Volumetric Cell-and-Portal Generation
Résumé
We present an algorithm to generate a cell-and-portal decomposition of general indoor scenes. The method is an adaptation of the 3D watershed transform, computed on a distance-to-geometry sampled field. The watershed is processed using a flooding analogy in the distance field space. Flooding originates from local minima, each minimum producing a region. Portals are built as needed to avoid the merging of regions during their growth. As a result, the cell it deals with parametric curves, implicit surfaces, volumetric data and polygon soups in a unified way.
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