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Skeletex: Skeleton-texture Co-representation for Topology-driven Real-time Interchange and Manipulation of Surface Regions

The result's identifiers

  • Result code in IS VaVaI

    <a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F00216224%3A14330%2F18%3A00104587" target="_blank" >RIV/00216224:14330/18:00104587 - isvavai.cz</a>

  • Result on the web

    <a href="https://www.researchgate.net/publication/328510231_Skeletex_Skeleton-texture_Co-representation_for_Topology-driven_Real-time_Interchange_and_Manipulation_of_Surface_Regions" target="_blank" >https://www.researchgate.net/publication/328510231_Skeletex_Skeleton-texture_Co-representation_for_Topology-driven_Real-time_Interchange_and_Manipulation_of_Surface_Regions</a>

  • DOI - Digital Object Identifier

    <a href="http://dx.doi.org/10.1111/cgf.13571" target="_blank" >10.1111/cgf.13571</a>

Alternative languages

  • Result language

    angličtina

  • Original language name

    Skeletex: Skeleton-texture Co-representation for Topology-driven Real-time Interchange and Manipulation of Surface Regions

  • Original language description

    Mesh processing algorithms depend on quick access to the local neighborhood, which requires costly memory queries. Moreover, even having access to the local neighborhood is not enough to efficiently perform many geometry processing algorithms in an automatic or semi-automatic way. As humans, we often imagine mesh editing at the level of topological information, e.g., altering surface features, adding limbs, etc., which is not supported by current data structures. These limitations come from the widely used mesh representations because the needed information is not implicitly defined by the structure. We propose a novel model representation called Skeletex. Each 3D model is decomposed into two elements: a skeletal structure that encodes the model topology and a vector displacement map to capture fine details of the geometry. Such a co-representation contains the topology information, as well as the information about the local vertex neighborhood at each texel. Additionally, our data structure facilitates an automatic skeleton-based cross-parameterization. This allows us to implement the mesh manipulation tasks in parallel, using a unified streamlined pipeline that directly maps to the GPU. We demonstrate the capabilities of our data structure by implementing surface region transfer and mesh morphing of 3D models.

  • Czech name

  • Czech description

Classification

  • Type

    J<sub>imp</sub> - Article in a specialist periodical, which is included in the Web of Science database

  • CEP classification

  • OECD FORD branch

    10201 - Computer sciences, information science, bioinformathics (hardware development to be 2.2, social aspect to be 5.8)

Result continuities

  • Project

  • Continuities

    S - Specificky vyzkum na vysokych skolach

Others

  • Publication year

    2018

  • Confidentiality

    S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů

Data specific for result type

  • Name of the periodical

    Computer Graphics Forum

  • ISSN

    0167-7055

  • e-ISSN

    1467-8659

  • Volume of the periodical

    37

  • Issue of the periodical within the volume

    7

  • Country of publishing house

    CH - SWITZERLAND

  • Number of pages

    12

  • Pages from-to

    325-336

  • UT code for WoS article

    000448166700030

  • EID of the result in the Scopus database

    2-s2.0-85055437645