We present a framework for generating street networks and parcel layouts. Our goal is the generation of high-quality layouts that can be used for urban planning and virtual environments. We propose a solution based on hierarchical domain splitting using two splitting types: streamline-based splitting, which splits a region along one or multiple streamlines of a cross field, and template-based splitting, which warps pre-designed templates to a region and uses the interior geometry of the template as the splitting lines. We combine these two splitting approaches into a hierarchical framework, providing automatic and interactive tools to explore the design space.
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.
Min ZhangStony Brook UniversityRen GuoOregon State UniveristyWei ZengSchool of Computing and Information Sciences, Florida International UniversityFeng LuoRutgers UniversityShing Tung YauHarvard UniversityXianfeng GuStony Brook Univerisity
Computational GeometryDifferential GeometryGeometric Modeling and ProcessingConvex and Discrete Geometry mathscidoc:1612.01001
Ricci ﬂow deformsthe Riemannian metric proportionallyto the curvature, such that the curvatureevolves accordingto a heat diffusion process and eventually becomes constant everywhere. Ricci ﬂow has demonstrated its great potential by solving various problems in many ﬁelds, which can be hardly handled by alternative methods so far. This work introduces the uniﬁed theoretic framework for discrete Surface Ricci Flow, including all the common schemes: Tangential Circle Packing, Thurston’s Circle Packing, Inversive Distance Circle Packing and Discrete Yamabe Flow. Furthermore, this work also introduces a novel schemes, Virtual Radius Circle Packing and the Mixed Type schemes, under the uniﬁed framework. This work gives explicit geometric interpretation to the discrete Ricci energies for all the schemes with all back ground geometries, and the corresponding Hessian matrices. The uniﬁed frame work deepens our understanding to the the discrete surface Ricci ﬂow theory, and has inspired us to discover the new schemes, improved the ﬂexibility and robustness of the algorithms, greatly simpliﬁed the implementation and improved the efﬁciency. Experimental results show the uniﬁed surface Ricci ﬂow algorithms can handle general surfaces with different topologies, and is robust to meshes with different qualities, and is effective for solving real problems.
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.