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Explore the application of uniform particle systems in implicit surface texturing. Learn about mesh creation, triangulation, tesselation, and texturation. Discover improvements in sampling methods and adaptive repulsion for uniform distribution. Dive into complex algorithms and adapted triangulation techniques, including results on quasi-equilateral triangles and fast triangle tesselation. Understand texturation with particle systems through local parametrization. Future works include texturing huge scanned objects and incorporating curvature information.
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Triangulation of uniform particle systems:its application to the implicit surface texturing F. Levet, X. Granier, C. Schlick IPARLA Project (INRIA futurs, LaBRI) University of Bordeaux 1 - FRANCE
Outline of the presentation • Presentation of particle systems • Mesh creation from uniform particles • Triangulation • Tesselation • Texturation • Results
A particle-based system • Witkin and Heckbert [94] • Sampling • Split/death criterion • Particles migration • Adaptive repulsion • Uniform distribution
Some improvements • Isotropic sampling • With an energy function • Crossno and Angel [97] • Rosh et al. [97] • Meyer et al. [05] • With repulsion forces • Turk [91] • Pauly et al. [02] • Levet et al. [05] • Galin et al [06] Uniform case Each one but slower Non-uniform case Anisotropic sampling BlobTree
Triangulation of the particles • Crossno et Angel, SpiralingEdge [99] • Uniform and non-uniform • Result very complex algorithm • Lots of special cases • Adapted triangulation to the uniform case
An adapted triangulation • Distance between neighboring particles • Near 2r (r the repulsion radius)
An adapted triangulation • Approach • Gather the particles (with a 3r distance) • Polygonize them as a ring p 2 p 1 p p 0 p 3 4 p p 5
An adapted triangulation • Approach • Gather the particles (with a 3r distance) • Polygonize them as a ring
An adapted triangulation • Results • Intersections between triangles
An adapted triangulation • Results • Intersections between triangles • Three bad configurations
Results • Quasi-equilateral triangles • Very fast
Triangle tesselation • Triangulation of the particules • Minimization of the deformations • Few particules • Subdivision of the obtained triangles • Projection
Texturation with particle systems • Turk [92] • Expensive for high frequency details • Pedersen [95] • Defines a set of patches • Complex to avoid deformation • Zonenschein [97, 98] • Particles follow the gradient field • Not robust with high-order genus surfaces
Neyret et Cani [99] Original mesh Texturation
Neyret et Cani [99] Original mesh Simplified mesh Texturation
Neyret et Cani [99] Original mesh Simplified mesh Texturation support Texturation
Neyret et Cani [99] Original mesh Simplified mesh Texturation support Local parametrization Texturation
Neyret et Cani [99] Original mesh Simplified mesh Texturation support Local parametrization Texturation
Neyret et Cani [99] Original mesh Simplified mesh Texturation support Local parametrization Texturation
Texturation • Triangles : Texture mesh • Subdivision : parametrization
Conclusion • Fast triangulation of uniform particles • On-the-fly mesh refinement • 2D pattern-based texturing of immplicit surfaces
Future works • Texturing of huge scanned objects • Curvature informations • Local edition of the particle system