首页 | 本学科首页   官方微博 | 高级检索  
相似文献
 共查询到18条相似文献,搜索用时 109 毫秒
1.
提出了三角网格上代数曲面重构的一种方法。构造三个与任意两条边界GC1光滑拼接,与另一条边界GC0拼接的四次代数曲面,将这三个四次代数曲面分别与相应截面相乘并作线性组合,即可得到与三条边界光滑拼接的一个具有组合形式的五次代数曲面。所构造代数曲面具有二次精度、较好局部性、计算复杂度低、较大灵活性等优点。  相似文献   

2.
用分片代数曲面构造管道曲面的过渡曲面   总被引:9,自引:0,他引:9  
借助围绕一个顶点处代数曲面的光滑拼接条件,提出并研究了用分片代数曲面构造三通管道的过渡曲面问题。首先对空间区域进行适当的剖分以确定分片代数曲面的定义区域。然后,通过求解一个线性方程组来构造出光滑拼接的分片代数曲面,同时还了在代数曲面片的B-B表示下,Bezier纵标对过渡曲面的形状的局部控制问题。结果表明,用分片代数曲面构造过渡曲面不仅可以降低曲面的次数,而且更有利于曲面形状的控制。  相似文献   

3.
三角曲面的降阶问题一直是CAGD领域的一个难点问题,近年来受到关注.对L2范数下多三角Bézier曲面在拼接边界满足GC1约束的降阶逼近问题进行研究,包括:1)给出了一种L2范数下单一三角Bézier曲面的一次降多阶的逼近算法;2)对两个三角Bézier曲面在拼接边界上满足GC1约束的降阶逼近算法进行研究,提出一种通过调整两个三角Bézier曲面片距离拼接边界的第2排内部控制点来满足GC1约束的降阶逼近算法;3)研究基于调整三角Bézier曲面片内部控制点的多三角曲面片在各拼接边界满足GC1约束的曲面降阶算法.算法首先按照2)中的方法,确定每两个三角Bézier曲面片在公共边界满足GC1约束的降阶逼近所需要调整的内部控制点,然后构造blending函数.通过将每个三角Bézier曲面所对应的多组控制点进行混合,形成新的混合降阶曲面的三角Bézier格式,并在理论上证明该混合三角Bézier降阶曲面片与其周边的各降阶曲面片仍保持GC1约束.实验结果表明,所提方法简单实用,逼近效果好.  相似文献   

4.
三角网格上五次齐次代数曲面的重构   总被引:1,自引:0,他引:1  
提出三角网格上重建代数曲面的一种方法,利用三次控制曲面来构造五次具有"齐次"形式的GC<'1>光滑曲面,所构造的代数曲面具有2次精度、局部性好、计算量低、自由参数几何意义明确的优点;而且这个五次代数曲面在与一簇特殊的平面相交时,交线为一个四次代数曲线和一条直线,从而化简了这类曲面参数化的计算量.  相似文献   

5.
为健壮处理包含尖锐特征或欠采样的数据点集,通过对基于边界推进曲面重建技术的扩展,提出一种分片驱动的、特征敏感的对无方向散乱数据点集进行曲面重建的算法.在一个光滑阈值的控制下,将曲面重建过程分成分片重建和特征缝合2个阶段.在分片重建中,从光滑的种子三角化区域开始进行边界推进三角化,并通过拓扑元素分类与特征检测对边界光顺和特征重定位,以进一步扩展该分片,重复该过程,得到对光滑区域三角化的一系列光滑分片;特征缝合阶段,在边界推进过程中将所有分离的分片或分片中的缝隙缝合在特征区域.这种两阶段的三角化策略可有效地处理含尖锐特征或不规则采样如不充分采样的点集,无需保证拓扑完整性的复杂数学测试,如协变分析和三角形相交检测等,基于局部光滑曲面的求交,可有效地恢复采样点集丢失的特征信息.实验结果表明,采用文中算法能健壮处理不规则采样点集,并生成特征敏感的高质量网格.  相似文献   

6.
一种基于逼近理论的曲面重构方法   总被引:11,自引:1,他引:10  
从离散点列构造一条曲线出发,提出了一种可以处理散乱数据点的曲面重构方法,其主要思想是逐步逼近,即分别用平面三角形和三角Bezier曲面片逼近。详细介绍了空间点的三角划分、离散点的参数化、三角Bezier曲面片逼近以及两曲面片的拼接等算法;最后,给出了几个应用实现。  相似文献   

7.
针对代数曲面拼接中存在直接通过符号计算方法得到的拼接曲面有时不能满足实际拼接需求的问题,提出2种对二次曲面的拼接曲面进行调整的方法:1)计算拼接曲面之前,在构造的方程中加入参数,然后利用结式能够对含有参数的代数方程进行消元的性质得到带有参数的过渡曲面,调整参数的值改变从一个曲面过渡到另一个曲面的速度使得曲面形状改变;2)在计算出结式后,通过增加补偿参数或函数使得曲面的形状改变.文中还从理论上分析并证明了这2种方法可以保持原来拼接曲面光滑连续性的阶数.实验结果表明,文中方法具有很强的通用性且易于实现.  相似文献   

8.
一种通用的trimmed曲面三角化算法   总被引:7,自引:1,他引:6  
本文提出一种既可用于进行trimmed曲面求交,也可用于进行trimmed曲面显示的快速trimmed曲面三角化算法。算法主要基于本文首次提出的对trimmed曲面的空间及参数trimmed边界进行相关离散的思想和入边、出边、跨边三角形等新概念。算法已经成功地应用于雕塑立体造型系统MESSAGE中,进行trimmed曲面的求交与显示。  相似文献   

9.
隐式代数曲面的参数化是 CAGD的热点问题之一 .针对一类四次隐式代数曲面 ,提出一种基于分片的几何参数化方法 .首先对四次代数曲面进行分片 ,然后对每一个分片曲面利用一组同轴平面束与其求交线 ,通过对求得交线的参数化来完成对整个分片曲面的参数化 .该方法是一种精确的参数化方法 ,其结构直观、计算简单 ,并且具有可使分片的四次代数曲面位于 [0 ,1]× [0 ,1]参数区间内 ,以及分片曲面的边界位于等参数线上等特点 ,利用该参数曲面可以方便地实现机器作图和几何操作 .实验结果验证了文中方法的有效性 .  相似文献   

10.
利用三角Bèzier曲面片的保凸性和可分割性,解决了初始交点计算、迭代收敛等问题;通过求近曲面点、边界点跨越等过程,由一个初始交点出发跟踪计算跨越许多曲面片的整条交线;将各交点作为型值点插入曲面中,对三角网格进行局域三角化,以交线为界限进行分离,重新生成两张复合曲面,实现了裁剪的目的;基于次边界环和重新分布边界点的计算,改善了狭长三角形对整张曲面的性态影响.测试显示,上述方法简单可靠,满足了反求工程CAD建模的要求  相似文献   

11.
We introduce a reliable intersection algorithm for manifold surface meshes. The proposed algorithm builds conforming surface meshes from a set of intersecting triangulated surfaces. This algorithm effectively handles all degenerate triangle–triangle intersection cases. The key idea of the algorithm is based on an extensive set of triangle–edge intersection cases, combined with an intersection curve tracking method. The intersection operations do not rely on global spatial search operations and no remeshing steps are needed. The intersection curves are introduced into each surface mesh using a unique curve imprinting algorithm. The imprinting algorithm naturally handles degenerate intersection cases of many surfaces at an edge or at a point. The algorithm produces a consistent mesh data structure for subsequent mesh optimization operations. The mesh intersection algorithm is used within a general framework for modelling and meshing of geological formations, which are essential for reliable mathematical modelling of oil reservoirs.  相似文献   

12.
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   

13.
New formulas for generating smooth surfaces over arbitrarily spaced data points are developed. The formulas are based on quadratic polynomials for the construction of derivative continuous surfaces rather than on the cubic polynomials generally used. The technique is based on a subdivision procedure, dividing each triangle in a triangulation of the data points into six subtriangles and fitting a quadratic Bezier surface patch over each subtriangle. THe formulas require only function and first derivative values at the data points and are easily evaluated in terms of the Bezier coefficients. Since two-dimensional quadratic polynomials contain only six terms, while 10 terms are required to evaluate a cubic, the new procedure significantly improves the efficiency of algorithms for drawing surfaces in computer-aided geometric design.  相似文献   

14.
We present a new interpolatory subdivision scheme for triangle meshes. Instead of splitting each edge and performing a 1-to-4 split for every triangle we compute a new vertex for every triangle and retriangulate the old and the new vertices. Using this refinement operator the number of triangles only triples in each step. New vertices are computed with a Butterfly like scheme. In order to obtain overall smooth surfaces special rules are necessary in the neighborhood of extraordinary vertices. The scheme is suitable for adaptive refinement by using an easy forward strategy. No temporary triangles are produced here which allows simpler data structures and makes the scheme easy to implement.  相似文献   

15.
We present a method for analytically calculating an anti‐aliased rasterization of arbitrary polygons or fonts bounded by Bézier curves in 2D as well as oriented triangle meshes in 3D. Our algorithm rasterizes multiple resolutions simultaneously using a hierarchical wavelet representation and is robust to degenerate inputs. We show that using the simplest wavelet, the Haar basis, is equivalent to performing a box‐filter to the rasterized image. Because we evaluate wavelet coefficients through line integrals in 2D, we are able to derive analytic solutions for polygons that have Bézier curve boundaries of any order, and we provide solutions for quadratic and cubic curves. In 3D, we compute the wavelet coefficients through analytic surface integrals over triangle meshes and show how to do so in a computationally efficient manner.  相似文献   

16.
《Graphical Models》2012,74(1):29-49
Interpolation of triangular meshes is a subject of great interest in many computer graphics related applications, as, for example, gaming and realtime rendering. One of the main approaches to interpolate the positions and normals of the mesh vertices is the use of parametric triangular Bézier patches. As it is well known, any method aiming at constructing a parametric, tangent plane (G1) continuous surface has to deal with the vertex consistency problem. In this article, we propose a comparison of three methods appeared in the nineties that use a particular technique called rational blend to avoid this problem. Together with these three methods we present a new scheme, a cubic Gregory patch, that has been inspired by one of them. Our comparison includes an analysis of their computational costs on CPU and GPU, a study of their capabilities of approximating analytic surfaces and their response to different surface interrogation methods on arbitrary triangle meshes with a low triangle count that actually occur in their real-world use.  相似文献   

17.
在参考张量投票理论的基础上,结合二次误差简化算法,提出一种边界特征保持的几何网格模型分级二次误差简化算法.首先根据张量投票理论对三角网格顶点进行面点、边点、角点类型分类;然后对各边对按照二次误差简化算法进行边折叠代价计算;再将分类顶点按照设定的等级权重加入边对折叠代价中,从而保证渐进式简化过程中能够对顶点进行分级简化.实验结果表明,该算法不但能实现渐进简化,而且能按需保留模型的整体特征和细节特征.  相似文献   

18.
In this paper, we propose a new fast normal-based interpolating subdivision scheme for curve and surface design. Different from the 4-points interpolating subdivision scheme, it is based on cubic Bezier curves and the normal vectors are used to generate a circle. Both a convex edge and an inflexion edge can be subdivided into convex sub-edges and then generate smooth curves. Under proper angle conditions, this subdivision scheme converges and the limit curve will be \(\hbox {G}^{1}\) smoothness. When applying it to subdivide surface on triangle/quadrilateral meshes, we use the normal vectors and have no need to consider the meshes neighboring to the current surface elements. Such advantage leads to that the subdivision scheme has fast rendering speed without changing the topology of the meshes. Subdivision examples and results by our scheme are illustrated and meantime is compared with those generated by other well-known schemes. It shows that this scheme can generate a more smooth curve based on both a convex edge and an inflexion edge, and the limit surface has better smoothness than those of other interpolating schemes.  相似文献   

设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号