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Bruno Lévy 0001

dblp:97/4445-1 · DBLP profile ↗
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59ranked-venue papers
13as first author
2since 2021 · last 2025
0000-0002-7007-3219ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 53 · 12 first-author · 2 since 2021Human-computer interaction and ubiquitous computing · 5 · 4 first-authorApplied, interdisciplinary, general and emerging computing · 2Artificial intelligence and machine learning · 1Systems, architecture and hardware · 1Theory of computation · 1

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
28 papers
Geometric modeling and processing · 95% Rendering · 4% Visualization and visual analytics · 1%
Computer architecture, parallel and distributed computing, and storage systems
3 papers
Parallel and multicore computing · 52% GPUs and heterogeneous computing · 41% Memory systems · 8%

Topics — the 30 heaviest of 47, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Geometric modeling and processing
mesh generation
1.152018
Hex-dominant meshing: Mind the gap! · Comput. Aided Des. 2018
Hexahedral-dominant meshing · ACM Trans. Graph. 2017
Hexahedral-Dominant Meshing · ACM Trans. Graph. 2016
Geometric modeling and processing › solid modeling
constructive solid geometry
0.912025
Exact Predicates, Exact Constructions and Combinatorics for Mesh CSG · ACM Trans. Graph. 2025
Geometric modeling and processing › shape modeling › shape editing › mesh editing
mesh booleans
0.912025
Exact Predicates, Exact Constructions and Combinatorics for Mesh CSG · ACM Trans. Graph. 2025
Geometric modeling and processing › mesh processing
mesh repair
0.912025
Exact Predicates, Exact Constructions and Combinatorics for Mesh CSG · ACM Trans. Graph. 2025
Geometric modeling and processing › mesh generation
hex-dominant meshing
0.932018
Hex-dominant meshing: Mind the gap! · Comput. Aided Des. 2018
Hexahedral-dominant meshing · ACM Trans. Graph. 2017
Hexahedral-Dominant Meshing · ACM Trans. Graph. 2016
Geometric modeling and processing › spatial data structures
voronoi diagram
0.732018
Meshless voronoi on the GPU · ACM Trans. Graph. 2018
Particle-based anisotropic surface meshing · ACM Trans. Graph. 2013
Efficient computation of clipped Voronoi diagram for mesh generation · Comput. Aided Des. 2013
Geometric modeling and processing
surface parameterization
0.682015
Dihedral angle-based maps of tetrahedral meshes · ACM Trans. Graph. 2015
Geometry-aware direction field processing · ACM Trans. Graph. 2009
Periodic global parameterization · ACM Trans. Graph. 2006
Geometric modeling and processing › vector field analysis › directional fields
frame field
0.522016
Hexahedral-Dominant Meshing · ACM Trans. Graph. 2016
Practical 3D frame field generation · ACM Trans. Graph. 2016
Geometric modeling and processing › mesh generation
anisotropic meshing
0.312018
Computing a high-dimensional euclidean embedding from an arbitrary smooth riemannian metric · ACM Trans. Graph. 2018
GPUs and heterogeneous computing › GPU computing
GPU algorithms
0.312018
Meshless voronoi on the GPU · ACM Trans. Graph. 2018
Parallel and multicore computing › parallel computing › parallel rendering
parallel geometry processing
0.312018
Meshless voronoi on the GPU · ACM Trans. Graph. 2018
Geometric modeling and processing
surface reconstruction
0.312017
Surface reconstruction by computing restricted Voronoi cells in parallel · Comput. Aided Des. 2017
Rendering › sampling
blue noise sampling
0.212016
Centroidal power diagrams with capacity constraints: computation, applications, and extension · ACM Trans. Graph. 2016
Geometric modeling and processing › mesh generation
hexahedral meshing
0.212016
Practical 3D frame field generation · ACM Trans. Graph. 2016
Geometric modeling and processing › spatial data structures › voronoi diagram
power diagram
0.212016
Centroidal power diagrams with capacity constraints: computation, applications, and extension · ACM Trans. Graph. 2016
Geometric modeling and processing › computational geometry › geometric algorithms
robust geometric computation
0.212016
Robustness and efficiency of geometric programs: The Predicate Construction Kit (PCK) · Comput. Aided Des. 2016
Geometric modeling and processing › mesh generation
tetrahedral mesh
0.212015
Dihedral angle-based maps of tetrahedral meshes · ACM Trans. Graph. 2015
Geometric modeling and processing › parameterization
volumetric parameterization
0.212015
Dihedral angle-based maps of tetrahedral meshes · ACM Trans. Graph. 2015
Geometric modeling and processing › spatial data structures › voronoi diagram
centroidal voronoi tessellation
0.222010
Lp Centroidal Voronoi Tessellation and its applications · ACM Trans. Graph. 2010
On centroidal voronoi tessellation - energy smoothness and fast computation · ACM Trans. Graph. 2009
Geometric modeling and processing › discrete geometry › discrete differential geometry
n-symmetry direction field
0.222009
Geometry-aware direction field processing · ACM Trans. Graph. 2009
N-symmetry direction field design · ACM Trans. Graph. 2008
Geometric modeling and processing
mesh processing
0.222011
Elements of geometry processing · SIGGRAPH Asia Courses 2011
Anisotropic polygonal remeshing · ACM Trans. Graph. 2003
Geometric modeling and processing › mesh generation
anisotropic mesh generation
0.212013
Particle-based anisotropic surface meshing · ACM Trans. Graph. 2013
Geometric modeling and processing › mesh generation
surface meshing
0.212013
Particle-based anisotropic surface meshing · ACM Trans. Graph. 2013
Geometric modeling and processing › mesh processing › remeshing
anisotropic remeshing
0.222010
Lp Centroidal Voronoi Tessellation and its applications · ACM Trans. Graph. 2010
Anisotropic polygonal remeshing · ACM Trans. Graph. 2003
Geometric modeling and processing › mesh processing
remeshing
0.122009
On centroidal voronoi tessellation - energy smoothness and fast computation · ACM Trans. Graph. 2009
Anisotropic polygonal remeshing · ACM Trans. Graph. 2003
Geometric modeling and processing › surface parameterization
conformal mapping
0.122005
ABF++: fast and robust angle based flattening · ACM Trans. Graph. 2005
Least squares conformal maps for automatic texture atlas generation · ACM Trans. Graph. 2002
Parallel and multicore computing › parallel algorithms
parallel geometric algorithms
0.112017
Surface reconstruction by computing restricted Voronoi cells in parallel · Comput. Aided Des. 2017
Geometric modeling and processing › vector field design
direction field design
0.112008
N-symmetry direction field design · ACM Trans. Graph. 2008
Geometric modeling and processing
solid modeling
0.112008
Solid and physical modeling · Comput. Aided Des. 2008
Geometric modeling and processing › mesh processing
topology control
0.112008
N-symmetry direction field design · ACM Trans. Graph. 2008

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

constrained delaunay triangulation · 1.1symbolic perturbation · 0.9exact arithmetic · 0.9nearest neighbor computation · 0.7GPU parallelism · 0.7parallel computing · 0.6restricted voronoi diagram · 0.3pullback metric · 0.3delaunay triangulation · 0.3deformation gradient matching · 0.3restricted voronoi cells · 0.3floating-point filter · 0.2arithmetic filtering · 0.2volume paging · 0.1volume bricking · 0.1sort-last rendering · 0.1distributed hierarchical caching · 0.1
YearPublicationVenuePosition
2025 Exact Predicates, Exact Constructions and Combinatorics for Mesh CSG
abstract
This article introduces a general mesh intersection algorithm that exactly computes the so-called Weiler model (also called a 3D arrangement) and that uses it to implement boolean operations with arbitrary multi-operand expressions, CSG (constructive solid geometry) and some mesh repair operations. From an input polygon soup, the algorithm first computes the co-refinement, with an exact representation of the intersection points. Then, the decomposition of 3D space into volumetric regions (Weiler model) is constructed, by sorting the facets around the non-manifold intersection edges (radial sort), using specialized exact predicates. Finally, based on the input boolean expression, the triangular facets that belong to the boundary of the result are classified. The main contribution is a 2D Constrained Delaunay Triangulation with exact coordinates that represent the intersections, thanks to two geometric kernels that are proposed, tested and discussed (arithmetic expansions and multi-precision floating-point). As a guiding principle, the combinatorial information shared between each step is kept as simple as possible. It is made possible by treating all the particular cases in the kernel. In particular, triangles with intersections are remeshed using the (uniquely defined) Constrained Delaunay Triangulation, with symbolic perturbations to disambiguate configurations with co-cyclic points. It makes it easy to discard the duplicated triangles that appear when remeshing overlapping facets. The method is tested and compared with previous work, on the existing “thingi10K” dataset (to test co-refinement and mesh repair) and on a new “thingiCSG” dataset made publicly available 1 (to test the full CSG pipeline) on a variety of interesting examples featuring different types of “pathologies”.
Bruno Lévy 0001
ACM Trans. Graph.1
2021 Restricted Power Diagrams on the GPU
abstract
Abstract We propose a method to simultaneously decompose a 3D object into power diagram cells and to integrate given functions in each of the obtained simple regions. We offer a novel, highly parallel algorithm that lends itself to an efficient GPU implementation. It is optimized for algorithms that need to compute many decompositions, for instance, centroidal Voronoi tesselation algorithms and incompressible fluid dynamics simulations. We propose an efficient solution that directly evaluates the integrals over every cell without computing the power diagram explicitly and without intersecting it with a tetrahedralization of the domain. Most computations are performed on the fly, without storing the power diagram. We manipulate a triangulation of the boundary of the domain (instead of tetrahedralizing the domain) to speed up the process. Moreover, the cells are treated independently one from another, making it possible to trivially scale up on a parallel architecture. Despite recent Voronoi diagram generation methods optimized for the GPU, computing integrals over restricted power diagrams still poses significant challenges; the restriction to a complex simulation domain is difficult and likely to be slow. It is not trivial to determine when a cell of a power diagram is completely computed, and the resulting integrals (e.g. the weighted Laplacian operator matrix) do not fit into fast (shared) GPU memory. We address all these issues and boost the performance of the state‐of‐the‐art algorithms by a factor 2 to 3 for (unrestricted) Voronoi diagrams and a ×50 speed‐up with respect to CPU implementations for restricted power diagrams. An essential ingredient to achieve this is our new scheduling strategy that allows us to treat each Voronoi/power diagram cell with optimal settings and to benefit from the fast memory.
Justine Basselin, Laurent Alonso, Nicolas Ray, Dmitry Sokolov 0002, Sylvain Lefebvre 0001, Bruno Lévy 0001
Comput. Graph. Forum6
2020 Editorial
Jean-Charles Lamirel, Marie Cottrell, Madalina Olteanu, Bruno Lévy 0001
Neural Comput. Appl.4
2018 Hex-dominant meshing: Mind the gap!
Nicolas Ray, Dmitry Sokolov 0002, Maxence Reberol, Franck Ledoux, Bruno Lévy 0001
Comput. Aided Des.5
2018 Notions of optimal transport theory and how to implement them on a computer
Bruno Lévy 0001, Erica L. Schwindt
Comput. Graph.1
2018 Meshless voronoi on the GPU
abstract
We propose a GPU algorithm that computes a 3 D Voronoi diagram. Our algorithm is tailored for applications that solely make use of the geometry of the Voronoi cells, such as Lloyd's relaxation used in meshing, or some numerical schemes used in fluid simulations and astrophysics. Since these applications only require the geometry of the Voronoi cells, they do not need the combinatorial mesh data structure computed by the classical algorithms (Bowyer-Watson). Thus, by exploiting the specific spatial distribution of the point-sets used in this type of applications, our algorithm computes each cell independently, in parallel, based on its nearest neighbors. In addition, we show how to compute integrals over the Voronoi cells by decomposing them on the fly into tetrahedra, without needing to compute any global combinatorial information. The advantages of our algorithm is that it is fast, very simple to implement, has constant memory usage per thread and does not need any synchronization primitive. These specificities make it particularly efficient on the GPU: it gains one order of magnitude as compared to the fastest state-of-the-art multi-core CPU implementations. To ease the reproducibility of our results, the full documented source code is included in the supplemental material.
Nicolas Ray, Dmitry Sokolov 0002, Sylvain Lefebvre 0001, Bruno Lévy 0001
ACM Trans. Graph.4
2018 Computing a high-dimensional euclidean embedding from an arbitrary smooth riemannian metric
abstract
This article presents a new method to compute a self-intersection free high-dimensional Euclidean embedding (SIFHDE 2 ) for surfaces and volumes equipped with an arbitrary Riemannian metric. It is already known that given a high-dimensional (high-d) embedding, one can easily compute an anisotropic Voronoi diagram by back-mapping it to 3D space. We show here how to solve the inverse problem, i.e., given an input metric, compute a smooth intersection-free high-d embedding of the input such that the pullback metric of the embedding matches the input metric. Our numerical solution mechanism matches the deformation gradient of the 3D → higher-d mapping with the given Riemannian metric. We demonstrate the applicability of our method, by using it to construct anisotropic Restricted Voronoi Diagram (RVD) and anisotropic meshing, that are otherwise extremely difficult to compute. In SIFHDE 2 -space constructed by our algorithm, difficult 3D anisotropic computations are replaced with simple Euclidean computations, resulting in an isotropic RVD and its dual mesh on this high-d embedding. Results are compared with the state-of-the-art in anisotropic surface and volume meshings using several examples and evaluation metrics.
Zichun Zhong, Wenping Wang 0001, Bruno Lévy 0001, Jing Hua 0001, Xiaohu Guo
ACM Trans. Graph.3
2017 Surface reconstruction by computing restricted Voronoi cells in parallel
Dobrina Boltcheva, Bruno Lévy 0001
Comput. Aided Des.2
2017 Hexahedral-dominant meshing
Dmitry Sokolov 0002, Nicolas Ray, Lionel Untereiner, Bruno Lévy 0001
ACM Trans. Graph.4
2016 Robustness and efficiency of geometric programs: The Predicate Construction Kit (PCK)
Bruno Lévy 0001
Comput. Aided Des.1
2016 Practical 3D frame field generation
abstract
Given a tetrahedral mesh, the algorithm described in this article produces a smooth 3D frame field, i.e. a set of three orthogonal directions associated with each vertex of the input mesh. The field varies smoothly inside the volume, and matches the normals of the volume boundary. Such a 3D frame field is a key component for some hexahedral meshing algorithms, where it is used to steer the placement of the generated elements. We improve the state-of-the art in terms of quality, efficiency and reproducibility. Our main contribution is a non-trivial extension in 3D of the existing least-squares approach used for optimizing a 2D frame field. Our algorithm is inspired by the method proposed by Huang et al. [2011], improved with an initialization that directly enforces boundary conditions. Our initialization alone is a fast and easy way to generate frames fields that are suitable for remeshing applications. For better robustness and quality, the field can be further optimized using nonlinear optimization as in Li et al [2012]. We make the remark that sampling the field on vertices instead of tetrahedra significantly improves both performance and quality.
Nicolas Ray, Dmitry Sokolov 0002, Bruno Lévy 0001
ACM Trans. Graph.3
2016 Hexahedral-Dominant Meshing
abstract
This article introduces a method that generates a hexahedral-dominant mesh from an input tetrahedral mesh. It follows a three-step pipeline similar to the one proposed by Carrier Baudoin et al.: (1) generate a frame field, (2) generate a pointset P that is mostly organized on a regular grid locally aligned with the frame field, and (3) generate the hexahedral-dominant mesh by recombining the tetrahedra obtained from the constrained Delaunay triangulation of P . For step (1), we use a state-of-the-art algorithm to generate a smooth frame field. For step (2), we introduce an extension of Periodic Global Parameterization to the volumetric case. As compared with other global parameterization methods (such as CubeCover), our method relaxes some global constraints to avoid creating degenerate elements, at the expense of introducing some singularities that are meshed using non-hexahedral elements. For step (3), we build on the formalism introduced by Meshkat and Talmor, fill in a gap in their proof, and provide a complete enumeration of all the possible recombinations, as well as an algorithm that efficiently detects all the matches in a tetrahedral mesh. The method is evaluated and compared with the state of the art on a database of examples with various mesh complexities, varying from academic examples to real industrial cases. Compared with the method of Carrier-Baudoin et al., the method results in better scores for classical quality criteria of hexahedral-dominant meshes (hexahedral proportion, scaled Jacobian, etc.). The method also shows better robustness than CubeCover and its derivatives when applied to complicated industrial models.
Dmitry Sokolov 0002, Nicolas Ray, Lionel Untereiner, Bruno Lévy 0001
ACM Trans. Graph.4
2016 Centroidal power diagrams with capacity constraints: computation, applications, and extension
abstract
This article presents a new method to optimally partition a geometric domain with capacity constraints on the partitioned regions. It is an important problem in many fields, ranging from engineering to economics. It is known that a capacity-constrained partition can be obtained as a power diagram with the squared L2 metric. We present a method with super-linear convergence for computing optimal partition with capacity constraints that outperforms the state-of-the-art in an order of magnitude. We demonstrate the efficiency of our method in the context of three different applications in computer graphics and geometric processing: displacement interpolation of function distribution, blue-noise point sampling, and optimal convex decomposition of 2D domains. Furthermore, the proposed method is extended to capacity-constrained optimal partition with respect to general cost functions beyond the squared Euclidean distance.
Shi-Qing Xin, Bruno Lévy 0001, Zhonggui Chen, Yaohui Yu, Changhe Tu, Wenping Wang 0001
ACM Trans. Graph.2
2015 Dihedral angle-based maps of tetrahedral meshes
abstract
We present a geometric representation of a tetrahedral mesh that is solely based on dihedral angles. We first show that the shape of a tetrahedral mesh is completely defined by its dihedral angles. This proof leads to a set of angular constraints that must be satisfied for an immersion to exist in R 3 . This formulation lets us easily specify conditions to avoid inverted tetrahedra and multiply-covered vertices, thus leading to locally injective maps. We then present a constrained optimization method that modifies input angles when they do not satisfy constraints. Additionally, we develop a fast spectral reconstruction method to robustly recover positions from dihedral angles. We demonstrate the applicability of our representation with examples of volume parameterization, shape interpolation, mesh optimization, connectivity shapes, and mesh compression.
Gilles-Philippe Paillé, Nicolas Ray, Pierre Poulin, Alla Sheffer, Bruno Lévy 0001
ACM Trans. Graph.5
2013 Efficient computation of clipped Voronoi diagram for mesh generation
Dong-Ming Yan 0001, Wenping Wang 0001, Bruno Lévy 0001, Yang Liu 0014
Comput. Aided Des.3
2013 Quad-Mesh Generation and Processing: A Survey
abstract
Abstract Triangle meshes have been nearly ubiquitous in computer graphics, and a large body of data structures and geometry processing algorithms based on them has been developed in the literature. At the same time, quadrilateral meshes, especially semi‐regular ones, have advantages for many applications, and significant progress was made in quadrilateral mesh generation and processing during the last several years. In this survey we discuss the advantages and problems of techniques operating on quadrilateral meshes, including surface analysis and mesh quality, simplification, adaptive refinement, alignment with features, parametrisation and remeshing.
David Bommes, Bruno Lévy 0001, Nico Pietroni, Enrico Puppo, Cláudio T. Silva, Marco Tarini, Denis Zorin
Comput. Graph. Forum2
2013 Approximating Functions on a Mesh with Restricted Voronoï Diagrams
abstract
Abstract We propose a method that computes a piecewise constant approximation of a function defined on a mesh. The approximation is associated with the cells of a restricted Voronoï diagram. Our method optimizes an objective function measuring the quality of the approximation. This objective function depends on the placement of the samples that define the restricted Voronoï diagram and their associated function values. We study the continuity of the objective function, derive the closed‐form expression of its derivatives and use them to design a numerical solution mechanism. The method can be applied to a function that has discontinuities, and the result aligns the boundaries of the Voronoï cells with the discontinuities. Some examples are shown, suggesting potential applications in image vectorization and compact representation of lighting.
Vincent Nivoliers, Bruno Lévy 0001
Comput. Graph. Forum2
2013 Fitting Polynomial Volumes to Surface Meshes with Voronoï Squared Distance Minimization
abstract
Abstract We propose a method for mapping polynomial volumes. Given a closed surface and an initial template volume grid, our method deforms the template grid by fitting its boundary to the input surface while minimizing a volume distortion criterion. The result is a point‐to‐point map distorting linear cells into curved ones. Our method is based on several extensions of Voronoi Squared Distance Minimization (VSDM) combined with a higher‐order finite element formulation of the deformation energy. This allows us to globally optimize the mapping without prior parameterization. The anisotropic VSDM formulation allows for sharp and semi‐sharp features to be implicitly preserved without tagging. We use a hierarchical finite element function basis that selectively adapts to the geometric details. This makes both the method more efficient and the representation more compact. We apply our method to geometric modeling applications in computer‐aided design and computer graphics, including mixed‐element meshing, mesh optimization, subdivision volume fitting, and shell meshing.
Gilles-Philippe Paillé, Pierre Poulin, Bruno Lévy 0001
Comput. Graph. Forum3
2013 Particle-based anisotropic surface meshing
abstract
This paper introduces a particle-based approach for anisotropic surface meshing. Given an input polygonal mesh endowed with a Riemannian metric and a specified number of vertices, the method generates a metric-adapted mesh. The main idea consists of mapping the anisotropic space into a higher dimensional isotropic one, called "embedding space". The vertices of the mesh are generated by uniformly sampling the surface in this higher dimensional embedding space, and the sampling is further regularized by optimizing an energy function with a quasi-Newton algorithm. All the computations can be re-expressed in terms of the dot product in the embedding space, and the Jacobian matrices of the mappings that connect different spaces. This transform makes it unnecessary to explicitly represent the coordinates in the embedding space, and also provides all necessary expressions of energy and forces for efficient computations. Through energy optimization, it naturally leads to the desired anisotropic particle distributions in the original space. The triangles are then generated by computing the Restricted Anisotropic Voronoi Diagram and its dual Delaunay triangulation. We compare our results qualitatively and quantitatively with the state-of-the-art in anisotropic surface meshing on several examples, using the standard measurement criteria.
Zichun Zhong, Xiaohu Guo, Wenping Wang 0001, Bruno Lévy 0001, Feng Sun 0006, Yang Liu 0013, Weihua Mao
ACM Trans. Graph.4
2012 Centroidal Voronoi Tessellation of Line Segments and Graphs
abstract
Abstract Centroidal Voronoi Tessellation (CVT) of points has many applications in geometry processing, including re‐meshing and segmentation, to name but a few. In this paper, we generalize the CVT concept to graphs via a variational characterization. Given a graph and a 3D polygonal surface, our method optimizes the placement of the vertices of the graph in such a way that the graph segments best approximate the shape of the surface. We formulate the computation of CVT for graphs as a continuous variational problem, and present a simple, approximate method for solving this problem. Our method is robust in the sense that it is independent of degeneracies in the input mesh, such as skinny triangles, T‐junctions, small gaps or multiple connected components. We present some applications, to skeleton fitting and to shape segmentation.
Lin Lu 0001, Bruno Lévy 0001, Wenping Wang 0001
Comput. Graph. Forum2
2011 Elements of geometry processing
abstract
Geometry processing is a fast-growing area of research that designs efficient algorithms for the acquisition, reconstruction, analysis, manipulation, simulation and transmission of 3D models. This course covers different aspects of Geometry Processing, related with the reconstruction of high-level information from raw data. The first part of the course explains how starting with a point set (e.g. acquired with a 3D scanner), one can reconstruct a valid mesh, and then recover higher-level information (symmetry, structuration into parts). The second part is related with mesh-based computations (e.g. UV mapping and deformations) that need to define a function space over the mesh. We will introduce finite elements, spectral function bases and some of their applications. The course is based on the following courses/book, together with new elements:
Bruno Lévy 0001, Hao (Richard) Zhang
SIGGRAPH Asia Courses1
2011 GPU-powered tools boost molecular visualization
abstract
Recent advances in experimental structure determination provide a wealth of structural data on huge macromolecular assemblies such as the ribosome or viral capsids, available in public databases. Further structural models arise from reconstructions using symmetry orders or fitting crystal structures into low-resolution maps obtained by electron-microscopy or small angle X-ray scattering experiments. Visual inspection of these huge structures remains an important way of unravelling some of their secrets. However, such visualization cannot conveniently be carried out using conventional rendering approaches, either due to performance limitations or due to lack of realism. Recent developments, in particular drawing benefit from the capabilities of Graphics Processing Units (GPUs), herald the next generation of molecular visualization solutions addressing these issues. In this article, we present advances in computer science and visualization that help biologists visualize, understand and manipulate large and complex molecular systems, introducing concepts that remain little-known in the bioinformatics field. Furthermore, we compile currently available software and methods enhancing the shape perception of such macromolecular assemblies, for example based on surface simplification or lighting ameliorations.
Matthieu Chavent, Bruno Lévy 0001, Michael Krone, Katrin Bidmon, Jean-Philippe Nomine, Thomas Ertl, Marc Baaden
Briefings Bioinform.2
2011 Obtuse triangle suppression in anisotropic meshes
Feng Sun 0006, Yi-King Choi, Wenping Wang 0001, Dong-Ming Yan 0001, Yang Liu 0014, Bruno Lévy 0001
Comput. Aided Geom. Des.6
2011 Meshless quadrangulation by global parameterization
Er Li, Bruno Lévy 0001, Xiaopeng Zhang 0001, Wujun Che, Weiming Dong, Jean-Claude Paul
Comput. Graph.2
2010 Efficient Computation of 3D Clipped Voronoi Diagram
Dong-Ming Yan 0001, Wenping Wang 0001, Bruno Lévy 0001, Yang Liu 0014
GMP3
2010 Preface
Hiromasa Suzuki, Bruno Lévy 0001, Dinesh Manocha, Hong Qin 0001
Comput. Aided Des.2
2010 Invisible Seams
abstract
Abstract Surface materials are commonly described by attributes stored in textures (for instance, color, normal, or displacement). Interpolation during texture lookup provides a continuous value field everywhere on the surface, except at the chart boundaries where visible discontinuities appear. We propose a solution to make these seams invisible, while still outputting a standard texture atlas. Our method relies on recent advances in quad remeshing using global parameterization to produce a set of texture coordinates aligning texel grids across chart boundaries. This property makes it possible to ensure that the interpolated value fields on both sides of a chart boundary precisely match, making all seams invisible. However, this requirement on the uv coordinates needs to be complemented by a set of constraints on the colors stored in the texels. We propose an algorithm solving for all the necessary constraints between texel values, including through different magnification modes (nearest, bilinear, biquadratic and bicubic), and across facets using different texture resolutions. In the typical case of bilinear magnification and uniform resolution, none of the texels appearing on the surface are constrained. Our approach also ensures perfect continuity across several MIP‐mapping levels.
Nicolas Ray, Vincent Nivoliers, Sylvain Lefebvre 0001, Bruno Lévy 0001
Comput. Graph. Forum4
2010 Lp Centroidal Voronoi Tessellation and its applications
abstract
This paper introduces L p -Centroidal Voronoi Tessellation ( L p -CVT), a generalization of CVT that minimizes a higher-order moment of the coordinates on the Voronoi cells. This generalization allows for aligning the axes of the Voronoi cells with a predefined background tensor field (anisotropy). L p -CVT is computed by a quasi-Newton optimization framework, based on closed-form derivations of the objective function and its gradient. The derivations are given for both surface meshing (Ω is a triangulated mesh with per-facet anisotropy) and volume meshing (Ω is the interior of a closed triangulated mesh with a 3D anisotropy field). Applications to anisotropic, quad-dominant surface remeshing and to hexdominant volume meshing are presented. Unlike previous work, L p -CVT captures sharp features and intersections without requiring any pre-tagging.
Bruno Lévy 0001, Yang Liu 0014
ACM Trans. Graph.1
2009 Preface
Bruno Lévy 0001, Dinesh Manocha, Hong Qin 0001, Hiromasa Suzuki
Comput. Aided Geom. Des.1
2009 Material Space Texturing
abstract
Abstract Many objects have patterns that vary in appearance at different surface locations. We say that these are differences in materials, and we present a material‐space approach for interactively designing such textures. At the heart of our approach is a new method to pre‐calculate and use a 3D texture tile that is periodic in the spatial dimensions (s, t) and that also has a material axis along which the materials change smoothly. Given two textures and their feature masks, our algorithm produces such a tile in two steps. The first step resolves the features morphing by a level set advection approach, improved to ensure convergence. The second step performs the texture synthesis at each slice in material‐space, constrained by the morphed feature masks. With such tiles, our system lets a user interactively place and edit textures on a surface, and in particular, allows the user to specify which material appears at given positions on the object. Additional operations include changing the scale and orientation of the texture. We support these operations by using a global surface parameterization that is closely related to quad re‐meshing. Re‐parameterization is performed on‐the‐fly whenever the user's constraints are modified.
Nicolas Ray, Bruno Lévy 0001, Huamin Wang 0001, Greg Turk, Bruno Vallet
Comput. Graph. Forum2
2009 Isotropic Remeshing with Fast and Exact Computation of Restricted Voronoi Diagram
abstract
Abstract We propose a new isotropic remeshing method, based onCentroidal Voronoi Tessellation (CVT). Constructing CVT requires to repeatedly computeRestricted Voronoi Diagram (RVD), defined as the intersection between a 3D Voronoi diagram and an input mesh surface. Existing methods use some approximations of RVD. In this paper, we introduce an efficient algorithm that computes RVD exactly and robustly. As a consequence, we achieve better remeshing quality than approximation‐based approaches, without sacrificing efficiency. Our method for RVD computation uses a simple procedure and akd‐tree to quickly identify and compute the intersection of each triangle face with its incident Voronoi cells. Its time complexity isO(mlogn), wherenis the number of seed points andmis the number of triangles of the input mesh. Fast convergence of CVT is achieved using a quasi‐Newton method, which proved much faster than Lloyd's iteration. Examples are presented to demonstrate the better quality of remeshing results with our method than with the state‐of‐art approaches.
Dong-Ming Yan 0001, Bruno Lévy 0001, Yang Liu 0014, Feng Sun 0006, Wenping Wang 0001
Comput. Graph. Forum2
2009 Guest Editorial Solid and Physical Modeling
abstract
This special section contains improved and extended versions of six selected presentations at the ACM Symposium on Solid and Physical Modeling and Applications (ACM SPM), held in Beijing, China, from June 4 to 6, 2007.
Shi-Min Hu 0001, Bruno Lévy 0001, Dinesh Manocha
IEEE Trans Autom. Sci. Eng.2
2009 On centroidal voronoi tessellation - energy smoothness and fast computation
abstract
Centroidal Voronoi tessellation (CVT) is a particular type of Voronoi tessellation that has many applications in computational sciences and engineering, including computer graphics. The prevailing method for computing CVT is Lloyd's method, which has linear convergence and is inefficient in practice. We develop new efficient methods for CVT computation and demonstrate the fast convergence of these methods. Specifically, we show that the CVT energy function has 2nd order smoothness for convex domains with smooth density, as well as in most situations encountered in optimization. Due to the 2nd order smoothness, it is possible to minimize the CVT energy functions using Newton-like optimization methods and expect fast convergence. We propose a quasi-Newton method to compute CVT and demonstrate its faster convergence than Lloyd's method with various numerical examples. It is also significantly faster and more robust than the Lloyd-Newton method, a previous attempt to accelerate CVT. We also demonstrate surface remeshing as a possible application.
Yang Liu 0014, Wenping Wang 0001, Bruno Lévy 0001, Feng Sun 0006, Dong-Ming Yan 0001, Lin Lu 0001, Chenglei Yang
ACM Trans. Graph.3
2009 Geometry-aware direction field processing
abstract
Many algorithms in texture synthesis, nonphotorealistic rendering (hatching), or remeshing require to define the orientation of some features (texture, hatches, or edges) at each point of a surface. In early works, tangent vector (or tensor) fields were used to define the orientation of these features. Extrapolating and smoothing such fields is usually performed by minimizing an energy composed of a smoothness term and of a data fitting term. More recently, dedicated structures ( N -RoSy and N -symmetry direction fields ) were introduced in order to unify the manipulation of these fields, and provide control over the field's topology (singularities). On the one hand, controlling the topology makes it possible to have few singularities, even in the presence of high frequencies (fine details) in the surface geometry. On the other hand, the user has to explicitly specify all singularities, which can be a tedious task. It would be better to let them emerge naturally from the direction extrapolation and smoothing. This article introduces an intermediate representation that still allows the intuitive design operations such as smoothing and directional constraints, but restates the objective function in a way that avoids the singularities yielded by smaller geometric details. The resulting design tool is intuitive, simple, and allows to create fields with simple topology, even in the presence of high geometric frequencies. The generated field can be used to steer global parameterization methods (e.g., QuadCover).
Nicolas Ray, Bruno Vallet, Laurent Alonso, Bruno Lévy 0001
ACM Trans. Graph.4
2008 Solid and physical modeling
Shi-Min Hu 0001, Bruno Lévy 0001, Dinesh Manocha
Comput. Aided Des.2
2008 Solid and Physical Modeling
Shi-Min Hu 0001, Bruno Lévy 0001, Dinesh Manocha
Comput. Aided Geom. Des.2
2008 Geometry Textures and Applications
abstract
Abstract Geometry textures are a novel geometric representation for surfaces based on height maps. The visualization is done through a graphics processing unit (GPU) ray casting algorithm applied to the whole object. At rendering time, the fine‐scale details (mesostructures) are reconstructed preserving original quality. Visualizing surfaces with geometry textures allows a natural level‐of‐detail (LOD) behaviour. There are numerous applications that can benefit from the use of geometry textures. In this paper, besides a mesostructure visualization survey, we present geometry textures with three possible applications: rendering of solid models, geological surfaces visualization and surface smoothing.
Rodrigo de Toledo, Bin Wang 0021, Bruno Lévy 0001
Comput. Graph. Forum3
2008 Spectral Geometry Processing with Manifold Harmonics
abstract
Abstract We present an explicit method to compute a generalization of the Fourier Transform on a mesh. It is well known that the eigenfunctions of the Laplace Beltrami operator (Manifold Harmonics) define a function basis allowing for such a transform. However, computing even just a few eigenvectors is out of reach for meshes with more than a few thousand vertices, and storing these eigenvectors is prohibitive for large meshes. To overcome these limitations, we propose a band‐by‐band spectrum computation algorithm and an out‐of‐core implementation that can compute thousands of eigenvectors for meshes with up to a million vertices. We also propose a limited‐memory filtering algorithm, that does not need to store the eigenvectors. Using this latter algorithm, specific frequency bands can be filtered, without needing to compute the entire spectrum. Finally, we demonstrate some applications of our method to interactive convolution geometry filtering. These technical achievements are supported by a solid yet simple theoretic framework based on Discrete Exterior Calculus (DEC). In particular, the issues of symmetry and discretization of the operator are considered with great care.
Bruno Vallet, Bruno Lévy 0001
Comput. Graph. Forum2
2008 N-symmetry direction field design
abstract
Many algorithms in computer graphics and geometry processing use two orthogonal smooth direction fields (unit tangent vector fields) defined over a surface. For instance, these direction fields are used in texture synthesis, in geometry processing or in nonphotorealistic rendering to distribute and orient elements on the surface. Such direction fields can be designed in fundamentally different ways, according to the symmetry requested: inverting a direction or swapping two directions might be allowed or not. Despite the advances realized in the last few years in the domain of geometry processing, a unified formalism is still lacking for the mathematical object that characterizes these generalized direction fields. As a consequence, existing direction field design algorithms are limited to using nonoptimum local relaxation procedures. In this article, we formalize N -symmetry direction fields, a generalization of classical direction fields. We give a new definition of their singularities to explain how they relate to the topology of the surface. Specifically, we provide an accessible demonstration of the Poincaré-Hopf theorem in the case of N -symmetry direction fields on 2-manifolds. Based on this theorem, we explain how to control the topology of N -symmetry direction fields on meshes. We demonstrate the validity and robustness of this formalism by deriving a highly efficient algorithm to design a smooth field interpolating user-defined singularities and directions.
Nicolas Ray, Bruno Vallet, Wan-Chiu Li, Bruno Lévy 0001
ACM Trans. Graph.4
2007 Concurrent Number Cruncher: An Efficient Sparse Linear Solver on the GPU
Luc Buatois, Guillaume Caumon, Bruno Lévy 0001
HPCC3
2007 Linear angle based parameterization
Rhaleb Zayer, Bruno Lévy 0001, Hans-Peter Seidel
Symposium on Geometry Processing2
2006 Ardeco: Automatic Region DEtection and COnversion
Grégory Lecot, Bruno Lévy 0001
Rendering Techniques2
2006 Automatic and interactive mesh to T-spline conversion
Wan-Chiu Li, Nicolas Ray, Bruno Lévy 0001
Symposium on Geometry Processing3
2006 Parameterization of mesh-models: theory, implementation and applications
abstract
http://portal.acm.org/
Bruno Lévy 0001
Symposium on Solid and Physical Modeling1
2006 Laplace-Beltrami Eigenfunctions Towards an Algorithm That "Understands" Geometry
abstract
One of the challenges in geometry processing is to automatically reconstruct a higher-level representation from raw geometric data. For instance, computing a parameterization of an object helps attaching information to it and converting between various representations. More generally, this family of problems may be thought of in terms of constructing structured function bases attached to surfaces. In this paper, we study a specific type of hierarchical function bases, defined by the eigenfunctions of the Laplace-Beltrami operator. When applied to a sphere, this function basis corresponds to the classical spherical harmonics. On more general objects, this defines a function basis well adapted to the geometry and the topology of the object. Based on physical analogies (vibration modes), we first give an intuitive view before explaining the underlying theory. We then explain in practice how to compute an approximation of the eigenfunctions of a differential operator, and show possible applications in geometry processing
Bruno Lévy 0001
SMI1
2006 Periodic global parameterization
abstract
We present a new globally smooth parameterization method for the triangulated surfaces of arbitrary topology. Given two orthogonal piecewise linear vector fields defined over the input mesh (typically the estimated principal curvature directions), our method computes two piecewise linear periodic functions, aligned with the input vector fields, by minimizing an objective function. The bivariate function they define is a smooth parameterization almost everywhere on the surface, except in the vicinity of singular vertices, edges, and triangles, where the derivatives of the parameterization vanish. We extract a quadrilateral chart layout from the parameterization function and propose an automatic procedure to detect the singularities, and fix them by splitting and reparameterizing the containing charts. Our method can construct both quasiconformal (angle preserving) and quasi-isometric (angle and area preserving) parameterizations. The more restrictive class of quasi-isometric parameterizations is constructed at the expense of introducing more singularities. The constructed parameterizations can be used for a variety of geometry processing applications. Since we can align the parameterization with the principal curvature directions, our result is particularly suitable for surface fitting and remeshing.
Nicolas Ray, Wan-Chiu Li, Bruno Lévy 0001, Alla Sheffer, Pierre Alliez
ACM Trans. Graph.3
2006 Distributed Shared Memory for Roaming Large Volumes
abstract
We present a cluster-based volume rendering system for roaming very large volumes. This system allows to move a gigabyte-sized probe inside a total volume of several tens or hundreds of gigabytes in real-time. While the size of the probe is limited by the total amount of texture memory on the cluster, the size of the total data set has no theoretical limit. The cluster is used as a distributed graphics processing unit that both aggregates graphics power and graphics memory. A hardware-accelerated volume renderer runs in parallel on the cluster nodes and the final image compositing is implemented using a pipelined sort-last rendering algorithm. Meanwhile, volume bricking and volume paging allow efficient data caching. On each rendering node, a distributed hierarchical cache system implements a global software-based distributed shared memory on the cluster. In case of a cache miss, this system first checks page residency on the other cluster nodes instead of directly accessing local disks. Using two Gigabit Ethernet network interfaces per node, we accelerate data fetching by a factor of 4 compared to directly accessing local disks. The system also implements asynchronous disk access and texture loading, which makes it possible to overlap data loading, volume slicing and rendering for optimal volume roaming.
Laurent Castanie, Christophe Mion, Xavier Cavin, Bruno Lévy 0001
IEEE Trans. Vis. Comput. Graph.4
2006 Representing Higher-Order Singularities in Vector Fields on Piecewise Linear Surfaces
abstract
Accurately representing higher-order singularities of vector fields defined on piecewise linear surfaces is a non-trivial problem. In this work, we introduce a concise yet complete interpolation scheme of vector fields on arbitrary triangulated surfaces. The scheme enables arbitrary singularities to be represented at vertices. The representation can be considered as a facet-based "encoding" of vector fields on piecewise linear surfaces. The vector field is described in polar coordinates over each facet, with a facet edge being chosen as the reference to define the angle. An integer called the period jump is associated to each edge of the triangulation to remove the ambiguity when interpolating the direction of the vector field between two facets that share an edge. To interpolate the vector field, we first linearly interpolate the angle of rotation of the vectors along the edges of the facet graph. Then. we use a variant of Nielson's side-vertex scheme to interpolate the vector field over the entire surface. With our representation, we remove the bound imposed on the complexity of singularities that a vertex can represent by its connectivity. This bound is a limitation generally exists in vertex-based linear schemes. Furthermore, using our data structure, the index of a vertex of a vector field can be combinatorily determined. We show the simplicity of the interpolation scheme with a GPU-accelerated algorithm for a LIC-based visualization of the so-defined vector fields, operating in image space. We demonstrate the algorithm applied to various vector fields on curved surfaces.
Wan-Chiu Li, Bruno Vallet, Nicolas Ray, Bruno Lévy 0001
IEEE Trans. Vis. Comput. Graph.4
2005 Mesh Editing with an Embedded Network of Curves
abstract
We propose a new topological data structure for representing a set of polygonal curves embedded in a meshed surface. In this embedding, the vertices of the curve do not necessarily correspond to the vertices of the surface. The partition of the surface yielded by the intersecting curves is efficiently represented as a "cut-graph". The cut-graph stores combinatorial information of the network of curves. In our approach, the combinatorial form of information is systematically preferred to geometrical information since it improves both robustness and efficiency. Thanks to the topological data structure and algorithms, the cut-graph can be sketched through iterations of designing and erasing curves on the mesh surface in a "nondestructive" way, i.e. without modifying the mesh until the cutting operation is committed. We also demonstrate several prototype curve design tools inspired by 2D vector and bitmap graphics paradigms. We show how to sketch the cut-graph and how these tools can be mixedly used.
Wan-Chiu Li, Bruno Lévy 0001, Jean-Claude Paul
SMI2
2005 VolumeExplorer: Roaming Large Volumes to Couple Visualization and Data Processing for Oil and Gas Exploration
abstract
In this paper, we present a volume roaming system dedicated to oil and gas exploration. Our system combines probe-based volume rendering with data processing and computing. The daily oil production and the estimation of the world proven-reserves directly affect the barrel price and have a strong impact on the economy. Among others, production and correct estimation are linked to the accuracy of the sub-surface model used for predicting oil reservoirs shape and size. Geoscientists build this model from the interpretation of seismic data, i.e. 3D images of the subsurface obtained from geophysical surveys. Our system couples visualization and data processing for the interpretation of seismic data. It is based on volume roaming along with efficient volume paging to manipulate the multi-gigabyte data sets commonly acquired during seismic surveys. Our volume rendering lenses implement high quality pre-integrated volume rendering with accurate lighting. They use a generic multi-modal volume rendering system that blends several volumes in the spirit of the "stencil" paradigm used in 2D painting programs. In addition, our system can interactively display non-polygonal isosurfaces painted with an attribute. Beside the visualization algorithms, automatic extraction of local features of the subsurface model also take full advantage of the volume paging.
Laurent Castanie, Bruno Lévy 0001, Fabien Bosquet
IEEE Visualization2
2005 ABF++: fast and robust angle based flattening
abstract
Conformal parameterization of mesh models has numerous applications in geometry processing. Conformality is desirable for remeshing, surface reconstruction, and many other mesh processing applications. Subject to the conformality requirement, these applications typically benefit from parameterizations with smaller stretch. The Angle Based Flattening (ABF) method, presented a few years ago, generates provably valid conformal parameterizations with low stretch. However, it is quite time-consuming and becomes error prone for large meshes due to numerical error accumulation. This work presents ABF++, a highly efficient extension of the ABF method, that overcomes these drawbacks while maintaining all the advantages of ABF. ABF++ robustly parameterizes meshes of hundreds of thousands and millions of triangles within minutes. It is based on three main components: (1) a new numerical solution technique that dramatically reduces the dimension of the linear systems solved at each iteration, speeding up the solution; (2) a new robust scheme for reconstructing the 2D coordinates from the angle space solution that avoids the numerical instabilities which hindered the ABF reconstruction scheme; and (3) an efficient hierarchical solution technique. The speedup with (1) does not come at the expense of greater distortion. The hierarchical technique (3) enables parameterization of models with millions of faces in seconds at the expense of a minor increase in parametric distortion. The parameterization computed by ABF++ are provably valid, that is they contain no flipped triangles. As a result of these extensions, the ABF++ method is extremely suitable for robustly and efficiently parameterizing models for geometry-processing applications.
Alla Sheffer, Bruno Lévy 0001, Maxim Mogilnitsky, Alexander Bogomyakov
ACM Trans. Graph.2
2003 Hierarchical Least Squares Conformal Map
abstract
A texture atlas is an efficient way to represent information (like colors, normals, displacement maps) on triangulated surfaces. The LSCM method (Least Square Conformal Maps) automatically generates a texture atlas from a meshed model. For large charts (over 100k facets), the convergence of the numerical solver may be slow. It is well known that the conformality criterion, minimized by LSCM, also corresponds to a harmonically condition, meaning that barycentric coordinates are locally preserved through the parametization. This has two different consequences: cascadic multigrid methods (coarse to fine) are well adapted to this criterion, and dramatically speed up the convergence of the numerical solver; the obtained parametization naturally minimizes texture swimming when used to texture-map a progressive mesh. In this paper, we introduce HLSCM (Hierarchical LSCM), a cascadic multigrid version of LSCM. As an example of possible applications, the paper shows how normal maps and simplified models can be automatically generated from large scanned meshes, the visual appearance of the model can be preserved even when 90% of the vertices are removed from the initial model.
Nicolas Ray, Bruno Lévy 0001
PG2
2003 Anisotropic polygonal remeshing
abstract
In this paper, we propose a novel polygonal remeshing technique that exploits a key aspect of surfaces: the intrinsic anisotropy of natural or man-made geometry. In particular, we use curvature directions to drive the remeshing process, mimicking the lines that artists themselves would use when creating 3D models from scratch. After extracting and smoothing the curvature tensor field of an input genus-0 surface patch, lines of minimum and maximum curvatures are used to determine appropriate edges for the remeshed version in anisotropic regions, while spherical regions are simply point sampled since there is no natural direction of symmetry locally. As a result our technique generates polygon meshes mainly composed of quads in anisotropic regions, and of triangles in spherical regions. Our approach provides the flexibility to produce meshes ranging from isotropic to anisotropic, from coarse to dense, and from uniform to curvature adapted.
Pierre Alliez, David Cohen-Steiner, Olivier Devillers, Bruno Lévy 0001, Mathieu Desbrun
ACM Trans. Graph.4
2003 Dual domain extrapolation
abstract
Shape optimization and surface fairing for polygon meshes have been active research areas for the last few years. Existing approaches either require the border of the surface to be fixed, or are only applicable to closed surfaces. In this paper, we propose a new approach, that computes natural boundaries. This makes it possible not only to smooth an existing geometry, but also to extrapolate its shape beyond the existing border. Our approach is based on a global parameterization of the surface and on a minimization of the squared curvatures, discretized on the edges of the surface. The so-constructed surface is an approximation of a minimal energy surface (MES). Using a global parameterization makes it possible to completely decouple the outer fairness (surface smoothness) from the inner fairness (mesh quality). In addition, the parameter space provides the user with a new means of controlling the shape of the surface. When used as a geometry filter, our approach computes a smoothed mesh that is discrete conformal to the original one. This allows smoothing textured meshes without introducing distortions.
Bruno Lévy 0001
ACM Trans. Graph.1
2002 Texture Particles
abstract
This paper presents an analytical extension of texture synthesis techniques based on the distribution of elementary texture components. Our approach is similar to the bombing, cellular, macrostructured and lapped textures techniques, but provides the user with more control on both the texture analysis and synthesis phases. Therefore, high quality results can be obtained for a large number of structured or stochastic textures (bricks, marble, lawn, etc.). The analysis consists in decomposing textures into elementary components — that we call ``texture particles'' — and for which we analyze their specific spatial arrangements. The synthesis then consists in recomposing similar textures directly on arbitrary surfaces by taking into account the previously computed arrangements, extended to 3D surfaces. Compared to ``pixel-based'' analysis and synthesis methods, which have been recently generalized to arbitrary surfaces, our approach has three major advantages: (1) it is fast, which allows the user to interactively control the synthesis process. This further allows us to propose a large number of tools, granting a high degree of artistic freedom to the user. (2) It avoids the visual deterioration of the texture components by preserving their shapes as well as their spatial arrangements. (3) The texture particles can be not only images, but also 3D geometric elements, which extends significantly the domain of application.
Jean-Michel Dischler, Karl Maritaud, Bruno Lévy 0001, Djamchid Ghazanfarpour
Comput. Graph. Forum3
2002 Least squares conformal maps for automatic texture atlas generation
abstract
A Texture Atlas is an efficient color representation for 3D Paint Systems. The model to be textured is decomposed into charts homeomorphic to discs, each chart is parameterized, and the unfolded charts are packed in texture space. Existing texture atlas methods for triangulated surfaces suffer from several limitations, requiring them to generate a large number of small charts with simple borders. The discontinuities between the charts cause artifacts, and make it difficult to paint large areas with regular patterns.In this paper, our main contribution is a new quasi-conformal parameterization method, based on a least-squares approximation of the Cauchy-Riemann equations. The so-defined objective function minimizes angle deformations, and we prove the following properties: the minimum is unique, independent of a similarity in texture space, independent of the resolution of the mesh and cannot generate triangle flips. The function is numerically well behaved and can therefore be very efficiently minimized. Our approach is robust, and can parameterize large charts with complex borders.We also introduce segmentation methods to decompose the model into charts with natural shapes, and a new packing algorithm to gather them in texture space. We demonstrate our approach applied to paint both scanned and modeled data sets.
Bruno Lévy 0001, Sylvain Petitjean, Nicolas Ray, Jérôme Maillot
ACM Trans. Graph.1
2001 Constrained texture mapping for polygonal meshes
abstract
Recently, time and effort have been devoted to automatic texture mapping. It is possible to study the parameterization function and to describe the texture mapping process in terms of a functional optimization problem. Several methods of this type have been proposed to minimize deformations. However, these existing methods suffer from several limitations. For instance, it is difficult to put details of the texture in correspondence with features of the model, since most of the existing methods can only constrain iso-parametric curves.
Bruno Lévy 0001
SIGGRAPH1
2001 Circular Incident Edge Lists: A Data Structure for Rendering Complex Unstructured Grids
abstract
We present the circular incident edge lists (CIEL), a new data structure and a high-performance algorithm for generating a series of iso-surfaces in a highly unstructured grid. Slicing-based volume rendering is also considered. The CIEL data structure represents all the combinatorial information of the grid, making it possible to optimize the classical propagation from local minima paradigm. The usual geometric structures are replaced by a more efficient combinatorial structure. An active edges list is maintained, and iteratively propagated from an iso-surface to the next one in a very efficient way. The intersected cells incident to each active edge are retrieved, and the intersection polygons are generated by circulating around their facets. This latter feature enables arbitrary irregular cells to be treated, such as those encountered in certain computational fluid dynamics (CFD) simulations. Since the CIEL data structure solely depends on the connections between the cells, it is possible to take into account dynamic changes in the geometry of the mesh and in property values, which only requires the sorted extrema list to be updated. Experiments have shown that our approach is significantly faster than classical methods. The major drawback of our method is its memory consumption, higher than most classical methods. However, experimental results show that it stays within a practical range.
Bruno Lévy 0001, Guillaume Caumon, Stéphane Conreaux, Xavier Cavin
IEEE Visualization1
1998 Non-distorted Texture Mapping for Sheared Triangulated Meshes
abstract
This article introduces new techniques for non-distorted texture mapping on complex triangulated meshes.Texture coordinates are assigned to the vertices of the triangulation by using an iterative optimization algorithm, honoring a set of constraints minimizing the distortions.As compared to other global optimization techniques, our method allows the user to specify the surface zones where distortions should be minimized in order of preference.The modular approach described in this paper results in a highly flexible method, facilitating a customized mapping construction.For instance, it is easy to align the texture on the surface with a set of user defined isoparametric curves.Moreover, the mapping can be made continuous through cuts, allowing to parametrize in one go complex cut surfaces.It is easy to specify other constraints to be honored by the so-constructed mappings, as soon as they can be expressed by linear (or linearizable) relations.This method has been integrated successfully within a widely used C.A.D. software dedicated to geosciences.In this context, applications of the method comprise numerical computations of physical properties stored in fine grids within texture space, unfolding geological layers and generating grids that are suitable for finite element analysis.The impact of the method could be also important for 3D paint systems.
Bruno Lévy 0001, Jean-Laurent Mallet
SIGGRAPH1