论文标题
与碰撞意识的凹和树搜索的3D网眼的近似凸分解
Approximate Convex Decomposition for 3D Meshes with Collision-Aware Concavity and Tree Search
论文作者
论文摘要
近似凸的分解旨在将3D形状分解为一组几乎凸成分,然后可以使用其凸壳来表示输入形状。因此,它启用了专门为凸形设计的高效几何处理算法,并已广泛用于游戏引擎,物理模拟和动画。尽管先前的作品可以捕获输入形状的全局结构,但它们可能无法保留细粒细节(例如,填充烤面包机的插槽),这对于在交互式环境中保留对象的功能至关重要。在本文中,我们提出了一种新的方法,该方法从三个角度解决了现有方法的局限性:(a)我们引入了一种新颖的碰撞感知凹度度量,该指标研究了形状及其凸壳与边界和内部之间的距离之间的距离。所提出的凹陷保留了碰撞条件,并且更强大地检测各种近似误差。 (b)我们通过直接与3D平面切割网格来分解形状。它确保生成的凸船体是无交叉的,并避免了素化误差。 (c)我们不使用一步贪婪的策略,而是建议使用多步搜索来确定切割平面,从而导致全球更好的解决方案,并避免了不必要的插条。通过对大规模铰接式对象数据集的广泛评估,我们表明我们的方法生成的分解更接近原始形状,而组件较少。因此,它支持下游应用中精致有效的对象互动。我们将发布我们的实施以促进未来的研究。
Approximate convex decomposition aims to decompose a 3D shape into a set of almost convex components, whose convex hulls can then be used to represent the input shape. It thus enables efficient geometry processing algorithms specifically designed for convex shapes and has been widely used in game engines, physics simulations, and animation. While prior works can capture the global structure of input shapes, they may fail to preserve fine-grained details (e.g., filling a toaster's slots), which are critical for retaining the functionality of objects in interactive environments. In this paper, we propose a novel method that addresses the limitations of existing approaches from three perspectives: (a) We introduce a novel collision-aware concavity metric that examines the distance between a shape and its convex hull from both the boundary and the interior. The proposed concavity preserves collision conditions and is more robust to detect various approximation errors. (b) We decompose shapes by directly cutting meshes with 3D planes. It ensures generated convex hulls are intersection-free and avoids voxelization errors. (c) Instead of using a one-step greedy strategy, we propose employing a multi-step tree search to determine the cutting planes, which leads to a globally better solution and avoids unnecessary cuttings. Through extensive evaluation on a large-scale articulated object dataset, we show that our method generates decompositions closer to the original shape with fewer components. It thus supports delicate and efficient object interaction in downstream applications. We will release our implementation to facilitate future research.