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1.
随着柔性制造和精密器械的高速发展,基于三维网格模型的拉胀连杆等可展结构逼近技术已成为研究热点.可拉伸的负泊松比可展结构,可通过弯曲拉伸等几何变换改变外形,实现二维平面结构与三维空间结构之间的转换.针对目前可展结构设计不适用三维封闭模型、不能实现模型边界形状匹配等不足,提出基于分割的三维网格模型可展结构设计方法.首先,对封闭的三维网格模型做分割预处理;其次,以固定边界映射代替重新网格化,作为构造初始连杆结构的基础,并基于边界形状匹配约束构造边界;然后,构造非线性约束优化问题,得到可收缩的三维展开连杆结构,通过投影边长等约束优化二维连杆结构,得到紧凑的二维收缩连杆结构;边界匹配扭曲失真等实验结果表明,文中方法能够有效地实现与盘同胚的、封闭的三维网格模型可展结构设计,并在边界形状匹配和二维收缩连杆紧凑性等方面具有显著优势.  相似文献   

2.
油气地质建模综合技术研究进展   总被引:3,自引:0,他引:3  
地质模型的三维可观化实现是油气勘探开发领域一个重要的技术环节。本文在综述三维地学可视化合技术的基础上,探讨了可视化实现过程中的三维地质格架模型建立、空间网格化方法、属性插值及计算机图形可视化关现技术等关键问题。并指出了地质模型三维可视化技术的发展趋势和研究思路。  相似文献   

3.
部件网格化是网格计算机体系结构一个重要的发展趋势,通过部件的网格化可以提高计算机资源的利用率,减少系统资源开销。从计算机外设部件的角度来探讨计算机部件的网格化,给出了网格外设的定义和特点,分析了网格外设使能协议,并探讨了网格外设实现的各种阶段性方案。基于软件方案,选择控制台为对象,具体分析了鼠标、键盘、显卡等网格外设和网格使能协议,实现了一个网格控制台——GConsole,验证了网格外设和网格使能协议的设计。  相似文献   

4.
基于流线的重新网格化及多分辨率表示   总被引:2,自引:0,他引:2  
熊赟晖  李桂清  韩国强  彭莉 《软件学报》2008,19(Z1):131-142
提出基于场的重新三角网格化和多分辨率表示生成算法.首先,在原三角网格模型上建立拉普拉斯标量场,据此生成两组夹角为60(的流线.然后,从这两组流线构造以菱形面为主的网格并三角化得到三角基网格.最后,在基网格的基础上,再次使用流线技术对原始数据进行向上重采样,得到模型的多分辨率表示.一般地,基网格的三角形接近等边三角形,实验也表明该方法能够得到较高质量的结果.  相似文献   

5.
网格数据库技术已经成为网格计算领域的一个研究热点。网格数据库是对现有数据库的网格化,以达到对数据资源的访问更加透明、高效、可靠。移动Agent是融合了人工智能技术的一种新型分布式计算模式。网格数据库服务是连接现有数据库和网格应用的桥梁。文章针对网格数据库所面临的主要问题,在网格数据库的数据处理中引入移动Agent技术,提出了一种网格环境下基于移动Agent的服务模型,并介绍了该模型下的事务处理流程。  相似文献   

6.
断层是一种重要的地质构造现象,对油气的运移、成矿作用等具有较大影响。断层建模是三维地质建模的基础,断层模型准确性影响地质结构建模和属性建模质量,因此,三维复杂断层建模研究具有重要的意义。基于断层点集数据建立三维断层面网格模型,保证几何拓扑关系一致性,可以真实反映断层展布情况。在先验地质知识的基础上,判断和处理断层之间的接触关系,自动生成符合先验知识的三维断层网格化模型,减少了人工复杂断层建模工作量,提高了三维复杂断层建模效率。  相似文献   

7.
工程地质三维建模已经成为工程地质学、数学地质学和计算机科学等多学科交叉领域研究的前沿和热点,本文通过对工程地质三维建模及可视化技术中的关键问题进行了研究,提出了一种新的三维地质体DEM模型方法,即基于插值后的规则网格,然后将插值后的网格三角形化,这样建立的三维地层模型不仅有很高的精度,而且OpenGL渲染三角形的速度较快。  相似文献   

8.
基于特征约束点的纹理映射算法   总被引:1,自引:0,他引:1  
纹理映射技术用于生成物体表面的纹理细节,是真实感图形技术的重要组成部分,也是计算机图形学的一个重要研究方向.针对目前很多纹理映射算法计算量大,方法比较复杂的缺点,应用Candide3作为三维网格模型,提出了一种快速有效的基于特征约束点的纹理映射算法.通过在三维网格模型和纹理图像上选取少量对应的特征约束点,利用三角网格剖分算法在纹理图像上建立选取特征点的三角网格.进而通过求取质心坐标的方法计算出三维网格模型上所有特征点的纹理坐标并完成整个三维网格模型的纹理映射.实验结果表明,提出的算法计算速度较快,能够得到高真实度的纹理映射效果,并且适用于不同纹理图像映射到同一三维网格模型上.  相似文献   

9.
可调度的小波网格变形   总被引:1,自引:0,他引:1  
三维网格模型的Morphing是计算机动画研究的重要内容,利用频谱工具控制变形成份出现的次序是对变形路径进行控制的有效方法之一。但在三维网格模型上无法直接进行频谱分析,使得该技术一直无法在网格模型的Morphing中发挥作用。论文在数字几何处理框架的基础上,提出了利用小波分析进行可控网格变形的新方法。针对变形研究和数字几何处理中的关键问题——特征点对齐和采样,分别提出了基于Harmonic映射的参数化网格warping的特征对齐方法以及新型的自适应采样方法。实验表明,该方法稳定可靠,计算量适中,变形结果更为丰富。  相似文献   

10.
基于分类体数据的四面体网格剖分算法   总被引:1,自引:2,他引:1       下载免费PDF全文
虚拟内窥手术是以真实病人的CT或者MRI扫描数据为基础,首先通过组织分割,在计算机内部建立起三维模型,然后通过虚拟现实技术来模拟窥镜手术全过程的一项技术。其中,人体器官的三维网格建模是该技术中一个十分重要的部分,为了准确地进行了人体器官三维网格建模,在对三维体数据进行组织分割的基础上,提出了一种由分类体数据直接建立三维四面体网格的方法,由于Delaunay三角剖分所产生的网格质量比较高,所以该方法沿用逐点插入算法的思想,以特征点的提取和Steiner布点为基础来生成四面体网格,并通过组织边界的判定准则和利用flip操作来恢复组织边界,实践证明,该方法所生成的网格具有自适应的网格密度。  相似文献   

11.
Benefited from the hierarchical representations, 3D models generated by semi-regular remeshing algorithms based on either global parameterization or normal displacement have more advantages for digital geometry processing applications than the ones produced from traditional isotropic remeshing algorithms. Nevertheless, while original models have sharp features or multiple self-intersecting surfaces, it is still a challenge for previous algorithms to produce a semi-regular mesh with sharp features preservation as well as high mesh regularity. Therefore, this study proposes a robust semi-regular remeshing algorithm that uses a two-step surface segmentation scheme to build the high quality base mesh, as well as the regional relationship between the original surface and subdivision domain surface. Using the regional relationship, the proposed algorithm substantially enhances the accuracy and robustness of the backward projection process of subdivision vertices based on normal displacement. Furthermore, the mesh regularity of remeshed models is improved by the quadric mesh relaxation scheme. The experimental results demonstrate the capabilities of the proposed algorithm’s semi-regular remeshing to preserve geometric features and have good triangle aspect ratio.  相似文献   

12.
Triangle meshes have been nearly ubiquitous in computer graphics, and a large body of data structures and geometry processing algorithms based on them has been developed in the literature. At the same time, quadrilateral meshes, especially semi‐regular ones, have advantages for many applications, and significant progress was made in quadrilateral mesh generation and processing during the last several years. In this survey we discuss the advantages and problems of techniques operating on quadrilateral meshes, including surface analysis and mesh quality, simplification, adaptive refinement, alignment with features, parametrisation and remeshing.  相似文献   

13.
We propose a new isotropic remeshing method, based on Centroidal Voronoi Tessellation (CVT) . Constructing CVT requires to repeatedly compute Restricted Voronoi Diagram (RVD) , defined as the intersection between a 3D Voronoi diagram and an input mesh surface. Existing methods use some approximations of RVD. In this paper, we introduce an efficient algorithm that computes RVD exactly and robustly. As a consequence, we achieve better remeshing quality than approximation-based approaches, without sacrificing efficiency. Our method for RVD computation uses a simple procedure and a kd -tree to quickly identify and compute the intersection of each triangle face with its incident Voronoi cells. Its time complexity is O ( m log n ), where n is the number of seed points and m is the number of triangles of the input mesh. Fast convergence of CVT is achieved using a quasi-Newton method, which proved much faster than Lloyd's iteration. Examples are presented to demonstrate the better quality of remeshing results with our method than with the state-of-art approaches.  相似文献   

14.
Many processing operations are nowadays applied on 3D meshes like compression, watermarking, remeshing and so forth; these processes are mostly driven and/or evaluated using simple distortion measures like the Hausdorff distance and the root mean square error, however these measures do not correlate with the human visual perception while the visual quality of the processed meshes is a crucial issue. In that context we introduce a full‐reference 3D mesh quality metric; this metric can compare two meshes with arbitrary connectivity or sampling density and produces a score that predicts the distortion visibility between them; a visual distortion map is also created. Our metric outperforms its counterparts from the state of the art, in term of correlation with mean opinion scores coming from subjective experiments on three existing databases. Additionally, we present an application of this new metric to the improvement of rate‐distortion evaluation of recent progressive compression algorithms.  相似文献   

15.
Direct (Re)Meshing for Efficient Surface Processing   总被引:3,自引:0,他引:3  
We propose a novel surface remeshing algorithm. While many remeshing algorithms are based on global parametrization or local mesh optimization, our algorithm is closely related to surface reconstruction techniques and it requires no explicit parameterization. Our approach is based on the advancing‐front paradigm, and it can be used to both incrementally remesh the complete surface, or simply to remesh a portion of it with a high‐quality mesh. It is accurate, fast, robust, and suitable for use with interactive mesh processing applications that require local remeshing. We show a number of applications, including matching the resolution of meshes when doing Boolean operations such as unions and intersections. We also show how to adapt the algorithm to blend and merge mixed‐mode objects — for example, to compute the union of a point‐set surface and a triangle mesh.  相似文献   

16.
This study proposes a robust and efficient 3D surface remeshing algorithm for mesh quality optimization. Instead of the global mesh relaxation method proposed in the previous study conducted on remeshing, this study proposes an equilateral triangle grid-resampling scheme for achieving mesh optimization more efficiently. In order to improve the feasibility of resampling by directly using an equilateral triangle grid, the surface structure of the original model is correctly extracted by an automatic surface segmentation technique before the resampling step is executed. Results of this study show that the proposed remeshing algorithm can automatically and substantially improve the quality of triangulation, as well as automatically preserve shape features under an acceptable level of measurement error in the shape approximation, which is suitable for a mesh with a specific topology.  相似文献   

17.
We present different linear parametrization techniques for the purpose of surface remeshing: the energy minimizing harmonic map, the convex map, and the least square conformal map. The implementation of those mappings as well as the associated boundary conditions is presented in a unified manner and the issues of triangle flipping and folding that may arise with discrete linear mappings are discussed. We explore the optimality of these parametrizations for surface remeshing by applying several classical 2D meshing algorithms in the parametric space and by comparing the quality of the generated elements. We present various examples that permit to draw guidelines that a user can follow in choosing the best parametrization scheme for a specific topology, geometry, and characteristics of the target output mesh.  相似文献   

18.
During a highly productive period running from 1995 to about 2002, the research in lossless compression of surface meshes mainly consisted in a hard battle for the best bitrates. However, for a few years, compression rates seem stabilized around 1.5 bit per vertex for the connectivity coding of usual triangular meshes, and more and more work is dedicated to remeshing, lossy compression, or gigantic mesh compression, where memory access and CPU optimizations are the new priority. However, the size of 3D models keeps growing, and many application fields keep requiring lossless compression. In this paper, we present a new contribution for single-rate lossless connectivity compression, which first brings improvement over current state of the art bitrates, and second, does not constraint the coding of the vertex positions, offering therefore a good complementarity with the best performing geometric compression methods. The initial observation having motivated this work is that very often, most of the connectivity part of a mesh can be automatically deduced from its geometric part using reconstruction algorithms. This has already been used within the limited framework of projectable objects (essentially, terrain models and GIS), but finds here its first generalization to arbitrary triangular meshes, without any limitation regarding the topological genus, the number of connected components, the manifoldness or the regularity. This can be obtained by constraining and guiding a Delaunay-based reconstruction algorithm so that it outputs the initial mesh to be coded. The resulting rates seem extremely competitive when the meshes are fully included in Delaunay, and are still good compared to the state-of-the-art in the case of scanned models.   相似文献   

19.
A. Sheffer  C. Gotsman  N. Dyn 《Computing》2004,72(1-2):185-193
Parameterization of 3D mesh data is important for many graphics and mesh processing applications, in particular for texture mapping, remeshing and morphing. Closed, manifold, genus-0 meshes are topologically equivalent to a sphere, hence this is the natural parameter domain for them. Parameterizing a 3D triangle mesh onto the 3D sphere means assigning a 3D position on the unit sphere to each of the mesh vertices, such that the spherical triangles induced by the mesh connectivity do not overlap. This is called a spherical triangulation. In this paper we formulate a set of necessary and sufficient conditions on the spherical angles of the spherical triangles for them to form a spherical triangulation. We formulate and solve an optimization procedure to produce spherical triangulations which reflect the geometric properties of a given 3D mesh in various ways.  相似文献   

20.
Volume-Surface Trees   总被引:2,自引:0,他引:2  
Many algorithms in computer graphics improve their efficiency by using Hierarchical Space Subdivision Schemes (HS3), such as octrees, kD‐trees or BSP trees. Such HS3 usually provide an axis‐aligned subdivision of the 3D space embedding a scene or an object. However, the purely volume‐based behavior of these schemes often leads to strongly imbalanced surface clustering. In this article, we introduce the VS‐Tree, an alternative HS3 providing efficient and accurate surface‐based hierarchical clustering via a combination of a global 3D decomposition at coarse subdivision levels, and a local 2D decomposition at fine levels near the surface. First, we show how to efficiently construct VS‐Trees over meshes and point‐based surfaces, and analyze the improvement it offers for cluster‐based surface simplification methods. Then we propose a new surface reconstruction algorithm based on the volume‐surface classification of the VS‐Tree. This new algorithm is faster than state‐of‐the‐art reconstruction methods and provides a final semi‐regular mesh comparable to the output of remeshing algorithms.  相似文献   

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