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”
Category: Research
Laplacian Deformation of Implicit Surfaces
In this research, a method for free-form deformation of SLIM (Sparse Low-degree IMplicit) surfaces is presented. By employing a Laplacian based mesh deformation technique, a global deformation is realized as movements of the centers of the local function supports. A graph connectivity for defining t … Continue reading “Laplacian Deformation of Implicit Surfaces”
Direct Point Rendering on GPU
In this paper, we propose a method for directly rendering point sets which only have positional information by using recent graphics processors (GPUs). Almost all the algorithms in our method are processed on GPU. Our point-based rendering algorithms apply an image buffer which has lower-resolution … Continue reading “Direct Point Rendering on GPU”
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”
Controllable Deformable Animations
There is a crucial demand in the computer animation industry to make animations that blend animator-specified expressive motion with physics-based realism. We propose a novel framework to create directable animation of elastically deformable objects. The directable animation is created with animator … Continue reading “Controllable Deformable Animations”
Tectonic Structure Modeling using CHIKAKU DB/CAD
We have developed the systems of reconstructing the 3D computational models of tectonic structure called CHIKAKU DB/CAD as a part of projects for developing simulation software, for the purpose of the clarification of the mechanism of earthquakes, and the prediction of the earthquake wave propagatio … Continue reading “Tectonic Structure Modeling using CHIKAKU DB/CAD”
Image-Based Point Rendering and Applications
We propose image-based point rendering (IBPR) for multiple range images from 3D scanners. Our approach is a natural extension of the method called pull-push so as to render scanned points with some measurement errors. Several extensions for rendering range images are proposed. One is a seamless rend … Continue reading “Image-Based Point Rendering and Applications”
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”
Surface Quality Assessment on GPUs
In this paper, we propose a method of subdivision surface quality assessment by reflection lines on programmable graphics hardware (GPU). Using reflection lines is stable for surface quality assessment because the shapes of these lines are changed according to a slight variance of surface shapes. Th … Continue reading “Surface Quality Assessment on GPUs”
Hardware-Assisted Relief Texture Mapping
Image-Based Rendering by Warping (IBRW) creates three-dimensional scene by deforming several 2D images with depth information. Image-based rendering has an advantage compared to traditional polygon rendering that the rendering time is still constant even if a scene becomes complex. Relief texture ma … Continue reading “Hardware-Assisted Relief Texture Mapping”