Volumetric Cell-and-Portal Generation
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.
Images and movies
BibTex references
@InProceedings\{HDS03, author = "Haumont, Denis and Debeir, Olivier and Sillion, Fran\c{c}ois", title = "Volumetric Cell-and-Portal Generation", booktitle = "Computer Graphics Forum", series = "EUROGRAPHICS Conference Proceedings", volume = "3-22", year = "2003", publisher = "Blackwell Publishers", url = "http://artis.inrialpes.fr/Publications/2003/HDS03" }