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1.
体积平方度量下的特征保持网格简化方法   总被引:5,自引:0,他引:5  
提出了一种基于体积平方度量的三角形折叠网格简化新方法.新方法通过极小化误差目标函数简化三角形网格.简化误差定义为三角形简化后产生的网格模型平方体积变化,并以三角形几何形状因子和法向因子作为约束.简化误差的表示形式为一个二次目标函数,因此,每次简化后三角形网格的新顶点是一个线性问题的解.与目前简化效率最好的QEM方法相比,新方法不增加算法复杂度.如果被简化的三角形是强特征三角形,则用其高斯曲率最大的顶点作为新顶点,以保持原始模型的细节特征;对于非强特征三角形,新顶点用极小化折叠误差确定.对于边界三角形,新顶点的位置由不同于内部三角形的方法进行计算,保持了网格的边界特征.最后用实例说明新方法的有效性.  相似文献   

2.
在边折叠简化方法的基础上,提出一种用体积变化的平方作为误差度量的三角网格简化算法。算法中引入三角形法向约束因子的概念,并把它嵌入到边折叠误差矩阵中;能够自适应地分配简化网格的疏密,保持更多的模型几何特征。实验表明,该算法简化误差低,模型视觉质量高,简化效果较好。  相似文献   

3.
基于三角形折叠的网格简化算法   总被引:62,自引:2,他引:62  
在计算机图形学中,物体常常用三角形网格模型来描述。本文提出了一种新的基于三角形折叠的网格简化算法。该网格简化算法不仅能减少模型中的三角形数目而且能保持模型拓扑结构。算法给出了一种基于点到平面距离的有效的误差控制方法,并能在用户指定的误差范围内通过使原始网格中的三角形折叠达到大量简化的目的。该算法实现简单并且速度快。另外为了有效地支持多分辨率模型的表示以及相邻层次模型间的连续过渡,本文还给出了一种基  相似文献   

4.
一种三角形折叠网格模型简化的改进算法   总被引:1,自引:0,他引:1       下载免费PDF全文
目前提出的网格简化算法中,三角形折叠简化方法是一种主要的简化方法,在网格压缩、多细节层次模型生成、递进网格构造中得到了广泛地应用。提出一种基于三角形折叠的网格模型简化改进算法,在基于三角形折叠的基础上,在计算三角形折叠误差代价时引入局部区域面积度量参数,有效控制简化模型的三角形折叠顺序。实验表明,采用该文算法简化后的模型更逼近原始模型。  相似文献   

5.
朱经纬 《计算机应用》2007,27(5):1150-1152
提出了一种基于控制点误差控制的网格简化算法,以初始网格三角形的中心点作为第一类控制点,以特征边的顶点作为第二类控制点,控制点与受控三角形之间的距离作为简化误差。根据设定的三角形权重,按照顺序进行三角形折叠操作,简化操作后必须满足控制点到受控三角形的距离小于阈值。  相似文献   

6.
赵晔  周畅  王昌 《计算机科学》2011,38(5):249-251
提出了一种局部几何特征驱动的随机采样的网格简化算法。该算法首先计算模型中每个三角形的局部几何特征值,根据定义的概率分布函数随机确定每个三角形被选择的概率。然后对选择出的三角形进行三角形折叠,根据折叠前后网格体积变化最小这一准则来确定新生成的顶点的位置。实验证明该算法不仅能使简化前后的模型的体积变化较小,还能有效地保持模型的细节特征。  相似文献   

7.
一种改进的基于三角形折叠的网格简化算法   总被引:4,自引:1,他引:4  
在已有的基于三角形折叠网格简化算法的基础之上,提出了一种改进的算法。对原算法的误差矩阵的计算进行了改进,提出了一种简单的误差控制方法。该改进的简化算法不仅能减少模型中的三角形数目和保持模型拓扑结构,而且实现简单、速度快。  相似文献   

8.
王健  何明一 《计算机科学》2004,31(1):142-144
基于三角形网格边折叠简化思想,提出一种基于边顶点重要度简化算法,简化算法能有效保持模型局部特征,减小简化模型和原始模型之间的误差;采用一种改进的三角形网格数据结构,利用二叉树对顶点重要度进行快速排序并记录三角形合并关系,得到所需分辨率下的近似网格模型。数据结构具有层次清楚、操作简单、可扩充性等特点,能有效支持多分辨率简化与快速可视化。  相似文献   

9.
基于超包络的三角形网格简化算法   总被引:8,自引:1,他引:7  
张明敏  周昆  潘志庚 《软件学报》1999,10(6):584-588
文章提出了一种基于超包络的三角形网格简化算法.该算法不仅适用于任意拓扑结构的网格,而且能定量控制简化的全局误差,具有速度快、效果好的优点.在此算法的基础上,文章提出了一种连续细节层次模型的生成方法,并给出一组实例,说明了算法的有效性.另外,文章还将此算法与其他具有全局误差控制的简化算法进行了比较.  相似文献   

10.
在实际应用中,需要细节层次模型来表示场景中物体的不同细节层次,并降低数据量和复杂度;同时也希望以较精细的网格来表示离视点较近的物体,而以较粗糙的网格表示离视点较远的物体,即实现视相关。基于体积误差与三角形折叠操作,研究了渐进网格(VDPM)的简化算法,对模型的几何数据进行简化预处理,实现了与视点相关的多层次细节模型。  相似文献   

11.
基于子分规则的边折叠简化方法   总被引:15,自引:0,他引:15  
边折叠简化方法是一种主要的三角网格简化方法,已成为多分辨率自适应曲面参数化,基于法向细节的几何压缩,渐进风格算法的重要组成部分,文中采用子分的思想生成三角网格模型的新顶点,从而减小了简化模型和原始模型之间的误差,此外,还给出保持模型流形的方法,最后给出一种新的计算简化网络与原发中网络之间的Metro距离的采样方法,并分析这个距离误差。  相似文献   

12.
Constructing hierarchies for triangle meshes   总被引:5,自引:0,他引:5  
We present a method to produce a hierarchy of triangle meshes that can be used to blend different levels of detail in a smooth fashion. The algorithm produces a sequence of meshes M0, M1, M 2..., Mn, where each mesh Mi can be transformed to mesh Mi+1 through a set of triangle-collapse operations. For each triangle, a function is generated that approximates the underlying surface in the area of the triangle, and this function serves as a basis for assigning a weight to the triangle in the ordering operation and for supplying the points to which the triangles are collapsed. The algorithm produces a limited number of intermediate meshes by selecting, at each step, a number of triangles that can be collapsed simultaneously. This technique allows us to view a triangulated surface model at varying levels of detail while insuring that the simplified mesh approximates the original surface well  相似文献   

13.
Level Of Detail (LOD) modelling or mesh reduction has been found useful in interactive walkthrough applications. Progressive meshing techniques based on edge or triangle collapsing have been recognised useful in continuous LOD, progressive refinement, and progressive transmission. We present a vertex-collapsing mesh reduction scheme that effectively takes shape and feature preserving as well as material-discontinuity preserving into account, and produces a progressive mesh which generally has more vertices collapsed between adjacent levels of detail than methods based on edge-collapsing and triangle collapsing.  相似文献   

14.
In this paper, we present an efficient (topology preserving) multiresolution meshing framework for interactive level-of-detail (LOD) generation and rendering of large triangle meshes. More specifically, the presented approach, called FastMesh, provides view-dependent LOD generation and real-time mesh simplification that minimizes visual artifacts. Multiresolution triangle mesh representations are an important tool for reducing triangle mesh complexity in interactive rendering environments. Ideally, for interactive visualization, a triangle mesh is simplified to the maximal tolerated visible error and, thus, mesh simplification is view-dependent. This paper introduces an efficient hierarchical multiresolution triangulation framework based on a half-edge triangle mesh data structure and presents optimized implementations of several view-dependent or visual mesh simplification heuristics within that framework. Despite being optimized for performance, these error heuristics provide conservative error bounds. The presented framework is highly efficient both in space and time cost and needs only a fraction of the time required for rendering to perform the error calculations and dynamic mesh updates.  相似文献   

15.
Adaptive remeshing process with quadrangular finite elements   总被引:2,自引:0,他引:2  
Since the quality of FEM analysis directly depends on the quality of meshes, various mesh adaptation schemes have been researched. There are two stages on adaptive finite element analysis; to derive error measure and to control meshes based on error measure. The former has been well researched among applied mathematicians. However, the importance of the latter aspect wasn't considered enough. Even if the error measures were well estimated, the total performance of mesh adaptation might be poor with a poor mesh control. This paper proposes an effective mesh control scheme for h-adaptation, or adaptive remeshing scheme with the explicit relation between interpolation theory based on error measure and desirable mesh size. Total mesh adaptation is controlled by introducing Quality Index, or the ratio between the total error norm and the total energy norm which represents the quality of the total meshes; specifying the desirable value of Quality Index, then the adaptive remeshing process can handle it and Quality Index is almost converged to the given value. Since the full automatic feature of the mesh generator is a prerequisite for adaptive remeshing, the author also discusses the algorithm of the quadrangular mesh generator for arbitrary domains. After evaluation on a linear problem, it's confirmed that the proposed mesh control scheme and the proposed error measure-mesh size relations are acceptable. The incompatible case for mesh adaptation is also discussed in this paper.  相似文献   

16.
张伟 《图学学报》2014,35(2):188
基于自组织特征映射神经网络构建的三角形网格模型可以实现测量点云 压缩后的Delaunay 三角逼近剖分,但该模型存在逼近误差和边缘误差。为减小三角形网格 的逼近误差和边缘误差,构建了精确逼近的三角形网格模型。首先采用整个测量点云,对三 角形网格模型中的所有神经元进行整体训练;然后对三角形网格中的网格神经元的位置权 重,沿网格顶点法矢方向进行修正;最后采用测量点云中的边界点集,对三角形网格模型中 的网格边界神经元进行训练。算例表明,应用该模型,可以有效减小三角形网格的边缘误差, 三角形网格逼近散乱点云的逼近精度得到大幅提高并覆盖散乱点云整体分布范围。  相似文献   

17.
Inspired by recent developments in contraction‐based curve skeleton extraction, we formulate the skeletonization problem via mean curvature flow (MCF). While the classical application of MCF is surface fairing, we take advantage of its area‐minimizing characteristic to drive the curvature flow towards the extreme so as to collapse the input mesh geometry and obtain a skeletal structure. By analyzing the differential characteristics of the flow, we reveal that MCF locally increases shape anisotropy. This justifies the use of curvature motion for skeleton computation, and leads to the generation of what we call “mean curvature skeletons”. To obtain a stable and efficient discretization, we regularize the surface mesh by performing local remeshing via edge splits and collapses. Simplifying mesh connectivity throughout the motion leads to more efficient computation and avoids numerical instability arising from degeneracies in the triangulation. In addition, the detection of collapsed geometry is facilitated by working with simplified mesh connectivity and monitoring potential non‐manifold edge collapses. With topology simplified throughout the flow, minimal post‐processing is required to convert the collapsed geometry to a curve. Formulating skeletonization via MCF allows us to incorporate external energy terms easily, resulting in a constrained flow. We define one such energy term using the Voronoi medial skeleton and obtain a medially centred curve skeleton. We call the intermediate results of our skeletonization motion meso‐skeletons; these consist of a mixture of curves and surface sheets as appropriate to the local 3D geometry they capture.  相似文献   

18.
提出一种基于2次误差测度(QEM)的网格简化改进算法。算法首先对折叠边所产生的新顶点定义其在初始网格上的简化支撑域,从而建立新顶点与初始网格之间的联系;然后计算新顶点到支撑域的2次距离误差作为该顶点的全局简化误差,并将原始QEM中的误差作为局部简化误差;最后将两个误差之和作为新的折叠代价目标函数以实现对原有QEM算法的改进。多个模型的简化实验表明,改进算法能较好地保留初始网格的细节特征,并且较为明显地降低简化误差。  相似文献   

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