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Kevin Moerman 馃敁馃
Kevin Moerman 馃敁馃
@kevinmoerman@fediscience.org  路  activity timestamp last month

Meet Taubin smoothing. It is a nice smoothing method that is great for smoothing voxel based meshes. So for smoothing stepped "Lego-like" meshes.

The left here shows a raw voxelised (thresholded) voxel boundary surface. On the right is the Taubin smoothed result.

Taubin smoothing works by first doing an aggressive Laplacian smoothing step (a bit like a blurring), which removes bumps etc, but which unfortunately can distort the shape too (e.g. unwanted shrinkage/growth). Next it uses an "inverse smooth" (a bit like a sharpening operation) to attempt to push back the shape a bit to avoid distortion. With the right parameter choices it can perform really well.

This animation is for a thresholded 3D image. The colors are the original voxel intensities. The resulting shape presents as a central sphere like blob contained in a dodecahedron "cage".

See also: https://doi.org/10.1145/218380.218473

#GeometryProcessing #JuliaLang #Makie #Meshing #TilingTuesday

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A visualisation of Taubin smoothing of a quadrangulation (surface composed of quadrilaterals). On the left a "stepped" or voxelised surface is shown. The surface is derived from thresholding of a 3D image and therefore shows voxel steps. On the right the surface is shown after Taubin smoothing. On the right the stepped nature has been suppressed and the surface is much smoother. The surfaces shown are an isosurface of a special function which produces a dodecahedron mesh model. The surface is coloured based on the original voxel intensities.

A signal processing approach to fair surface design

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