Constant-time all-pairs geodesic distance query on triangle meshes

Computing discrete geodesics on polyhedral surfaces plays an important role in computer graphics. In contrast to the well-studied "single-source, all-destination" discrete geodesic problem, little progress has been reported to the all-pairs geodesic, i.e., computing the geodesic distance b...

Full description

Saved in:
Bibliographic Details
Main Authors: Xin, Shi-Qing, Ying, Xiang, He, Ying
Other Authors: School of Computer Engineering
Format: Conference or Workshop Item
Language:English
Published: 2013
Subjects:
Online Access:https://hdl.handle.net/10356/96690
http://hdl.handle.net/10220/12996
Tags: Add Tag
No Tags, Be the first to tag this record!
Institution: Nanyang Technological University
Language: English
id sg-ntu-dr.10356-96690
record_format dspace
spelling sg-ntu-dr.10356-966902020-05-28T07:17:25Z Constant-time all-pairs geodesic distance query on triangle meshes Xin, Shi-Qing Ying, Xiang He, Ying School of Computer Engineering Symposium on Interactive 3D Graphics and Games (2012) DRNTU::Engineering::Computer science and engineering Computing discrete geodesics on polyhedral surfaces plays an important role in computer graphics. In contrast to the well-studied "single-source, all-destination" discrete geodesic problem, little progress has been reported to the all-pairs geodesic, i.e., computing the geodesic distance between arbitrary two points on the surface. To our knowledge, the existing all-pairs geodesic algorithms have very high computational cost, thus, can not be applied to real-world models, which usually contain thousands of vertices. In this paper, we propose an efficient algorithm to approximate the all-pairs geodesic on triangular meshes. The pre-processing step takes O(mn2 log n) time for the input mesh with n vertices and m samples, where m (<< n) is specified by the user, usually between a few hundred and several thousand. In the query step, our algorithm can compute the approximate geodesic distance between arbitrary pair of points (not necessarily mesh vertices) in O(1) time. Furthermore, the geodesic path and the geodesic distance field can be approximated in linear time. Both theoretical analysis and experimental results on real-world models demonstrate that our algorithm is efficient and accurate. We demonstrate the efficacy of our algorithm on the interactive texture mapping by using discrete exponential map. 2013-08-05T04:27:02Z 2019-12-06T19:33:58Z 2013-08-05T04:27:02Z 2019-12-06T19:33:58Z 2012 2012 Conference Paper Xin, S. Q., Ying, X.,& He, Y. (2012). Constant-time all-pairs geodesic distance query on triangle meshes. Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games - I3D '12. https://hdl.handle.net/10356/96690 http://hdl.handle.net/10220/12996 10.1145/2159616.2159622 en
institution Nanyang Technological University
building NTU Library
country Singapore
collection DR-NTU
language English
topic DRNTU::Engineering::Computer science and engineering
spellingShingle DRNTU::Engineering::Computer science and engineering
Xin, Shi-Qing
Ying, Xiang
He, Ying
Constant-time all-pairs geodesic distance query on triangle meshes
description Computing discrete geodesics on polyhedral surfaces plays an important role in computer graphics. In contrast to the well-studied "single-source, all-destination" discrete geodesic problem, little progress has been reported to the all-pairs geodesic, i.e., computing the geodesic distance between arbitrary two points on the surface. To our knowledge, the existing all-pairs geodesic algorithms have very high computational cost, thus, can not be applied to real-world models, which usually contain thousands of vertices. In this paper, we propose an efficient algorithm to approximate the all-pairs geodesic on triangular meshes. The pre-processing step takes O(mn2 log n) time for the input mesh with n vertices and m samples, where m (<< n) is specified by the user, usually between a few hundred and several thousand. In the query step, our algorithm can compute the approximate geodesic distance between arbitrary pair of points (not necessarily mesh vertices) in O(1) time. Furthermore, the geodesic path and the geodesic distance field can be approximated in linear time. Both theoretical analysis and experimental results on real-world models demonstrate that our algorithm is efficient and accurate. We demonstrate the efficacy of our algorithm on the interactive texture mapping by using discrete exponential map.
author2 School of Computer Engineering
author_facet School of Computer Engineering
Xin, Shi-Qing
Ying, Xiang
He, Ying
format Conference or Workshop Item
author Xin, Shi-Qing
Ying, Xiang
He, Ying
author_sort Xin, Shi-Qing
title Constant-time all-pairs geodesic distance query on triangle meshes
title_short Constant-time all-pairs geodesic distance query on triangle meshes
title_full Constant-time all-pairs geodesic distance query on triangle meshes
title_fullStr Constant-time all-pairs geodesic distance query on triangle meshes
title_full_unstemmed Constant-time all-pairs geodesic distance query on triangle meshes
title_sort constant-time all-pairs geodesic distance query on triangle meshes
publishDate 2013
url https://hdl.handle.net/10356/96690
http://hdl.handle.net/10220/12996
_version_ 1681058521576112128