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
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Czech description
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Classification
Type
J<sub>imp</sub> - Article in a specialist periodical, which is included in the Web of Science database
CEP classification
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OECD FORD branch
10201 - Computer sciences, information science, bioinformathics (hardware development to be 2.2, social aspect to be 5.8)
Result continuities
Project
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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