Next: About this document ...
Up: Fast Lighting Independent Background
Previous: Bibliography
Given a set of surface samples, the goal is to build a mesh, that is a
faceted (triangulated) representation of the surface. The main challenge
here is to find ``neighbors'' of given a pixel in such a way that the
least amount of long and narrow polygons are produced.
- .
- Initial estimation
Before the algorithm proceeds it needs an initial estimate of a
convex hull containing all the points of the data set. We use
the corners of the disparity map as the ``initial value'' for the
triangulation.
- .
- Including a new point
A point of the interior area is included in the mesh. The point
is connected to its enclosing triangle by three new triangle edges
between the point and the vertices of the triangle.
- .
- Reordering
The quadrilaterals, which have got the ``old'' edges of the
enclosing triangle as a diagonal, are tested by the maximum
angle-sum rule, which states that in a quadrilateral formed by two
adjacent triangles in a Delaunay triangulation, the diagonal goes
between two opposite vertices where the sum of the interior angles is
greater or equal to
. This ensures that short and wide
triangles are preferred in this triangulation. If the old edges do
not meet the criterion, their diagonals are swapped and the new,
opposite edges to the inserted point will be examined as diagonals
in their quadrilaterals.
- .
- Iteration
The Delaunay network now contains one more point. We iterate the
two previous steps until all the data points are included.
Next: About this document ...
Up: Fast Lighting Independent Background
Previous: Bibliography
yuri ivanov
1999-02-05