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dc.contributor.authorMadaras, Martinen_US
dc.contributor.authorRiecický, Adamen_US
dc.contributor.authorMesároš, Michalen_US
dc.contributor.authorStuchlík, Martinen_US
dc.contributor.authorPiovarči, Michalen_US
dc.contributor.editorFu, Hongbo and Ghosh, Abhijeet and Kopf, Johannesen_US
dc.date.accessioned2018-10-07T14:59:54Z
dc.date.available2018-10-07T14:59:54Z
dc.date.issued2018
dc.identifier.issn1467-8659
dc.identifier.urihttps://doi.org/10.1111/cgf.13571
dc.identifier.urihttps://diglib.eg.org:443/handle/10.1111/cgf13571
dc.description.abstractMesh processing algorithms depend on quick access to the local neighborhood, which requires costly memory queries. Moreover, even having access to the local neighborhood is not enough to efficiently perform many geometry processing algorithms in an automatic or semi-automatic way. As humans, we often imagine mesh editing at the level of topological information, e.g., altering surface features, adding limbs, etc., which is not supported by current data structures. These limitations come from the widely used mesh representations because the needed information is not implicitly defined by the structure. We propose a novel model representation called Skeletex. Each 3D model is decomposed into two elements: a skeletal structure that encodes the model topology and a vector displacement map to capture fine details of the geometry. Such a co-representation contains the topology information, as well as the information about the local vertex neighborhood at each texel. Additionally, our data structure facilitates an automatic skeleton-based cross-parameterization. This allows us to implement the mesh manipulation tasks in parallel, using a unified streamlined pipeline that directly maps to the GPU. We demonstrate the capabilities of our data structure by implementing surface region transfer and mesh morphing of 3D models.en_US
dc.publisherThe Eurographics Association and John Wiley & Sons Ltd.en_US
dc.subjectComputing methodologies
dc.subjectMesh models
dc.titleSkeletex: Skeleton-texture Co-representation for Topology-driven Real-time Interchange and Manipulation of Surface Regionsen_US
dc.description.seriesinformationComputer Graphics Forum
dc.description.sectionheadersSkeleton and Deformation
dc.description.volume37
dc.description.number7
dc.identifier.doi10.1111/cgf.13571
dc.identifier.pages325-336


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  • 37-Issue 7
    Pacific Graphics 2018 - Symposium Proceedings

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