Fast Random Sampling of Triangular Meshes

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Date
2013
Journal Title
Journal ISSN
Volume Title
Publisher
The Eurographics Association
Abstract
We present a simple and fast algorithm for generating randomly distributed points on a triangle mesh with probability density specified by a two-dimensional texture. Efficiency is achieved by resampling the density texture on an adaptively subdivided version of the input mesh. This allows us to generate the samples up to 40 x faster than the rejection sampling algorithm, the fastest existing alternative. We demonstrate the algorithm in two applications: fast placement of hair roots on a surface and sampling of illumination from a complex luminaire. Part of our mesh sampling procedure is a new general acceleration technique for drawing samples from a 1D discrete probability distribution whose utility extends beyond the mesh sampling problem.
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@inproceedings{
:10.2312/PE.PG.PG2013short.017-022
, booktitle = {
Pacific Graphics Short Papers
}, editor = {
Bruno Levy and Xin Tong and KangKang Yin
}, title = {{
Fast Random Sampling of Triangular Meshes
}}, author = {
Sik, Martin
and
Krivanek, Jaroslav
}, year = {
2013
}, publisher = {
The Eurographics Association
}, ISBN = {
978-3-905674-50-7
}, DOI = {
/10.2312/PE.PG.PG2013short.017-022
} }
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