In mesh simplification, in-core based methods using Quadric Error Metric (QEM), which apply a sequence of edge-collapse operations, can generate high- … Continue reading “Out-of-Core Framework for QEM-based Mesh Simplification”
Category: Meshes
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 reconstruct … 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 … 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 applicati … 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 t … 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. … Continue reading “MeshToSS: Converting Subdivision Surfaces from Dense Meshes”
Multiresolution Interpolation Meshes
We propose a new multiresolution-based shape representation for 3D mesh morphing. Our approach does not use combination operations that caused some se … Continue reading “Multiresolution Interpolation 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 a … Continue reading “Approximate Shortest Path on Polyhedral Surface and Its Applications”
Interactive Homogeneous Remeshing
Unstructured triangular meshes are the most standard representation for surface geometry in computer graphics applications due to their simplicity and … Continue reading “Interactive Homogeneous Remeshing”
Metamorphosis of Arbitrary Triangular Meshes
Recently, animations with deforming objects have been frequently used in various computer graphics applications. Metamorphosis (or morphing) of three- … Continue reading “Metamorphosis of Arbitrary Triangular Meshes”