DiskScissors: Cutting Arbitrary‐Topology Solids for Bijective Mapping

Abstract An algorithm for cutting solid objects in a topology‐controlled manner is presented. Concretely, given a loop on the object boundary, a disk‐topology cut surface bounded by the loop is constructed in the interior. In contrast to various previous approaches, both disk topology and conformance to the prescribed loop are ensured by construction, while supporting not only contractible but also incontractible loops on the boundaries of manifold objects of higher genus and arbitrary non‐trivial topology. We describe an implementation of this algorithm in the discrete setting, with triangle mesh cut surfaces embedded in tetrahedral mesh objects. Making use of this novel cutting algorithm, we describe a method for the reliable construction of bijective volumetric maps between solid objects, demonstrating the algorithm's utility. This mapping method overcomes restrictions of the state of the art to topological balls, extending coverage to objects of arbitrary genus, specifically so‐called 1 ‐handlebodies.

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Publication Details

Journal
Computer Graphics Forum
Published
2026-04-30
DOI
https://doi.org/10.1111/cgf.70379
Primary Topic
Computational Geometry and Mesh Generation
Type
article
Field-Weighted Citation Impact
0.00

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article

DiskScissors: Cutting Arbitrary‐Topology Solids for Bijective Mapping

M Van Campen, S. Hinderink
Computer Graphics Forum
Computational Geometry and Mesh Generation
article

DiskScissors: Cutting Arbitrary‐Topology Solids for Bijective Mapping

M Van Campen, S. Hinderink
article en

Abstract

Abstract An algorithm for cutting solid objects in a topology‐controlled manner is presented. Concretely, given a loop on the object boundary, a disk‐topology cut surface bounded by the loop is constructed in the interior. In contrast to various previous approaches, both disk topology and conformance to the prescribed loop are ensured by construction, while supporting not only contractible but also incontractible loops on the boundaries of manifold objects of higher genus and arbitrary non‐trivial topology. We describe an implementation of this algorithm in the discrete setting, with triangle mesh cut surfaces embedded in tetrahedral mesh objects. Making use of this novel cutting algorithm, we describe a method for the reliable construction of bijective volumetric maps between solid objects, demonstrating the algorithm's utility. This mapping method overcomes restrictions of the state of the art to topological balls, extending coverage to objects of arbitrary genus, specifically so‐called 1 ‐handlebodies.

Computer Graphics Forum
Paderborn University (DE)
Deutsche Forschungsgemeinschaft
Openalex Percentile: Top 5%
Computational Geometry and Mesh Generation
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