothest 36 normal field that best agrees with these observations [5]. Finally, 37 we optimize the surface elements to best align with this normal 38 field [6]. We evaluate our approach on the dataset of Delanoy 39 et al [1], on which we recover smoother surfaces with sharper 40 discontinuities.…”
mentioning
confidence: 99%
“…We first use ex-3 isting deep neural networks [1, 24] to predict a volumetric re-4 construction of the shape, along with one normal map per sketch 5 (Figure 1b). We then project the normal maps on the surface of 6 the volumetric reconstruction and combine this information with 7 the initial surface normal to obtain a distribution of normals for 8 each surface element (Figure 1c,d). While the normals coming 9 from different sources are mostly consistent, some parts of the 10 shape exhibit significant ambiguity due to erroneous predictions 11 and misalignment between the input sketches and the volumet- 12 ric reconstruction.…”
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confidence: 99%
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