Topraj Gurung

dblp:58/7438 · DBLP profile ↗
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5ranked-venue papers
4as first author
0since 2021 · last 2014
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 5 · 4 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
3 papers
Geometric modeling and processing · 100%

Topics — the 4 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Geometric modeling and processing › mesh processing
mesh connectivity
0.212013
Zipper: A compact connectivity data structure for triangle meshes · Comput. Aided Des. 2013
Geometric modeling and processing › shape representation › mesh representation
mesh data structure
0.112011
LR: compact connectivity representation for triangle meshes · ACM Trans. Graph. 2011
Geometric modeling and processing
mesh processing
0.112011
LR: compact connectivity representation for triangle meshes · ACM Trans. Graph. 2011
Geometric modeling and processing › mesh processing
mesh compression
0.012011
LR: compact connectivity representation for triangle meshes · ACM Trans. Graph. 2011

Methods — techniques the papers use, named apart from their topics

linear-time construction · 0.2heuristic optimization · 0.2nearly-hamiltonian cycle ordering · 0.1laced ring · 0.1
YearPublicationVenuePosition
2014 Grouper: A Compact, Streamable Triangle Mesh Data Structure
abstract
We present Grouper: an all-in-one compact file format, random-access data structure, and streamable representation for large triangle meshes. Similarly to the recently published SQuad representation, Grouper represents the geometry and connectivity of a mesh by grouping vertices and triangles into fixed-size records, most of which store two adjacent triangles and a shared vertex. Unlike SQuad, however, Grouper interleaves geometry with connectivity and uses a new connectivity representation to ensure that vertices and triangles can be stored in a coherent order that enables memory-efficient sequential stream processing. We present a linear-time construction algorithm that allows streaming out Grouper meshes using a small memory footprint while preserving the initial ordering of vertices. As a part of this construction, we show how the problem of assigning vertices and triangles to groups reduces to a well-known NP-hard optimization problem, and present a simple yet effective heuristic solution that performs well in practice. Our array-based Grouper representation also doubles as a triangle mesh data structure that allows direct access to vertices and triangles. Storing only about two integer references per triangle--i.e., less than the three vertex references stored with each triangle in a conventional indexed mesh format--Grouper answers both incidence and adjacency queries in amortized constant time. Our compact representation enables data-parallel processing on multicore computers, instant partitioning and fast transmission for distributed processing, as well as efficient out-of-core access. We demonstrate the versatility and performance benefits of Grouper using a suite of example meshes and processing kernels.
Mark Luffel, Topraj Gurung, Peter Lindstrom 0001, Jarek Rossignac
IEEE Trans. Vis. Comput. Graph.2
2013 Zipper: A compact connectivity data structure for triangle meshes
Topraj Gurung, Mark Luffel, Peter Lindstrom 0001, Jarek Rossignac
Comput. Aided Des.1
2011 SQuad: Compact Representation for Triangle Meshes
abstract
Abstract The SQuad data structure represents the connectivity of a triangle mesh by its “S table” of about 2 rpt (integer references per triangle). Yet it allows for a simple implementation of expected constant‐time, random‐access operators for traversing the mesh, including in‐order traversal of the triangles incident upon a vertex. SQuad is more compact than the Corner Table (CT), which stores 6 rpt, and than the recently proposed SOT, which stores 3 rpt. However, in‐core access is generally faster in CT than in SQuad, and SQuad requires rebuilding the S table if the connectivity is altered. The storage reduction and memory coherence opportunities it offers may help to reduce the frequency of page faults and cache misses when accessing elements of a mesh that does not fit in memory. We provide the details of a simple algorithm that builds the S table and of an optimized implementation of the SQuad operators.
Topraj Gurung, Daniel E. Laney, Peter Lindstrom 0001, Jarek Rossignac
Comput. Graph. Forum1
2011 LR: compact connectivity representation for triangle meshes
abstract
We propose LR ( Laced Ring )---a simple data structure for representing the connectivity of manifold triangle meshes. LR provides the option to store on average either 1.08 references per triangle or 26.2 bits per triangle. Its construction, from an input mesh that supports constant-time adjacency queries, has linear space and time complexity, and involves ordering most vertices along a nearly-Hamiltonian cycle. LR is best suited for applications that process meshes with fixed connectivity, as any changes to the connectivity require the data structure to be rebuilt. We provide an implementation of the set of standard random-access, constant-time operators for traversing a mesh, and show that LR often saves both space and traversal time over competing representations.
Topraj Gurung, Mark Luffel, Peter Lindstrom 0001, Jarek Rossignac
ACM Trans. Graph.1
2009 SOT: compact representation for tetrahedral meshes
abstract
The Corner Table (CT) promoted by Rossignac et al. provides a simple and efficient representation of triangle meshes, storing 6 integer references per triangle (3 vertex references in the V table and 3 references to opposite corners in the O table that accelerate access to adjacent triangles). The Compact Half Face (CHF) proposed by Lage et al. extends CT to tetrahedral meshes, storing 8 references per tetrahedron (4 in the V table and 4 in the O table). We call it the Vertex Opposite Table (VOT) and propose a sorted variation, SVOT, which does not require any additional storage and yet provides, for each vertex, a reference to an incident corner from which an incident tetrahedron may be recovered and the star of the vertex may be traversed at a constant cost per visited element. We use a set of powerful wedge-based operators for querying and traversing the mesh. Finally, inspired by tetrahedral mesh encoding techniques used by Weiler et al. and by Szymczak and Rossignac, we propose our Sorted O Table (SOT) variation, which eliminates the V table completely and hence reduces storage requirements by 50% to only 4 references and 9 bits per tetrahedron, while preserving the vertex-to-incident-corner references and supporting our wedge operators with a linear average cost.
Topraj Gurung, Jarek Rossignac
Symposium on Solid and Physical Modeling1