没有合适的资源?快使用搜索试试~ 我知道了~
测地线路径和距离算法综述 三维模型算法 曲率算法
需积分: 18 2 下载量 94 浏览量
2022-10-09
10:41:12
上传
评论 1
收藏 39.8MB PDF 举报
温馨提示
试读
33页
曲线域上的最短路径或测地线的数值计算,以及相关的测地线距离,出现了 广泛应用于数字几何处理、科学计算、计算机图形学和计算机等领域 愿景。相对于欧氏距离计算,这些任务由于曲率对行为的影响而变得复杂 以及定义域的表示本身可能是近似的这一事实
资源推荐
资源详情
资源评论
EUROGRAPHICS 2019
A. Giachetti and H. Rushmeier
(Guest Editors)
Volume 38 (2019), Number 2
STAR – State of The Art Report
A Survey of Algorithms for Geodesic Paths and Distances
Keenan Crane Marco Livesu Enrico Puppo Yipeng Qin
Carnegie Mellon University CNR IMATI University of Genoa KAUST
USA Italy Italy Saudi Arabia
Abstract
Numerical computation of shortest paths or geodesics on curved domains, as well as the associated geodesic distance, arises
in a broad range of applications across digital geometry processing, scientific computing, computer graphics, and computer
vision. Relative to Euclidean distance computation, these tasks are complicated by the influence of curvature on the behavior
of shortest paths, as well as the fact that the representation of the domain may itself be approximate. In spite of the difficulty
of this problem, recent literature has developed a wide variety of sophisticated methods that enable rapid queries of geodesic
information, even on relatively large models. This survey reviews the major categories of approaches to the computation of
geodesic paths and distances, highlighting common themes and opportunities for future improvement.
CCS Concepts
• Mathematics of computing ! Graphs and surfaces; • Theory of computation ! Computational geometry; • Computing
methodologies ! Shape modeling; Scientific visualization;
1. Introduction
The ability to rapidly compute shortest paths and/or distances be-
tween pairs or sets of points is a fundamental operation in com-
putational science. This survey considers algorithms for computing
geodesic paths and distances, i.e., paths through curved domains
that arise in a broad range of tasks across digital geometry process-
ing, scientific computing, computer graphics, and computer vision.
Relative to computing distance on Euclidean domains, this problem
is complicated by the influence of curvature, as well as the fact that
the domain itself may not be known exactly.
Several problems arise in this context, which have different ap-
plications, and are best tackled with different techniques: from trac-
ing a geodesic line given a starting point and a direction; to com-
puting the shortest path between a pair of points; to computing the
distance function over a whole surface, with respect to a source
point or set; to provide a framework to rapidly extract the shortest
path between any pair of points. Broadly speaking, there are two
major classes of methods: those rooted in computational geome-
try, which view a polyhedral surface as an exact description of the
geometry, and those rooted in scientific computing, which view a
polyhedron as an approximation of a smooth surface. Neither class
of approaches is universally “better”: each may be best-suited to
a particular task (e.g., finding geodesics on a CAD model, versus
approximating geodesic distance on a scanned surface), and in a
particular setting, according to a wide variety of trade offs in terms
of accuracy, storage cost, run time performance, and scalability.
In general one might wish to compute geodesics and geodesic
distances on many different data structures (point clouds, voxeliza-
tions, etc.), though in this survey we focus primarily on polyhedral
surfaces, represented as triangle meshes. The survey is organized
according to the different geodesic distance problems and the at-
tendant classes of approaches to their solution (see Table 8 for a
summary). After introducing the basic problems in Sec. 1.1 and
providing the necessary background in Sec. 2, we review major
classes of algorithms in Secs. 3, 4 and 5. In Sec. 6, we examine
the relationship between mesh quality and geodesic computation.
In Sec. 7, we provide a partial evaluation of the reviewed meth-
ods, on the basis of available implementations. Finally, in Sec. 8,
we draw some conclusions and we highlight common themes and
opportunities for future improvement in geodesic algorithms.
Previous surveys. Our focus in this survey is on practical algo-
rithms and their behavior on real-world datasets. A relatively re-
cent survey by Bose et al. [BMSW11] deals primarily with theoret-
ical aspects of one particular problem (the polyhedral shortest path
problem), with a focus on asymptotic time complexity and approx-
imation bounds, as well as special cases such as convex polyhedra.
Less attention is devoted to broader problems (such as geodesic dis-
tance transforms) or issues such as real-world performance, mesh
quality, etc.; in this respect, such a survey is complementary to ours.
Patané [Pat16] provides a detailed survey on the specific topic of
Laplacian spectral kernels and distances, which is likewise com-
plementary to our account of PDE-based methods. Peyré and col-
leagues [PC09,PPK
⇤
10] provide a nice overview of several aspects
of PDE-based methods, though the last few years have seen major
advancements in PDE-based methods, which we discuss in Sec. 3.
c
2019 The Author(s)
Computer Graphics Forum
c
2019 The Eurographics Association and John
Wiley & Sons Ltd. Published by John Wiley & Sons Ltd.
K. Crane, M. Livesu, E. Puppo, Y. Qin / A Survey of Algorithms for Geodesic Paths and Distances
1.1. Geodesic Queries
Tasks in geometry processing may require a variety of different
queries about geodesics and geodesic distances; though seemingly
similar, these queries must be answered via very different algo-
rithms. We review several important cases here.
Initial Value Problems. Perhaps the simplest type of problem is
the initial value problem, which traces out a geodesic starting at a
given point in a given direction. In the Euclidean case, the solu-
tion is simply a straight ray through space, though in general one
must of course account for the influence of curvature; in the dis-
crete setting one also encounters some difficulty in defining which
ray is most “straight” (see Section 2.2). Computationally this prob-
lem, which we will refer to as Geodesic Tracing (GT), tends to be
among the easiest of geodesic queries; we examine it in detail in
Sec. 5.
Boundary Value Problems. In boundary value problems, a set of
points on the domain is given as input, and one seeks (for instance)
geodesic paths between these points, or geodesic distances to all
these points. This type of problem is generally not as easy as an
initial value problem since, for instance, one cannot simply shoot
a geodesic ray from one point and hope to hit a particular target
point. We consider in particular the following problems:
• Point-to-Point Geodesic Path (PPGP): given two distinct points
p,q, find any shortest geodesic g between them. (Note that in
general the solution may not be unique—see Sec. 2.)
• Single Source Geodesic Distance / Shortest Path (SSGD/SSSP):
given a source point p, compute a scalar function j(q) that pro-
vides the length of the shortest path from p to each point q. In
SSGD, only the distance function is provided; in SSSP, the short-
est paths are also explicitly computed.
• Multiple Source Geodesic Distance / Shortest Path
(MSGD/MSSP): in this case the source is no longer just a
single point p, but rather a collection S of points, curves, etc..
The result is a function f(p) which for each point p gives
the distance to the closest point in the set; this query is also
sometimes called a distance transform. In MSSP, paths are also
provided.
• All-Pairs Geodesic Distances / Shortest Paths (APGD/APSP):
given a source set S, compute the shortest distance/paths between
all pairs of points in S.
In Sections 3 and 4, we review the methods for solving these prob-
lems, categorized according to their basic algorithmic approach
they take. Most methods that solve the SSGD/SSSP problems also
provide a solution to PPGP as a byproduct; several easily general-
ize to MSGD/MSSP; only few methods address the APGD/APSP
problems. In Section 4.2, we review some algorithms that are
specifically developed to solve PPGP.
Note that most methods in the literature assume that initial points
or boundary conditions are specified at vertices of an input triangu-
lation, though some methods allow direct evaluation of geodesic
queries at arbitrary points of the domain. For algorithms that only
support queries at vertices, a pragmatic approach is to locally refine
the mesh by splitting faces or edges at the query point.
1.2. Polyhedral vs. Smooth Geodesic Problem
When thinking about algorithms for computing geodesics, it is im-
portant to consider what our domain represents: does it exactly rep-
resent the geometry of interest, or is it merely an approximation of
the true domain? The answer to this question depends on context.
For instance, in problems like animation or CAD/CAM, where sur-
faces are designed by artists or engineers, we may have an exact
boundary representation and want to compute exact paths along
this surface. On the other hand, when a mesh is obtained via, say,
3D scanning or numerical simulation, it can only provide an ap-
proximation of the true domain, i.e., the real physical surface of
interest. In this case, the accuracy of geodesic computation is fun-
damentally limited by the accuracy of the domain representation
itself. The choice of application therefore influences how we talk
about error, and also which algorithms are best suited to a given
task.
a
b
c
d
In the context of polyhedral surfaces, a
common misconception is that the “correct”
answer is obtained by considering piecewise
linear paths through the domain – though
of course these paths may only be approxi-
mations of true (smooth) geodesic curves. A
simple 1D example is illustrated in the inset.
What is the “correct” distance between the
point a and the point c? If we view the polygon as an exact rep-
resentation of the geometry (i.e., if we wish to compute distance
along the square itself), then the geodesic distance is obtained by
summing the two edge lengths |ab|+ |bc| = 2
p
2 ⇡ 2.82. On the
other hand, if we view the polygon as an approximation of the
smooth circle, the distance should just be the arc length between
a and c, i.e., p ⇡ 3.14. Not surprisingly, the polygonal geodesic
distance is an underestimate of the smooth geodesic distance, since
each straight segment takes a “short cut” from point to point. This
same phenomenon occurs on triangulated surfaces: the polyhedral
geodesic distance generally underestimates the smooth geodesic
distance (for instance, the distance along a cube provides a poor
approximation of the distance along the circumscribed sphere). To
make the distinction clear in this survey, we therefore distinguish
between two versions of the geodesic problem:
• Polyhedral Geodesic Problem — view a discrete surface as
an exact description of the geometry, and aim to compute exact
geodesics or exact distances along this polyhedral surface.
• Smooth Geodesic Problem — view a discrete surface as an ap-
proximation of the true geometry, and aim to compute the most
accurate possible approximation of geodesics or geodesic dis-
tances.
The polyhedral problem captures the standard viewpoint of com-
putational geometry; the smooth problem encapsulates the standard
viewpoint of scientific computing. These two problems interact of
course: for instance, one can use the exact polyhedral distance to
approximate the true smooth distance. Surprisingly enough, how-
ever, the best strategy for approximating the smooth geodesic dis-
tance may not be to simply compute the exact polyhedral distance.
For instance, even on a nicely triangulated sphere, the polyhedral
distance gives only an O(h
2
) approximation of the smooth distance
(Fig. 1); greater accuracy can be achieved by considering the dis-
c
2019 The Author(s)
Computer Graphics Forum
c
2019 The Eurographics Association and John Wiley & Sons Ltd.
K. Crane, M. Livesu, E. Puppo, Y. Qin / A Survey of Algorithms for Geodesic Paths and Distances
Figure 1: When a polyhedral surface is an approximation of a
smooth surface, the “exact” polyhedral distance still does not re-
cover the true distance of the smooth surface. For instance, even
for very nice triangulations of the smooth sphere, algorithms from
computational geometry improve accuracy by only one order rela-
tive to PDE-based methods (from linear to quadratic).
tance along a spline or subdivision surface that approximates the
same sampling of the domain [DGDMD16, NKP16]. The fact that
one can do better than the exact polyhedral distance should not
come as a surprise: higher-order geometric elements (e.g., spline
or subdivision patches) use a much larger stencil of information
than individual triangles, which correspond to linear elements (con-
sider, for instance, approximating the circle by four Bézier curves
rather than four straight segments). On the other hand, higher-order
interpolation provides no benefit for the polyhedral geodesic prob-
lem, where one is interested in the exact distance along a particular
piecewise linear surface.
2. Background
In this section we provide some basic concepts and definitions that
will facilitate our discussion of algorithms—for a more thorough
introduction, see [dC76] in the smooth setting (especially Chapter
4, Sections 4–4, 4–6, and 4–7), and [CdGDS13] for the discrete
setting. At a high level, geodesics can be characterized as curves
that are in some sense straightest and (locally) shortest, though one
must be careful about the relationship between these two character-
izations (Sec. 4.1), especially on polyhedra where they may lead
to different discrete definitions [PS98]. We first give some standard
background in the smooth setting (Sec. 2.1), followed by a discus-
sion of geodesics on polyhedral surfaces (Sec. 2.2).
2.1. Smooth Setting
Intrinsic vs. Extrinsic Geometry. When studying geodesics, how
should we describe the shape of the domain? An important feature
of geodesics is that they depend only on distances along the surface,
and not at all how the surface sits in space. As a concrete example,
consider a piece of paper rolled up into a tube (Fig. 2): a straight
line `
1
drawn between two nearby points p and q on the flat piece
of paper is still a shortest curve on the tube (see Fig. 2). One can
find an even shorter path by drawing a straight line through space,
but this line is no longer a path along the surface. Likewise, there
are many other ways we could bend the tube without changing the
Figure 2: A geodesic is any “straight” curve between two points
p and q, and are a feature of the intrinsic geometry of the surface:
they do not change if we bend the surface, so long as there is no
stretching, shearing, or ripping. Though the shortest path will al-
ways be a geodesic (here, `
1
), a geodesic is not necessarily the
shortest path (consider `
2
).
shape or length of shortest paths—for this reason, when studying
geodesics we really want to ignore the extrinsic geometry of the
surface (how it sits in space), and focus purely on its intrinsic ge-
ometry (only those things that can be measured by walking along
the surface). The desire to compute shortest intrinsic (rather than
extrinsic) paths is of course quite natural: for instance, the “short-
est” route between two cities is the one that best avoids mountains
and valleys—not the one that tunnels straight through the Earth!
Shortest vs. Straightest Curves. The tube example also helps to
illustrate another feature of geodesics: shortest implies straight, but
straight does not necessarily imply shortest. Consider, for instance,
a long straight line `
2
from p that “goes off the edge of the map”
before returning to q. This curve is still a geodesic, but it is not a
shortest geodesic—in particular, it is not as short as `
1
. Finally, the
word “shortest” does not imply that there is a unique geodesic of
minimal length. For instance, there may be two equally short ways
to go around a hill; in fact, there may be infinitely many shortest
paths between two given points, such as the north and south pole of
a sphere.
Unfortunately, finding geodesics is not as simple as just “un-
rolling” a smooth surface into the plane and finding straight lines
(as we did with the tube), since most surfaces cannot be flattened
without distorting distances. Consider for instance the many dif-
ferent map projections used by cartographers (Mercator, Robinson,
etc.), none of which preserve geodesic distances. However, we can
nonetheless reason about shortness and straightness of curves: for
instance, a curve on an embedded surface is “straight” if there is
no acceleration as we travel along the curve, except in the nor-
mal direction—in other words, if we only turn by the bare mini-
mum amount needed to remain on the surface. Alternatively, we
can adopt the perspective of Riemannian geometry, which allows
one to reason about intrinsic geometry without thinking about how
it is embedded in space.
2.1.1. Smooth Surfaces
In the intrinsic picture, our main object of study is a smooth sur-
face M with Riemannian metric g. The fact that M is smooth im-
plies that at each point p 2 M we have a tangent space T
p
M, where
each tangent vector X 2 T
p
M specifies a vector pointing “along”
the surface, i.e., all possible directions we can travel away from p.
c
2019 The Author(s)
Computer Graphics Forum
c
2019 The Eurographics Association and John Wiley & Sons Ltd.
K. Crane, M. Livesu, E. Puppo, Y. Qin / A Survey of Algorithms for Geodesic Paths and Distances
Since we have no information about how the surface sits in space,
the one and only way to measure lengths and angles of tangent vec-
tors is via the Riemannian metric, which for tangent space T
p
M
provides a positive-definite inner product g
p
: T
p
M ⇥T
p
M ! R
0
.
For instance, the length of any tangent vector X 2 T
p
M is given
by |X| :=
p
g
p
(X,X); the angle between any two tangent vectors
X,Y 2 T
p
M is given by arccos(g
p
(X,Y)/|X||Y|), just as in ordi-
nary Euclidean R
n
. In fact, whenever the surface M is sitting in
space, the Riemannian metric and Euclidean inner product coin-
cide. When the meaning is understood from context, or when work-
ing with a vector field X (i.e., a choice of vector in each tangent
space), we can drop the subscript p.
2.1.2. Shortest Curves
The Riemannian metric enables us to easily define geodesic curves
in terms of conditions on length. In particular, consider any differ-
entiable map g from an interval [a, b] of the real line into the surface
M, and let
˙
g(t) :=
d
dt
g(t); we say that g is arc-length parameterized
if |
˙
g(t)|= 1 for all t 2[a,b]. We can express the length of any curve
g as
L(g) :=
Z
b
a
|
˙
g(t)| dt =
Z
b
a
q
g
g(t)
(
˙
g(t),
˙
g(t)) dt.
The geodesic distance f (p, q) between any two points p,q 2 M
is the infimum of length over all curves g such that g(a)=p
and g(b)=q. An arc-length parameterized curve g is a shortest
geodesic if it achieves this infimal length. An arc-length parame-
terized curve g is a geodesic if it is “locally shortest,” i.e., if there
is some d > 0 such that g is a shortest geodesic when restricted to
any interval [t
1
,t
2
] ⇢ [a,b] such that t
2
t
1
d . Intuitively, a short-
est geodesic is a curve that cannot be made any shorter (without
moving its endpoints); a geodesic is a curve that cannot be made
shorter by adjusting any small piece of it.
2.1.3. Straightest Curves
We can also characterize geodesics in terms of straightness rather
than shortness. This perspective is best understood from a dynamic
point of view: imagine we are driving along a road at constant
speed, and never turn our wheel left or right. Although we may
encounter hills and valleys along the way, our trajectory is in some
sense as straight as it possibly could be. In the extrinsic setting the
only acceleration we experience is in the direction normal to the
surface, i.e., the minimal possible acceleration needed to keep our
vehicle on the ground. In the intrinsic setting, we do not need to
worry about this normal acceleration since our surface is not sitting
in space—instead, we just say that a geodesic is a curve of zero
acceleration.
How can we measure the acceleration of a curve g(t) in a surface
M? In the Euclidean plane, we can just take the second derivative of
g with respect to t. In the Riemannian setting, however, the velocity
vectors g
0
(t
1
) and g
0
(t
2
) at two different times t
1
,t
2
will in general
belong to two different tangent spaces T
g(t
1
)
M,T
g(t
2
)
M, and hence
cannot be compared directly. Instead, we can use the Levi-Civita
connection or covariant derivative —
X
Y, which (intuitively) uses
the metric g to measure how much Y is turning as we move along
the direction X. In particular, a curve g is a geodesic if its tangent
Figure 3: Extrinsically, the curvature of a curve
¯
g can be decom-
posed into the normal and geodesic curvatures k
N
,k
g
, which mea-
sure the change in the tangent in the direction of the surface normal
N and the curve normal n, respectively (left). A “wiggly” but planar
curve will have zero normal curvature and nonzero geodesic cur-
vature (center), whereas a great arc on a sphere has zero geodesic
curvature but nonzero normal curvature (right).
˙
g exhibits zero turning as we move along the tangent direction, i.e.,
if
—
˙
g(t)
˙
g(t)=0
at all times t 2 [a,b]. (Since the covariant derivative is local, it does
not help us define shortest geodesics.) More generally, for any arc-
length parameterized curve g we have
—
˙
g(t)
˙
g(t)=k
g
(t)N(t),
where for each time t, the vector N(t) 2 T
g(t)
M is the unit normal
to the curve (i.e., a unit vector orthogonal to the tangent), and the
scalar k
g
(t) 2R is the geodesic curvature, which measures the rate
at which the curve is bending. A geodesic is then a curve with zero
geodesic curvature.
We can also understand geodesic curvature from an extrinsic
point of view. Suppose we have a map f : M ! R
3
assigning each
point of the surface M a location in space, and let N : M !S
2
⇢R
3
be the corresponding Gauss map giving the unit normal at each
point. A curve g : [a,b] ! M on the surface can now be realized
as a curve
¯
g := f g in Euclidean space. Assuming
¯
g is parameter-
ized by its arc-length s, its unit tangent is given by
¯
T(s) :=
d
ds
¯
g(t);
we will use n := T ⇥N to denote the normal to the curve (as op-
posed to the normal N of the surface). The derivative of T in turn
describes the curvature of the curve, which can be decomposed into
two scalar components:
k
g
:= hn,
d
ds
Ti,
k
N
:= hN,
d
ds
Ti.
Note that there is no derivative in the T direction, since
¯
g is arc-
length parameterized and hence its tangent doesn’t change length.
In other words, the geodesic curvature k
g
describes how much the
curve g is bending “in plane”; the normal curvature k
N
describes
how much g is bending “out of plane.” Geodesics are again curves
of zero geodesic curvature, i.e., those that go straight along the sur-
face (and bend purely to remain on the surface). An illustration is
provided in Fig. 3.
c
2019 The Author(s)
Computer Graphics Forum
c
2019 The Eurographics Association and John Wiley & Sons Ltd.
K. Crane, M. Livesu, E. Puppo, Y. Qin / A Survey of Algorithms for Geodesic Paths and Distances
2.1.4. Exponential Map
At any point p 2 M and any unit vector X 2 T
p
M, there is a unique
geodesic traveling away from p in the direction X, i.e., such that
˙
g = X (this perspective leads to the tracing algorithms discussed
in Sec. 5). More generally, the exponential map exp
p
: T
p
M ! M
takes any tangent vector X at p to the point q of M reached by walk-
ing in the direction X/|X| a distance |X|. In general, however, this
map is not invertible: there can be distinct points q
1
6= q
2
that are
reached by starting at p and walking along geodesics in different
directions (or for different distances). Any neighborhood U of p
over which exp
p
is invertible is called a normal neighborhood of
p; on any such neighborhood, the inverse of the exponential map
defines the logarithmic map log
p
: U !T
p
M. The logarithmic map
provides local coordinates around p called normal coordinates, by
effectively “flattening out” a small patch of the surface onto its tan-
gent space. Polar coordinates on the tangent space are sometimes
called geodesic polar coordinates; here, geodesics can be charac-
terized (locally) as lines of constant angle. Circles in this tangent
plane are mapped by the exponential map to geodesic circles, which
orthogonally intersect geodesic rays from p (Gauss’ lemma).
Away from a normal neighborhood, geodesics may start behav-
ing in less intuitive and undesirable ways. We review some global
aspects of geodesics in Sec. 4.1.
2.1.5. Geodesic Distance
Many of the algorithms discussed in this survey aim not to com-
pute individual geodesic curves, but rather the geodesic distance
function f : M ⇥ M ! R over the entire surface. In particular,
for any two points x,y 2 M, f (x,y) is the smallest length of any
geodesic between x and y. This function satisfies all the properties
of a distance metric, i.e., nonnegativity (f (x,y) 0), nondegen-
eracy (f(x, y)=0 () x = y), symmetry (f(x,y)=f (y,x)) and
triangle inequality (f (x,y)+f(y, z) f(x, z)); these properties will
be important to keep in mind when studying numerical approxima-
tions of geodesic distance. A geodesic ball B
p
(r) is the set of all
points q 2 M such that f (p,q) < r.
Cut locus. For a given point p, the injectivity radius is the radius
r > 0 of the largest geodesic ball B
p
(r) such that there is a unique
shortest path from any point q 2 B
p
(r) back to p. Outside this ra-
dius, there are points q with two or more shortest paths to p. The
collection of all such points is called the cut locus. More generally,
for any source set W (e.g., a collection of isolated points, or a net-
work of curves, surfaces, etc.) the cut locus is the set of points q for
which there is not a unique shortest path to some point in W. The
geodesic distance function f (x , y) is smooth away from the cut lo-
cus. In most situations, it is not particularly important that geodesic
distance algorithms accurately reconstruct the cut locus: only that
the distance values or paths computed at each point are accurate.
However, some applications (e.g., computing the medial axis of a
shape) may require an accurate cut locus.
2.2. Polyhedral Setting
Geodesics on polyhedral surfaces behave somewhat differently
from geodesics on smooth surfaces—especially in the vicinity of
vertices, where the surface fails to be smooth. Methods coming
from computational geometry (Sec. 4) must therefore carefully
consider the specific behavior of polyhedral geodesic paths; meth-
ods based on the finite element viewport (Sec. 3) largely side-step
these questions by approaching geodesic computation from the per-
spective of function approximation rather than explicit path tracing.
A polyhedral surface is, roughly speak-
ing, a collection of Euclidean (planar)
polygons glued together to form a surface.
Since any planar polygon can be triangu-
lated (and the choice of triangulation has
no effect on geodesics), we will assume
that the combinatorics of any polyhedron
are encoded by a simplicial complex M with vertices V, edges E,
and faces F. For simplicity we also assume that this complex is
manifold, i.e., the link Lk(i) of every vertex i 2 V interior vertex is
a single closed loop; the link of every boundary vertex is a single
path (see inset figure).
The geometry of a polyhedral surface can be specified in one of
two ways: either extrinsically, using vertex coordinates f : V !R
n
which are linearly interpolated over each triangle, or intrinsically,
by specifying positive edge lengths ` : E ! R
>0
that satisfy the
triangle inequality in each face: `
ij
+ `
jk
`
ki
for all ijk2 F. Of
course, one can always obtain edge lengths from vertex coordi-
nates (`
ij
:= |f
j
f
i
|), though the vast majority of geodesic algo-
rithms can in principle be implemented without reference to vertex
coordinates—reflecting the fact that geodesics are a purely intrinsic
object. Instead, quantities like triangle areas A
ijk
and interior angles
q
jk
i
at triangle corners can be computed directly from edge lengths
(using expressions like Heron’s formula and the law of cosines).
This fact is especially useful given that in some geometric problems
(e.g., manifold learning) one may have distances between points,
but not an explicit embedding in R
n
.
Figure 4: Intrinsically, a vertex i of a polyhedral surface looks like
either a circular cone, a flat disk, or a saddle, depending on the
sign of the angle defect W
i
.
c
2019 The Author(s)
Computer Graphics Forum
c
2019 The Eurographics Association and John Wiley & Sons Ltd.
剩余32页未读,继续阅读
资源评论
老猿的春天
- 粉丝: 74
- 资源: 55
上传资源 快速赚钱
- 我的内容管理 展开
- 我的资源 快来上传第一个资源
- 我的收益 登录查看自己的收益
- 我的积分 登录查看自己的积分
- 我的C币 登录后查看C币余额
- 我的收藏
- 我的下载
- 下载帮助
安全验证
文档复制为VIP权益,开通VIP直接复制
信息提交成功