Sphere approximation for non-tubular object

We study the problem of approximating a 3D object with a union of overlapping spheres. We employ a disk filled with rays that comes from the center of the disk and points outwards. The disk traverses the object to detect collisions with the mesh. These contact points serve to determine the spheres t...

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Detalles Bibliográficos
Autores: FRANCISCO ALEJANDRO MADERA RAMIREZ, FRANCISCO JOSE MOO MENA, ENRIQUE AYALA FRANCO
Tipo de recurso: artículo
Estado:Versión publicada
Fecha de publicación:2014
País:México
Institución:Universidad Autónoma de Yucatán
Repositorio:Repositorio Digital Institucional de la Universidad Autónoma de Yucatán
Idioma:inglés
OAI Identifier:oai:redi.uady.mx:123456789/638
Acceso en línea:http://redi.uady.mx:8080/handle/123456789/638
Access Level:acceso abierto
Palabra clave:info:eu-repo/classification/cti/7
info:eu-repo/classification/cti/33
Computer graphics
Sphere approximation
Computational geometry
Descripción
Sumario:We study the problem of approximating a 3D object with a union of overlapping spheres. We employ a disk filled with rays that comes from the center of the disk and points outwards. The disk traverses the object to detect collisions with the mesh. These contact points serve to determine the spheres to be created in the boundary of the object. This adjustment is performed by decomposing the volumetric mesh in thin surfaces, which are bounded with a sphere each. Afterwards, the spheres are moved towards the center of the disk and are scaled down to minimize the volumetric error. We evaluate our method with three human models, in particular the torso of the objects.