Out-of-Core Framework for QEM-based Mesh Simplification

In mesh simplification, in-core based methods using Quadric Error Metric (QEM), which apply a sequence of edge-collapse operations, can generate high-quality meshes while preserving shape features. However, these methods cannot be applied to huge meshes with more than 100 million faces, because they … Continue reading “Out-of-Core Framework for QEM-based Mesh Simplification”

GPU-based Adaptive Surface Reconstruction for Real-time SPH Fluids

We propose a GPU-based adaptive surface reconstruction algorithm for Smoothed-Particle Hydrodynamics (SPH) fluids. The adaptive surface is reconstructed from 3-level grids as proposed by [Akinci13]. The novel part of our algorithm is a pattern based approach for crack filling, which is recognized as … Continue reading “GPU-based Adaptive Surface Reconstruction for Real-time SPH Fluids”

Hierarchical Approximation of Implicit Surfaces from Meshes

This paper describes an efficient method for the hierarchical approximation of implicit surfaces from polygonal meshes. A novel error function between a polygonal mesh and an implicit surface is proposed. This error function is defined so as to be scale-independent on its global behavior as well as … Continue reading “Hierarchical Approximation of Implicit Surfaces from Meshes”

Conformal Spherical Parameterization and its Application

Spherical parameterization is one of geometry processing techniques which maps a mesh to a sphere, and is expected to the use in the various applications of computer graphics, CAD/CAM and so on. In this paper, we propose a robust and fast computation method for high quality conformal spherical param … Continue reading “Conformal Spherical Parameterization and its Application”

Interactive Physically-based Animation for Dense Meshes

In this paper we describe an interactive physically-based animation system for dense meshes. Our method extracts a coarse mesh from an original mesh to make a tetrahedral mesh for the reduction of computational costs. For computing reaction forces we precompute penetration depth values and gradients … Continue reading “Interactive Physically-based Animation for Dense Meshes”

MeshToSS: Converting Subdivision Surfaces from Dense Meshes

The theoretical aspects are discussed of our developed software, MeshToSS, for the conversion to Loop subdivision surfaces of dense triangular meshes. This software generates subdivision surfaces that approximate to their original mesh. The output is either a control mesh or its subdivided mesh appl … Continue reading “MeshToSS: Converting Subdivision Surfaces from Dense Meshes”

Approximate Shortest Path on Polyhedral Surface and Its Applications

A new algorithm is proposed for calculating the approximate shortest path on a polyhedral surface. The method mainly uses Dijkstra’s algorithm and is based on selective refinement of the discrete graph of a polyhedron. Although the algorithm is an approximation, it has the significant advantag … Continue reading “Approximate Shortest Path on Polyhedral Surface and Its Applications”