It does not rely on face normals of the input triangle soups and can accurately recover zero-volume structures. Compared to previous methods, our methodology is simpler. In this paper, we propose a method that extracts exterior faces between occupied voxels and empty voxels, and uses a projection-based optimization method to accurately recover a watertight manifold that resembles the reference mesh. Additionally most methods do not scale to meshes of high complexity. Existing methods suffer from problems in the inputs with face orientation and zero-volume structures. While many algorithms in computer graphics require the input mesh to be a watertight manifold, in practice many meshes designed by artists are often for visualization purposes, and thus have non-manifold structures such as incorrect connectivity, ambiguous face orientation, double surfaces, open boundaries, self-intersections, etc. We present ManifoldPlus, a method for robust and scalable conversion of triangle soups to watertight manifolds. We validate our stroke surfacing algorithm by demonstrating an array of manifold surfaces computed by our framework starting from a range of inputs of varying complexity, and by comparing our outputs to reconstructions computed using alternative means. We confirm the usability of the SurfaceBrush interface and the validity of our drawing analysis via an observational study. We then complete the surfacing process by identifying and connecting adjacent similarly directed edges along the borders of these partial surfaces. We first detect and smoothly connect adjacent similarly-directed sequences of stroke edges producing one or more manifold partial surfaces. We leverage this local stroke direction consistency by casting the computation of the user-intended manifold surface as a constrained matching problem on stroke polyline vertices and edges. In particular, we observe that strokes intended to be adjacent on the artist imagined surface often have similar tangent directions along their respective polylines. We surface the input stroke drawings by identifying and leveraging local coherence between nearby artist strokes. ![]() ![]() These inputs are highly distinct from those handled by existing surfacing frameworks and exhibit different sparsity and error patterns, necessitating a novel surfacing approach. ![]() The inputs to our method consist of dense collections of artist-drawn stroke ribbons described by the positions and normals of their central polylines, and ribbon widths. We propose SurfaceBrush, a surfacing method that converts such VR drawings into user-intended manifold free-form 3D surfaces, providing a novel approach for modeling 3D shapes. Artists frequently use dense collections of such strokes to draw virtual 3D shapes. Popular Virtual Reality (VR) tools allow users to draw varying-width, ribbon-like 3D brush strokes by moving a hand-held controller in 3D space.
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