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Dear users, we are flattered by the enthusiasm and interest around our tools but, unfortunately, we do not currently have the resources to keep up with the amount of requests for clarifications, modifications and fixes we receive. In case this is an important building block for your project and you are willing to financially sustain the maintenance/enhancement of our tool, please let us know. Conversely, we can no longer commit to readily address all your issues, as the amount of time necessary to do that heavily conflicts with our regular academic working routine.

Interactive And Robust Mesh Booleans

This is the reference implementation of the mesh booleans pipeline presented in the paper

Interactive And Robust Mesh Booleans
G. Cherchi, F. Pellacini, M. Attene, M. Livesu
ACM TOG, SIGGRAPH Asia 2022

Usage

Clone this repository:

git clone https://github.com/gcherchi/InteractiveAndRobustMeshBooleans.git

Once done, you may build the executable as follows (put Release or Debug instead of <build_type>):

mkdir build
cd build
cmake .. -DCMAKE_BUILD_TYPE=<build_type>
make

The make comand produces 5 executable files:

  • mesh_booleans: it allows to make boolean operations (intersection/union/subtraction) between the meshes passed as input (check the code for the command syntax)

  • mesh_booleans_arap: it reproduces the interactive demo with ARAP described in the paper (page 9)

  • mesh_booleans_rotation: it reproduces the interactive rotation demo described in the paper (page 9)

  • mesh_booleans_stencil: it reproduces the demo with variadic booleans described in the paper (page 11)

  • mesh_booleans_inputcheck: it checks if your input meshes respect the requirements imposed by our algorithm (they must be manifold, watertight, self-intersections free, and well-oriented). If the Boolean pipeline fails, check the validity of your inputs with this executable before opening an issue

We tested our code on MacOS (CLANG 14.0 64 bit), Linux (GCC 7.3.0 64 bit) and Windows (MSVC 2019 64 bit).

Citing us

This project is based on algorithms described in the following scientific articles. If you use our code in your academic projects, please consider citing our articles using the following BibTeX entries:

@article{CPAL22,
  title   = {Interactive and Robust Mesh Booleans},
  author  = {Cherchi, Gianmarco and Pellacini, Fabio and Attene, Marco and Livesu, Marco},
  journal = {ACM Transactions on Graphics (SIGGRAPH Asia 2022)},
  year    = {2022},
  volume  = {41},
  number  = {6},
  doi     = {10.1145/3550454.3555460}
}

@article{CLSA20,
  title   = {Fast and Robust Mesh Arrangements using Floating-point Arithmetic},
  author  = {Cherchi, Gianmarco and Livesu, Marco and Scateni, Riccardo and Attene, Marco},
  journal = {ACM Transactions on Graphics (SIGGRAPH Asia 2020)},
  year    = {2020},
  volume  = {39},
  number  = {6},
  doi     = {10.1145/3414685.3417818}
}

@article{LCSA21,
  title   = {Deterministic Linear Time Constrained Triangulation using Simplified Earcut},
  author  = {Livesu, Marco and Cherchi, Gianmarco and Scateni, Riccardo and Attene, Marco},
  journal = {IEEE Transactions on Visualization and Computer Graphics (TVCG)},
  year    = {2022},
  volume  = {28},
  number  = {12},
  doi     = {10.1109/TVCG.2021.3070046}
}

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