共查询到20条相似文献,搜索用时 15 毫秒
1.
We describe the architecture of BIN, a discrete solid modeler, placing special emphasis on the structure of the viewing subsystem. In contrast to most quadtree and octree systems BIN operates directly on a compact linear bitstring representation of images residing in external storage. Anticipating a pipelined hardware implementation, the system is based on connecting distinct programs to each other through Unix pipes. The system is dimension independent in the sense that a single program operates on both 2D and 3D (and kD) models, where applicable. We present a discussion of the structure and the interchangeable components of an octree viewing pipeline, together with an overview of the methods used in the BIN system, several of which are novel. 相似文献
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《Computer Vision, Graphics, and Image Processing》1990,49(1):68-84
Octrees are useful for object representation when fast access to coarse spatial occupancy information is necessary. This paper presents an efficient algorithm for generating octrees from multiple perspective views of an object. The algorithm first obtains a polygonal approximation of the object silhouette. This polygon is then decomposed into convex components. For each convex component, a pyramid is formed treating the view point as its apex and the convex components as a cross section. The octree representation of each of these pyramids is obtained by performing intersection detection of the object with the cubes corresponding to octree nodes. The intersection detection step is made efficient by decomposing it into a coarse-to-fine sequence of intersection tests. The octree for one silhouette is obtained by taking the union of octrees obtained for each component. An intersection of octrees corresponding to different viewing directions gives the final octree of the object. An implementation of the algorithm is given. The accuracy of the octree representation of the objects is evaluated. The ratio of the actual volume of the object to the volume of the object reconstructed from the octree representation is used as a performance index of the algorithm. 相似文献
3.
Generating octrees from object silhouettes in orthographic views 总被引:1,自引:0,他引:1
Ahuja N. Veenstra J. 《IEEE transactions on pattern analysis and machine intelligence》1989,11(2):137-149
An algorithm to construct the octree representation of a three-dimensional object from silhouette images of the object is described. The images must be obtained from thirteen viewing directions corresponding to the three face views, six edge views, and four corner views of an upright cube. These views where chosen because they provide a simple relationship between pixels in the image and the octant labels in the octree, thus replacing the computation of detecting intersections between the octree space and the objects by a table lookup operation. The average ratio of the object volume to the octree volume is found to be greater than 90%. The sequential use made of the chosen viewing directions results in a coarse-to-fine acquisition of occupancy information. The number and order of the viewpoints used provides a mechanism for trading accuracy of the representation against the computational effort needed to obtain the representation 相似文献
4.
A new algorithm is presented for viewing three-dimensional objects, represented by an octree, from an arbitrary location. The algorithm generates aperspective view of the objects while eliminating hidden surfaces. The viewer can be located anywhere inside or outside the objects. The algorithm presented in this short notefixes an artifact that is generated by a previously published algorithm due to Meagher when the viewer is located in certain regions in space. The new algorithm traverses the octree in a back-to-front order and recursively chooses correct orders for visiting the sons of non-leaf nodes. 相似文献
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B.W. Heal 《Computer Graphics Forum》1990,9(3):205-211
The node partitioning stage of a graphics pipeline to transform and display octree encoded objects is described. Its function is to accept a sequence of octree node codes, from which the hidden nodes have been removed, and to partition it into sets of nodes which are suitable for a multiprocessor rendering stage. Each set is capable of being processed and displayed independently. 相似文献
7.
Symmetry identification of a 3-D object represented by octree 总被引:2,自引:0,他引:2
Minovic P. Ishikawa S. Kato K. 《IEEE transactions on pattern analysis and machine intelligence》1993,15(5):507-514
An algorithm for identifying symmetry of a 3-D object given by its octree is presented, and the symmetry degree (a measure of object symmetry) is proposed. The algorithm is based on traversals of the octree obtained by the principal axis transform of an input octree. An object can be in an arbitrary position and with arbitrary orientation within the octree space, and a wide range of symmetries represented by groups of proper and improper rotations can be identified. It is shown that the octree data structure supports these operations well, especially for objects whose symmetry types are simpler or equal in complexity with a fourfold rotational symmetry. The operation of the algorithm is illustrated using some synthetic test objects. The results, which are composed of identified symmetry types and the corresponding symmetry degrees, were satisfactory 相似文献
8.
We propose an octree‐based algorithm to tessellate the interior of a closed surface with hexahedral cells. The generated hexahedral mesh (1) explicitly preserves sharp features of the original input, (2) has a maximal, user‐controlled distance deviation from the input surface, (3) is composed of elements with only positive scaled jacobians (measured by the eight corners of a hex [SEK*07]), and (4) does not have self‐intersections. We attempt to achieve these goals by proposing a novel pipeline to create an initial pure hexahedral mesh from an octree structure, taking advantage of recent developments in the generation of locally injective 3D parametrizations to warp the octree boundary to conform to the input surface. Sharp features in the input are bijectively mapped to poly‐lines in the output and preserved by the deformation, which takes advantage of a scaffold mesh to prevent local and global intersections. The robustness of our technique is experimentally validated by batch processing a large collection of organic and CAD models, without any manual cleanup or parameter tuning. All results including mesh data and statistics in the paper are provided in the additional material. The open‐source implementation will be made available online to foster further research in this direction. 相似文献
9.
This article gives three viewing-transformation algorithms for displaying on a screen 3D pictures represented by linear octrees. All the procedures take advantage of the recursive labeling used to identify the successive decomposition of an object into octants. The first algorithm performs transformations directly on the linear octree, while the second and third algorithms determine the 3D border of the given object first and then project onto the screen the surface voxels thus found. All the algorithms perform the viewing transformations in O(RN) time, where R is the resolution of the picture and N is the number of elements in the linear octree. One of the algorithms provides views of the object at different layers of gray level, while another allows internal views. 相似文献
10.
《Computer Vision, Graphics, and Image Processing》1989,45(3):371-379
The paper describes a new algorithm for constructing a 3D approximation of an object from three orthogonal 2D silhouettes. The 2D views are represented as binary arrays and 3D approximation is obtained as a linear octree. The algorithm makes use of volume intersection of three cylinders obtained by sweeping three views in respective directions. The algorithm takes less time than an existing algorithm which makes use of three quadtrees and an octree for 2D and 3D image representation, respectively. Unlike the previous algorithm, the present algorithm does not require any preprocessing stage or condensation. It is Shown that the proposed algorithm is of o(T), where T is the total number of nodes in the resulting octree. 相似文献
11.
复杂的空间数据结构在三维GIS领域中占有突出的地位,它直接关系到GIS的功能和效率,为了有效地进行三维GIS大量数据的存储和管理,重点讨论了三维GIS栅格数据结构中的八叉树编码压缩技术,由于Morton码值的排序是实现八叉树编码压缩的基础,为此,根据Morton码排序的特殊性,提出了采用时间复杂度为O(n)的计数排序算法,使排序速度大为撇提高,在此基础上进行压缩处理,并对算法的时间及空间复杂度进行了分析,在PC机上进行的模拟实验结果表明,在目标复杂度一定的前提下,八叉树存储数据占用空间小(当分割阶次为9阶时,八叉树存储量只占栅格存储量的4.32%),是一种较为理想的描述复杂海量地理空间数据的压缩结构。 相似文献
12.
为了加速大规模虚拟场景的渲染速度,采用基于面向对象八叉树的方法对场景进行渲染。该方法将面向对象技术与传统八叉树技术相结合,采用面向对象八叉树剖分虚拟场景,对场景进行管理;将物体结构树的最小零部件作为最小存储单元,采用叶节点保存对象信息,减小树的存储量和处理时间,降低算法的计算负担;在面向对象八叉树的基础上,采用模型遮挡裁剪算法对位于视域范围内的模型进行遮挡裁剪,减小实际渲染的物体数量,提高渲染速率。通过对飞机虚拟维修场景进行渲染实验,证明了该方法的有效性。 相似文献
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An algorithm for converting the boundary representation of a CAD model to its octree representation 总被引:2,自引:0,他引:2
S. Anand Assistant Professor
Kenneth Knott
Professor 《Computers & Industrial Engineering》1991,21(1-4):343-347Present CAD systems store the solid model of an object using a convenient representation. Boundary models and CSG (Constructive Solid Geometry) models are the most frequently used representations. Based on recent research findings, octree representation of an object presents a promising approach in solving problems in the areas of Computer Graphics, Manufacturing and Robotics. The most notable use of octree representations is in CAD-based robotic path planning problems. Octree models have also been used in fast rendering of 3-D solid models using ray tracing methods. This paper presents an algorithm for converting the boundary representation of polyhedral models to its octree representation. Such an algorithm would provide the link between an object generated using a solid modelling system and the application involving an octree representation of an object. The algorithm is demonstrated by converting a polyhedral boundary model of a sample object to its octree representation. 相似文献
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We identify an intermediate coordinate system situated between world coordinates and display coordinates, which exhibits unique features for lighting calculations and for clipping in homogeneous coordinates. Our key contribution is an algorithm for extracting such a coordinate system from a homogeneous viewing transformation that relates WC to DC. The algorithm is based on factoring the transformation into a product of a Euclidean factor and a sparse (computationally cheap) but non-Euclidean factor.
A particularly strong application of the proposed technique is the graphical processing of curved surface primitives, such as what is needed in the PHIGS PLUS viewing pipeline. Furthermore, in PHIGS PLUS the graphical data is retained by the graphics system, therefore, it is possible to perform the factoring of the viewing transformation at creation time, and to take advantage of this factored form at traversal time. 相似文献
A particularly strong application of the proposed technique is the graphical processing of curved surface primitives, such as what is needed in the PHIGS PLUS viewing pipeline. Furthermore, in PHIGS PLUS the graphical data is retained by the graphics system, therefore, it is possible to perform the factoring of the viewing transformation at creation time, and to take advantage of this factored form at traversal time. 相似文献
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运用改进的八叉树算法实现精确碰撞检测 总被引:8,自引:3,他引:8
提出一种精确碰撞检测算法,通过计算空间多面体之间距离实现碰撞检测功能.在计算2个多面体之间距离时,运用空间层次划分技术高效地寻找多面体中充分接近的三角面片,然后在这些三角面片中进行距离计算,以提高算法效率;同时运用改进的八叉树层次分割算法,与基本八叉树算法相比,减少了算法的空间复杂度.文中算法已经在超导Tokamak实验装置(EAST)虚拟装配仿真系统的碰撞检测模块中得到应用,通过实验比较,证明了该算法的可行性. 相似文献
19.
A single-pass GPU ray casting framework for interactive out-of-core rendering of massive volumetric datasets 总被引:1,自引:0,他引:1
Enrico Gobbetti Fabio Marton José Antonio Iglesias Guitián 《The Visual computer》2008,24(7-9):797-806
We present an adaptive out-of-core technique for rendering massive scalar volumes employing single-pass GPU ray casting. The method is based on the decomposition of a volumetric dataset into small cubical bricks, which are then organized into an octree structure maintained out-of-core. The octree contains the original data at the leaves, and a filtered representation of children at inner nodes. At runtime an adaptive loader, executing on the CPU, updates a view and transfer function-dependent working set of bricks maintained on GPU memory by asynchronously fetching data from the out-of-core octree representation. At each frame, a compact indexing structure, which spatially organizes the current working set into an octree hierarchy, is encoded in a small texture. This data structure is then exploited by an efficient stackless ray casting algorithm, which computes the volume rendering integral by visiting non-empty bricks in front-to-back order and adapting sampling density to brick resolution. Block visibility information is fed back to the loader to avoid refinement and data loading of occluded zones. The resulting method is able to interactively explore multi-gigavoxel datasets on a desktop PC. 相似文献
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改进的八叉树模型在3D刀轨显示系统中的应用 总被引:2,自引:0,他引:2
在传统的八叉树模型的基础上增加了扩展八叉树结点,同时引入了混合式的八叉树教据结构,并将它们应用到数控加工的三维刀轨显示系统中;叙述了实体从B-rep表示法转换为相应的改进型八叉树模型的方法,并在这种改进的八叉树模型的基础上完成对零件加工过程的实时性仿真;最后通过运行实际的数控加工程序证明该算法的可行性和有效性. 相似文献