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1.
直接体绘制技术在地质体三维可视化中的应用研究*   总被引:1,自引:0,他引:1  
将直接体绘制技术应用于地质体三维可视化,首先对原始钻孔数据进行插值、网格化等预处理得到满足直接体绘制需要的规则体数据,从而建立反映地层分布的地质体三维标量数据场;然后用直接体绘制技术绘制三维地质体,避免了体元建模方法中在对地质体进行剖切等操作时必须要解决的剖面与体元之间复杂的判断求交等过程。采用该方法实现了对某地区地质体的三维可视化。  相似文献   

2.
在油气勘探开发过程中,三维地质建模技术应用越来越广泛。pillar grid是目前主流三维地质建模软件应用的结构化网格,提供储层流体流动的描述方法。如何更加直观地展示地质体构造形态,将地质体网格数据中三维地质体表面模型提取出来在地质建模中具有较高的应用价值。因此,提出一种三维地质体表面提取算法,对基于pillar grid三维地质体数据进行解析,提出其表面模型来辅助计算机可视化展示。该算法主要包含基于pillar grid无断层三维地质体表面模型提取算法和带有复杂断层三维地质体表面模型提取算法两部分。通过实际的三维地质体模型数据进行算法验证,证实该算法能够较好地实现基于pillar grid复杂三维地质体表面模型提取功能,满足实际需求,具有应用价值。  相似文献   

3.
三维地质体可视化技术是快速、及时地再现地质体三维信息及综合分析的有效途径。本文对基于矢量结构的三维地质体可视化系统进行了研究与设计。  相似文献   

4.
三维空间体数据的可视化既需要同时展示数据多个属性的特征,又需要结合数据周边复杂地理地貌的特征。体绘制是当前最有效的三维数据可视化方法之一,但现有的体绘制方法尚没有考虑到数据场周围复杂的地理地貌特征。本文提出了一种基于 Google Earth (简称 GE) 地理信息的空间数据体绘制可视化方法,其基本思想是首先由三维纹理算法出发,对数据做沿高度法向的切片,多层渲染后组合为最终的体绘制效果,然后将渲染结果转换为 GE 支持的 KML 数据格式,充分利用 GE 中的复杂地形和三维建筑群模型信息,最后加入体感控制和 WEB 呈现功能。这为三维空间数据的可视化提供了一种全新的思路,取得了更好的可视化效果。最后利用数值模拟的大气雾霾数据论证了技术的可行性。  相似文献   

5.
提出基于多尺度空间体元(M-S SVV)的真三维可视化实体建模技术,对基于M-S SVV模型的地质体与地质场建模方法及三维可视化技术进行研究,开发三维建模与可视化软件。通过东营坳陷及花沟地区的构造和物性三维建模与可视化应用,证明M-S SVV模型对地学数据有良好的适应性,能够较好地满足地学空间多尺度表达及分析的需求,辅助地质、地球物理建模及分析。  相似文献   

6.
为了有效地表示地质应用领域的三维实体,针对矿山地质三维数据的特征,提出了基于钻孔信息的地质体分层模型重建策略。给定原始地质钻孔数据,利用自适应神经网络预测地质体横剖面内信息未知区域的品位属性,生成分层数据;结合离散网络模型自动创建相邻数据分层内控制点之间的拓扑关系,由此建立三维实体的表面模型;然后利用OpenGL造型系统对上述模型进行可视化渲染。最后为验证建模方法的有效性,开发了一套地质体三维建模实验系统,并结合实证数据进行了仿真分析。  相似文献   

7.
地质工程复杂地质体三维建模与可视化研究   总被引:9,自引:0,他引:9  
地质工程复杂地质体中的各种地质信息都可以看作是三维空间中的函数,利用各种野外实测资料分别建立相应的曲面拟合函数,进而利用计算机建立三维地质模型,达到直观地表达地质信息在工程岩土体中的分布规律、提高对地质规律的认识、指导地质工程项目的勘测施工及监测的目的,本文分析了复杂地质体三维建模与可视化研究的关键技术问题,并初步应用于向家坝某坝址区的三维地质建模中。  相似文献   

8.
在三峡库区地质综合调查、滑坡和崩塌灾害监测预警、滑坡和崩塌灾害治理以及减灾应急措施的决策与实施等工作中,都需要三维可视化分析技术的应用和支持,人们迫切地期待着研发出三维地质灾害体可视化分析系统。实现上述目标的途径就是将地表景观与地下三维地质体三维可视化相结合起来,使得多源信息能够集成和进行综合可视化分析。利用可视化技术编绘灾害地质立体图,以直观景象展现库区沿江两岸地形地貌及灾害地质环境,将有助于指挥系统对区域地质灾害进行动态监测和对变化趋势的分析和判断。三维可视化立体图软件系统的开发架构由ArcGIS、GeoView和Oracle组成,并实现与三峡库区地质灾害预警指挥系统的集成。系统建设通过示范区完整的面模型(三维立体地质图)管理地表所有信息,结合重点地质灾害体地区的高分辨率三维模型显示和分析,有利于研究人员和工程技术人员分析研究工程地质现象和发现掌握岩土体结构规律,为预警指挥系统提供更直观、更丰富的数据支持。  相似文献   

9.
对复杂地质体中的断层三维建模技术进行研究与讨论。分析断层三维数据来源给出数据空间模型;系统地对‘已有的断层三维建模的技术进行分析比较,在此基础上提出一种使用TIN和三棱柱混合数据模型的断层地质体建模技术,从而有效地解决了断层三维可视化问题。  相似文献   

10.
陈强  刘学锋 《微计算机信息》2006,22(16):270-272
在地学研究领域涉及大量的三维建摸与可视化需求。本文结合地震活断层探测工程实际需要,研究设计基于钻孔数据的地下地质体建模及三维可视化设计。通过专业建模软件(RMScommon)考虑断层数据分层建模得到地质体立体网格三维模型;运用OpenGL在VC++环境下实现所建模型的可视化。  相似文献   

11.
《Computers & Geosciences》2006,32(9):1270-1282
Large engineering projects with complex underlying geologic structures require 3D geological integration and analysis. Presented is an example of a large hydroelectric dam, highlighting the need for 3D visualization and modeling as a requirement for the engineering design and construction process. Due to the complex nature of these projects, geological analysis using 3D modeling is commonly necessary. In this paper we present an integrated 3D geological modeling methodology for the analysis of large amounts of exploration data, and subsequent geological interpretation based on the non-uniform rational B-spline (NURBS) technique, the triangulated irregular network (TIN) algorithm and boundary representation. The procedural details and application of the proposed approach are demonstrated with reference to an actual hydropower engineering project. The new approach offered a good scheme to solve the inconsistencies among storage, accuracy and operational speed of the model. A 3D model was developed and validated using testing data from the engineering project. Visual analysis of the 3D model helps engineers to comprehend the complexity of geological structures, and enables arbitrary cutting, rock-mass quality classification, and digital drilling.  相似文献   

12.
This paper addresses an image‐based method for modeling 3D objects with curved surfaces based on the non‐uniform rational B‐splines (NURBS) representation. The user fits the feature curves on a few calibrated images with 2D NURBS curves using the interactive user interface. Then, 3D NURBS curves are constructed by stereo reconstruction of the corresponding feature curves. Using these as building blocks, NURBS surfaces are reconstructed by the known surface building methods including bilinear surfaces, ruled surfaces, generalized cylinders, and surfaces of revolution. In addition to them, we also employ various advanced techniques, including skinned surfaces, swept surfaces, and boundary patches. Based on these surface modeling techniques, it is possible to build various types of 3D shape models with textured curved surfaces without much effort. Copyright © 2007 John Wiley & Sons, Ltd.  相似文献   

13.
This paper presents a method for the direct manipulations of B-spline and non-uniform rational B-splines (NURBS) curves using geometric constraints. A deformable model is developed to define the deformation energy functional of B-spline and NURBS curves. The finite element method is used to minimize the deformation energy functional and solve for the deformed shape of curves subjected to constraints. This approach results in a set of linear equations for a B-spline curve and a set of non-linear equations for a NURBS curve. A perspective mapping is used to linearize the NURBS formulations. NURBS curves are first mapped from the 3D Cartesian coordinate space to the 4D homogeneous coordinate space, and transformed to 4D B-spline curves. After the manipulation in the 4D homogeneous coordinate space, the modified NURBS curves are then mapped back to the 3D Cartesian coordinate space. The approach is implemented by a prototype program, which is written in C, and runs under WINDOWS. Several examples are presented to demonstrate the capabilities of this approach.  相似文献   

14.
目前通过2D转3D技术转换的3D电影场景中,绝大部分关于人脸的深度信息生成都不令人满意:深度值不准确、立体效果差。文中为解决特定二维人脸图像转换为三维人脸图像提供了一个比较简单有效的方法。首先,应用Candide模型作为通用的3D人脸模型,然后对通用模型调整控制点进行全局变换和局部变换,通过三维模型与人脸最大限度的匹配得到特定人脸三维网格模型。对网格模型采用顶点规则化和NURBS曲面拟合方法获得光滑的模型表面使其逼近人脸,最后生成准确的人脸深度信息。  相似文献   

15.
3D reconstruction of arbitrary free-formed objects is an important and challenging problem in computer vision. In this paper, we first discuss the importance of primitive selection in 3D reconstruction. Subsequently, a theorem, which reveals the perspective invariance of NURBS, is shown, making it a good choice as primitive in 3D reconstruction. Consequently, based on this theorem a new paradigm of free-formed line-like object reconstruction using NURBS as primitives is proposed. Furthermore, an approach for determining weights for 3D NURBS is presented, and the width effect of curved line-like objects is analyzed. Finally, experiments with line-like objects and machine part demonstrate the feasibility of our approach and prove the superiority of our approach over the point- or segment-based approaches as well as the B-spline-based reconstruction approach in terms of robustness and accuracy.  相似文献   

16.
Texture mapping is an efficient and effective tool in computer graphics and animation. While computationally very cost-effective, texture mapping may produce non-realistic appearances of shapes in 3D environment, especially when viewing closely. To improve the realism of 3D modeling, bump mapping technique is developed to add details with the 3D models on top of texture mapping. Bump mapping, however, offers only simple and visual enhancement. Displacement mapping technique can further improve the localized detail of geometry. In this paper, Monge mapping technique is developed for detail and local shape modification of NURBS represented geometry in a 3D environment. Based on multiresolution and refinement schemes, Hierarchical NURBS (H-NURBS) is first investigated to design a mechanism for the purpose of carrying localized geometric information. Monge mapping on H-NURBS patch can be easily performed via simple cut-and-paste operation. Parametric control of the local shapes is developed to facilitate easier and better 3D local modeling.  相似文献   

17.
Constructing 3D human model from 2D images provides a cost-effective approach to visualize digital human in virtual environment. This paper presents a systematic approach for constructing 3D human model using the front and side images of a person. The silhouettes of human body are first detected and the feature points on the silhouettes are subsequently identified. The feature points are further used to obtain the body dimensions that are necessary for identifying a template 3D human model. The shape of the template human model can be modified by the free-form deformation method. Moreover, the proposed approach has been applied for constructing the 3D human models of 30 subjects. The comparisons between the constructed 3D models and the 3D scanning models of the 30 subjects indicate that the proposed system is very effective and robust.  相似文献   

18.
Generating valid tool path curves in NURBS form is important in realizing an efficient NURBS machining. In this paper, a method for computing one-sided offset approximations of freeform curves with NURBS format as tool paths is presented. The approach first uses line segments to approximate the progenitor curve with one-sided deviations. Based on the obtained line approximating curve and its offsets, a unilateral tolerance zone (UTZ) is constructed subsequently. Finally, a C1-continuous and completely interference-free NURBS offset curve is generated within the UTZ to satisfy the required tolerance globally. Since all of the geometric computations involved are linear, the proposed method is efficient and robust. Interference-free tool path generation thus can be achieved in NURBS based NC machining.  相似文献   

19.
This paper presents a novel technique for modeling a 3D non-manifold freeform model around a 3D reference model. To represent both the design abstractions and the incomplete topological information, a new non-manifold data structure is first defined. Our data structure embodies the functional vitalities of both the boundary representation data structure and the complex-based data structure. Along with our data structure, a set of topological operators is defined to manipulate the entities in the data structure. Based on the non-manifold data structure and the topological operators, we develop a technique to construct 3D freeform objects around a reference model. Intuitive 2D sketches are adopted to specify the detailed profile of the object constructed. The construction method is feature-based – every reference model has pre-defined features, and the feature template of the constructed object is related to the features of the reference model by feature node encoding. Therefore, the surfaces derived from one reference model can be regenerated automatically on another reference model with the same features. The geometry coverage of our geometric modeling approach includes both manifold and non-manifold 3D freeform objects.  相似文献   

20.
Non-uniform rational B-spline (NURBS) has been widely used as an effective shape parameterization technique for structural optimization due to its compact and powerful shape representation capability and its popularity among CAD systems. The advent of NURBS based isogeometric analysis has made it even more advantageous to use NURBS in shape optimization since it can potentially avoid the inaccuracy and labor-tediousness in geometric model conversion from the design model to the analysis model.Although both positions and weights of NURBS control points affect the shape, until very recently, usually only control point positions are used as design variables in shape optimization, thus restricting the design space and limiting the shape representation flexibility.This paper presents an approach for analytically computing the full sensitivities of both the positions and weights of NURBS control points in structural shape optimization. Such analytical formulation allows accurate calculation of sensitivity and has been successfully used in gradient-based shape optimization.The analytical sensitivity for both positions and weights of NURBS control points is especially beneficial for recovering optimal shapes that are conical e.g. ellipses and circles in 2D, cylinders, ellipsoids and spheres in 3D that are otherwise not possible without the weights as design variables.  相似文献   

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