论文标题
互动和健壮的网状布尔值
Interactive and Robust Mesh Booleans
论文作者
论文摘要
布尔操作是创建和编辑数字形状的最常用范式之一。尽管在概念上很简单,但众所周知,网状布尔值的计算是具有挑战性的。主要问题来自数值近似值,这些近似值使交叉点的检测和处理不一致且不可靠,并基于浮点算术算法的实现,以揭示许多类型的退化和失败。基于有理数或确切几何谓词的数值方法具有所需的鲁棒性保证,这些保证是以增加计算时间的成本来实现的,而计算时间截至今天,始终限制了使用强大的网状布尔值来脱机应用。我们介绍了第一种具有稳健性的布尔操作的算法,可确保能够以多达200k三角形的网格上的交互式帧速率运行。我们不仅考虑了交互式应用程序,还考虑了大量网格集合的批处理处理,对包含数百万个元素的巨大网格进行处理,并完全考虑了几百个形状的variadic布尔值。在所有这些实验中,我们始终以至少一个数量级的速度胜过先前的艺术。
Boolean operations are among the most used paradigms to create and edit digital shapes. Despite being conceptually simple, the computation of mesh Booleans is notoriously challenging. Main issues come from numerical approximations that make the detection and processing of intersection points inconsistent and unreliable, exposing implementations based on floating point arithmetic to many kinds of degeneracy and failure. Numerical methods based on rational numbers or exact geometric predicates have the needed robustness guarantees, that are achieved at the cost of increased computation times that, as of today, has always restricted the use of robust mesh Booleans to offline applications. We introduce the first algorithm for Boolean operations with robustness guarantees that is capable of operating at interactive frame rates on meshes with up to 200K triangles. We evaluate our tool thoroughly, considering not only interactive applications but also batch processing of large collections of meshes, processing of huge meshes containing millions of elements and variadic Booleans of hundreds of shapes altogether. In all these experiments, we consistently outperform prior art by at least one order of magnitude.