Summary
Geometry processing, or mesh processing, is an area of research that uses concepts from applied mathematics, computer science and engineering to design efficient algorithms for the acquisition, reconstruction, analysis, manipulation, simulation and transmission of complex 3D models. As the name implies, many of the concepts, data structures, and algorithms are directly analogous to signal processing and . For example, where might convolve an intensity signal with a blur kernel formed using the Laplace operator, geometric smoothing might be achieved by convolving a surface geometry with a blur kernel formed using the Laplace-Beltrami operator. Applications of geometry processing algorithms already cover a wide range of areas from multimedia, entertainment and classical computer-aided design, to biomedical computing, reverse engineering, and scientific computing. Geometry processing is a common research topic at SIGGRAPH, the premier computer graphics academic conference, and the main topic of the annual Symposium on Geometry Processing. Geometry processing involves working with a shape, usually in 2D or 3D, although the shape can live in a space of arbitrary dimensions. The processing of a shape involves three stages, which is known as its life cycle. At its "birth," a shape can be instantiated through one of three methods: a model, a mathematical representation, or a scan. After a shape is born, it can be analyzed and edited repeatedly in a cycle. This usually involves acquiring different measurements, such as the distances between the points of the shape, the smoothness of the shape, or its Euler characteristic. Editing may involve denoising, deforming, or performing rigid transformations. At the final stage of the shape's "life," it is consumed. This can mean it is consumed by a viewer as a rendered asset in a game or movie, for instance. The end of a shape's life can also be defined by a decision about the shape, like whether or not it satisfies some criteria.
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