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由二维图像重建三维模型是计算机科学中的一个研究热点。对该问题进行了深入研究,提出了一个基于ShapeFrom Shading(SFS,基于阴影恢复形状)方法进行曲面重建的方法。该方法从图像入手,采用图像处理技术对图像进行必要的处理,由图像的亮度进行曲面三维形状的重建,并利用OpenGL和Visual C 开发了一个三维曲面重建系统,可以由曲面的二维灰度图像方便地重建出其三维形状。该系统的设计对实现产品的快速开发具有重要的意义。 相似文献
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基于灰度图像的三维曲面重建系统设计 总被引:1,自引:0,他引:1
由二维图像重建三维模型是计算机科学中的一个研究热点。对该问题进行了深入研究,提出了一个基于Shape From Shading(SFS,基于阴影恢复形状)方法进行曲面重建的方法。该方法从图像人手,采用图像处理技术对图像进行必要的处理,由图像的亮度进行曲面三维形状的重建,并利用OpenGL和Visual C++开发了一个三维曲面重建系统,可以由曲面的二维灰度图像方便地重建出其三维形状。该系统的设计对实现产品的快速开发具有重要的意义。 相似文献
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提出隐式T样条曲面,将T网格从二维推广到三维情形,同时利用八叉树及其细分过程,从无结构散乱点数据集构造T网格,利用曲面拟合模型将曲面重构问题转化为最优化问题;然后基于隐式T样条曲面将最优化问题通过矩阵形式表述,依据最优化原理将该问题转化成线性方程组,通过求解线性方程组解决曲面重构问题;最后结合计算实例进行讨论.该方法能较好地解决曲面重构问题,与传统张量B样条函数相比,能效地减少未知控制系数与计算量. 相似文献
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本文首先介绍了扭变曲面CAD在国内外的发展情况和NURBS方法的概念,通过推导曲面初始二维数据向三维数据的转换关系,提出一种将NURBS曲线曲面反求算法用于叶片曲面的构造,完成叶片的计算机建模方法,有效地提高了此类曲面在实际生产中的设计精度. 相似文献
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针对结构光视觉恢复的大规模三维点云的可投影特点,提出一种基于投影网格的底边驱动逐层网格化曲面重建算法。该算法首先将点云投影到一个二维平面上;然后基于点云投影区域建立规则投影网格,并将投影点映射到规则二维投影网格上,建立二维网格点与三维点云间的映射关系;接着对投影网格进行底边驱动的逐层网格化,建立二维三角网格;最后根据二维投影点与三维点的对应关系及二维三角网格拓扑关系获得最终的三维网格曲面。实验结果表明,算法曲面重建速度快,可较好地保持曲面细节特征。 相似文献
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提出了一种基于二维轮廓线与超二次曲面型元球模型的造型方法,以实现简单、快速三维模型原型构造.给定一条二维轮廓线,首先使用圆或椭圆去逼近它.然后对每一个圆或椭圆设置第三个维度的参数,能够获得相应的超椭球体型元球.最后混合所有元球的场,并对所有元球的形状参数进行优化,得到一个解析的元球隐式曲面.通过调整元球的位置或形状参数构造出的曲面能够方便地实现形状的修改.模型的不同组成部分可以在不同的投影平面上勾画轮廓线相似地进行设计.该造型方法支持简单的建模操作,如布尔加、减或准扫成体生成,以生成各种复杂形状的模型.此方法能够广泛地应用在计算机图形学或计算机辅助设计领域中的概念设计阶段的原型设计工作中. 相似文献
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基于弹簧质点模型的二维/三维映射算法* 总被引:19,自引:1,他引:19
提出了一种用于服装设计的二维/三维映射算法.该算法基于弹簧质点变形模型,服装裁剪片二维到三维映射及三维到二维映射可以在该模型中得到统一的实现.在服装裁剪片二维到三维的映射过程中,二维裁剪片被放置在人体模型附近的初始位置,在缝合力的作用下,裁剪片自动变形并缝合到人体模型上.在服装裁剪片三维到二维映射的过程中,三维裁剪片被初始映射到指定的平面内,在弹性变形力的作用下,逐步变形并得到最终的二维裁剪片.在进行服装裁剪片二维到三维映射的过程中,考虑了干涉检验的问题. 相似文献
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提出了一种在三角网格鞋楦模型上生成三维帮样曲线的离散表示及其交互编辑修改方法。基于改进的能量模型对鞋楦曲面的选择区域进行展平,利用展平过程建立的三维帮面与展平后二维帮面间的拓扑对应关系,实现鞋样曲线在三维空间与二维展平空间的实时关联;所生成的二维帮样曲线以3次非均匀B-spline表示,并以DXF格式输出,便于其他程序调用。算例结果显示,本文方法具有交互性好、实时直观的优点,能够满足基于楦型的帮样交互设计要求。 相似文献
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Surface flattening based on energy model 总被引:1,自引:0,他引:1
This paper presents a method for three-dimensional surface flattening, which can be efficiently used in three-dimensional computer aided garment design. First, a facet model is used to present a complex surface. Then, a spring-mass model based on energy function is used to flatten the 3D mesh surfaces into 2D patterns. The surface elastic deformation energy distribution is depicted by a color graph, which determines a surface cutting line. The method presented here can efficiently solve flattening problems for complex surfaces. The accuracy of a developed surface can easily be controlled locally. Thus, compared to earlier methods, this method provides more flexibility for solving CAD and CAM problems. 相似文献
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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
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基于纹理映射的彩绘系统通常受到从三维模型空间到二维纹理空间参数化的限制.如果一个模型具有复杂的拓扑结构或高度复杂的表面细节,寻找一个好的参数化方法通常是非常困难的,即使可以实现,通常也不能自动完成,需要用户手工交互进行.针对这种问题,提出了一种用于在三维模型表面直接进行彩绘的数据表示方法和一个原型系统,通过在三维模型中的每一个三角形上生成带有颜色信息的几何点,该系统可以支持许多与二维图像编辑类似的操作.其中一个关键的内容是提出了一种包含几何、拓扑和色彩信息在内的自适应的数据表示方法.这种方法被称为图像化的几何,它允许用户将每一个三角形视为一个三角形图像,并可以在不需要任何参数化的前提下在三维模型表面进行彩绘.系统的输入为一个常见的三角形网格模型,通过系统处理后变成一个在三角形上分布着带有颜色信息的几何点的三维表面.因为创建过程是自适应的,因此只有那些需要进行绘画纹理的三角形才需要创建几何点,这样可以节省存储消耗.将这种数据表示用于三维模型彩绘可以很好地处理具有复杂拓扑结构的模型. 相似文献
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综合模糊技术和水平集方法,提出了基于水平集模型的3D表面重建的方法,为了使重建结果不受噪声影响且与模型初始位置无关,在模糊分割的基础上,引入了模糊外力,在该外力作用下模型能逼近任意复杂的物体表面;利用水平集方法使模型能重建任意拓扑结构的重杂物体,实验结果表明该方法的有效性。 相似文献
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Composite freeform surface reconstruction from 3D scanned data of a physical model has become a more and more important topic in the field of CAD/CAE/CAM. By repeated application of a fixed set of recursive interpolation subdivision schemes on the initial mesh of the 3D sparse scanned data of a physical model, a polygonal model of composite freeform surface can be constructed. In the paper, the algorithm for constructing the initial triangular mesh from 3D sparse scanned data is presented. The unified recursive interpolating subdivision scheme for triangular mesh is proposed. A special quad-tree data structure is suggested to store all the necessary information of the vertices and elements of the polygonal model. Examples of composite surface reconstruction are provided to explain the distinguished superiority of subdivision scheme for reconstructing the arbitrary topological complex surface. 相似文献
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The 3D Model Acquisition Pipeline 总被引:4,自引:0,他引:4
Three-dimensional (3D) image acquisition systems are rapidly becoming more affordable, especially systems based on commodity electronic cameras. At the same time, personal computers with graphics hardware capable of displaying complex 3D models are also becoming inexpensive enough to be available to a large population. As a result, there is potentially an opportunity to consider new virtual reality applications as diverse as cultural heritage and retail sales that will allow people to view realistic 3D objects on home computers.
Although there are many physical techniques for acquiring 3D data—including laser scanners, structured light and time-of-flight—there is a basic pipeline of operations for taking the acquired data and producing a usable numerical model. We look at the fundamental problems of range image registration, line-of-sight errors, mesh integration, surface detail and color, and texture mapping. In the area of registration we consider both the problems of finding an initial global alignment using manual and automatic means, and refining this alignment with variations of the Iterative Closest Point methods. To account for scanner line-of-sight errors we compare several averaging approaches. In the area of mesh integration, that is finding a single mesh joining the data from all scans, we compare various methods for computing interpolating and approximating surfaces. We then look at various ways in which surface properties such as color (more properly, spectral reflectance) can be extracted from acquired imagery. Finally, we examine techniques for producing a final model representation that can be efficiently rendered using graphics hardware. 相似文献
Although there are many physical techniques for acquiring 3D data—including laser scanners, structured light and time-of-flight—there is a basic pipeline of operations for taking the acquired data and producing a usable numerical model. We look at the fundamental problems of range image registration, line-of-sight errors, mesh integration, surface detail and color, and texture mapping. In the area of registration we consider both the problems of finding an initial global alignment using manual and automatic means, and refining this alignment with variations of the Iterative Closest Point methods. To account for scanner line-of-sight errors we compare several averaging approaches. In the area of mesh integration, that is finding a single mesh joining the data from all scans, we compare various methods for computing interpolating and approximating surfaces. We then look at various ways in which surface properties such as color (more properly, spectral reflectance) can be extracted from acquired imagery. Finally, we examine techniques for producing a final model representation that can be efficiently rendered using graphics hardware. 相似文献
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Modelling of a complex carving surface is the most important process for digitization of art carving such as Chinese classical furniture carving, and it is difficult to be fulfilled. However, a complex 2D curve flower pattern can be easily acquired or drawn by handcraft or a drawing software. This paper presents a quick integrative 3D modeling method of complex carving surface based on a 2D curve flower pattern. The proposed method uses a scanning analysis algorithm, a normal distribution function and a distance function to model and create carving tracks. In this paper, the delamination, combination and interpolation of modelling process are described as well. The provided research method will make the modelling of complex carving surface more intelligent, agile, and will meet the requirement of integrative 3D modelling of digital art carving. Experimental results show that this method is of quick modelling and multi-model effective characteristics with realizable interactive designing and excellent practicability. 相似文献