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1.
We present an efficient and unconditionally stable method which allows the deformation of very complex stiff cloth models in real-time. This method is based on a shape matching approach which uses edges and triangles as 1D and 2D regions to simulate stretching and shearing resistance. Previous shape matching approaches require large overlapping regions to simulate stiff materials. This unfortunately also affects the bending behavior of the model. Instead of using large regions, we introduce a novel multi-resolution shape matching approach to increase only the stretching and shearing stiffness. Shape matching is performed for each level of the multi-resolution model and the results are propagated from one level to the next one. To preserve the fine wrinkles of the cloth on coarse levels of the hierarchy we present a modified version of the original shape matching method. The introduced method for cloth simulation can perform simulations in linear time and has no numerical damping. Furthermore, we show that multi-resolution shape matching can be performed efficiently on the GPU.  相似文献   

2.
面向分级设计优化的飞行器参数化建模方法   总被引:1,自引:1,他引:0  
针对飞行器气动隐身外形综合设计优化问题,提出合适的面向分级设计优化流程,建立适应该流程的渐进分层参数化建模方法;用基于敏度分析的参数影响程度分析方法筛选复杂设计变量;采用多学科设计优化(Multidisplinary Design Optimization,MDO)理论和差分进化算法进行飞行器气动隐身外形的综合设计优化.将该方法用于某飞行器外形设计优化,结果表明:该方法合理可行,可为飞行器外形多学科设计优化提供一定参考.  相似文献   

3.
Given a 3D solid model S represented by a tetrahedral mesh, we describe a novel algorithm to compute a hierarchy of convex polyhedra that tightly enclose S. The hierarchy can be browsed at interactive speed on a modern PC and it is useful for implementing an intuitive feature selection paradigm for 3D editing environments. Convex parts often coincide with perceptually relevant shape components and, for their identification, existing methods rely on the boundary surface only. In contrast, we show that the notion of part concavity can be expressed and implemented more intuitively and efficiently by exploiting a tetrahedrization of the shape volume. The method proposed is completely automatic, and generates a tree of convex polyhedra in which the root is the convex hull of the whole shape, and the leaves are the tetrahedra of the input mesh. The algorithm proceeds bottom‐up by hierarchically clustering tetrahedra into nearly convex aggregations, and the whole process is significantly fast. We prove that, in the average case, for a mesh of n tetrahedra O(n log2 n) operations are sufficient to compute the whole tree.  相似文献   

4.
This work presents a hierarchical tree layout algorithm based on iterative rearrangement of subtrees. Using a greedy heuristic, all subtrees of a common parent are rearranged into a forest such that gaps between them are minimized. This heuristic is used to build a rearranged tree from bottom-up, starting with forests of the single leafs, and ending with the complete tree. Different cost measures for arrangement operations are discussed, which are based on the shape of a subtree. This shape can be characterized by the subtree’s leftmost and rightmost vertices, which determine how gapless this subtree can be combined with another one. The layout algorithm is used to display an organisational hierarchy. Such a hierarchical layout aids leadership when organisational structures are complex. In particular, it can be used to monitor the performance of organisational units undergoing change, e.g. restructuring. This improves the effectiveness of leadership instruments.  相似文献   

5.
We present a method for simplifying a polygonal character with an associated skeletal deformation such that the simplified character approximates the original shape well when deformed. As input, we require a set of example poses that are representative of the types of deformations the character undergoes and we produce a multi-resolution hierarchy for the simplified character where all simplified vertices also have associated skin weights. We create this hierarchy by minimizing an error metric for a simplified set of vertices and their skin weights, and we show that this quartic error metric can be effectively minimized using alternating quadratic minimization for the vertices and weights separately. To enable efficient GPU accelerated deformations of the simplified character, we also provide a method that guarantees the maximum number of bone weights per simplified vertex is less than a user specified threshold at all levels of the hierarchy.  相似文献   

6.
A generic integrated line detection algorithm (GILDA) is presented and demonstrated. GILDA is based on the generic graphics recognition approach, which abstracts the graphics recognition as a stepwise recovery of the multiple components of the graphic objects and is specified by the object–process methodology. We define 12 classes of lines which appear in engineering drawings and use them to construct a class inheritance hierarchy. The hierarchy highly abstracts the line features that are relevant to the line detection process. Based on the “Hypothesis and Test” paradigm, lines are detected by a stepwise extension to both ends of a selected first key component. In each extension cycle, one new component which best meets the current line's shape and style constraints is appended to the line. Different line classes are detected by controlling the line attribute values. As we show in the experiments, the algorithm demonstrates high performance on clear synthetic drawings as well as on noisy, complex, real-world drawings.  相似文献   

7.
Flexible point-based rendering on mobile devices   总被引:4,自引:0,他引:4  
We have seen the growing deployment of ubiquitous computing devices and the proliferation of complex virtual environments. As demand for detailed and high-quality geometric models increases, typical scene size (often including scanned 3D objects) easily reaches millions of geometric primitives. Traditionally, vertices and polygons (faces) represent 3D objects. These representations, coupled with the traditional rendering pipeline, don't adequately support display of complex scenes on different types of platforms with heterogeneous rendering capabilities. To accommodate these constraints, we use a packed hierarchical point-based representation for rendering. Point-based rendering offers a simple-to-use level-of-detail mechanism in which we can adapt the number of points rendered to the underlying object's screen size. Our work strives for flexible rendering - that is, rendering only the interior hierarchy nodes as representatives of the subtree. In particular, we avoid traversal of the entire hierarchy and reconstruction of model attributes (such as normals and color information) for interior nodes because both operations can be prohibitively expensive. Flexible rendering also lets us traverse the hierarchy in a specific order, resulting in a fast, one-pass shadow-mapping algorithm.  相似文献   

8.
We introduce symmetry hierarchy of man‐made objects, a high‐level structural representation of a 3D model providing a symmetry‐induced, hierarchical organization of the model's constituent parts. Given an input mesh, we segment it into primitive parts and build an initial graph which encodes inter‐part symmetries and connectivity relations, as well as self‐symmetries in individual parts. The symmetry hierarchy is constructed from the initial graph via recursive graph contraction which either groups parts by symmetry or assembles connected sets of parts. The order of graph contraction is dictated by a set of precedence rules designed primarily to respect the law of symmetry in perceptual grouping and the principle of compactness of representation. We show that symmetry hierarchy naturally implies a hierarchical segmentation that is more meaningful than those produced by local geometric considerations. We also develop an application of symmetry hierarchies for structural shape editing.  相似文献   

9.
介绍了多层面单位分割隐函数曲面(MPU)算法.该算法建立在局部形状函数、单位分割和八叉树细分的基础上,可由点云数据快速、准确、自适应地进行曲面反求.应用该算法,对车身外覆盖件和内部结构件进行了曲面反求,结果表明,该算法对汽车车身开发具有重要的应用价值.  相似文献   

10.
A hierarchical particle swarm optimizer and its adaptive variant.   总被引:7,自引:0,他引:7  
A hierarchical version of the particle swarm optimization (PSO) metaheuristic is introduced in this paper. In the new method called H-PSO, the particles are arranged in a dynamic hierarchy that is used to define a neighborhood structure. Depending on the quality of their so-far best-found solution, the particles move up or down the hierarchy. This gives good particles that move up in the hierarchy a larger influence on the swarm. We introduce a variant of H-PSO, in which the shape of the hierarchy is dynamically adapted during the execution of the algorithm. Another variant is to assign different behavior to the individual particles with respect to their level in the hierarchy. H-PSO and its variants are tested on a commonly used set of optimization functions and are compared to PSO using different standard neighborhood schemes.  相似文献   

11.
We address the issue of deforming an image of a source object to that of a target. Previous works including barycentric coordinates and functional maps can hardly enforce shape consistency, especially for the objects with complex nested shape components. We leverage the conformal welding theory that maps 2D shapes (planar contours) to the automorphisms of the unit circle, named shape signatures. Conformal welding enables us to apply the Laplacian constraint to deformations in the signature space (or unit circle domain), which renders efficiency and flexibility. Additionally, we are able to fully reconstruct complex shape contours from deformed signatures, and hence generate the morphed images for target shapes. The experiments on complex shape contours and facial images, where multiple components exist, validate the effectiveness of the proposed approach.  相似文献   

12.
Incremental Updates for Rapid Glossy Global Illumination   总被引:1,自引:0,他引:1  
We present an integrated global illumination algorithm including non-diffuse light transport which can handle complex scenes and enables rapid incremental updates. We build on a unified algorithm which uses hierarchical radiosity with clustering and particle tracing for diffuse and non-diffuse transport respectively. We present a new algorithm which chooses between reconstructing specular effects such as caustics on the diffuse radiosity mesh, or special purpose caustic textures, when high frequencies are present. Algorithms are presented to choose the resolution of these textures and to reconstruct the high-frequency non-diffuse lighting effects. We use a dynamic spatial data structure to restrict the number of particles re-emitted during the local modifications of the scene. By combining this incremental particle trace with a line-space hierarchy for incremental update of diffuse illumination, we can locally modify complex scenes rapidly. We also develop an algorithm which, by permitting slight quality degradation during motion, achieves quasi-interactive updates. We present an implementation of our new method and its application to indoors and outdoors scenes.  相似文献   

13.
Contextual Part Analogies in 3D Objects   总被引:1,自引:0,他引:1  
In this paper we address the problem of finding analogies between parts of 3D objects. By partitioning an object into meaningful parts and finding analogous parts in other objects, not necessarily of the same type, many analysis and modeling tasks could be enhanced. For instance, partial match queries can be formulated, annotation of parts in objects can be utilized, and modeling-by-parts applications could be supported. We define a similarity measure between two parts based not only on their local signatures and geometry, but also on their context within the shape to which they belong. In our approach, all objects are hierarchically segmented (e.g. using the shape diameter function), and each part is given a local signature. However, to find corresponding parts in other objects we use a context enhanced part-in-whole matching. Our matching function is based on bi-partite graph matching and is computed using a flow algorithm which takes into account both local geometrical features and the partitioning hierarchy. We present results on finding part analogies among numerous objects from shape repositories, and demonstrate sub-part queries using an implementation of a simple search and retrieval application. We also demonstrate a simple annotation tool that carries textual tags of object parts from one model to many others using analogies, laying a basis for semantic text based search.  相似文献   

14.
It is a challenge for shape grammars to incorporate spatial hierarchy and interior connectivity of buildings in early design stages. To resolve this difficulty, we developed a bi‐directional procedural model: the forward process constructs the derivation tree with production rules, while the backward process realizes the tree with shapes in a stepwise manner (from leaves to the root). Each inverse‐derivation step involves essential geometric‐topological reasoning. With this bi‐directional framework, design constraints and objectives are encoded in the grammar‐shape translation. We conducted two applications. The first employs geometric primitives as terminals and the other uses previous designs as terminals. Both approaches lead to consistent interior connectivity and a rich spatial hierarchy. The results imply that bespoke geometric‐topological processing helps shape grammar to create plausible, novel compositions. Our model is more productive than hand‐coded shape grammars, while it is less computation‐intensive than evolutionary treatment of shape grammars.  相似文献   

15.
汉语复句层次关系分析是中文信息处理领域极具挑战性的课题之一。为解决关系词标识信息不充足所导致的复句层次关系识别准确率下降问题,挖掘了影响分句关联的形式化语义知识,在此基础上构建了小句关联体识别算法并将其应用于相应的复句层次判定规则之中,以辅助分析其层次关系;对于其余单、多重有标复句的层次识别,使用基于搭配规则的移进-归约算法;最后提出了一种语义与规则相结合的复句层次分析模型。实验结果表明,此方法在一定程度上提高了复句层次关系识别的准确率。  相似文献   

16.
Wordnets, which are repositories of lexical semantic knowledge containing semantically linked synsets and lexically linked words, are indispensable for work on computational linguistics and natural language processing. While building wordnets for Hindi and Marathi, two major Indo-European languages, we observed that the verb hierarchy in the Princeton Wordnet was rather shallow. We set to constructing a verb knowledge base for Hindi, which arranges the Hindi verbs in a hierarchy of is-a (hypernymy) relation. We realized that there are unique Indian language phenomena that bear upon the lexicalization vs. syntactically derived choice. One such example is the occurrence of conjunct and compound verbs (called Complex Predicates) which are found in all Indian languages. This paper presents our experience in the construction of lexical knowledge bases for Indian languages with special attention to Hindi. The question of storing versus deriving complex predicates has been dealt with linguistically and computationally. We have constructed empirical tests to decide if a combination of two words, the second of which is a verb, is a complex predicate or not. Such tests provide a principled way of deciding the status of complex predicates in Indian language wordnets.  相似文献   

17.
18.
Collections of objects such as images are often presented visually in a grid because it is a compact representation that lends itself well for search and exploration. Most grid layouts are sorted using very basic criteria, such as date or filename. In this work we present a method to arrange collections of objects respecting an arbitrary distance measure. Pairwise distances are preserved as much as possible, while still producing the specific target arrangement which may be a 2D grid, the surface of a sphere, a hierarchy, or any other shape. We show that our method can be used for infographics, collection exploration, summarization, data visualization, and even for solving problems such as where to seat family members at a wedding. We present a fast algorithm that can work on large collections and quantitatively evaluate how well distances are preserved.  相似文献   

19.
In this paper we establish a foundation for understanding the instrumentation needs of complex dynamic systems if ecological interface design (EID)-based interfaces are to be robust in the face of instrumentation failures. EID-based interfaces often include configural displays which reveal the higher-order properties of complex systems. However, concerns have been expressed that such displays might be misleading when instrumentation is unreliable or unavailable. Rasmussen's abstraction hierarchy (AH) formalism can be extended to include representations of sensors near the functions or properties about which they provide information, resulting in what we call a “sensor-annotated abstraction hierarchy”. Sensor-annotated AHs help the analyst determine the impact of different instrumentation engineering policies on higher-order system information by showing how the data provided from individual sensors propagates within and across levels of abstraction in the AH. The use of sensor-annotated AHs with a configural display is illustrated with a simple water reservoir example. We argue that if EID is to be effectively employed in the design of interfaces for complex systems, then the information needs of the human operator need to be considered at the earliest stages of system development while instrumentation requirements are being formulated. In this way, Rasmussen's AH promotes a formative approach to instrumentation engineering.  相似文献   

20.
大规模场景的快速绘制是虚拟现实技术重要的研究课题之一.为了加速场景的绘制,一般采用层次细节模型和可见性裁剪方法,但是现有算法在处理大规模场景时存在着局限性.本文提出了一种新的大规模场景快速绘制算法,该算法在场景层次划分的基础上,利用拓扑结构可变的网格简化方法为场景层次计算连续的分层层次细节模型(HLOD);然后在实时绘制阶段,对场景分层层次细节模型进行视点相关的全局和局部细化,并结合快速有效的视域裁剪,从而大大加速了场景绘制速度.实验结果表明该算法是简单有效的,并且算法还可以进一步扩展到外存方式.  相似文献   

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