Browsing by Author "Sahillioglu, Yusuf"
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Item KerGen: A Kernel Computation Algorithm for 3D Polygon Meshes(The Eurographics Association and John Wiley & Sons Ltd., 2024) Asiler, Merve; Sahillioglu, Yusuf; Hu, Ruizhen; Lefebvre, SylvainWe compute the kernel of a shape embedded in 3D as a polygon mesh, which is defined as the set of all points that have a clear line of sight to every point of the mesh. The KerGen algorithm, short for Kernel Generation, employs efficient plane-plane and line-plane intersections, alongside point classifications based on their positions relative to planes. This approach allows for the incremental addition of kernel vertices and edges to the resulting set in a simple and systematic way. The output is a polygon mesh that represents the surface of the kernel. Extensive comparisons with the existing methods, CGAL and Polyhedron Kernel, demonstrate the remarkable timing performance of our novel additive kernel computation method. Yet another advantage of our additive process is the availability of the partial kernel at any stage, making it useful for specific geometry processing applications such as star decomposition and castable shape reconstruction.Item Real-Time Secondary Animation with Spring Decomposed Skinning(The Eurographics Association and John Wiley & Sons Ltd., 2025) Akyürek, Bartu; Sahillioglu, Yusuf; Attene, Marco; Sellán, SilviaWe present a framework to integrate secondary motion into the existing animation pipelines. Skinning provides fast computation for real-time animation and intuitive control over the deformation. Despite the benefits, traditional skinning methods lack secondary dynamics such as the jiggling of fat tissues. We address the rigidity of skinning methods by physically simulating the deformation handles with spring forces. Most studies introduce secondary motion into skinning by employing FEM simulation on volumetric mesh vertices, coupling their computational complexity with mesh resolution. Unlike these approaches, we do not require any volumetric mesh input. Our method scales to higher mesh resolutions by directly simulating deformation handles. The simulated handles, namely the spring bones, enrich rigid skinning deformation with a diverse range of secondary animation for subjects including rigid bodies, elastic bodies, soft tissues, and cloth simulation. In essence, we leverage the benefits of physical simulations in the scope of deformation handles to achieve controllable real-time dynamics on a wide range of subjects while remaining compatible with existing skinning pipelines. Our method avoids tetrahedral remeshing and it is significantly faster compared to FEM-based volumetric mesh simulations.Item Shape Interpolation via Multiple Curves(The Eurographics Association, 2018) Sahillioglu, Yusuf; Aydinlilar, Melike; Fu, Hongbo and Ghosh, Abhijeet and Kopf, JohannesWe present a method that interpolates new shapes between a given pair of source and target shapes. To this end, we utilize a database of related shapes that is used to replace the direct transition from the source to the target by a composition of small transitions. This so-called data-driven interpolation scheme proved useful as long as the database is sufficiently large. We advance this idea one step further by processing the database shapes part by part, which in turn enables realistic interpolations with relatively small databases. We obtain promising preliminary results and point out potential improvements that we intend to address in our future work.