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1.
Partitioning 3D surface meshes using watershed segmentation   总被引:14,自引:0,他引:14  
This paper describes a method for partitioning 3D surface meshes into useful segments. The proposed method generalizes morphological watersheds, an image segmentation technique, to 3D surfaces. This surface segmentation uses the total curvature of the surface as an indication of region boundaries. The surface is segmented into patches, where each patch has a relatively consistent curvature throughout, and is bounded by areas of higher, or drastically different, curvature. This algorithm has applications for a variety of important problems in visualization and geometrical modeling including 3D feature extraction, mesh reduction, texture mapping 3D surfaces, and computer aided design  相似文献   

2.
基于Cart3D的全机数值模拟及并行计算   总被引:2,自引:0,他引:2       下载免费PDF全文
利用CFD商用软件Cart3D对亚声速飞行飞机的三维绕流流场进行了数值模拟以及并行计算,得到了飞机附近的流场,实现了此软件在高性能并行计算机上的并行;通过对比不同商用软件的计算结果,验证了用Cart3D软件进行数值模拟的有效性,为大规模科学工程计算提供了技术参照。  相似文献   

3.
Numerical simulation of shock diffraction on unstructured meshes   总被引:1,自引:0,他引:1  
Shock diffraction over geometric obstacles is performed on two-dimensional unstructured triangular meshes using the AUSM+ flux-vector splitting scheme. Numerical simulations of shock diffraction using structured grids are reviewed in the literature, as are experimental results corresponding to the flow conditions studied. Present unstructured grid results for popular and challenging two-dimensional shock diffraction problems are presented and compared to experimental data and photographs. Benchmark and example test cases were chosen to cover a wide variety of Mach numbers for weak and strong shock waves, and for square and circular geometries. Both single and multiple obstacles are considered, as are obstacles located in the free field and confined in a channel.  相似文献   

4.
The numerical simulation of incompressible viscous flows, using finite elements with automatic adaptive unstructured meshes and the pseudo-compressibility hypothesis, is presented in this work. Special emphasis is given to the automatic adaptive process of unstructured meshes with linear tetrahedral elements in order to get more accurate solutions at relatively low computational costs. The behaviour of the numerical solution is analyzed using error indicators to detect regions where some important physical phenomena occur. An adaptive scheme, consisting in a mesh refinement process followed by a nodal re-allocation technique, is applied to the regions in order to improve the quality of the numerical solution. The error indicators, the refinement and nodal re-allocation processes as well as the corresponding data structure (to manage the connectivity among the different entities of a mesh, such as elements, faces, edges and nodes) are described. Then, the formulation and application of a mesh adaptation strategy, which includes a refinement scheme, a mesh smoothing technique, very simple error indicators and an adaptation criterion based in statistical theory, integrated with an algorithm to simulate complex two and three dimensional incompressible viscous flows, are the main contributions of this work. Two numerical examples are presented and their results are compared with those obtained by other authors.  相似文献   

5.
Accessing Web3D contents is relatively slow through Internet under limited bandwidth. Preprocessing of 3D models can certainly alleviate the problem, such as 3D compression and progressive meshes (PM). But none of them considers the similarity between components of a 3D model, so that we could take advantage of this to further improve the efficiency. This paper proposes a similarity‐aware data reduction method together with PM, called lightweight progressive meshes (LPM). LPM aims to excavate similar components in a 3D model, generates PM representation of each component left after removing redundant components, and organizes all the processed data using a structure called lightweight scene graph. The proposed LPM possesses four significant advantages. First, it can minimize the file size of 3D model dramatically without almost any precision loss. Because of this, minimal data is delivered. Second, PM enables the delivery to be progressive, so called streaming. Third, when rendering at client side, due to lightweight scene graph, decompression is not necessary and instanced rendering is fully exerted. Fourth, it is extremely efficient and effective under very limited bandwidth, especially when delivering large 3D scenes. Performance on real data justifies the effectiveness of our LPM, which improves the state‐of‐the‐art in accessing Web3D contents. Copyright © 2015 John Wiley & Sons, Ltd.  相似文献   

6.
Metamorphosis of arbitrary triangular meshes   总被引:8,自引:0,他引:8  
Three-dimensional metamorphosis (or morphing) establishes a smooth transition from a source object to a target object. The primary issue in 3D metamorphosis is to establish surface correspondence between the source and target objects, by which each point on the surface of the source object maps to a point on the surface of the target object. Having established this correspondence, we can generate a smooth transition by interpolating corresponding points from the source to the target positions. We handle 3D geometric metamorphosis between two objects represented as triangular meshes. To improve the quality of 3D morphing between two triangular meshes, we particularly consider the following two issues: 1) metamorphosis of arbitrary meshes; 2) metamorphosis with user control. We can address the first issue using our recently proposed method based on harmonic mapping (T. Kanai et al., 1998). In that earlier work, we developed each of the two meshes (topologically equivalent to a disk and having geometrically complicated shapes), into a 2D unit circle by harmonic mapping. Combining those two embeddings produces surface correspondence between the two meshes. However, this method doesn't consider the second issue: how to let the user control surface correspondence. The article develops an effective method for 3D morphing between two arbitrary meshes of the same topology. We extend our previously proposed method to achieve user control of surface correspondence  相似文献   

7.
The construction of a smooth surface interpolating a mesh of arbitrary topological type is an important problem in many graphics applications. This paper presents a two-phase process, based on a topological modification of the control mesh and a subsequent Catmull-Clark subdivision, to construct a smooth surface that interpolates some or all of the vertices of a mesh with arbitrary topology. It is also possible to constrain the surface to have specified tangent planes at an arbitrary subset of the vertices to be interpolated. The method has the following features: 1) it is guaranteed to always work and the computation is numerically stable, 2) there is no need to solve a system of linear equations and the whole computation complexity is O(K) where K is the number of the vertices, and 3) each vertex can be associated with a scalar shape handle for local shape control. These features make interpolation using Catmull-Clark surfaces simple and, thus, make the new method itself suitable for interactive free-form shape design.  相似文献   

8.
In this paper we introduce an efficient view-dependent refinement technique well suited to adaptive visualization of 3D triangle meshes on a graphic terminal. Our main goal is the design of fast and robust, smooth surface reconstruction from coarse meshes. We demonstrate that the sqrt{3}-subdivision operator recently introduced by Kobbelt offers many benefits, including view-dependent refinement, removal of polygonal aspect and a highly tunable level of detail adaptation. In particular, we propose a new data structure that requires neither edges nor hierarchies for efficient and reversible view-dependent refinement. Results on various 3D meshes illustrate the relevance of the technique.  相似文献   

9.
In this paper, we present a progressive compression algorithm for textured surface meshes, which is able to handle polygonal non‐manifold meshes as well as discontinuities in the texture mapping. Our method applies iterative batched simplifications, which create high quality levels of detail by preserving both the geometry and the texture mapping. The main features of our algorithm are (1) generic edge collapse and vertex split operators suited for polygonal non‐manifold meshes with arbitrary texture seam configurations, and (2) novel geometry‐driven prediction schemes and entropy reduction techniques for efficient encoding of connectivity and texture mapping. To our knowledge, our method is the first progressive algorithm to handle polygonal non‐manifold models. For geometry and connectivity encoding of triangular manifolds and non‐manifolds, our method is competitive with state‐of‐the‐art and even better at low/medium bitrates. Moreover, our method allows progressive encoding of texture coordinates with texture seams; it outperforms state‐of‐the‐art approaches for texture coordinate encoding. We also present a bit‐allocation framework which multiplexes mesh and texture refinement data using a perceptually‐based image metric, in order to optimize the quality of levels of detail.  相似文献   

10.
The development of a computational model for the simulation of three-dimensional unsteady incompressible viscous fluid flows with moving boundaries is presented. The numerical model is based upon the solution of the Navier–Stokes equations on unstructured meshes using the artificial compressibility approach. An ALE formulation is adopted and the equations are discretized using a cell vertex finite volume method. The formulation ensures the satisfaction of the geometric conservation law when the mesh is allowed to move. An implicit time discretization is adopted and a dual time approach is employed. Explicit relaxation is used for the sub-iterations, with multigrid acceleration. For moving geometries, the mesh is deformed by adopting a spring analogy, combined with a wall distance function approach. The numerical procedure is validated on a standard problem and is then used for the simulation of flow over a flexible fish-like body.  相似文献   

11.
This paper describes and discusses the main characteristics and implementation issues of a 3D mixed element mesh generator based on a generalization of the modified octree approach. This mesh generator uses primitive elements of different type as internal nodes, a flexible refinement approach as refinement strategy (primitive elements are not always bisected), and bricks, pyramids, prisms and tetrahedra as final elements. The mesh generation process is divided in several steps: the generation of the initial mesh composed of primitive elements, the refinement of primitive elements until the point density requirements are fulfilled, the generation of a graded mesh between dense and coarse regions, and finally, the recognition of the final elements. The main algorithms and data structures are described in detail for each step of the mesh generation process. As result, examples of meshes that satisfy the Delaunay condition and that can be used with the control volume method are shown.  相似文献   

12.
We present a technique to model wave-based sound propagation to complement visual animation in fully dynamic scenes. We employ 2D wave simulation that captures geometry-based diffraction effects such as obstruction, reverberation, and directivity of perceptually-salient initial sound at the source and listener. We show real-time performance on a single CPU core on modestly-sized scenes that are nevertheless topologically complex. Our key ideas are to exploit reciprocity and use a perceptual encoding and rendering framework. These allow the use of low-frequency finite-difference simulations on static scene snapshots. Our results show plausible audio variation that remains robust to motion and geometry changes. We suggest that wave solvers can be a practical approach to real-time dynamic acoustics. We share the complete C++ code of our “Planeverb” system.  相似文献   

13.
This paper describes an approach of representing 3D shape by using a set of invariant spherical harmonic (SH) coefficients after conformal mapping. Specifically, a genus-zero 3D mesh object is first conformally mapped onto the unit sphere by using a modified discrete conformal mapping, where the modification is based on Möbius factorization and aims at obtaining a canonical conformal mapping. Then a SH analysis is applied to the resulting conformal spherical mesh. The obtained SH coefficients are further made invariant to translation and rotation, while at the same time retain the completeness, thanks to which the original shape information has been faithfully preserved.  相似文献   

14.
A fast hidden-line eliminating algorithm is introduced which enables creation of 3D shaded images. The algorithm also supports set operations on bodies. It deals only with solids bounded by planar patches (curved surfaces are approximated by polyhedra). This makes it possible to implement a simple shading technique. Bodies of arbitrary shape, both convex and concave, can be built by using such operations as translation and rotation of a polyline or polygon. The algorithm is designed to be able to run even on personal computers. The CPU time for an IBM AT is in the minute range for scenes composed of 400–500 faces. The program package can thus be used effectively in those cases when shaded images are not very complicated, short processing time is of primary importance and there is no need for pictures of “realistic” quality. Possible fields of application are animation, technical drawings and simulation.  相似文献   

15.
基于有限元法建立复合地基三维固结过程的动力学模型.该模型包括桩-土相互作用、土壤-孔隙流体材料等的非线性特性.通过子模型和嵌入区域技术,降低计算规模,提高计算模型的收敛性,并建立针对此类问题的基本分析流程和方法.  相似文献   

16.
17.
针对混凝土坝越来越高,越来越容易产生水力劈裂的问题,总结已有混凝土水力劈裂问题的研究成果,结合水力劈裂的发生条件、在水压作用下混凝土裂缝的开展以及影响水力劈裂作用的因素,探讨水力劈裂数值模拟的方法.比较有限元法、扩展有限元法和无单元法在水力劈裂数值模拟问题应用上的优点与不足,并分析数值模拟模型建立过程中参数设置的差别.结果表明,必须从坝材料、施工和水压等多方面考虑才能确保水力劈裂数值模拟结果的可靠性.  相似文献   

18.
Three algorithms of simplex mesh external force generation are presented. The algorithms are used for simplex meshes adaptation to manually traced object boundaries on several representative non-parallel cross sections of 3D ultrasound images. A morphing algorithm for the transformation between two simplex meshes is also considered. The text was submitted by the authors in English. This work was supported by ISTC, project no. B-517.  相似文献   

19.
To register 3D meshes representing smooth surfaces we track the 3D digitization system using photogrammetric techniques and calibrations. We present an example by digitizing a 800 mm × 600 mm portion of a car door. To increase the tracking accuracy the 3D scanner is placed in a cubic frame of side 0.5 m covered with 78 targets. The target frame moves in a volume that is approximately 1100 mm × 850 mm × 900 mm, to digitize the area of interest. Using four cameras this target frame is tracked with of an accuracy of 0.03 mm spatially and 0.180 mrad angularly. A registration accuracy between 0.1 mm and 2 mm is reached. This method can be used for the registration of meshes representing featureless surfaces.  相似文献   

20.
We address the problem of rendering a 3D mesh in the style of a line drawing, in which little or no shading is used and instead shape cues are provided by silhouettes and suggestive contours. Our specific goal is to depict shape features at a chosen scale. For example, when mesh triangles project into the image plane at subpixel sizes, both suggestive contours and silhouettes may form dense networks that convey shape poorly. The solution we propose is to convert the input mesh to a multiresolution representation (specifically, a progressive mesh), then view-dependently refine or coarsen the mesh to control the size of its triangles in image space. We thereby control the scale of shape features that are depicted via silhouettes and suggestive contours. We propose a novel refinement criterion that achieves this goal and address the problem of maintaining temporal coherence of silhouette and suggestive contours when extracting them from a changing mesh.  相似文献   

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