Search arXiv⌕ Search

arXiv · 2603.19240

Beltrami coefficient and angular distortion of discrete geometric mappings

Abstract

Over the past several decades, geometric mapping methods have been extensively developed and utilized for many practical problems in science and engineering. To assess the quality of geometric mappings, one common consideration is their conformality. In particular, it is well-known that conformal mappings preserve angles and hence the local geometry, which is beneficial in many applications. Therefore, many existing works have focused on the angular distortion as a measure of the conformality of mappings. More recently, quasi-conformal theory has attracted increasing attention in the development of geometric mapping methods, in which the Beltrami coefficient has also been considered as a representation of the conformal distortion. However, the precise connection between these two concepts has not been analyzed. In this work, we study the connection between the two concepts and establish a series of theoretical results. In particular, we discover a simple relationship between the norm of the Beltrami coefficient of a mapping and the absolute angular distortion of triangle elements under the mapping. We can further estimate the maximal angular distortion using a simple formula in terms of the Beltrami coefficient. We verify the developed theoretical results and estimates using numerical experiments on multiple geometric mapping methods, covering conformal mapping, quasi-conformal mapping, and area-preserving mapping algorithms, for a variety of surface meshes in biology and engineering. Altogether, by establishing the theoretical foundation for the relationship between the angular distortion and Beltrami coefficient, our work opens up new avenues for the quantification and analysis of surface mapping algorithms.

Explore related subjects

Keep this discovery

Explore connections, maps & timelines

BibTeXRIS

Zhiyuan Lyu, Gary P. T. Choi. 2026-04-13. Beltrami coefficient and angular distortion of discrete geometric mappings. https://arxiv.org/abs/2603.19240

Cite the original work for its findings. Save a collection to share your selection of sources.

KEEP EXPLORING

Related papers

A Neural Hierarchical-Matrix Preconditioner for Real-Time GPU Solves

Interactive simulation solves Ax=b for a sparse SPD A that changes every frame, inside an 8-16 ms budget. At a few thousand unknowns, the setup of algebraic multigrid alone exceeds that budget, while Jacobi and other local preconditioners have no setup but cannot move error across the domain. We learn a preconditioner for this gap: a graph-and-attention network predicts an SPD approximate inverse in H^2-matrix format. On a spatially ordered 3D mesh, blocks of the true inverse lose rank as the clusters they couple move apart; the nested bases of the format follow that decay, so inference and apply are dominated by leaf-block work linear in N, where a dense inverse costs N^2. Our main finding concerns training. Probe losses reach M only through a product with A, so their gradient vanishes on the near-null modes that set the conjugate-gradient iteration count. A truncated Kaporin condition number has no such factor; changing only the objective cuts iterations on a held-out frame from 116 to 33. On a ladder of stiff tetrahedral diffusion problems ours alone fits an 8.3 ms (120 fps) frame from N=572 to 3,647.

cs.GR↗

ARS-Avatar: Animatable and Relightable Surfel Avatars with Learnable Ambient Occlusion

Creating animatable and relightable human avatars from multi-view images remains challenging, as pose-dependent deformation, materials, and light visibility are intrinsically coupled in images. In this paper, we present ARS-Avatar, a novel method using surfel representation for high-quality, animatable, and relightable human avatars from multi-view images captured under unknown illumination. We first extract deformation priors from the template mesh and leverage as additional details beyond driving poses to facilitate faithful estimation of surfel attributes and reconstruction of animatable avatar. To support relighting, the deferred shading is employed to estimate BRDF materials. We further introduce a differentiable screen-space ambient occlusion formulation that enables gradient-based optimization of body-part specific occlusion radii through finite differences, providing an efficient approximation of light visibility that can be jointly optimized with the avatar. Extensive experiments demonstrate that ARS-Avatar achieves high-fidelity appearance reconstruction and physically-based material estimation, while enabling realistic animation and relighting under novel poses and illuminations.

cs.GR↗

Opacity Is Not Just Opacity

Web graphics travel with content across pages and themes, where changing backgrounds can require recoloring and maintenance. Opacity already makes a fixed object's appearance depend on its background, yet is usually understood only as how much the object obscures it. In fact, opacity controls the scaling of the object-background color difference; transparency is only one effect of this relationship. Zero places the output at the background and one at the source color, but difference scaling need not stop at either position. We retain the compositing expression and extend the coefficient domain from $[0,1]$ to the real numbers: negative values reverse the difference, whereas values above one expand it in the same direction. We focus on same-direction expansion for reusing Web graphics across backgrounds. Each object carries a fixed source color and coefficient, while the actual background determines the enhancement direction. Background-adaptive contrast enhancement thus becomes part of the object's compositing properties, reducing the design and maintenance of separate color variants. The implementation reuses the original equation without increasing the per-pixel arithmetic operation count within the same pipeline. Enumerating all 8-bit sRGB source colors on 16 predefined light and dark canvases, a fixed $α=1.1$ increases the contrast ratio in 99.8145% of combinations. Without changing source colors, 4.8346% of all combinations newly reach the $3:1$ contrast threshold. Output validation and timing across three browsers demonstrate implementation in the same WebGL pipeline, with no sustained additional runtime observed.

cs.GR↗