Skip to content

Commit

Permalink
first commit
Browse files Browse the repository at this point in the history
  • Loading branch information
nitinagarwal committed Jan 20, 2021
0 parents commit 5a09ae6
Show file tree
Hide file tree
Showing 3 changed files with 51 additions and 0 deletions.
6 changes: 6 additions & 0 deletions .gitignore
Original file line number Diff line number Diff line change
@@ -0,0 +1,6 @@
.gamesh/*
log/*
out/*
*.pyc
models/*.pyc
utils/*.pyc
21 changes: 21 additions & 0 deletions LICENSE
Original file line number Diff line number Diff line change
@@ -0,0 +1,21 @@
MIT License

Copyright (c) 2020 Nitin Agarwal

Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
24 changes: 24 additions & 0 deletions README.md
Original file line number Diff line number Diff line change
@@ -0,0 +1,24 @@
# GAMesh: Guided and Augmented Meshing for Deep Point Networks
### 3DV 2020 [[Paper]](https://arxiv.org/abs/2010.09774)[[Project Page]](https://www.ics.uci.edu/~agarwal/GAMesh/index.html)

We propose a new meshing algorithm to generate a surface with correct topology for the output points of a point network. GAMesh can be used both in post-processing to mesh the output points or to train the point network to directly optimize the vertex positions of the final 3D mesh. Unlike traditional surface reconstruction techniques (like Ball-Pivot Algorithm & Screened Poisson Reconstruction), GAMesh is independent of both the density and distribution of points and gaurantees correct geometry and topology of the final surface. We show its applications in single-view shape prediction, fair evaluation of point networks and reconstructing surfaces for networks which output sparse point clouds.

## Getting Started
coming soon

## Citation
If you find this code useful, please consider citing our paper

```
@inproceedings{agarwal2020GAMesh,
title={GAMesh: Guided and Augmented Meshing for Deep Point Networks},
author={Agarwal, Nitin and Gopi, M},
booktitle={3DV},
year={2020}}
```

## License
Our code is released under MIT license (see License file for details)

## Contact
Please contact [Nitin Agarwal](https://www.ics.uci.edu/~agarwal/) if you have questions or comments

0 comments on commit 5a09ae6

Please sign in to comment.