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1.
基于卷积曲面的几何造型方法 总被引:1,自引:0,他引:1
周艳 《计算机工程与设计》2006,27(14):2537-2539
卷积曲面是一种很有潜力的隐式曲面造型方法。由于卷积的可叠加性质,使得其生成的曲面很光滑,不会产生凸包和裂缝。卷积曲面造型是基于骨架的,其骨架可以是曲线或曲面,也可以以物体轮廓线为骨架原型来获取所需要的物体造型。在卷积造型的过程中,通过对骨架加权可以精细地控制结果曲面的形状。在介绍了卷积曲面造型的各类方法后,分析了其特点和发展方向。 相似文献
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Jules Bloomenthal 《Computer Graphics Forum》1997,16(1):31-41
The relationship between surface bulge and several implicit blend techniques, particularly those based on convolution of a skeleton, is discussed. An examination of branching skeletons reveals that for two and three-dimensional skeletons, the surface will be bulge-free if skeletal elements are sufficiently large with respect to the convolution kernel. 相似文献
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Surface blending is very important in geometric modeling and is widely used in product design and manufacturig. This paper has a comprehensive discussion in surface blending with constant/variable radil, including the generation of rolling-ball blending between a curve and a surface, rolling-ball blending between two surfaces at a given contact curve, sliding-circle blending between two surfaces, etc. All those algorithms developed have been put into the commercial CAD/CAE/CAM software system-CAXA-ME and greatly enhanced its modeling ability 相似文献
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Creating and Rendering Convolution Surfaces 总被引:6,自引:0,他引:6
Implicit surfaces obtained by convolution of multi-dimensional primitives with some potential function, are a generalisation of popular implicit surface models: blobs, metaballs and soft objects. These models differ in their choice of potential function but agree upon the use of underlying modelling primitives, namely, points. In this paper a method is described for modelling and rendering implicit surfaces built upon an expanded set of skeletal primitives: points, line segments, polygons, arcs and planes. An analytical solution to the convolution is described. This solution offers a more accurate and robust representation of the resultant implicit surface than previous methods. An algorithm for ray-tracing the surfaces formed through convolution of any combination of these primitives is also outlined. 相似文献
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三次B样条曲线骨架卷积曲面造型 总被引:1,自引:0,他引:1
提出一种基于B样条曲线降阶的三次B样条曲线骨架卷积曲面造型方法.首先通过顶点扰动降阶方法把三次B样条曲线骨架(C^1连续)降阶为C^1连续的二次B样条,然后应用二次B样条曲线骨架的卷积曲面势函数计算方法得到三次B样条曲线骨架的势函数. 相似文献
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光顺过渡面的热传导方程--能量优化构造方法 总被引:1,自引:0,他引:1
首先运用热传导方程、初值条件和带有固定边界的边值条件,建立过渡面的偏微分方程模型.再对方程像空间中的曲面簇,采用关于时间t的曲面能量表达式作为曲面光顺准则,建立起满足热传导方程的光顺过渡面的优化构造模型,即带有固定边界的光顺过渡面的热传导方程-能量优化构造模型,此模型的解即为满足连续性和光顺性要求的过渡面.数值实验表明这种光顺过渡面的构造方法是可行与有效的. 相似文献
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Juncheng Pu Li Liu Xiaodong Fu Zhuo Su Lijun Liu Wei Peng 《Computer Graphics Forum》2023,42(6):e14792
Detailed and accurate feature representation is essential for high-resolution reconstruction of clothed human. Herein we introduce a unified feature representation for clothed human reconstruction, which can adapt to changeable posture and various clothing details. The whole method can be divided into two parts: the human shape feature representation and the details feature representation. Specifically, we firstly combine the voxel feature learned from semantic voxel with the pixel feature from input image as an implicit representation for human shape. Then, the details feature mixed with the clothed layer feature and the normal feature is used to guide the multi-layer perceptron to capture geometric surface details. The key difference from existing methods is that we use the clothing semantics to infer clothed layer information, and further restore the layer details with geometric height. We qualitative and quantitative experience results demonstrate that proposed method outperforms existing methods in terms of handling limb swing and clothing details. Our method provides a new solution for clothed human reconstruction with high-resolution details (style, wrinkles and clothed layers), and has good potential in three-dimensional virtual try-on and digital characters. 相似文献
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Robert E. Rosenblum Wayne E. Carlson Edwin Tripp 《Computer Animation and Virtual Worlds》1991,2(4):141-148
We develop and present a new approach to modelling the characteristics of human hair, considering not only its structure, but also the control of its motion and a technique for rendering it in a realistic form. The approach includes a system for interactively defining the global positioning of the strands of hair on the head. Special attention is paid to the self shadowing of the hair. A mass/spring/hinge system is used to control a single strand's position and orientation. We demonstrate that this approach results in a believable rendition of the hair and its dynamics. 相似文献
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几何偏微分方程和离散曲面设计 总被引:4,自引:0,他引:4
使用若干个几何本质的曲率驱动的偏微分方程来构造符合指定C0或C1边界条件的三边曲面片和四边曲面片,这些方程的数值解由所涉及的微分几何算子的离散化来得到,微分几何算子的离散化则源于参数逼近.所构造的曲面片满足某些特定的几何偏微分方程,故具有理想的形状,将这些曲面片组装起来便构造出复杂的几何模型.通过反复的子分和演化,得到几何模型的多尺度表示. 相似文献
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基于Metaball的曲面约束变形模型及应用 总被引:3,自引:0,他引:3
结合曲面变形技术和Metaball原理,提出了基于Metaball的曲面约束变形模型,将Metaball的势函数表达曲面变形的约束,用它去作用于待变形曲面,通过调整Metaball势函数的约束中心、作用半径、偏移等参数控制曲面的预期变形效果,利用骨架卷积获得平坦光滑的曲面.讨论了约束关系、单个约束的影响、控制约束的相互影响等问题,并举例说明了这个模型的机理和应用. 相似文献
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Fabian Di Fiore Frank Van Reeth John Patterson Philip Willis 《The Visual computer》2008,24(2):105-123
In this paper we argue for our NPAR system as an effective 2D alternative to most NPR research, which is focused on frame coherent stylised rendering of 3D models. Our approach gives a highly stylised look to images without the support of 3D models. Nevertheless, they still behave as though they are animated by drawing, which they are. First, a stylised brush tool is used to freely draw extreme poses of characters. Each character is built of 2D drawn brush strokes which are manually grouped into layers. Each layer is assigned its place in a drawing hierarchy called a hierarchical display model (HDM). Next, multiple HDMs are created for the same character, each corresponding to a specific view. A collection of HDMs essentially reintroduces some correspondence information to the 2D drawings needed for inbetweening and, in effect, eliminates the need for a true 3D model. Once the models are composed the animator starts by defining keyframes from extreme poses in time. Next, brush stroke trajectories defined by the keyframe HDMs are inbetweened automatically across intermediate frames. Finally, each HDM of each generated inbetween frame is traversed and all elements are drawn one on another from back to front. Our techniques support highly rendered styles which are particularly difficult to animate by traditional means including the ‘airbrushed’, scraperboard, watercolour, Gouache, ‘ink-wash’, pastel, and the ‘crayon’ styles. In addition, we describe the data path to be followed to create highly stylised animations by incorporating real footage. We believe our system offers a new fresh perspective on computer-aided animation production and associated tools. 相似文献
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Automated generation of control skeletons for use in animation 总被引:3,自引:0,他引:3
Published online: 15 March 2002 相似文献
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针对多媒体技术及应用课程的重难点骨骼动画教学,提出将剪纸文化融入骨骼动画教学的创新改革方案。以成果导向教育为引导,以学生发展为中心,从课前、课中和课后介绍融入剪纸文化的骨骼动画教学创新改革,提升学生的计算机应用能力,培养学生传承创新剪纸文化,实现用现代数字媒体技术弘扬中华优秀传统文化。 相似文献
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Current implicit blending techniques are mostly designed for use in surface modelling, where only boundaries of the object defined by the implicit primitives are important. In contrast, in volumetric implicit modelling the interior of the object is also significant, which requires different and more suitable techniques for combining implicit primitives. In this paper, we first discuss irregularities that occur using the current techniques. Then, a new technique for blending implicit primitives, especially appropriate in volumetric modelling (e.g., cloud modelling), is introduced. It overcomes these abnormalities and gives us better results than current techniques. 相似文献
17.
针对很多几何造型是带有约束条件的曲面拼接问题,在线性连续同伦的基础上提出了利用非线性同伦连续计算拼接曲面以进行三维造型的方法。首先,根据得到的截面(切片)的位置及其曲线方程确定插值点并得到插值多项式;其次,将此插值多项式作为非线性连续同伦映射函数并分别代入主曲面和辅助曲面的多项式方程得到过渡曲面的方程;然后,仅将插值变元作为变元而主、辅助曲面方程的变元作为参数,利用Sylvester结式消去过渡方程中的变元得到关于主曲面的拼接方程即造型曲面。利用该方法能实现带有控制点的曲面造型以及多曲面约束的几何造型,而且它可以确定造型过程中的中间形状及中间形状的位置,从而更加具有实用性。 相似文献
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NURBS曲面G~1光滑拼接算法 总被引:6,自引:1,他引:6
非均匀有理B样条(NURBS)曲线、曲面造型方法,是当前CAD/CAM领域研究热点之一,大量的基于NURBS的实用造型系统得到发展。对NURBS而言,虽然具有参数连续性,但为了实用需要,仍需构造具有一定光滑程度的合成曲面,满足局部设计和修改的目的。本文给出了实用的具有二次公共边界曲线的NURBS曲面片G1光滑拼接条件,得到了相应控制顶点、权系数的具体算法;对于一个已知NURBS曲面,构造另一个NURBS曲面,使其达到G1拼接是简单易行的。 相似文献
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We describe the implementation of a blending facility in the context of a feature modelling system where solid and feature-based modelling operations can be utilized in parallel during the design process of a part. The definition of blends can be done in a graphical user interface by selecting edges to be blended. Feature recognition of blends facilitates the definition process of blends. Alternatively, a special feature editor can be used to add blends to the feature model. The particular implementation style chosen gives rise to aflexible and easy-to-use modelling tool. 相似文献