Digital objects and digital surfaces are isothetic structures per se. Such surfaces are thus not adapted to direct visualization with isothetic quads, or to many geometry processing methods. We propose a new regularization technique to construct a piecewise smooth quad- rangulated surface from a digital surface. More formally we propose a variational formulation which efficiently regularizes digital surface ver- tices while complying with a prescribed, eventually anisotropic, input normal vector field estimated on the digital structure. Beside visualiza- tion purposes, such regularized surface can then be used in any geometry processing tasks which operates on triangular or quadrangular meshes (e.g. compression, texturing, anisotropic smoothing, feature extraction).
Caption: Regularization example on a 128^3 Stanford-bunny. From left to right, input digital surface and regularized surface using the input normal vector field from [5] (r = 6).
@inproceedings{coeurjolly17regDGCI,
address = {Vienna, Austria},
author = {Coeurjolly, David and Gueth, Pierre and Lachaud, Jacques-Olivier},
booktitle = {20th International Conference on Discrete Geometry
for Computer Imagery},
doi = {10.1007/978-3-319-66272-5_17},
hal_id = {hal-01543007},
hal_version = {v1},
keywords = {digital geometry ; surface regularization ; normal
vector field},
number = {10502},
pages = {197--209},
pdf = {https://hal.archives-ouvertes.fr/hal-01543007/file/article.pdf},
series = {20th International Conference on Discrete Geometry
for Computer Imagery},
title = {Digital surface regularization by normal vector field alignment},
url = {https://hal.archives-ouvertes.fr/hal-01543007},
volume = {LNCS},
year = {2017}
}