Patch Decomposition for Efficient Mesh Contours Extraction - Archive ouverte HAL Access content directly
Journal Articles Computer Graphics Forum Year : 2024

Patch Decomposition for Efficient Mesh Contours Extraction

Abstract

Object-space occluding contours of triangular meshes (a.k.a. mesh contours) are at the core of many methods in computer graphics and computational geometry. A number of hierarchical data-structures have been proposed to accelerate their computation on the CPU, but they do not map well to the GPU for real-time applications, such as video games. We show that a simple, flat data-structure composed of patches bounded by a normal cone and a bounding sphere may reach this goal, provided it is constructed to maximize the probability for a patch to be culled over all viewpoints. We derive a heuristic metric to efficiently estimate this probability, and present a greedy, bottom-up algorithm that constructs patches by grouping mesh edges according to this metric. In addition, we propose an effective way of computing their bounding sphere. We demonstrate through extensive experiments that this data-structure achieves similar performance as the state-of-the-art on the CPU but is also perfectly adapted to the GPU, leading to up to x5 speedups.

Keywords

Fichier principal
Vignette du fichier
Mesh_Contours.pdf (10.5 Mo) Télécharger le fichier
Vignette du fichier
patches.png (838.26 Ko) Télécharger le fichier
MeshContours.mp4 (162.29 Mo) Télécharger le fichier
Mesh_Contours_Armatures_supp.pdf (9.63 Mo) Télécharger le fichier
Origin Files produced by the author(s)
Format Figure, Image
Format Video
Format Other

Dates and versions

hal-04620165 , version 1 (21-06-2024)

Identifiers

Cite

Panagiotis Tsiapkolis, Pierre Bénard. Patch Decomposition for Efficient Mesh Contours Extraction. Computer Graphics Forum, 2024, 43 (4), ⟨10.1111/cgf.15154⟩. ⟨hal-04620165⟩
3 View
3 Download

Altmetric

Share

Gmail Mastodon Facebook X LinkedIn More