For the purpose of isogeometric analysis, one of the most common ways is to construct structured hexahedral meshes, which have regular tensor product structure, and fit them by volumetric T-Splines. This theoretic work proposes a novel surface quadrilateral meshing method, colorable quad-mesh, which leads to the structured hexahedral mesh of the enclosed volume for high genus surfaces.
The work proves the equivalence relations among colorable quad-meshes, finite measured foliations and Strebel differentials on surfaces. This trinity theorem lays down the theoretic foundation for quadrilateral/hexahedral mesh generation, and leads to practical, automatic algorithms.
The work proposes the following algorithm: the user inputs a set of disjoint, simple loops on a high genus surface, and specifies a height parameter for each loop; a unique Strebel differential is computed with the combinatorial type and the heights prescribed by the user’s input; the Strebel differential assigns a flat metric on the surface and decomposes the surface into cylinders; a colorable quad-mesh is generated by splitting each cylinder into two quadrilaterals, followed by subdivision; the surface cylindrical decomposition is extended inward to produce a solid cylindrical decomposition of the volume; the hexadhedral meshing is generated for each volumetric cylinder and then glued together to form a globally consistent hex-mesh.
The method is rigorous, geometric, automatic and conformal to the geometry. This work focuses on the theoretic aspects of the framework, the algorithmic details and practical evaluations will be given in the future expositions.
3D scene modeling has long been a fundamental problem in computer graphics and computer vision. With the popularity of consumer-level RGB-D cameras, there is a growing interest in digitizing real-world indoor 3D scenes. However, modeling indoor
3D scenes remains a challenging problem because of the complex structure of interior objects and poor quality of RGB-D data acquired by consumer-level sensors. Various methods have been proposed to tackle these challenges. In this survey, we provide an overview of recent advances in indoor scene modeling techniques, as well as public datasets and code libraries which can facilitate experiments and evaluation.
An order 3 magic hexagon resembles the shape of a 19-cell honeycomb, arranged in a 3 4 5 4 3 manner. The requirement is to fill the numbers 1-19 in the grids so that each row (15 in total) adds up to 38.
Previously invented methods aimed at solving this problem and proving its uniqueness were either not rigorous enough or too intricate. So by analyzing its properties, I wanted to find a combinatorial solution to its construction, prove its uniqueness, and investigate whether its mathematical principles can be used in real-world applications. The difficulty depends on the viewpoint, so the first step was to label each grid in a convenient way. I chose to look at the magic hexagon as a network composed of a center and rings. Then the connections and restrictions of each number set could be found by formula
derivation. In a similar fashion, symmetrical properties were also found. The next step was to analyze possible distributions of odd and even numbers. Out of the 9 configurations, only 1 proved to be usable. The final step was construction. With all the properties known, the few impossibilities were easily eliminated, and only one solution remained, thus proving its uniqueness.
The procedures used on the order 3 magic hexagon may be extended to those of higher orders, providing more ease in their construction. The unique properties of magic hexagons may be used in some fields of application, such as in password systems, large-scale roof structure, composite material, national security systems and many other fields.