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1.
法向网格是一种新型的曲面多分辨率描述方式,其中每个层次都可以表示为其前一个粗糙层次的法向偏移.文中提出一种基于法向网格表示的隐式曲面多分辨率网格逼近算法.首先通过基于空间剖分技术的多边形化算法获得隐式曲面的粗糙逼近网格,并利用网格均衡化方法对粗糙网格进行优化,消除其中的狭长三角形;然后利用法向细分规则迭代地对网格中的三角面片进行细分,并利用区间算术技术沿法向方向对隐式曲面进行逼近.最终生成的隐式曲面分片线性逼近网格为法向网格.该逼近网格为隐式曲面提供了一种多分辨率表示,网格具有细分连通性,其数据量较传统的多边形化算法所生成的网格有大幅度的压缩.该算法可用于隐式曲面的多级绘制、累进传输及相关数字几何处理.  相似文献   

2.
隐式曲面多边形化是隐式曲面绘制的常用算法。该文提出了一个隐式曲面快速多边形化算法。首先用Bloo-menthal的多边形化算法生成一个粗糙的初始网格,再进行网格优化提高网格规则性,最后用多边形细分策略细分优化后的网格。实验结果表明,该算法在网格生成速度和网格规则性上都胜于Bloomenthal的多边形化算法。  相似文献   

3.
基于网格优化的隐式曲面自适应多边形化   总被引:1,自引:0,他引:1  
隐式曲面多边形化是隐式曲面绘制的一种常用算法.基于网格优化的隐式曲面快速自适应多边形化算法,首先用多边形化算法生成一个粗糙的初始网格,再利用网格优化方法从网格顶点位置、规则性和网格法向三个方面对粗糙网格进行调整,最后根据网格的局部曲率用多边形细分策略细分优化后的网格.实验结果表明,该算法在网格生成速度和网格规则性上都胜于Marching Cubes的多边形化算法,恢复的隐式曲面能较好地反映形状特征.  相似文献   

4.
隐式曲面多边形化是隐式曲面绘制的一种常用算法.基于网格优化的隐式曲面快速自适应多边形化算法,首先用多边形化算法生成一个粗糙的初始网格,再利用网格优化方法从网格顶点位置、规则性和网格法向三个方面对粗糙网格进行调整,最后根据网格的局部曲率用多边形细分策略细分优化后的网格.实验结果表明,该算法在网格生成速度和网格规则性上都胜于Marching Cubes的多边形化算法,恢复的隐式曲面能较好地反映形状特征.  相似文献   

5.
论文给出一种反求工程中基于三角形细分的隐式曲面快速自适应性多边形化方法。该文先由输入的三维扫描数据点利用空间延展的MarchingCubes方法得到隐式曲面较为粗糙的三角形表面网格形状,再利用该文的自适应性优化方法对粗糙网格从三个方面自适应性调整,即调整网格顶点法向,控制曲率,再补偿网格抽样率。从而生成的三角网格和采样点具有局部适应性,能随着曲率的变化自动控制采样点的疏密程度,消除了逼近网格中的T-形边。实验表明,恢复的隐式曲面能很好地反映形状特征,能满足反求工程的实时需求。  相似文献   

6.
基于任意骨架的隐式曲面造型技术   总被引:9,自引:0,他引:9  
方向  鲍虎军  王平安  彭群生 《软件学报》2000,11(9):1214-1220
给出了一个新的基于任意多面体网格骨架的构造性自由曲面造型算法.算法首先由每个给定骨架构造出一个距离场,然后利用隐函数光滑过渡技术和CSG(constructive solid geometry)表示技术将所构造的隐式曲面自由地两两粘合成一张光滑曲面.隐式曲面的多边形化算法则用来生成最终曲面网格.以任意骨架作为基本体素,突破了传统隐式曲面以点为基本骨架的限制.而且,距离曲面很好地逼近了原骨架形状,使用户可直观地对复杂曲面进行交互设计.而形变函数的引入,则极大地丰富了此方法的造型能力.实验结果表明,基于该算法的原型系统能够方便、直观地构造复杂的自由曲面.  相似文献   

7.
基于投影法的隐式曲面多边形化   总被引:2,自引:1,他引:1  
绘制多边形可借助图形系统的硬件来实现,因此,隐式曲面的多边形化是隐式曲面绘制的主要方法,文中提出了基于投影法的隐式曲面多边形化的方法,先在平面进行网格划分,再把平面上所有多边形面片映射到隐式曲面上,该方法对隐式曲面上有全部投影,部分投影和没有投影的多边形面片分别进行了讨论,该方法也适用于绘制隐式载剪曲面。  相似文献   

8.
法向约束的隐式曲面多边形化   总被引:3,自引:1,他引:2  
提出一种隐式曲面多边形化的方法,将隐式曲面的多边形化分为2个阶段:首先根据法向约束对隐式曲面进行采样,得到稳定的采样粒子表示;然后在每个采样粒子处沿法线正负方向分别在隐式曲面内部和外部延伸一段距离,得到2个曲面法向附加点.将法向附加点和采样顶点进行四面体化,删除法向顶点及其相关联的边,最终得到隐式曲面的三角形网格模型.最后用实例表明了该方法的有效性.  相似文献   

9.
提出一种有效的隐式曲面三角网格化算法。从隐式曲面上的一个种子点开始,生成网格的边界作为扩张多边形,且该多边形最小角对应的顶点为扩张点,计算从扩张点处欲生成的三角网格,为了防止新生成的三角网格和已经存在的三角网格重叠,要进行冲突检测。在隐式曲面三角网格化的过程中,扩张多边形是不断变化的,需要重复上述步骤,直至没有扩张多边形时结束。该算法分别应用于解析隐式曲面和变分隐式曲面的三角网格化。实验结果表明,该算法不需要重新网格化的步骤,生成的三角网格具有较高的质量,且三角网格随曲率适应性变化,因此说明了该算法的有效性。  相似文献   

10.
在任意拓扑的四边形网格上构造光滑的曲面是计算机辅助几何设计中的一个重要问题.基于C—C细分,提出一种从四边形网格上生成插值网格顶点的光滑Bezier曲面片的算法.将输入四边形网格作为C—C细分的初始控制网格,在四边形网格的每张面上对应得到一张Bezier曲面,使Bezier曲面片逼近C—C细分极限曲面.曲面片在与奇异顶点相连的边界上G^1连续,其他地方C^2连续.为解决C—C细分的收缩问题,给出了基于误差控制的迭代扩张初始控制网格的方法,使从扩张后网格上生成的曲面插值于初始控制网格的顶点.实验结果表明,该算法效率高,生成的曲面具有较好的连续性,适用于对四边化后的网格模型上重建光滑的曲面.  相似文献   

11.
This paper presents an adaptive approach for polygonization of implicit surfaces. The algorithm generates a well-shaped triangular mesh with respect to a given approximation error. The error is proportional to a local surface curvature estimation. Polygonization of surfaces of high curvature, as well as surfaces with sharp features, is possible using a simple technique combined with a particle system approach. The algorithm is based on a surface tracking scheme, and it is compared with other algorithms based on a similar principle, such as the marching cube and the marching triangle algorithms.  相似文献   

12.
This paper presents a tetrahedra based adaptive polygonization technique for tessellating implicit surface patches. An implicit surface patch is defined as an implicit surface bounded by its intersections with a set of clipping surfaces and which lies within an enclosing tetrahedron. To obtain the polygonization of an implicit surface patch, the tetrahedron containing the patch is adaptively subdivided into smaller tetrahedra according to the criteria introduced in the paper. The result is a set of tetrahedra each containing a facet approximating the surface. The intersections between the facets and the clipping surfaces are used to locate the surface patch boundary. Ambiguous results in generating the facets for highly curved surfaces or surfaces with singular points are also addressed. The result of the polygonization is a set of triangular facets that can be used for visualization and numerical analysis. The proposed method is also suitable for locating the intersection of two implicit surfaces.  相似文献   

13.
Adaptive Implicit Surface Polygonization Using Marching Triangles   总被引:5,自引:0,他引:5  
This paper presents several improvements to the marching triangles algorithm for general implicit surfaces. The original method generates equilateral triangles of constant size almost everywhere on the surface. We present several modifications to adapt the size of the triangles to the curvature of the surface. As cracks may arise in the resulting polygonization, we propose a specific crack-closing method invoked at the end of the mesh growing step. Eventually, we show that the marching triangles can be used as an incremental meshing technique in an interactive modeling environment. In contrast to existing incremental techniques based on spatial subdvision, no extra data-structure is needed to incrementally edit skeletal implicit surfaces, which saves both memory and computation time.  相似文献   

14.
Algorithms for trimming implicit surfaces yielding surface sheets and stripes are presented. These two-dimensional manifolds with boundaries result from set-theoretic operations on an implicit surface and a solid or another implicit surface. The algorithms generate adaptive polygonal approximation of the trimmed surfaces by extending our original implicit surface polygonization algorithm. The presented applications include modeling several spiral shaped surface sheets and stripes (based on M. Eschers artworks) and extraction of ridges on implicit surfaces. Another promising application of the presented algorithms is modeling heterogeneous objects as implicit complexes.  相似文献   

15.
《Graphical Models》2000,62(1):19-39
This paper describes an incremental polygonization technique for implicit surfaces built from skeletal elements. Our method is dedicated to fast previewing in an interactive modeling system environment. We rely on an octree decomposition of space combined with Lipschitz conditions to recursively subdivide cells until a given level of precision is reached and converge to the implicit surface. We use a trilinear interpolation approximation of the field function to create a topologically consistent tessellation characterized by an adjacency graph. Our algorithm aims at updating the mesh locally in regions of space where changes in the potential field occurred. Therefore, we propose an octree inflating and deflating strategy to preserve the octree structure as much as possible and to avoid useless or redundant computations. Timings show that our incremental algorithm dramatically speeds up the overall polygonization process for complex objects.  相似文献   

16.
This paper presents a new adaptive sampling method for implicit surfaces that can be used in both interactive modelling and animation. The algorithm samples implicit objects composed of blending primitives and efficiently maintains this sampling over time, even when their topology changes (during fractures and fusions). It provides two complementary modes of immediate visualization: displaying “scales” lying on the surface, or a “primitive-wise” polygonization. The sampling method efficiently avoids unwanted blending between different parts of an object. Moreover, it can be used for partitioning an implicit surface into local bounding boxes that will accelerate collision detection during animation and ray-intersections during final rendering.  相似文献   

17.
n -dimensional space, where n>3. This definition can be used for given surfaces that are implicit or parametric. This paper presents a robust, adaptive polygonization algorithm for evaluating and visualizing geometrically constrained surfaces. Let be the constrained surface, a 2-surface in n-space, and let π() be its projection into the subspace spanned by the first three coordinates. Our polygonization algorithm computes π(). The method works directly with the n-space representation, but performs all major computations in 3-space. Techniques for triangulation, polygon decimation, and local refinement are also presented.  相似文献   

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