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Seonghun Oh

Publications and source records attributed to Seonghun Oh.

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TetraSDF: Analytic Isosurface Extraction with Multi-resolution Tetrahedral Grid

Extracting an explicit surface that exactly matches the zero-level set of a neural signed distance function (SDF) remains challenging. Sampling-based isosurfacing methods such as Marching Cubes introduce discretization error. In contrast, continuous piecewise affine (CPWA) analytic approaches typically require plain ReLU MLPs, which limits the ability to learn high-frequency SDFs in practice. We present TetraSDF, an analytic isosurface extraction framework for SDFs that retains the expressiveness of grid-based encoders while enabling exact zero-level set extraction, by representing the SDF with a ReLU MLP composed with a multi-resolution tetrahedral positional encoder. Our positional encoder's barycentric interpolation preserves a global CPWA structure, allowing us to track ReLU linear regions within an encoder-induced polyhedral complex. We further introduce a fixed analytic input preconditioner derived from the encoder's metric to reduce directional bias, thereby stabilizing training. Across multiple benchmarks, TetraSDF matches or surpasses existing grid-based encoders in SDF reconstruction accuracy, while faithfully recovering the network's zero-level set as a triangle mesh.

cs.CV

PaMO: Parallel Mesh Optimization for Intersection-Free Low-Poly Modeling on the GPU

Reducing the triangle count in complex 3D models is a basic geometry preprocessing step in graphics pipelines such as efficient rendering and interactive editing. However, most existing mesh simplification methods exhibit a few issues. Firstly, they often lead to self-intersections during decimation, a major issue for applications such as 3D printing and soft-body simulation. Second, to perform simplification on a mesh in the wild, one would first need to perform re-meshing, which often suffers from surface shifts and losses of sharp features. Finally, existing re-meshing and simplification methods can take minutes when processing large-scale meshes, limiting their applications in practice. To address the challenges, we introduce a novel GPU-based mesh optimization approach containing three key components: (1) a parallel re-meshing algorithm to turn meshes in the wild into watertight, manifold, and intersection-free ones, and reduce the prevalence of poorly shaped triangles; (2) a robust parallel simplification algorithm with intersection-free guarantees; (3) an optimization-based safe projection algorithm to realign the simplified mesh with the input, eliminating the surface shift introduced by re-meshing and recovering the original sharp features. The algorithm demonstrates remarkable efficiency, simplifying a 2-million-face mesh to 20k triangles in 3 seconds on RTX4090. We evaluated the approach on the Thingi10K dataset and showcased its exceptional performance in geometry preservation and speed.

cs.GR