Tight Cocone DIEGO SALUME SEPTEMBER 18, 2013

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Transcription:

Tight Cocone DIEGO SALUME SEPTEMBER 18, 2013

Summary Problem: The Cocone algorithm produces surfaces with holes and artifacts in undersampled areas in the data. Solution: Extend the Cocone algorithm to output water-tight surfaces by filling all holes without introducing extra points. Key insight: Mark and Peel algorithm introduced to seal reparable holes.

Summary Limitations: Algorithm relies on the principle of locality. Some noise handling. Guarantees a water-tight surface. O n 2 time and space complexity. Governed by the Voronoi diagram computation. In practice, Delaunay triangulation is most timeconsuming step. Method can be modified to handle internal voids.

Tight Cocone Algorithm Structure Modified Cocone Point set in 3D Cocone Algorithm Boundary Mark/Peel Water-tight surface Surface without Boundary triangles

Modified Cocone Cocone algorithm: Find pole vector v p (approx. surface normal at point p).

Modified Cocone Cocone algorithm: Find pole vector v p (approx. surface normal at point p). Compute Cocone on Voronoi cell associated with point.

Modified Cocone Cocone algorithm: Find pole vector v p (approx. surface normal at point p). Compute Cocone on Voronoi cell associated with point. Consider Voronoi edges that intersect the cocone.

Modified Cocone Cocone algorithm: Find pole vector v p (approx. surface normal at point p). Compute Cocone on Voronoi cell associated with point. Consider Voronoi edges that intersect the cocone. Triangles made up by these edges are candidate triangles, which lie close to original surface.

Boundary Algorithm Boundary algorithm: Normals are unreliable in undersampled areas. Boundary algorithm detects these areas. Ignore the candidate triangles for these points.

Tight Cocone Label Delaunay tetrahedral as in or out based on the initial surface approximation obtained with the Cocone algorithm. Peel off out tetrahedral. Compute boundary of union of in tetrahedra. Requirement Principle of locality: undersampling is local. Cocone algorithm computes most of the surface except for reparable holes.

Tight Cocone: Marking Surface triangles incident to good points form a topological disk called umbrella. Marking is done by walking through Delaunay triangulation. For every good vertex, we know an out tetrahedron. Start with a good point on the convex hull and label an infinite tetrahedron as out.

Tight Cocone: Marking Surface triangles incident to good points form a topological disk called umbrella. Marking is done by walking through Delaunay triangulation. For every good vertex, we know an out tetrahedron. Start with a good point on the convex hull and label an infinite tetrahedron as out. Compute its umbrella.

Tight Cocone: Marking Surface triangles incident to good points form a topological disk called umbrella. Marking is done by walking through Delaunay triangulation. For every good vertex, we know an out tetrahedron. Start with a good point on the convex hull and label an infinite tetrahedron as out. Compute its umbrella. Every tetrahedron on the same side is also labeled out. Otherwise, it s labeled in.

Tight Cocone: Peeling Peel off tetrahedral marked as out. Walk along surface triangles that form boundary of peeled tetrahedral. Initiate with all convex hull triangles. Every triangle is incident to an out tetrahedron. If the other incident tetrahedron is out, this is not a surface triangle. If the other incident tetrahedron is in, then this is a surface triangle.

Tight Cocone: Peeling Peel off tetrahedral marked as out. Walk along surface triangles that form boundary of peeled tetrahedral. Initiate with all convex hull triangles. Every triangle is incident to an out tetrahedron. If the other incident tetrahedron is out, this is not a surface triangle. If the other incident tetrahedron is in, then this is a surface triangle.

Tight Cocone: Peeling Peel off tetrahedral marked as out. Walk along surface triangles that form boundary of peeled tetrahedral. Initiate with all convex hull triangles. Every triangle is incident to an out tetrahedron. If the other incident tetrahedron is out, this is not a surface triangle. If the other incident tetrahedron is in, then this is a surface triangle.

Tight Cocone: Peeling Peel off tetrahedral marked as out. Walk along surface triangles that form boundary of peeled tetrahedral. Initiate with all convex hull triangles. Every triangle is incident to an out tetrahedron. If the other incident tetrahedron is out, this is not a surface triangle. If the other incident tetrahedron is in, then this is a surface triangle.

Poor Tetrahedra Tetrahedra with all poor points are poor tetrahedra. Small poor tetrahedra are marked as in. Big poor tetrahedra could be in or out. Don t label them. By principle of locality, we have a small triangle (least circumradius). Inner poor tetrahedra must be reached through small triangle. During peeling, we are only allowed to move into a poor tetrahedron if it s not through the small triangle to avoid peeling inner tetrahedral. If it s an out tetrahedron, it ll be reached through one of the big triangles. If it s an in tetrahedron, it will never be reached and won t be peeled.