Convex Quadratic Programming for Computing Geodesic Distances on Triangle Meshes
Abstract
:1. Introduction
- We systematically discuss the behaviors of in both continuous and discrete settings and observe that can better characterize a geodesic gradient field than the eikonal condition .
- We demonstrate that naturally implies the triangle inequality and can produce a distance field that is not larger than that generated by Dijkstra’s algorithm.
- We propose a convex QCLP formulation with a linear objective function and further adapt QCLP to QCQP-Hessian. The latter can eliminate cusps in the geodesic isolines within the near-ridge area while maintaining accuracy in the off-ridge area.
2. Related Works
2.1. Exact Geodesic Distance Field
2.2. Graph-Based Geodesic Distance Approximation
2.3. Approximation Algorithms Based on
2.4. Smoothness Driven Geodesic Algorithms
3. Formulation
3.1. Geodesic Distance Field in the Continuous Setting
- The source point is the unique Morse-minimum point of the geodesic distance field.
- Each off-ridge point (except the source point) is a Morse-regular point.
- The Morse-maximum points and Morse-saddle points are located on the ridge curve (but not vice versa).
3.2. Unit Gradient and Triangle Inequality
3.3. Piecewise Constant Gradient
- Situation #1:
- Situation #2:
- Situation #3:
- Summary
- If , the triangle-based gradient estimation tends to report .
- If , the triangle-based gradient estimation tends to report .
- If , the triangle-based gradient estimation tends to report .
- If we estimate the gradients triangle by triangle, the number of triangles satisfying will decrease as the mesh resolution increases.
- There are still many triangles with around the ridge curve, even when the model has a dense triangulation.
- Quadratic constraints
3.4. Geodesic Distance Field on a Graph
3.5. Smoothness Energy
3.5.1. Dirichlet Energy
3.5.2. Laplacian Energy
3.5.3. Hessian Energy
3.6. Various Configurations of Formulation
4. Evaluation
4.1. Experimental Setting
4.1.1. Experimental Platform and Data Sets
4.1.2. Methods
- The VTP algorithm [23] that is a state-of-the-art exact algorithm;
- Dijkstra’s algorithm [38] is a textbook algorithm for computing the shortest paths on graphs.
- The fast marching method [13] is very popular in geodesic approximation;
- The heat-based method [14] can report a smooth distance field in a very short time.
- Quasi geodesic distance field (QGDF) [20] formulates the geodesic distance field problem into a linearly constrained quadratic programming.
4.2. Ablation Study
4.2.1. QCLP v.s. LCLP
4.2.2. Choice of Smoothness Term
4.2.3. Ablation Study about
4.2.4. Accuracy with the Increasing Mesh Resolution
4.3. Accuracy Comparison with Existing Algorithms
4.3.1. Subsection Accuracy Comparison on Buddha
4.3.2. Accuracy Comparison on Anisotropic Meshes
4.4. Other Advantages
Capable of Handling Non-Manifold Surfaces
4.5. Evaluation on Smoothness
- The isolines in the off-ridge area do not vary much with the value of m since the geodesic distance field in the off-ridge area is already very smooth and meets .
- The smoothness term, despite still having a slight effect in the off-ridge area, mainly makes the distance field in the near-ridge area smoother.
4.6. Statistics of Accuracy and Run-Time Performance
4.7. Discussion
4.7.1. Dijkstra’s Algorithm
4.7.2. The Fast Marching Method (FMM)
4.7.3. The VTP Algorithm
4.7.4. The Heat-Based Method
4.7.5. The Smooth Quasi-Geodesic Distance Field (QGDF)
4.7.6. Summary
5. Conclusions and Future Work
Author Contributions
Funding
Data Availability Statement
Conflicts of Interest
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Constraints | |||
---|---|---|---|
LCLP | Equation (12) | Equation (15) | – |
LCQP-Dirichlet | Equation (12) | Equation (15) | Dirichlet |
LCQP-Laplacian | Equation (12) | Equation (15) | Laplacian |
LCQP-Hessian | Equation (12) | Equation (15) | Hessian |
QCLP | Equation (8) | Equation (15) | – |
QCQP-Dirichlet | Equation (8) | Equation (15) | Dirichlet |
QCQP-Laplacian | Equation (8) | Equation (15) | Laplacian |
QCQP-Hessian | Equation (8) | Equation (15) | Hessian |
Model | Bunny | Bimba | Horse | Lucy | Dragon | |
---|---|---|---|---|---|---|
Faces | 28K | 51K | 96K | 149K | 240K | |
Ours | Time | 20.49 s | 35.80 s | 95.75 s | 226.11 s | 501.54 s |
Max Error | 5.28% | 12.25% | 14.38% | 17.47% | 13.99% | |
Ave Error | 0.46% | 0.83% | 0.81% | 0.80% | 0.94% | |
Heat | Time | 0.25 s | 0.41 s | 0.94 s | 1.51 s | 3.05 s |
Max Error | 16.07% | 16.40% | 16.83% | 30.34% | 16.69% | |
Ave Error | 1.69% | 1.31% | 0.83% | 1.27% | 1.93% | |
Dijkstra | Time | 0.06 s | 0.15 s | 0.31 s | 0.43 s | 0.98 s |
Max Error | 15.80% | 26.62% | 40.26% | 39.63% | 29.22% | |
Ave Error | 5.18% | 5.19% | 7.22% | 4.55% | 5.40% | |
FMM | Time | 0.13 s | 0.30 s | 0.59 s | 0.91 s | 1.80 s |
Max Error | 8.24% | 16.69% | 19.12% | 20.41% | 17.52% | |
Ave Error | 1.13% | 1.01% | 0.83% | 0.97% | 1.00% | |
QGDF | Time | 13.01 s | 25.26 s | 47.29 s | 92.48 s | 129.83 s |
Max Error | 22.87% | 22.59% | 38.27% | 37.42% | 28.00% | |
Ave Error | 2.84% | 4.59% | 6.84% | 3.39% | 5.13% | |
VTP(Exact) | Time | 0.11 s | 0.16 s | 0.49 s | 0.75 s | 1.41 s |
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Chen, S.; Hei, N.; Hu, S.; Yue, Z.; He, Y. Convex Quadratic Programming for Computing Geodesic Distances on Triangle Meshes. Mathematics 2024, 12, 993. https://doi.org/10.3390/math12070993
Chen S, Hei N, Hu S, Yue Z, He Y. Convex Quadratic Programming for Computing Geodesic Distances on Triangle Meshes. Mathematics. 2024; 12(7):993. https://doi.org/10.3390/math12070993
Chicago/Turabian StyleChen, Shuangmin, Nailei Hei, Shun Hu, Zijia Yue, and Ying He. 2024. "Convex Quadratic Programming for Computing Geodesic Distances on Triangle Meshes" Mathematics 12, no. 7: 993. https://doi.org/10.3390/math12070993
APA StyleChen, S., Hei, N., Hu, S., Yue, Z., & He, Y. (2024). Convex Quadratic Programming for Computing Geodesic Distances on Triangle Meshes. Mathematics, 12(7), 993. https://doi.org/10.3390/math12070993