Volumetric cell‐and‐portal generation

Volumetric cell‐and‐portal generation
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DOI:
10.1111/1467-8659.00677
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发表时间:
2003-09
影响因子:
2.5
通讯作者:
Dominique Haumont;Olivier Debeir;François Sillion
Dominique Haumont;Olivier Debeir;François Sillion
中科院分区:
计算机科学4区
文献类型:
--
作者:
Dominique Haumont;Olivier Debeir;François Sillion

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我们提出了一种算法来生成一般室内场景的单元和门户分解。该方法是3D分水岭变换的一种适应,在距离几何采样场上计算。分水岭的处理使用洪水的距离场空间中的类比。泛洪源于局部极小值,每个极小值产生一个区域。门户是根据需要构建的,以避免在区域增长期间合并区域。因此,单元和门户分解与模型的结构密切相关。在建筑物中,算法可以找到所有的房间,门和窗户。为了限制内存负载,提出了算法的分层实现。我们还解释了如何使用预体素化步骤处理可能的模型退化,例如裂缝、孔洞和互穿几何形状。在大范围的模型上测试了分层算法,必要时进行预体素化。我们表明,它能够处理经典的建筑模型,以及洞穴样的环境和大型混合室内/室外场景。由于中间距离场表示,该算法可以使用,无论模型的表示方式如何:它以统一的方式处理参数曲线,隐式曲面,体积数据和多边形汤。
We present an algorithm to generate a cell‐and‐portal decomposition of general indoor scenes. The method is an adaptation of the 3D watershed transform, computed on a distance‐to‐geometry sampled field. The watershed is processed using a flooding analogy in the distance field space. Flooding originates from local minima, each minimum producing a region. Portals are built as needed to avoid the merging of regions during their growth. As a result, the cell‐and‐portal decomposition is closely linked to the structure of the models. In a building, the algorithm finds all the rooms, doors and windows. To restrict the memory load, a hierarchical implementation of the algorithm is presented. We also explain how to handle possible model degeneracies ‐such as cracks, holes and interpenetrating geometries‐ using a pre‐voxelisation step. The hierarchical algorithm, preceded when necessary by the pre‐voxelisation, was tested on a large range of models. We show that it is able to deal with classical architectural models, as well as cave‐like environments and large mixed indoor/outdoor scenes. Thanks to the intermediate distance field representation, the algorithm can be used regardless of the way the model is represented: it deals with parametric curves, implicit surfaces, volumetric data and polygon soups in a unified way.