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1.
Performances of actual mesh compression algorithms vary significantly depending on the type of model it encodes. These methods rely on prior assumptions on the mesh to be efficient, such as regular connectivity, simple topology and similarity between its elements. However, these priors are implicit in usual schemes, harming their suitability for specific models. In particular, connectivity‐driven schemes are difficult to generalize to higher dimensions and to handle topological singularities. GEncode is a new single‐rate, geometry‐driven compression scheme where prior knowledge of the mesh is plugged into the coder in an explicit manner. It encodes meshes of arbitrary dimension without topological restrictions, but can incorporate topological properties, such as manifoldness, to improve the compression ratio. Prior knowledge of the geometry is taken as an input of the algorithm, represented by a function of the local geometry. This suits particularly well for scanned and remeshed models, where exact geometric priors are available. Compression results surfaces and volumes are competitive with existing schemes.  相似文献   

2.
Closed geodesics, or geodesic loops, are crucial to the study of differential topology and differential geometry. Although the existence and properties of closed geodesics on smooth surfaces have been widely studied in mathematics community, relatively little progress has been made on how to compute them on polygonal surfaces. Most existing algorithms simply consider the mesh as a graph and so the resultant loops are restricted only on mesh edges, which are far from the actual geodesics. This paper is the first to prove the existence and uniqueness of geodesic loop restricted on a closed face sequence; it contributes also with an efficient algorithm to iteratively evolve an initial closed path on a given mesh into an exact geodesic loop within finite steps. Our proposed algorithm takes only an O(k) space complexity and an O(mk) time complexity (experimentally), where m is the number of vertices in the region bounded by the initial loop and the resultant geodesic loop, and k is the average number of edges in the edge sequences that the evolving loop passes through. In contrast to the existing geodesic curvature flow methods which compute an approximate geodesic loop within a predefined threshold, our method is exact and can apply directly to triangular meshes without needing to solve any differential equation with a numerical solver; it can run at interactive speed, e.g., in the order of milliseconds, for a mesh with around 50K vertices, and hence, significantly outperforms existing algorithms. Actually, our algorithm could run at interactive speed even for larger meshes. Besides the complexity of the input mesh, the geometric shape could also affect the number of evolving steps, i.e., the performance. We motivate our algorithm with an interactive shape segmentation example shown later in the paper.  相似文献   

3.
随着近几年3维扫描和图形建模技术的快速发展,3维模型的数据量不断增大,其在存储、显示及传输上都面临巨大的挑战,因此,必须构造模型的简化表示。通过对当前网格模型动态简化算法的分析,提出了一种网格简化算法来构造拓扑可变的网格模型累进表示,在此基础上,通过对简化后的模型数据进行再组织,为简化模型建立了一种紧凑、灵活的动态多分辨率结构,并相应地给出了基于视点的动态简化算法。理论分析和实验结果表明,新方法能够随着视点参数的变化动态生成适当细节的简化模型,简化结果好,简化后的模型不仅能够较好地保留原模型的基本几何形状,而且能够较好地保留原始模型的颜色等属性特征,具有存储量小、适用范围广和自适应性强等特点。  相似文献   

4.
在分析已有累进网格生成算法的基础上,构造了一种新的网格简化信息记录表示法,并提出一种基于“边折叠”网格简化方法的累进网格生成算法。此算法不仅消除了累进网格技术中的二义性,而且能够较大地提高累进网格的运算速度。  相似文献   

5.
We present a simplification algorithm for manifold polygonal meshes of plane-dominant models. Models of this type are likely to appear in man-made environments. While traditional simplification algorithms focus on generality and smooth meshes, the approach presented here considers a specific class of man-made models. By detecting and classifying edge loops on the mesh and providing a guided series of binary mesh partitions, our approach generates a series of simplified models, each of which better respects the semantics of these kinds of models than conventional approaches do. A guiding principle is to eliminate simplifications that do not make sense in constructed environments. This, coupled with the concept of “punctuated simplification”, leads to an approach that is both efficient and delivers high visual quality. Comparative results are given.  相似文献   

6.
结合边折叠和局部优化的网格简化算法   总被引:1,自引:0,他引:1  
刘峻  范豪  孙宇  陆向艳  刘艳 《计算机应用》2016,36(2):535-540
针对目前网格简化算法在将三维模型简化到较低分辨率时,网格模型的细节特征丢失、网格质量不佳的问题,提出一种保持特征的高质量网格简化算法。引入顶点近似曲率的概念,并将其与边折叠的误差矩阵结合,使得简化模型的细节特征在最大限度上得到保持。同时分析简化后三角网格的质量,对三角网格作局部优化处理,减少狭长三角形的数量,提高简化模型的网格质量。使用Apple模型和Horse模型进行实验,并与一种经典的基于边折叠的网格简化算法以及其改进算法之一进行对比。实验结果显示,两种对比算法三角网格分布过于均匀,局部细节模糊不清,而所提算法的三角网格在曲率大的区域稠密,在平坦处稀疏,细节特征清晰可辨;简化模型的几何误差的数量值与两种对比算法处于同一数量级;所提算法的简化网格的平均质量远高于两种对比算法。实验结果表明,在不扩大几何误差的情况下,所提算法不仅具有较强的细节特征保持能力,而且简化模型的网格质量较高,视觉效果较好。  相似文献   

7.
We present a novel clustering algorithm for polygonal meshes which approximates a Centroidal Voronoi Diagram construction. The clustering provides an efficient way to construct uniform tessellations, and therefore leads to uniform coarsening of polygonal meshes, when the output triangulation has many fewer elements than the input mesh. The mesh topology is also simplified by the clustering algorithm. Based on a mathematical framework, our algorithm is easy to implement, and has low memory requirements. We demonstrate the efficiency of the proposed scheme by processing several reference meshes having up to 1 million triangles and very high genus within a few minutes on a low‐ end computer.  相似文献   

8.
提出了一种新的保细节的变形算法,可以使网格模型进行尽量刚性的变形,以减少变形中几何细节的扭曲.首先根据网格曲面局部细节的丰富程度,对原始网格进行聚类生成其简化网格;然后对简化网格进行变形,根据其相邻面片变形的相似性,对简化网格作进一步的合并,生成新的变形结果,将该变形传递给原始网格作为初始变形结果.由于对属于同一个类的网格顶点进行相同的刚性变形,可在变形中较好地保持该区域的表面细节,但分属不同类的顶点之间会出现变形的不连续.为此,通过迭代优化一个二次能量函数,对每个网格顶点的变形进行调整来得到最终变形结果.实验结果显示,该算法简单高效,结果令人满意.  相似文献   

9.
In this paper, a simple and efficient algorithm is proposed for manifold-guaranteed out-of-core simplification of large meshes with controlled topological type. By dual-sampling the input large mesh model, the proposed algorithm utilizes a set of Hermite data (sample points with normals) as an intermediate model representation, which allows the topological structure of the mesh model to be encoded implicitly and thus makes it particularly suitable for out-of-core mesh simplification. Benefiting from the construction of an in-core signed distance field, the proposed algorithm possesses a set of features including manifoldness of the simplified meshes, toleration of nonmanifold mesh data input, topological noise removal, topological type control and, sharp features and boundary preservation. A novel, detailed implementation of the proposed algorithm is presented, and experimental results demonstrate that very large meshes can be simplified quickly on a low-cost off-the-shelf PC with tightly bounded approximation errors and with time and space efficiency.  相似文献   

10.
在工程中通常采用三角形网格描述几何物体,但是网格模型的大数据量成为后续处理的瓶颈,因此三角形网格模型的简化成为了多个领域中的研究热点。文章针对逆向工程中的特殊简化要求,提出了一种强制约束下的非均匀网格简化算法。对于工程应用实例的简化计算,可以得到与原始网格拓扑一致的非均匀简化网格,表明了所提出简化算法的有效性。  相似文献   

11.
We present a remeshing-free brittle fracture simulation method under the assumption of quasi-static linear elastic fracture mechanics (LEFM). To achieve this, we devise two algorithms. First, we develop an approximate volumetric simulation, based on the extended Finite Element Method (XFEM), to initialize and propagate Lagrangian crack-fronts. We model the geometry of fracture explicitly as a surface mesh, which allows us to generate high-resolution crack surfaces that are decoupled from the resolution of the deformation mesh. Our second contribution is a mesh cutting algorithm, which produces fragments of the input mesh using the fracture surface. We do this by directly operating on the half-edge data structures of two surface meshes, which enables us to cut general surface meshes including those of concave polyhedra and meshes with abutting concave polygons. Since we avoid triangulation for cutting, the connectivity of the resulting fragments is identical to the (uncut) input mesh except at edges introduced by the cut. We evaluate our simulation and cutting algorithms and show that they outperform state-of-the-art approaches both qualitatively and quantitatively.  相似文献   

12.
We present a new approach to dynamic mesh compression, which combines compression with simplification to achieve improved compression results, a natural support for incremental transmission and level of detail. The algorithm allows fast progressive transmission of dynamic 3D content. Our scheme exploits both temporal and spatial coherency of the input data, and is especially efficient for the case of highly detailed dynamic meshes. The algorithm can be seen as an ultimate extension of the clustering and local coordinate frame (LCF)‐based approaches, where each vertex is expressed within its own specific coordinate system. The presented results show that we have achieved better compression efficiency compared to the state of the art methods. Copyright © 2008 John Wiley & Sons, Ltd.  相似文献   

13.
We introduce a reliable method to generate offset meshes from input triangle meshes or triangle soups. Our method proceeds in two steps. The first step performs a Dual Contouring method on the offset surface, operating on an adaptive octree that is refined in areas where the offset topology is complex. Our approach substantially reduces memory consumption and runtime compared to isosurfacing methods operating on uniform grids. The second step improves the output Dual Contouring mesh with an offset-aware remeshing algorithm to reduce the normal deviation between the mesh facets and the exact offset. This remeshing process reconstructs concave sharp features and approximates smooth shapes in convex areas up to a user-defined precision. We show the effectiveness and versatility of our method by applying it to a wide range of input meshes. We also benchmark our method on the Thingi10k dataset: watertight and topologically 2-manifold offset meshes are obtained for 100% of the cases.  相似文献   

14.
In this paper, we present a framework for the groupwise processing of a set of meshes in dense correspondence. Such sets arise when modeling 3D shape variation or tracking surface motion over time. We extend a number of mesh processing tools to operate in a groupwise manner. Specifically, we present a geodesic-based surface flattening and spectral clustering algorithm which estimates a single class-optimal flattening. We also show how to modify an iterative edge collapse algorithm to perform groupwise simplification while retaining the correspondence of the data. Finally, we show how to compute class-optimal texture coordinates for the simplified meshes. We present alternative algorithms for topologically symmetric data which yield a symmetric flattening and low-resolution mesh topology. We present flattening, simplification, and texture mapping results on three different data sets and show that our approach allows the construction of low-resolution 3D morphable models.  相似文献   

15.
There is a vast number of applications that require distance field computation over triangular meshes. State‐of‐the‐art algorithms have quadratic or sub‐quadratic worst‐case complexity, making them impractical for interactive applications. While most of the research on this subject has been focused on reducing the computation complexity of the algorithms, in this work we propose an approximate algorithm that achieves similar results working in lower resolutions of the input meshes. The creation of lower resolution meshes is the essence of our proposal. The idea is to identify regions on the input mesh that can be unfolded into planar regions with minimal area distortion (i.e. quasi‐developable charts). Once charts are computed, their interior is re‐triangulated to reduce the number of triangles, which results in a collection of simplified charts that we call a base mesh. Due to the properties of quasi‐developable regions, we are able to compute distance fields over the base mesh instead of over the input mesh. This reduces the memory footprint and data processed for distance computations, which is the bottleneck of these algorithms. We present results that are one order of magnitude faster than current exact solutions, with low approximation errors.  相似文献   

16.
Based on mesh deformation, we present a unified mesh parametrization algorithm for both planar and spherical domains. Our approach can produce intermediate frames from the original meshes to the targets. We derive and define a novel geometric flow: ‘unit normal flow (UNF)’ and prove that if UNF converges, it will deform a surface to a constant mean curvature (CMC) surface, such as planes and spheres. Our method works by deforming meshes of disk topology to planes, and spherical meshes to spheres. Our algorithm is robust, efficient, simple to implement. To demonstrate the robustness and effectiveness of our method, we apply it to hundreds of models of varying complexities. Our experiments show that our algorithm can be a competing alternative approach to other state-of-the-art mesh parametrization methods. The unit normal flow also suggests a potential direction for creating CMC surfaces.  相似文献   

17.
Many traditional parallel matrix computing algorithms are performed on regular resource topologies, such as mesh. However, the grid resource topology is often irregular in practice. In this paper, we present a transformation algorithm of grid resource topology for achieving virtual meshes. And on the virtual mesh, these traditional parallel algorithms can be performed in a modern computational grid environment. The basic idea of our topology transformation is to align the basic blocks of grid computational resources through permutations in a virtual mesh. Designing a cost function of heuristic search scheme for the transformation, we use it to fully exploit the computational and communicational abilities of grid resources. The experiment results show that our aligning block permutation can significantly reduce the time complexity of search tree. They also show that the heuristic search scheme can effectively find the block permutation that makes better use of computational and communicational abilities of grid resources.  相似文献   

18.
We address routing in Networks-On-Chip (NoC) architectures that use irregular mesh topologies with Long-Range Links (LRL). These topologies create difficult conditions for routing algorithms, as standard algorithms assume a static, regular link structure and exploit the uniformity of regular meshes to avoid deadlock and maintain routability. We present a novel routing algorithm that can cope with these irregular topologies and adapt to run-time LRL insertion and topology reconfiguration. Our approach to accommodate dynamic topology reconfiguration is to use a new technique that decomposes routing relations into two stages: the calculation of output ports on the current minimal path and the application of routing restrictions designed to prevent deadlock. In addition, we present a selection function that uses local topology data to adaptively select optimal paths.The routing algorithm is shown to be deadlock-free, after which an analysis of all possible routing decisions in the region of an LRL is carried out. We show that the routing algorithm minimises the cost of sub-optimally placed LRL and display the hop savings available. When applied to LRLs of less than seven hops, the overall traffic hop count and associated routing energy cost is reduced. In a simulated 8 × 8 network the total input buffer usage across the network was reduced by 6.5%.  相似文献   

19.
基于检测球控制的网格模型简化算法研究   总被引:3,自引:0,他引:3  
周儒荣  唐杰  张丽艳  周来水 《软件学报》2001,12(11):1680-1686
在逆向工程、计算机图形学等应用领域中,经常采用多边形网格模型(多为三角形网格)来描述几何形体,但网格中三角片数目往往非常庞大.为了保证对模型的后续操作能有效地进行,有必要在满足一定精度的条件下对其进行简化.提出了一种基于检测球控制简化精度的网格模型简化算法.该算法运行速度快,简化效果好.  相似文献   

20.
《Graphical Models》2001,63(4):263-275
We describe an efficient algorithm for coding the connectivity information of general polygon meshes. In contrast to most existing algorithms which are suitable only for triangular meshes, and pay a penalty for treatment of nontriangular faces, this algorithm codes the connectivity information in a direct manner. Our treatment of the special case of triangular meshes is shown to be equivalent to the Edgebreaker algorithm. Using our methods, any triangle mesh may be coded in no more than 2 bits/triangle (approximately 4 bits/vertex), a quadrilateral mesh in no more than 3.5 bits/quad (approximately 3.5 bits/vertex), and the most common case of a quad mesh with few triangles in no more than 4 bits/polygon.  相似文献   

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