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1.
基于曲线和曲面控制的多边形物体变形反走样   总被引:2,自引:0,他引:2  
基于参数曲线和曲面控制的空间变形是重要的几何外形编辑和柔性物体动画实现手段.当这两类变形方法的对象是多边形物体时,如何对变形物体进行重采样以得到高质量结果,是计算机动画和几何造型领域中的一个重要问题.该文针对B-样条曲线和曲面控制的空间变形方法,提出了面向多边形物体的空间变形反走样方法.在该方法中,利用等距技术将B-样条曲线或曲面所张成的变形空间近似表示为张量积B-样条参数体,结合作者提出的多边形物体精确B-样条自由变形方法,实现了参数曲线和曲面控制的多边形物体变形反走样.  相似文献   

2.
带形状参数样条曲线的研究   总被引:1,自引:0,他引:1  
如何通过调整形状参数修改曲线形状是计算机辅助几何设计中一个有意义的研究课题.为了有效地利用形状参数来调整曲线的形状,增强修改曲线的灵活性,研究了5种带形状参数B样条曲线的表示方法及性质,这些曲线模型都可以通过改变形状参数的取值,调整曲线接近控制多边形的程度,从而得到不同位置的连续曲线,分析了每种造型方法的形状参数对曲线形状的影响,给出了形状参数的适用范围,比较了5种造型方法的特点,通过大量的公式推导和实验,提出了利用形状参数不同取值来表示一些自由曲线的新方法,并用实例进行了说明,实验证明,C-B样条曲线、带形状参数的均匀B样条曲线、带形状参数双曲多项式的均匀B样条曲线、带形状参数三角多项式的均匀B样条曲线都可利用形状参数的特定取值表示一些工业领域常用的自由曲线,这比起用控制顶点表示同样的自由曲线更为简单.  相似文献   

3.
提出一种简便的物体表面重建算法,该算法用立体匹配获得的物体表面三维特征点和原匹配图像来重建物体的真实表面,主要步骤是:将物体表面三维特征点集映射到某个平面上,在此平面上完成三角剖分,将剖分的结果映射回物体表面,用空间三角片来表示物体的几何模型,最后在OpenGL环境下将物体原匹配图像贴到几何模型上,这样就真实地重建了物体表面.最后给出了重建物体真实表面的所需条件.  相似文献   

4.
为了使构造的三次三角非均匀 B-样条曲线在具备形状可调性、高阶连续性、精确 表示椭圆等性质的同时还具有变差缩减性,构造了一类具有全正性的带 2 个参数的非均匀三次 三角 B-样条基函数,进而进行曲线构造。首先假设待构造的非均匀三次三角 B-样条基在每一个 节点处具有 C2连续且具有单位性,进而确定基函数的表达式;然后给出了基函数具有全正性等 重要性质;最后给出了非均匀三次三角 B-样条曲线的定义,并证明了其具有变差缩减性等重要 性质,还证明了曲线在取特殊参数值时具有 C(2n–1)阶连续。实例表明,本文构造的曲线有效解 决了传统方法存在的问题,适合于几何设计。  相似文献   

5.
基于推广的德布尔算法的轴变形方法   总被引:1,自引:0,他引:1  
提出了一种基于推广的德布尔(De Boor)算法实现物体的自由变形的方法,物体沿一条B样条曲线变形,变形计算由推广的德布尔(De Boor)算法来实现。该方法变形直观,计算效率高,控制简单。适用于任何几何造型系统。  相似文献   

6.
提出了一种基于B-样条曲线Snake模型的新的人体运动跟踪方法.Snake算法是通过最小能量来逼近物体的轮廓.采用改进的B-样条曲线Snake模型,每一帧图像中的目标轮廓用三次样条曲线准确地表示,使Snake模型更加稳定和具有较快的收敛速度.计算相邻帧之间的差分图像,通过利用一种基于统计关系双阈值分割方法,有效地检测出图像中运动人体,初步确定目标在每帧图像中的粗略位置.把从上一帧图像中得到的目标轮廓置于该位置,作为B-样条曲线Snake算法中轮廓提取的初始值,经运算后可得到对人体目标的准确分割与跟踪.  相似文献   

7.
基于NURBS的自由曲面体三维几何特性计算   总被引:1,自引:0,他引:1  
张明霞  纪卓尚  林焰  马坤 《计算机工程》2002,28(8):81-82,87
阐述了非均匀有理B样条(NURBS:Non-Uniform Rational B-Spline)曲面造型的发展背景及三维物体的几何特性计算原理,结合Gauss定理及参数曲面积分方法,给出了基于NURBS曲面的自由曲面体的几何特性计算原理与方法,并进行了实际应用。  相似文献   

8.
提出了一种基于几何细节映射的点模型的形状编辑方法.几何细节是曲面的一个重要属性,定义几何细节为原始曲面及其基曲面之间的向量差,该基曲面由多层次B样条所构成.通过基曲面上的局部仿射坐标,则可以得到与之对应的多分辨率几何细节表示,曲面的低频信息和高频信息易被用户所指定的频段分离.通过调节基曲面的形状,再将这些几何细节映射上去,可以对模型进行保细节的变形;如果将几何细节映射到其他物体上,将可以得到几何细节迁移的结果.为点模型开发了多种特征保持的编辑算子,实验结果表明,所提出的方法是一种有效的点模型造型算法.  相似文献   

9.
计算域的体参数化是等几何分析的基础问题,针对现有方法的结果扭曲过高的问题,提出一种面向等几何分析的低扭曲B样条体参数化方法.该方法将参数域的几何形状引入优化来降低扭曲.对于输入的计算域,首先生成计算域到参数域的映射,构造一个边界对应关系;然后根据该初始边界对应关系生成离散体参数化映射,并更新边界对应关系;最后利用B样条基拟合离散体参数化映射得到低扭曲B样条体参数化.在一个包含215个复杂三维模型的数据集上进行实验,验证了所提方法的鲁棒性和有效性;与2种对比方法相比,该方法的对称Dirichlet扭曲能量分别平均降低30.91%和29.74%.  相似文献   

10.
冯仁忠  王仁宏 《软件学报》2003,14(4):830-837
介绍了一种在控制三角形网格上创建光滑样条曲面的算法,该控制网格能够刻画具有或没有边界的任意自由曲面.生成的曲面有一个4次参数多项式表示并且被表示成一个切平面连续的三角形Bézier片网.曲面对网格的逼近程度受到一个混合比控制,当混合比为0时,产生的曲面插值网格.该算法是一种局部方法,简单且效率高,适合于外形设计.  相似文献   

11.
Free-Form Deformation with Rational DMS-Spline Volumes   总被引:1,自引:0,他引:1       下载免费PDF全文
In this paper, we propose a novel free-form deformation (FFD) technique, RDMS-FFD (Rational DMS-FFD), based on rational DMS-spline volumes. RDMS-FFD inherits some good properties of rational DMS-spline volumes and combines more deformation techniques than previous FFD methods in a consistent framework, such as local deformation, control lattice of arbitrary topology, smooth deformation, multiresolution deformation and direct manipulation of deformation. We first introduce the rational DMS-spline volume by directly generalizing the previous results related to DMS-splines. How to generate a tetrahedral domain that approximates the shape of the object to be deformed is also introduced in this paper. Unlike the traditional FFD techniques, we manipulate the vertices of the tetrahedral domain to achieve deformation results. Our system demonstrates that RDMS-FFD is powerful and intuitive in geometric modeling.  相似文献   

12.
This paper presents a new geometric deformation method based on 3D volume morphing by using a new cocept called directinal polar coordinate.The user specifies the source control object and the destination control object which act as the embedded spaces.The source and the destination control objects deterine a 3D volume morphing which maps the space enclosed in the source control object to that of the destination cotrol object.By embedding the object to be deformed into the source control boject,the 3D volume morphing determines the deformed object automatically without the tiring moving of control points.Experiments show that this deformation model is efficient and intuitive ,and it can achieve some deformation effects which are difficult to achieve for traditional methods.  相似文献   

13.
There are two major approaches for real-time object simulation namely, the geometry (non-physically) based and the physically based approaches. Geometry based approaches such as free-form deformation (FFD) employ purely geometric techniques to model deformation. Physically based approaches usually adopt mass-spring system, finite element method (FEM) or boundary element method (BEM) for simulation. The mass-spring system is simple and only gives a coarse estimation of object deformation. Recently, FEM and BEM have been extensively used in object simulation because of the demand for more realistic simulation. However, a major drawback of FEM and BEM is their difficulty to achieve real-time deformation. In this article, we compare two different physically based approaches, FEM and BEM, according to their accuracy and computational complexity. Several experiments were conducted to compare the time required for the pre-computation process and the deformation process. In addition, the BEM with linear boundary elements is implemented and tested. At the current state of investigation, for the meshes with triangular elements, BEM with linear boundary elements is significantly faster than BEM with constant boundary elements under most of the circumstances. With the band matrix of FEM, the pre-computation process is faster than the BEM for a model with small mesh size. However if the mesh size of the model is large, the pre-computation process of BEM with linear boundary elements is the fastest.  相似文献   

14.
Volume-preserving free-form solids   总被引:1,自引:0,他引:1  
Some important trends in geometric modeling are the reliance on solid models rather than surface-based models and the enhancement of the expressive power of models, by using free-form objects in addition to the usual geometric primitives and by incorporating physical principles. An additional trend is the emphasis on interactive performance. In this paper, we integrate all of these requirements into a single geometric primitive by endowing the tri-variate tensor-product free-form solid with several important physical properties, including volume and internal deformation energy. Volume preservation is of benefit in several application areas of geometric modeling, including computer animation, industrial design and mechanical engineering. However, previous physics-based methods, which have usually used some form of “energy”, have neglected the issue of volume (or area) preservation. We present a novel method for modeling an object composed of several tensor-product solids while preserving the desired volume of each primitive and ensuring high-order continuity constraints between the primitives. The method utilizes the Uzawa algorithm for non-linear optimization, with objective functions based on deformation energy or least squares. We show how the algorithm can be used in an interactive environment by relaxing exactness requirements while the user interactively manipulates free-form solid primitives. On current workstations, the algorithm runs in real-time for tri-quadratic volumes and close to real-time for tri-cubic volumes  相似文献   

15.
提出一种新的参数曲线变形方法:采用一种特殊的B样条展开式作为伸缩函数,构造了具有明确几何意义的变换矩阵,用它作用于待变形的曲线,可使曲线发生变形。此方法数学模型简单而变形效果良好。展开式的系数作为变形的控制参数,每个参数具有局部可控性,变形效果较丰富。可分别定量地控制变形的发生区间、变形区间界点处的连续性与光滑性、变形方向和变形幅度等。实验表明,该方法通过交互改变控制参数,可获得预期的、丰富的形状修改和变形效果,适用于几何造型、计算机动画、CAD等领域。  相似文献   

16.
为了改进参数曲面自由变形方法,构造了凸多边形域上的伸缩因子函数,它具有已往文献所引入的伸缩因子的特性。可使用新的伸缩因子去作用待变形曲面的参数方程,从而使曲面发生形变。可通过交互改变控制参数来控制曲面的形状,使其能够更好地表示一些不规则实体的外型。实验表明,该方法的数学背景简单、易于控制、重复使用可以达到获得丰富变形效果的目的。可用于几何造型、计算机动画以及CAD/CAM等领域。  相似文献   

17.
一种应用参数曲面的动态自由变形方法   总被引:3,自引:0,他引:3  
本文提出了一种动态自由变形方法,被变形物体首先附在两张参数曲面上,当参数曲面的形状发生变化时,物体会随之变形。这两张参数曲面分别被称为形状曲面和高度曲面,其中形状曲面用于控制变形物体的形状,高度曲面用于控制物体沿着形状曲面法向的高度。  相似文献   

18.
In this paper, a new free-form shape deformation approach is proposed. We combine a skeleton-based mesh deformation technique with discrete differential coordinates in order to create natural-looking global shape deformations. Given a triangle mesh, we first extract a skeletal mesh, a two-sided Voronoibased approximation of the medial axis. Next the skeletal mesh is modified by free-form deformations. Then a desired global shape deformation is obtained by reconstructing the shape corresponding to the deformed skeletal mesh. The reconstruction is based on using discrete differential coordinates. Our method preserves fine geometric details and original shape thickness because of using discrete differential coordinates and skeleton-based deformations. We also develop a new mesh evolution technique which allow us to eliminate possible global and local self-intersections of the deformed mesh while preserving fine geometric details. Finally, we present a multi-resolution version of our approach in order to simplify and accelerate the deformation process. In addition, interesting links between the proposed free-form shape deformation technique and classical and modern results in the differential geometry of sphere congruences are established and discussed.  相似文献   

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