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1.
区间Bézier曲面逼近   总被引:3,自引:0,他引:3  
在区间算术分析的基础上 ,引进了区间 Bézier曲面的概念 ,给出了利用区间 Bézier曲面逼近一般曲面和有理参数曲面的两套算法 ,并通过实例展示了区间 Bézier曲面在这两种曲面逼近中的应用 ,最后研究了区间 Bézier曲面的边界结构 .结论是 m× n次区间 Bézier曲面的边界必由分片裁剪形式的 m× n次 Bézier曲面片、母线平行于坐标轴的柱面片和平行于坐标平面的矩形平面片构成  相似文献   

2.
两相邻张量积Bézier曲面的近似合并   总被引:2,自引:0,他引:2       下载免费PDF全文
Bézier曲面是 CAD/ CAM系统中的最常用的造型工具之一 ,因此在造型系统的发展过程中 ,对两相邻Bézier曲面近似合并算法进行研究是非常重要的。两相邻 Bézier曲面的近似合并就是 :在一定的误差允许范围内 ,用一片 k× l(k≥ m,l≥ n)次的 Bézier曲面去逼近相邻的两片 m× n次 Bézier曲面。但随着国际互联网越来越发展和跨国企业的大量建立 ,在产品设计中信息的交换越来越重要 ,且已能够实现。当前 ,产品模型数据的交换比以前更加频繁 ,但由于数据量特别巨大 ,因此如果在数据交换之前采用近似合并算法 ,则可减少几何数据。为了能较佳地进行 Bézier曲面近似合并 ,因此利用张量积 Bézier曲面细分后的矩阵表示 ,并根据所定义的原 Bézier曲面与合并Bézier曲面间的距离函数取最小值 ,给出了张量积 Bézier曲面近似合并的一种方法 ,以便得到合并 Bézier曲面控制顶点的显示表示式。该方法在合并过程中 ,由于考虑了原 Bézier曲面与合并 Bézier曲面在边界达到高阶连续的情形 ,因此利用该方法可直接完成两相邻 Bézier曲面的近似合并。  相似文献   

3.
首先对椭圆进行必要的细分,然后将每一段椭圆弧的offset曲线用一段Bézier曲线逼近,进而得到G1连续的分段Bézier曲线作为椭圆offset曲线的近似.该算法一方面给出了计算Bézier曲线段控制顶点的表达形式,计算简单;另一方面对offset曲线的逼近误差给出了整体估计,并且利用整体误差估计决定细分椭圆的段数,构造了满足给定容差的近似曲线.  相似文献   

4.
Bézier曲线和曲面广泛应用于CAGD(计算机辅助几何设计)和计算机图形学,对Bézier曲线或者曲面的设计和形状修改是一个重要的问题。研究了基于几何约束的Bézier曲面优化问题,对单点和多点约束的问题,提出了一种通过修改控制点的约束优化方法。用这种方法,通过修改原Bézier曲面的控制点来修改曲面的形状并满足给定的约束条件,同时给出了数值实例,其结果表明,用拉格朗日方法能有效地解决Bézier曲面的形状修改问题。  相似文献   

5.
三角和张量积Bézier曲面间相互转换的新方法   总被引:1,自引:0,他引:1  
在计算机辅助几何设计中 ,已有的三角 Bézier曲面和张量积 Bézier曲面间的相互转换算法 ,通常是将一个三角 Bézier曲面转化为三个张量积 Bézier曲面 ,或将一个张量积 Bézier曲面转化为两个三角 Bézier曲面 ,但这样会增加系统存储和显示的负担 .针对这一问题 ,提出了一类新的转换方法 ,即 :将一个三角 Bézier曲面表示为一个张量积 Bézier曲面的 Trimm ed曲面 ,或者将一个张量积 Bézier曲面表示为一个三角 Bézier曲面的 Trimmed曲面 .理论分析和实验结果表明 ,当用基于广义 de Casteljau算法实现转换时 ,新方法与已有方法的数值精度相同 ,而在计算时间和存储量方面只有原来方法的 1/ 3或 1/ 2 .此外 ,新方法有利于在 Open GL的编程环境下显示三角Bézier曲面 .  相似文献   

6.
带端点插值条件的Bézier曲线降多阶逼近   总被引:8,自引:0,他引:8  
陈国栋  王国瑾 《软件学报》2000,11(9):1202-1206
研究了两端点具有任意阶插值条件的Bézier曲线降多阶逼近的问题.对于给定的首末端点的各阶插值条件,给出了一种新的一次降多阶逼近算法,应用Chebyshev多项式逼近理论达到了满足端点插值条件下的近似最佳一致逼近.此算法易于实现,误差计算简单,且所得降阶曲线具有很好的逼近效果,结合分割算法,可获得相当高的误差收敛速度.  相似文献   

7.
推广Dirichlet 方法用于B 样条极小曲面设计   总被引:1,自引:1,他引:0  
吴花精灵  王国瑾 《软件学报》2011,22(12):3015-3022
为弥补当前NURBS系统无法有效设计工程所急需的B样条极小曲面的缺陷,将构造Bézier极小曲面的Dirichlet方法成功地推广到了B样条极小曲面设计.提出了插值控制网格边界的B样条曲面模型,运用B样条基函数的求导公式及求值割角算法,将计算极小曲面内部控制顶点的问题转化为一个线性方程组的求解,从而避免了强非线性问题所导致的困惑,极大地提高了运算效率.最后,用大量实例对理论和算法进行了验证.  相似文献   

8.
应用张量积Bézier曲面的几何性质和遗传算法,给出了Bézier曲面的降阶。与已有的算法相比,该算法具有计算简单、逼近误差直接给出,几何直观性强等优点。  相似文献   

9.
为了交换和存储不同造型系统中的数据,提出一种张量积Bézier曲面带约束条件的一次降多阶算法.该算法在保角点高阶插值情形下,利用原曲面顶点数组的降维方法和最小二乘法给出了Bézier曲面的最佳降多阶逼近;在给定降阶曲面的4条边界曲线的情形下,利用最小二乘法,对原曲面减去降阶曲面的4条边界曲线后所得到的新曲面进行无约束最佳降阶逼近;将保边界插值的降阶方法应用于拼接曲面,所得到的降阶曲面为整体C0连续.数值实验和逼近理论表明,文中算法比其他算法的精度高、效率高.  相似文献   

10.
徐岗  汪国昭 《软件学报》2007,18(11):2914-2920
为了实现PDE(partial differential equation)曲面造型技术与传统CAD(computer aided design)造型系统的数据交换,基于约束优化的思想,给出了PDE曲面的Bézier逼近算法,并利用张量积Bézier曲面的细分性质对该算法进行了优化.所给出的计算实例及误差比较结果说明了该算法的有效性.  相似文献   

11.
基于多分辨率模型的三角曲面特征线辨识技术   总被引:5,自引:0,他引:5       下载免费PDF全文
由于特征线在反求工程 CAD建模中具有非常重要的作用 ,因此利用图形图象处理中的多分辨率模型概念 ,通过研究三角曲面模型的特征线 ,提出了一种三角曲面特征线的计算方法 .将计算得到的初始特征线通过编辑、修改等手段进行处理 ,得到清晰的特征线 ,并将其作为进一步划分重构 B样条曲面边界的依据和参考 ,从而为实现基于三角曲面模型的 B样条曲面重构奠定了基础 .实验结果证明 ,该算法能够在三角曲面上提取出令人满意的特征线 ,并据此重构出拓扑划分合理的 B样条曲面 .  相似文献   

12.
This work presents an isogeometric finite element formulation based on Bézier extraction of the non-uniform rational B-splines (NURBS) in combination with a generalized unconstrained higher-order shear deformation theory (UHSDT) for laminated composite plates. The proposed approach relaxes zero-shear stresses at the top and bottom surfaces of the plates and no shear correction factors are required. A weak form of static, free vibration and transient response analyses for laminated composite plates is then established and is numerically solved using isogeometric Bézier finite elements. NURBS can be written in terms of Bernstein polynomials and the Bézier extraction operator. IGA is implemented with the presence of C°-continuous Bézier elements which allow to easily incorporate into existing finite element codes without adding many changes as the former IGA. As a result, all computations can be performed based on the basis functions defined previously as the same way in finite element method (FEM). Numerical results performed over static, vibration and transient analysis show high efficiency of the present method.  相似文献   

13.
The problems of geometric continuity for rational Bezier surfaces are discussed.Concise conditions of first order and second order geometric continuity for rational triangular bezier surfaces are given.Meanwhile,a geometric condition for smoothness between adjacent rational bezier surfaces and the transformation formulae between rational triangular patches and rational rectangular patches are obtained.  相似文献   

14.
Independent interpolation of local surface patches and local normal patches is an efficient way for fast rendering of smooth curved surfaces from rough polyhedral meshes. However, the independently interpolating normals may deviate greatly from the analytical normals of local interpolating surfaces, and the normal deviation may cause severe rendering defects when the surface is shaded using the interpolating normals. In this paper we propose two novel normal interpolation schemes along with interpolation of cubic Bézier triangles for rendering curved surfaces from rough triangular meshes. Firstly, the interpolating normal is computed by a Gregory normal patch to each Bézier triangle by a new definition of quadratic normal functions along cubic space curves. Secondly, the interpolating normal is obtained by blending side-vertex normal functions along side-vertex parametric curves of the interpolating Bézier surface. The normal patches by these two methods can not only interpolate given normals at vertices or boundaries of a triangle but also match the shape of the local interpolating surface very well. As a result, more realistic shading results are obtained by either of the two new normal interpolation schemes than by the traditional quadratic normal interpolation method for rendering rough triangular meshes.  相似文献   

15.
Bézier曲面的函数复合及其应用   总被引:4,自引:1,他引:3  
冯结青  彭群生 《软件学报》1999,10(12):1316-1321
目前有两种常用的Bézier曲面片,分别称为三角和四边Bézier曲面片,它们分别用不同的基函数表示.本文通过移位算子和函数复合的方法,得到了两个关于这两种Bézier曲面片的结果.一个是四边Bézier曲面片与一次三角Bézier函数的复合,另一个是三角Bézier曲面片与双线性四边Bézier函数的复合.在每一种情况中,复合所得到的Bézier曲面片的控制顶点是原来Bézier曲面片的控制顶点的线性组合.移位算子的应用使得相应的推导过程变得简洁和直观.这两个结果的应用包括:两种Bézier面片间的转化  相似文献   

16.
复合三角Bézier曲面求交和裁剪的实现   总被引:5,自引:0,他引:5  
李际军  柯映林  程耀东 《软件学报》1999,10(11):1199-1205
该文利用三角Bézier曲面片的可分割性,解决了迭代收敛、初始交点计算等问题;通过近曲面点、边界点跨越等过程,实现了由一个初始交点将跨越许多曲面片的整条交线跟踪出来的设想.将各交点作为型值点插入曲面中,对三角网格进行三角再划分,以交线为界进行三角网格和型值点的分离,最后重新生成两张复合曲面,实现了裁剪的目的.测试结果显示,此方法简单、可靠,能够满足曲面造型的要求.  相似文献   

17.
A new n‐sided surface scheme is presented, that generalizes tensor product Bézier patches. Boundaries and corresponding cross‐derivatives are specified as conventional Bézier surfaces of arbitrary degrees. The surface is defined over a convex polygonal domain; local coordinates are computed from generalized barycentric coordinates; control points are multiplied by weighted, biparametric Bernstein functions. A method for interpolating a middle point is also presented. This Generalized Bézier (GB) patch is based on a new displacement scheme that builds up multi‐sided patches as a combination of a base patch, n displacement patches and an interior patch; this is considered to be an alternative to the Boolean sum concept. The input ribbons may have different degrees, but the final patch representation has a uniform degree. Interior control points—other than those specified by the user—are placed automatically by a special degree elevation algorithm. GB patches connect to adjacent Bézier surfaces with G1continuity. The control structure is simple and intuitive; the number of control points is proportional to those of quadrilateral control grids. The scheme is introduced through simple examples; suggestions for future work are also discussed.  相似文献   

18.
NURBS (Non-uniform rational B-splines) surfaces are one of the most useful primitives employed for high quality modeling in CAD/CAM tools and graphics software. Since direct evaluation of NURBS surfaces on the GPU is a highly complex task, the usual approach for rendering NURBS is to perform the conversion into Bézier surfaces on the CPU, and then evaluate and tessellate them on the GPU. In this paper we present a new proposal for rendering NURBS surfaces directly on the GPU in order to achieve interactive and real-time rendering. Our proposal, Rendering Pipeline for NURBS Surfaces (RPNS), is based on a new primitive KSQuad that uses a regular and flexible processing of NURBS surfaces, while maintaining their main geometric properties to achieve real-time rendering. RPNS performs an efficient adaptive discretization to fine tune the density of primitives needed to avoid cracks and holes in the final image, applying an efficient non-recursive evaluation of the basis function on the GPU. An implementation of RPNS using current GPUs is presented, achieving real-time rendering rates of complex parametric models. Our experimental tests show a performance several orders of magnitude higher than traditional approximations based on NURBS to Bézier conversion.  相似文献   

19.
At present,great demands are posed on software dependability.But how to elicit the dependability requirements is still a challenging task.This paper proposes a novel approach to address this issue.The essential idea is to model a dependable software system as a feedforward-feedback control system,and presents the use cases+control cases model to express the requirements of the dependable software systems.In this model,while the use cases are adopted to model the functional requirements,two kinds of control cases(namely the feedforward control cases and the feedback control cases)are designed to model the dependability requirements.The use cases+control cases model provides a unified framework to integrate the modeling of the functional requirements and the dependability requirements at a high abstract level.To guide the elicitation of the dependability requirements,a HAZOP based process is also designed.A case study is conducted to illustrate the feasibility of the proposed approach.  相似文献   

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