Approximate convex decomposition for 3D meshes with collision-aware concavity and tree search

凸壳 多边形网格 交叉口(航空) 边界(拓扑) 正多边形 计算机科学 碰撞检测 树(集合论) 数学优化 凸多面体 多面体 算法 碰撞 数学 凸集 几何学 计算机图形学(图像) 凸优化 组合数学 数学分析 航空航天工程 计算机安全 工程类
作者
Xinyue Wei,Minghua Liu,Zhan Ling,Hao Su
出处
期刊:ACM Transactions on Graphics [Association for Computing Machinery]
卷期号:41 (4): 1-18 被引量:70
标识
DOI:10.1145/3528223.3530103
摘要

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.
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