Ashish Myles
University of Florida
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Featured researches published by Ashish Myles.
international conference on computer graphics and interactive techniques | 2010
Ashish Myles; Nico Pietroni; Denis Kovacs; Denis Zorin
High-order and regularly sampled surface representations are more efficient and compact than general meshes and considerably simplify many geometric modeling and processing algorithms. A number of recent algorithms for conversion of arbitrary meshes to regularly sampled form (typically quadrangulation) aim to align the resulting mesh with feature lines of the geometry. While resulting in a substantial improvement in mesh quality, feature alignment makes it difficult to obtain coarse regular patch partitions of the mesh. In this paper, we propose an approach to constructing patch layouts consisting of small numbers of quadrilateral patches while maintaining good feature alignment. To achieve this, we use quadrilateral T-meshes, for which the intersection of two faces may not be the whole edge or vertex, but a part of an edge. T-meshes offer more flexibility for reduction of the number of patches and vertices in a base domain while maintaining alignment with geometric features. At the same time, T-meshes retain many desirable features of quadrangulations, allowing construction of high-order representations, easy packing of regularly sampled geometric data into textures, as well as supporting different types of discretizations for physical simulation.
symposium on geometry processing | 2012
Ofir Weber; Ashish Myles; Denis Zorin
Conformal maps are widely used in geometry processing applications. They are smooth, preserve angles, and are locally injective by construction. However, conformal maps do not allow for boundary positions to be prescribed. A natural extension to the space of conformal maps is the richer space of quasiconformal maps of bounded conformal distortion. Extremal quasiconformal maps, that is, maps minimizing the maximal conformal distortion, have a number of appealing properties making them a suitable candidate for geometry processing tasks. Similarly to conformal maps, they are guaranteed to be locally bijective; unlike conformal maps however, extremal quasiconformal maps have sufficient flexibility to allow for solution of boundary value problems. Moreover, in practically relevant cases, these solutions are guaranteed to exist, are unique and have an explicit characterization.
international conference on computer graphics and interactive techniques | 2014
Ashish Myles; Nico Pietroni; Denis Zorin
We present a robust method for computing locally bijective global parametrizations aligned with a given cross-field. The singularities of the parametrization in general agree with singularities of the field, except in a small number of cases when several additional cones need to be added in a controlled way. Parametric lines can be constrained to follow an arbitrary set of feature lines on the surface. Our method is based on constructing an initial quad patch partition using robust cross-field integral line tracing. This process is followed by an algorithm modifying the quad layout structure to ensure that consistent parametric lengths can be assigned to the edges. For most meshes, the layout modification algorithm does not add new singularities; a small number of singularities may be added to resolve an explicitly described set of layouts. We demonstrate that our algorithm succeeds on a test data set of over a hundred meshes.
international conference on computer graphics and interactive techniques | 2013
Ashish Myles; Denis Zorin
The quality of a global parametrization is determined by a number of factors, including amount of distortion, number of singularities (cones), and alignment with features and boundaries. Placement of cones plays a decisive role in determining the overall distortion of the parametrization; at the same time, feature and boundary alignment also affect the cone placement. A number of methods were proposed for automatic choice of cone positions, either based on singularities of cross-fields and emphasizing alignment, or based on distortion optimization. In this paper we describe a method for placing cones for seamless global parametrizations with alignment constraints. We use a close relation between variation-minimizing cross-fields and related 1-forms and conformal maps, and demonstrate how it leads to a constrained optimization problem formulation. We show for boundary-aligned parametrizations metric distortion may be reduced by cone chains, sometimes to an arbitrarily small value, and the trade-off between the distortion and the number of cones can be controlled by a regularization term. Constrained parametrizations computed using our method have significantly lower distortion compared to the state-of-the art field-based method, yet maintain feature and boundary alignment. In the most extreme cases, parametrization collapse due to alignment constraints is eliminated.
international conference on computer graphics and interactive techniques | 2012
Ashish Myles; Denis Zorin
Global parametrization of surfaces requires singularities (cones) to keep distortion minimal. We describe a method for finding cone locations and angles and an algorithm for global parametrization which aim to produce seamless parametrizations with low metric distortion. The idea of the method is to evolve the metric of the surface, starting with the original metric so that a growing fraction of the area of the surface is constrained to have zero Gaussian curvature; the curvature becomes gradually concentrated at a small set of vertices which become cones. We demonstrate that the resulting parametrizations have significantly lower metric distortion compared to previously proposed methods.
symposium on geometry processing | 2008
Ashish Myles; Tianyun Ni; Jörg Peters
Polyhedral meshes consisting of triangles, quads, and pentagons and polar configurations cover all major sampling and modeling scenarios. We give an algorithm for efficient local, parallel conversion of such meshes to an everywhere smooth surface consisting of low‐degree polynomial pieces. Quadrilateral facets with 4‐valent vertices are ‘regular’ and are mapped to bi‐cubic patches so that adjacent bi‐cubics join C2 as for cubic tensor‐product splines. The algorithm can be implemented in the vertex and geometry shaders of the GPU pipeline and does not use the fragment shader. Its implementation in DirectX 10 achieves conversion plus rendering at 659 frames per second with 42.5 million triangles per second on input of a model of 1300 facets of which 60% are not regular.
Computer Aided Geometric Design | 2011
Denis Kovacs; Ashish Myles; Denis Zorin
Quadrangulation methods aim to approximate surfaces by semiregular meshes with as few extraordinary vertices as possible. A number of techniques use the harmonic parameterization to keep quads close to squares, or fit parametrization gradients to align quads to features. Both types of techniques create near-isotropic quads; feature-aligned quadrangulation algorithms reduce the remeshing error by aligning isotropic quads with principal curvature directions. A complementary approach is to allow for anisotropic elements, which are well-known to have significantly better approximation quality. In this work we present a simple and efficient technique to add curvature-dependent anisotropy to harmonic and feature-aligned parameterization and improve the approximation error of the quadrangulations. We use a metric derived from the shape operator which results in a more uniform error distribution, decreasing the error near features.
ieee international conference on shape modeling and applications | 2008
Tianyun Ni; Young In Yeo; Ashish Myles; Vineet Goel; Jörg Peters
We present a fast algorithm for converting quad meshes on the GPU to smooth surfaces. Meshes with 12,000 input quads, of which 60% have one or more non-4-valent vertices, are converted, evaluated and rendered with 9times9 resolution per quad at 50 frames per second. The conversion reproduces bi-cubic splines wherever possible and closely mimics the shape of the Catmull-Clark subdivision surface by c-patches where a vertex has a valence different from 4. The smooth surface is piecewise polynomial and has well-defined normals everywhere. The evaluation avoids pixel dropout.
symposium on geometry processing | 2006
Kestutis Karciauskas; Ashish Myles; Jörg Peters
We describe a subdivision scheme that acts on control nodes that each carry a vector of values. Each vector defines partial derivatives, referred to as jets in the following and subdivision computes new jets from old jets. By default, the jets are automatically initialized from a design mesh. While the approach applies more generally, we consider here only a restricted class of design meshes, consisting of extraordinary nodes surrounded by triangles and otherwise quadrilaterals with interior nodes of valence four. This polar mesh structure is appropriate for surfaces with the combinatorial structure of objects of revolution and for high valences. The resulting surfaces are curvature continuous with good curvature distribution near extraordinary points. Near extraordinary points the surfaces are piecewise polynomial of degree (6, 5), away they are standard bicubic splines.
solid and physical modeling | 2008
Ashish Myles; Young In Yeo; Jörg Peters
We convert any quad manifold mesh into an at least C1 surface consisting of bi-cubic tensor-product splines with localized perturbations of degree bi-5 near non-4-valent vertices. There is one polynomial piece per quad facet, regardless of the valence of the vertices. Particular care is taken to derive simple formulas so that the surfaces are computed efficiently in parallel and match up precisely when computed independently on the GPU.