mesh processing - 计算机图形学 mesh processing.pdf · advantage and disadvantage in polygon...
TRANSCRIPT
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Mesh Processing
Teacher: A.prof. Chengying Gao(高成英)
E-mail: [email protected]
School of Data and Computer Science
Computer Graphics
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What is Polygon Mesh?
• A polygon mesh is a collection of vertices, edges, and faces that
defines the shape of a polyhedral object in 3D computer
graphics and solid modeling.
2Computer Graphics
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Example – Polyhedral widgeon
3Computer Graphics
6656 faces (面),3474 vertices (顶点)
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Categories of Polyhedron (多面体)
• Polyhedron are essentially linear approximation
• Triangular meshes (三角网格)
• Quadrilateral meshes (四边形网格)
• Polygonal meshes (多边形网格)
4Computer Graphics
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Volumetric Scanning
• Build voxel structure by scanning slices
5Computer Graphics
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Volumetric Scanning
• Build voxel structure by scanning slices
6Computer Graphics
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Photogrammetry
7Computer Graphics
• Reconstruction from photographs
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Photogrammetry
• Reconstruction from a series of photos (video)
8Computer Graphics
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Range Scanning
• Reconstruction from point cloud
9Computer Graphics
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Getting Meshes from Real Objects
• Many models used in Graphics are obtained from real objects
10Computer Graphics
Stanford dragon
• Faces : 871414
• Vertices:437645
• Compressed:8.2 MB
in PLY format
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Getting Meshes from Real Objects
11Computer Graphics
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Range Scanning
• Accurate calibration is crucial
• Multiple scans required for complex objects
• scan path planning
• scan registration
• Scans are incomplete and noisy
• model repair, hole filling
• smoothing for noise removal
12Computer Graphics
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Range Scanning: Reconstruction
13Computer Graphics
Set of raw scans Reconstructed model
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General Used Mesh Files
• General used mesh files
• Wavefront OBJ (*.obj)
• 3D Max (*.max, *.3ds)
• VRML(*.vrl)
• Inventor (*.iv)
• PLY (*.ply, *.ply2)
• User-defined(*.m, *.liu)
14Computer Graphics
• Storage
• Text – (Recommended)
• Binary
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Wavefront OBJ File Format
• Vertices
• Start with char ‘v’
• (x,y,z) coordinates
• Faces
• Start with char ‘f’
• Indices of its vertices in the file
• Other properties
• Normal, texture coordinates, material, etc.
15Computer Graphics
v 1.0 0.0 0.0
v 0.0 1.0 0.0
v 0.0 -1.0 0.0
v 0.0 0.0 1.0
f 1 2 3
f 1 4 2
f 3 2 4
f 1 3 4
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Wavefront .obj file
16Computer Graphics
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Meshes:
Definitions & Terminologies
17Computer Graphics
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Standard Graph Definition
18Computer Graphics
J
H
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Graph Embedding
19Computer Graphics
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Triangulation
20Computer Graphics
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Meshes
21Computer Graphics
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Topology
22Computer Graphics
亏格
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Developablity (可展性)
23Computer Graphics
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Developablity (可展性)
24Computer Graphics
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Mesh Data Structure
• How to store geometry and connectivity?
• Geometry queries
• What are the vertices of face #k?
• Are vertices #i and #j adjacent?
• Which faces are adjacent face #k?
• Geometry operations
• Remove/add a vertex/face
• Mesh simplification
• Vertex split, edge collapse
25Computer Graphics
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Define a mesh
• Geometry• Vertex coordinates
• Connectivity• How do vertices connected?
26Computer Graphics
• List of Edge
• Vertex-Edge
• Vertex-Face
• Combined
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List of Faces
• List of vertices
• Position coordinates
• List of faces
• Triplets of pointers to face vertices (c1,c2,c3)
• Queries:
• What are the vertices of face #3?
• Answered in O(1) - checking third triplet
• Are vertices i and j adjacent?
• A pass over all faces is necessary – NOT GOOD
27Computer Graphics
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List of Faces – Example
28Computer Graphics
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List of Faces – Analysis
• Pros:
• Convenient and efficient (memory wise)
• Can represent non-manifold meshes
• Cons:
• Too simple - not enough information on relations between
vertices & faces
29Computer Graphics
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Adjacency Matrix – Definition
• View mesh as connected graph
• Given n vertices build n*n matrix of adjacency
information
• Entry (i,j) is TRUE value if vertices i and j are adjacent
• Geometric info
• list of vertex coordinates
• Add faces
• list of triplets of vertex indices (v1,v2,v3)
30Computer Graphics
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Adjacency Matrix – Example
31Computer Graphics
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Adjacency Matrix – Queries
• What are the vertices of face #3?
• O(1) – checking third triplet of faces
• Are vertices i and j adjacent?
• O(1) - checking adjacency matrix at location (i,j).
• Which faces are adjacent to vertex j?
• Full pass on all faces is necessary
32Computer Graphics
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Adjacency Matrix – Analysis
• Pros:
• Information on vertices adjacency
• Stores non-manifold meshes
• Cons:
• Connects faces to their vertices, BUT NO connection
between vertex and its face
33Computer Graphics
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Half-Edge Structure
• Orientable 2D manifolds and its sub set: special polygonal
meshes (适用于有向的二维流形)
34Computer Graphics
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Half-Edge Structure
• Half-edge (each edge corresponds to two half-edges)
• Pointer to the first vertices
• To adjacent face
• To next half-edge (逆时针方向)
• To the other half-edge of the same edge
• To previous half-edge (opt.)
35Computer Graphics
struct HE_edge {
HE_vert* vert; // vertex at the start of the half-edge
HE_face* face; // face the half-edge borders
HE_edge* pair; // oppositely oriented adjacent half-edge
HE_edge* next; // next half-edge around the face
HE_edge* prev; // prev half-edge around the face
};
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Half-Edge Structure
• Face:we only need a pointer to one of its half-edge
36Computer Graphics
struct HE_face { HE_edge* edge; // one of the half-edges bordering the face
};
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Half-Edge Structure
• Vertices• 3D coordinates
• Pointer to the half-edge starting from it
37Computer Graphics
struct HE_vert { float x; float y; float z; HE_edge* edge; // one of the half-edges
//emantating from the vertex };
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Example: half-edge structure
38Computer Graphics
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Example (continued)
39Computer Graphics
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One-Ring Traversal
40Computer Graphics
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One-Ring Traversal
41Computer Graphics
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One-Ring Traversal
42Computer Graphics
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One-Ring Traversal
43Computer Graphics
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One-Ring Traversal
44Computer Graphics
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One-Ring Traversal
45Computer Graphics
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Traversal operations
46Computer Graphics
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Basic operations
• Mark mesh boundary (标记边界点)
• Create edge adjacency (创建邻接边)
• Add vertex (增加顶点)
• Add edge (增加边)
• Add polygonal face (增加面)
• Delete polygonal face (删除面)
• Delete edge (删除边)
• Delete vertex (删除顶点)
47Computer Graphics
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Discussion
• Advantage and disadvantage(优缺点):
• Adv.:Query time O(1),operation time O(1)
• Dis.: redundancy & only applicable to 2D manifolds
• For more information refer to
• CGAL:
• the Computational Geometry Algorithms Library, http://www.cgal.org/
• Free for non-commercial use
• OpenMesh: http://www.openmesh.org/
• Mesh processing
• Free, LGPL licence
• Meshlab: http://meshlab.sourceforge.net/
48Computer Graphics
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Advantage and disadvantage in polygon representation
• Advantage
• Simplicity - ease of description
• Based data for rendering software/hardware
• Input to most simulation/analysis tools
• Output of most acquisition tools
• laser scanner, CT, MRI, etc...
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Advantage and disadvantage in polygon representation
• Disadvantage
• Approximation, it is hard to satisfy real time interaction
• It is hard to edit mesh with traditional method.
• Without analytical form, geometric attribute is hard to
compute
• When expressed object with complex topology and rich
details, modeling/editing/rendering/storing will have more
burden.
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Spline Surfaces
• Tensor product surfaces (“curves of curves”)
• Rectangular grid of control points
51Computer Graphics
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Spline Surfaces
• Tensor product surfaces (“curves of curves”)
• Rectangular grid of control points
• Rectangular surface patch
52Computer Graphics
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Spline Surfaces
• Tensor product surfaces (“curves of curves”)
• Rectangular grid of control points
• Rectangular surface patch
• Problems:
• Many patches for complex models
• Smoothness across patch boundaries
• Trimming for non‐rectangular patches
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Subdivision Surfaces
54Computer Graphics
• Generalization of spline curves/surfaces
• Arbitrary control meshes
• Successive refinement(subdivision)
• Converges to Smooth limit surface
• Connection between splines and meshes
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Subdivision Surfaces
55Computer Graphics
• Generalization of spline curves/surfaces
• Arbitrary control meshes
• Successive refinement(subdivision)
• Converges to Smooth limit surface
• Connection between splines and meshes
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Discrete Surfaces: Point Sets, Meshes
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Mesh Processing & Editing
57Computer Graphics
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Mesh Denoising
• Mesh Denoising (aka Smoothing, Filtering, Fairing)
58Computer Graphics
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Laplacian Smoothing
• An easier problem: How to smooth a curve?
59Computer Graphics
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Laplacian Smoothing
60Computer Graphics
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Laplacian Smoothing on Meshes
61Computer Graphics
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Mesh Denoising
• We generate artificially a noisy mesh by random normal
displacement along the normal.
62Computer Graphics
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Mesh Denoising with Filtering
63Computer Graphics
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Mesh Denoising with Filtering
64Computer Graphics
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Mesh Subdivision
• No regular structure as for curves
• Arbitrary number of edge-neighbors
• Different subdivision rules for each valence
65Computer Graphics
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Subdivision Rules
66Computer Graphics
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Subdivision Zoo
67Computer Graphics
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Subdivision Zoo
68Computer Graphics
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Catmull-Clark Subdivision
69Computer Graphics
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Loop Subdivision
70Computer Graphics
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Doo-Sabin Subdivision
71Computer Graphics
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Mesh Simplification
• Surface mesh simplification is the process of reducing the number of
faces used in a surface mesh while keeping the overall shape, volume
and boundaries preserved as much as possible. It is the opposite of
subdivision.
72Computer Graphics
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Mesh Simplification
• Edges are collapsed according to a priority given by a user-supplied cost
function, and the coordinates of the replacing vertex are determined by
another user-supplied placement function.
• The algorithm terminates when a user-supplied stop predicate is met, such as
reaching the desired number of edges.
73Computer Graphics
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Mesh Simplification
74Computer Graphics
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Shapes and Deformations
• Why deformations?
• Sculpting, customization
• Character posing, animation
• Criteria?
• Intuitive behavior and interface
• Interactivity
75Computer Graphics
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Linear Surface-Based Deformation
• Mesh Deformation
76Computer Graphics
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Mesh Deformation
77Computer Graphics
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Differential Geometry
78Computer Graphics
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Differential Coordinates
• Manipulate differential coordinates instead of spatial
coordinates
• Gradients, Laplacians, local frames
• Intuition: Close connection to surface normal
• Find mesh with desired differential coords
• Cannot be solved exactly
• Formulate as energy minimization
79Computer Graphics
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Differential coordinates
• Differential coordinates are defined for triangular mesh vertices
80Computer Graphics
( )
1( )
j N ii
Ld
i i i jδ v v v
average of
the neighborsthe relative
coordinate vector
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81Computer Graphics
Differential coordinates
• Differential coordinates are defined for triangular mesh vertices
( )
1( )
j N ii
Ld
i i i jδ v v v
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Why differential coordinates?
• They represent the local detail / local shape description
• The direction approximates the normal
• The size approximates the mean curvature
82Computer Graphics
1
( )ds
len
i
v
v v
( ) 0
1lim ( )
( )lends H
len
i i i
v
v v v n
( )
1
N iid
i i
v
δ v v
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Laplacian reconstruction
• Denote by 𝐺 = (𝑉, 𝐸, 𝑃) a triangular mesh with geometry 𝑃,
embedded in 𝑅³ .
• For each vertex 𝑝𝑗 ∈ 𝑃 we define the Laplacian vector:
• The Laplacians represents the details locally.
83Computer Graphics
: ,
1( )j j i
i i j Ej
L P p pd
jp
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Laplacian reconstruction
• The operator 𝐿 is linear and thus can be represented by the
following matrix:
84Computer Graphics
1
1: ( , )
0
ij
i
i j
M j j j i Ed
otherwise
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Laplacian reconstruction
• A small example of a triangular mesh and its associated
Laplacian matrix
85Computer Graphics
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Laplacian reconstruction
• Thus for reconstructing the mesh from the Laplacian
representation:
add constraints to get full rank system and therefore unique
solution, i.e. unique minimizer to the functional
where 𝐼 is the index set of constrained vertices , 𝑤𝑖 > 0 are
weights and 𝑐𝑖 are the spatial constraints.
86Computer Graphics
22
( ) ( ) ( ) ( )x x x x
i i i
i I
M P w p c
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Laplacian reconstruction
• Laplacian reconstruction gives smooth transformation, interactive time and ease of user interface -using few spatial constraints
• but doesn’t preserve details orientation and shape
87Computer Graphics
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As-Rigid-As-Possible Deformation
88Computer Graphics
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As-Rigid-As-Possible Deformation
• Smooth large scale deformation
• Local as-rigid-as-possible behavior
• Preserves small-scale details
89Computer Graphics
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Space Deformation
90Computer Graphics
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Space Deformation
91Computer Graphics
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Lattice as Control Object
92Computer Graphics
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Cage‐based Deformations
93Computer Graphics
[Ju et al. 2005]
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Cage‐based Deformations
94Computer Graphics
[Ju et al. 2005]
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Cage‐based Deformations
95Computer Graphics
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Coordinate Functions
• Harmonic coordinates (Joshi et al. 2007)
96Computer Graphics
MVC HC
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Green coordinates
• Closed‐form solution
• Conformal in 2D, quasi‐conformal in 3D
97Computer Graphics
MVCGC GC
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Polygon Mesh Processing
• http://www.pmp-book.org/
• “Geometric Modeling Based on Polygonal Meshes”
• https://hal.inria.fr/inria-00186820/document
98Computer Graphics