Fast Random Sampling of Triangular Meshes
Abstract
We present a simple and fast algorithm for generating randomly distributed points on a triangle mesh with probability density specified by a two-dimensional texture. Efficiency is achieved by resampling the density texture on an adaptively subdivided version of the input mesh. This allows us to generate the samples up to 40 x faster than the rejection sampling algorithm, the fastest existing alternative. We demonstrate the algorithm in two applications: fast placement of hair roots on a surface and sampling of illumination from a complex luminaire. Part of our mesh sampling procedure is a new general acceleration technique for drawing samples from a 1D discrete probability distribution whose utility extends beyond the mesh sampling problem.
BibTeX
@inproceedings {10.2312:PE.PG.PG2013short.017-022,
booktitle = {Pacific Graphics Short Papers},
editor = {Bruno Levy and Xin Tong and KangKang Yin},
title = {{Fast Random Sampling of Triangular Meshes}},
author = {Sik, Martin and Krivanek, Jaroslav},
year = {2013},
publisher = {The Eurographics Association},
ISBN = {978-3-905674-50-7},
DOI = {10.2312/PE.PG.PG2013short.017-022}
}
booktitle = {Pacific Graphics Short Papers},
editor = {Bruno Levy and Xin Tong and KangKang Yin},
title = {{Fast Random Sampling of Triangular Meshes}},
author = {Sik, Martin and Krivanek, Jaroslav},
year = {2013},
publisher = {The Eurographics Association},
ISBN = {978-3-905674-50-7},
DOI = {10.2312/PE.PG.PG2013short.017-022}
}