首页 | 本学科首页   官方微博 | 高级检索  
相似文献
 共查询到19条相似文献,搜索用时 70 毫秒
1.
针对秋天树叶形变过程的仿真问题,在双层质点-弹簧模型的基础上,提出一种半过程半物理的树叶形变快速仿真算法.由于同时调节叶肉和叶脉弹簧系数会使得树叶形变不易控制,因此对叶脉和叶肉分开进行模拟:为叶脉设计一种目标形态,叶脉形变序列的中间形态可以通过对初态和终态的插值得到,叶肉会在叶脉形变引发的弹簧力的牵引下发生相应的形变,质点-弹簧系统会在阻尼的作用下趋于稳定,上述过程是一个不断循环迭代的过程;针对显式积分求解器求解时间过长和不稳定的缺点,采用大时间步长的隐式积分求解器以显著地提高系统的稳定性和求解效率.算法分析和实验结果表明,该算法可以稳定、快速、逼真地模拟秋天树叶老化过程中几何形态的变化过程.  相似文献   

2.
为真实表现叶子在枯萎过程中的形态变化,提出一种植物叶子枯萎造型方法。该方法采用图像处理技术提取叶子轮廓,用Runions的方法生成叶脉,基于叶子轮廓和生成的叶脉产生叶子的2D网络,在此基础上提出基于控制曲线控制网格来实现枯萎过程中的弯曲变形,并通过实验设计出控制曲线。实验结果表明,该方法能较好地模拟植物叶子枯萎过程中的形态变化。  相似文献   

3.
秋季植物叶子表观的模拟   总被引:3,自引:0,他引:3  
提供了一种采样并生成植物叶子表观的方法,可以非常真实地展现叶子秋季在干枯、老化过程中多种纹理、表观属性的变化.在生成叶子纹理的过程中,有别于以往基于单一材质样本的表观合成技术,采集了大量不同叶子样本表面的双向反射分布函数BRDF 和双向透射分布函数BTDF,最终从这些数据中得到叶子衰老过程在老化空间中的表达式和完全分布图.结合植物学知识和所得到的老化空间中的表达式和分布图,可以很好地指导合成秋季不同衰老程度叶子的表观纹理,并能够外插合成采样范围之外的叶子纹理样式.在生成多种不同种类和衰老程度的植物叶子的过程中验证了这种方法的有效性,得到了大量非常接近真实树叶的各种叶子  相似文献   

4.
基于图像图形相结合的植物叶子动态生长显示   总被引:2,自引:1,他引:2  
文章介绍了利用图像和图形相结合的方式显示植物叶子虚拟动态生长,利用纹理贴图技术和模型控制技术很好地展现出了植物叶子的生命过程,通过对模型增加控制手段,真实地表现诸如叶子折断、随风飘动、枯萎等显示效果。  相似文献   

5.
基于Open-L系统的植物结构功能模型研究   总被引:1,自引:0,他引:1  
为了真实地模拟植物生长发育过程,引入了Open-L系统建模理论.在植物形态发生模型的基础上,根据植物生长时其形态与生理特性及环境之间的相互作用,构建了综合考虑植物结构与功能的虚拟植物模型,再根据该模型有效组织了植物生长过程中的数据信息,并建立植物生长的可视化流程.最后,开发一个原型系统验证了该模型的可行性和有效性.  相似文献   

6.
黄瓜生长可视化系统的设计与实现   总被引:2,自引:0,他引:2  
利用计算机更好地模拟植物的生理过程、形态结构及生态变化的关键是确定虚拟植物模型。文中采用双尺度自动机模型模拟植物生长,对作物器官进行三维几何建模,以黄瓜为例设计并实现了作物生长可视化系统。该系统易于交互、真实感强、计算速度快并具有可扩展性,可以较好地模拟显示黄瓜整体植株与群体植株、群体漫游及黄瓜植株和黄瓜器官三维动态生长过程等。  相似文献   

7.
植物器官的真实感模拟和可视化表达,对于虚拟植物的研究和应用具有重要作用,针对植物的真实生长过程,为了仿真树叶在枯萎、老化过程中几何形态的变化,引入一种质点--弹簧模型的三维变形方法.对质点--弹簧模型的树叶网格模型的建立,确定了模型的关键因素:质点和弹簧;对模型中的质点确定,根据树叶在形态变化过程中受到的诸多外力因素和树叶本身的物理属性,进行了受力分析,建立了三维变形模型的微分方程,并进行仿真,并以点的位置变化来表现树叶形态的变化.实验结果与观察结果相近,说明质点--弹簧模型用于树叶的几何形态仿真具有可行性和有效性.  相似文献   

8.
为实现植物叶子卷曲变形实时仿真,提出了一种基于叶脉骨架的旋转模型。基于叶片图像构建叶子的三维模型,并利用轮廓中轴提取算法生成叶子主脉,由主脉节点自动分生二级叶脉。在此基础上,将叶脉骨架旋转模型拓展到整个叶膜,即叶片三角网格顶点绕叶脉骨架节点向量逐步进行空间旋转,从而实现整个叶片模型的动态变形。元宝枫仿真实验结果表明,该方法模拟的叶子卷曲变形效果具有较强的真实感,且算法的运行速度基本达到了实时性的要求。  相似文献   

9.
黄瓜生长可视化系统的设计与实现   总被引:7,自引:0,他引:7  
利用计算机更好地模拟植物的生理过程、形态结构及生态变化的关键是确定虚拟植物模型。文中采用双尺度自动机模型模拟植物生长,对作物器官进行三维几何建模,以黄瓜为例设计并实现了作物生长可视化系统。该系统易于交互、真实感强、计算速度快并具有可扩展性,可以较好地模拟显示黄瓜整体植株与群体植株、群体漫游及黄瓜植株和黄瓜器官三维动态生长过程等。  相似文献   

10.
基于粒子系统模型的基本思想,即个体行为受群体行为控制的模式作为所研究问题的切入点,提出了一种模拟竹群分布形态的仿真算法。对原有粒子系统模型的随机分布算法进行了改进,使随机分布的粒子在整体分布上打破了矩形的规则形状,并将改进后的算法应用于竹群分布形态的仿真中,从而可以较真实地模拟出竹群的不同分布形态,这为植物的仿真模拟提供了一种新的解决方案,并将粒子系统模型的应用范围扩展到了植物的群体生长方式之中。  相似文献   

11.
A hybrid method for real-time animation of trees swaying in wind fields   总被引:4,自引:0,他引:4  
Trees are one of the most important elements of natural landscapes. Therefore, in computer graphics, there is a great demand for methods to realize the natural representation of trees in virtual landscapes in various fields such as the entertainment industry or environmental assessment in construction. Many studies have been made on techniques in which the shapes of trees are modeled but only a few studies have been reported on methods to incorporate the shapes with motions in a wind field. Most of these studies use physical simulation techniques based on the equations of motion to generate the branch motions and cannot realize the motions of individual leaves. In this paper, we propose a method to create the natural motions of individual leaves and branches swaying in a wind field. The proposed method uses a hybrid approach combining a stochastic method and a simulation method. The stochastic method is based on 1/f noise, which is observed in various natural phenomena, and provides natural motion to leaves and branches. In addition, a simple simulation method based on the spring model is applied to branches to enhance the reality of their motions. This method enables the real-time creation of the leaf and branch motions. Diverse motions according to tree species and shapes and wind conditions can be easily realized by controlling the parameters.  相似文献   

12.
In this study, we propose an effective method of easy and intuitive modeling of various types of multiple leaves from plants, including flowering plants and trees, and of naturally visualizing them. This method consists of two processes. The first is the procedural modeling of leaf venation patterns. The proposed method enables modeling of the growth of leaf veins based on the information of auxin detected from a binary image of a leaf blade. Therefore, a contour-based method is designed to automatically obtain information on the target auxin, required for the growth, according to blade shapes. In addition, the growth of leaf veins is procedurally modeled by dividing the veins into main, lateral, and tertiary veins. To this end, we propose a two-level growth model. The second method we introduce is a color model based on convolution sums of divisor functions to naturally simulate the color patterns of leaf surfaces. This approach automatically defines various color patterns by creating color tables for consistent changes in the convolution sums. In addition, it synthesizes three layers consisting of noise and vein glow maps. Furthermore, we perform experiments to verify whether the proposed method is effective for generating various realistic leaves.  相似文献   

13.
This paper presents an efficient approach for generating weathering effects with detailed appearance variations in a single image. Previous approaches merely change chroma or reflectance of weathered objects, which is not sufficient for materials with detailed shading and texture variations, such as growing moss and peeling plaster. Our method propagates such detailed features via seamless patch‐based synthesis driven by weathering degree distribution. Unlike previous methods, the weathering degrees are calculated efficiently using Radial Basis Functions even for materials with wide color variations. We use graph cut‐based optimization to identify the most weathered region as a “weathering exemplar”, from which we sample weathering patches. We demonstrate our method enables us to generate various types of detailed weathering effects interactively.  相似文献   

14.
It is a fact that the natural material wood changes its appearance during weathering. This study deals with the modelling of the discolouration process on wood colour during natural weathering and the simulation of ageing effects on wood surfaces in computer graphics. A measurement-based technique was used to create a realistic simulation for weathered material.The surface colour for larch and Norway spruce samples was determined according to the CIEL*a*b* system during a natural weathering test over one year. Accordingly, the collected data are smoothed using a local regression method. Based on this model the natural colour changes of wood can be implemented in CAD software and the ageing of the building can be simulated by means of renderings.At the end of the weathering test the colour impression faded and achieved a grey colour. It was recognized that the simulation of the weathering effects and the actual changes during natural weathering are comparable. The developed method can be a starting point for further investigations.  相似文献   

15.
Creating realistic plants and trees require the ability to generate thousands of leaves with different shapes and textures for different given species. This paper presents an original method to generate large atlases of leaves with many details from a single formal grammar. Leaves are described by a parameterized 2Gmap L-system that describes their evolution in shape and texture through out their entire life cycle. Our approach automatically synthesizes the deformations as well as the color and texture changes as the leaves age, as well as defects such as holes or cracks produced by insect attacks or accidents.  相似文献   

16.
基于图像处理的作物病害自动识别系统的研究   总被引:3,自引:0,他引:3  
为了实现对作物病害检测与防治的自动化,构建了一个基于叶片病斑图像处理的计算机诊断系统,以实现作物叶部病害的自动识别。该系统依据作物病叶颜色差异,用EM算法和偏微分方程水平集模型等图像分割算法,从图像中获取完整准确的病斑;然后提取病斑的颜色、形状和纹理特征,运用主成分分析方法对数据进行降维处理;最后采用神经网络和支持向量机方法对这些特征进行学习与分类,以及病害识别。系统已试用于黄瓜、番茄等园艺作物叶部病害的自动诊断与识别,其优点是自动化程度高,识别准确率在一定条件下较好。  相似文献   

17.
Morphing the BlobTree   总被引:1,自引:0,他引:1  
Implicit surfaces have proved to be a particularly well suited and efficient model for animating and morphing shapes of arbitrary topologies. The BlobTree model is characterized as a hierarchical combination of skeletal primitives organized in a tree. The nodes hold blending, boolean and warping operators, which allows the design of complex objects.
In this paper, we address the metamorphosis of the BlobTree. This appears a difficult task as the tree data-structures of the initial and final shapes are completely different in the general case, and consequently cannot be matched easily. We propose an original technique that solves the correspondence process and creates an intermediate generic BlobTree model whose instances interpolate the initial and final shapes.
The animator may control the correspondence between features and can specify both the speed of transformation and the trajectory of the nodes and the leaves of the generic BlobTree model. This provides the end user with a tight control over the transformation so as to achieve good visual effects.  相似文献   

18.
This paper describes a new method for generating facial animation in which facial expression and shape can be changed simultaneously in real time. A 2D parameter space independent of facial shape is defined, on which facial expressions are superimposed so that the expressions can be applied to various facial shapes. A facial model is transformed by a bilinear interpolation, which enables a rapid change in facial expression with metamorphosis. The practical efficiency of this method has been demonstrated by a real-time animation system based on this method in live theater.  相似文献   

19.
The aim of this study is to develop an estimation method for a shape space. In this work, “shape space” means a nonlinear subspace formed by a class of visual shapes, in which the continuous change in shapes is naturally represented. By using the shape space, various operations dealing with shapes, such as identification, classification, recognition, and interpolation can be carried out in the shape space. This paper introduces an algorithm based on a generative model of shapes. A higher-rank of the self-organizing map (SOM2) is used to implement the shape space estimation method. We use this method to estimate the shape space of artificial contours. In addition, we present results from a simulation of omnidirectional camera images taken from mobile robots. Our technique accurately predicts changes in image properties as the robot’s attitude changes. Finally, we consider the addition of local features to our method. We show that the inclusion of local features solves the correspondence problem. These results suggest the potential of our technique in the future.  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