ScienceDirect® Home Skip Main Navigation Links
You have guest access to ScienceDirect. Find out more.
 
Home
Browse
My Settings
Alerts
Help
 Quick Search
 Search tips (Opens new window)
    Clear all fields    
advertisementadvertisement
Computers & Graphics
Volume 29, Issue 5, October 2005, Pages 667-675
 
Font Size: Decrease Font Size  Increase Font Size
 Abstract - selected
Article
Purchase PDF (631 K)

 
 
 
Related Articles in ScienceDirect
View More Related Articles
 
View Record in Scopus
 
doi:10.1016/j.cag.2005.08.003    How to Cite or Link Using DOI (Opens New Window)
Copyright © 2005 Elsevier Ltd All rights reserved.

Computing geodesics on triangular meshesstar, open

Dimas Martíneza, b, Corresponding Author Contact Information, E-mail The Corresponding Author, E-mail The Corresponding Author, Luiz Velhoa, E-mail The Corresponding Author and Paulo C. Carvalhoa, E-mail The Corresponding Author

aIMPA–Instituto Nacional de Matemática Pura e Aplicada, Estrada Dona Castorina, 110, 22460-320 Rio de Janeiro, RJ, Brazil bICIMAF-Instituto de Cibernética, Matemática y Física, Calle E, 309, Vedado, Ciudad de la Habana, Cuba

Available online 12 September 2005.

Purchase the full-text article



References and further reading may be available for this article. To view references and further reading you must purchase this article.

Abstract

We present a new algorithm to compute a geodesic path over a triangulated surface. Based on Sethian's Fast Marching Method and Polthier's straightest geodesics theory, we are able to generate an iterative process to obtain a good discrete geodesic approximation. It can handle both convex and non-convex surfaces.

Keywords: Shortest geodesic; Manifold triangulation; Curve evolution

Article Outline

1. Introduction
1.1. Preliminary notations and definitions
2. Geodesic curves
2.1. Geodesic curves on smooth surfaces
2.2. Discrete geodesics
3. Geodesic computation
3.1. Getting an initial approximation
3.2. Correcting a path
3.2.1. Correction of a vertex in the interior of an edge
3.2.2. Correction of a vertex which is also a mesh vertex
3.2.3. Some remarks on path correction
3.3. Implementation issues
3.3.1. Stopping criterion
3.3.2. Boundary handling
3.3.3. Speeding up convergence
3.4. Convergence
4. Experiments
4.1. Single source problem
5. Conclusions
Acknowledgements
References












Computers & Graphics
Volume 29, Issue 5, October 2005, Pages 667-675
 
Home
Browse
My Settings
Alerts
Help
Elsevier.com (Opens new window)
About ScienceDirect  |  Contact Us  |  Information for Advertisers  |  Terms & Conditions  |  Privacy Policy
Copyright © 2008 Elsevier B.V. All rights reserved. ScienceDirect® is a registered trademark of Elsevier B.V.