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1.
为解决零亏格边界网格模型的T样条实体重建问题,提出一种基于八叉树细分和渐进迭代最小二乘拟合算法的T样条实体构建算法.首先给出一种基于体-面-边-点4层几何拓扑的T样条实体数据结构和节点矢量计算算法;接着对边界网格进行参数化,在单位参数立方体和网格模型之间建立参数映射关系,并且采用MVC方法保证参数化结果的单射无自交性;最后实现T样条实体的渐进迭代最小二乘拟合.对sphere模型, head模型和bunny模型进行测试,实现了基于边界网格模型的T样条实体重建,提高了T样条实体构建的效率,并且使得该算法在处理大规模数据时更具优势  相似文献   

2.
球面坐标下的凸组合球面参数化   总被引:2,自引:0,他引:2  
球面参数化是一种应用价值很广的几何参数化方法.对于封闭且亏格为零的三角形网格,该文提出了一种新的球面参数化方法.通过引入多个球面坐标覆盖,在球面坐标系下,用凸组合方法,得到了接近线性的球面参数化求解方法.与已有的直角坐标系下的凸组合参数化方法相比,该文所提出的方法大大降低了求解方程组的非线性程度,因此求解时间大幅度降低.此外,还避免了直角坐标系下求解的多种退化情况.最后,给出了实验结果,并对凸组合球面参数化中存在的几个问题进行了讨论.  相似文献   

3.
曲学军  张璐 《计算机仿真》2010,27(7):358-361,369
研究了由散乱数据点集重构N边域曲面的方法.已有方法大都使用单张B样条曲面进行拟合,或由用户手工描绘曲面片的边界曲线网格.与之不同,为便于数字处理,采用广义基曲面参数化方法可以在建立曲面片网格同时进行散乱数据的参数化,全过程无需人工干预.另外,推导了在曲面拟合算法中控制顶点约束的确定方法以满足给定的边界条件.通过仿真,研究了曲面片网格的光顺以在N边域曲面内部达到G1连续,并以实例证明了文中算法的有效性.  相似文献   

4.
凸组合球面参数化   总被引:4,自引:3,他引:4  
针对具有单边界的三角网格或与球面同胚的零亏格封闭网格,提出一种基于球面向量线性凸组合的三维网格球面参数化方法.把参数域从平面凸区域扩展到球面凸区域,并把具有凸性的重心坐标纳入到参数化框架中,使得参数化具有保形性质且变形小,同时证明了该参数化方法的存在性和惟一性.整个算法简单可靠.  相似文献   

5.
为使三维网格模型能被GPU进行渲染,提出了一种适用于GPU的针对零亏格的三角网格模型的绘制框架.传统的方法生成几何图像一般是从原始网格逐步切割至平面域,但是这样会产生复杂接缝的问题.论文通过对参数化后的球面进行映射,从而间接生成几何图像,避免了对原始网格进行复杂的切割.首先,将已经球面参数化后的球面信息映射至立方体,立方体平铺开即构成一个二维几何图像;然后,将二维纹理信息传输至GPU,利用GPU来还原三角网格模型.此文采用OpenGL和CUDA相结合的方式来实现最终效果,实验结果表明该绘制框架是可行的,参数化效果和还原效果较好.  相似文献   

6.
为了解决工业设计中复杂形体的曲面造型问题,提出了一种张量积型的低阶B-样条曲面重建算法。先将采集到的任意拓扑形状的散乱数据点进行三次不同的参数化得到四边形控制网格,然后再采用张量积型的双二次、双三次B-样条进行拟合,在拟合的过程中采用距离函数来控制拟合误差,得到光滑的曲面。运用该方法,直接对初始散乱点集进行重建,方法简单易实施,重建效率高并且重建后的样条曲面自然满足切平面连续。与以往的方法相比,该方法在逆向工程中可以在保证连续性的情况下,得到精准的结果曲面,提高了曲面造型的质量和效率。  相似文献   

7.
针对传统平面参数化不能直接对零亏格封闭模型参数化,而球面参数化较为适用于形态接近于球体模型的问题,定义了一种超圆柱面的参数域表示,并提出一种渐进的超柱面参数化算法,对于形态接近于圆柱或具有单支简单骨架的网格模型能够提供较小的几何形变;基于此,提出一种骨架引导的网格模型圆柱面参数化方法,能够对具有复杂骨架结构的网格模型实现全局参数化,它通过分块参数化由骨架信息得到的网格模型主体和分支,进而将分支圆柱面参数网格配准、优化并拼接至主体参数网格得到无缝的全局参数网格;对于人体和动物等具有明显骨架结构的网格模型,骨架引导的圆柱面参数化具有较小的几何形变.最后给出了实验结果,并展示了圆柱面参数化在约束纹理贴图中的应用.  相似文献   

8.
任意拓扑三角形网格的全局参数化   总被引:2,自引:0,他引:2       下载免费PDF全文
提出了一种零亏格的任意拓扑流形三角形网格自动全局参数化方法 .算法首先采用顶点对合并的网格简化方法构造一个网格的累进表示 ,在进行网格简化的同时 ,对被删除的顶点相对于顶点合并操作所得到的新顶点的邻域进行局部参数化 ,由此得到一个带局部参数化信息的累进网格 ;然后将网格简化所得到的基网格进行中心投影到一个单位球面上 ,并采用累进恢复的方法将删除的顶点按与删除时相反的顺序逐次添加回网格上来 ,所添加顶点的坐标不再是其删除前的坐标值 ,而是由局部参数化信息计算得到 ,并且保证是位于单位球面上的 .由此得到原始网格的单位球面参数化网格  相似文献   

9.
何军  张彩明  杨兴强 《软件学报》2009,20(6):1673-1684
提出一种在不规则网格上构造曲面的方法.其基本思想是,通过均匀双三次B样条基函数的分解和子基函数的分类,将B样条曲面方法推广到任意四边形网格.给定一个任意四边形控制网格,首先对每个控制点构造一个基函数;所有控制点加权组合形成整体曲面.构造的曲面是分片双三次有理参数多项式曲面.此方法可以看成是均匀B样条曲面构造方法的扩展,如果控制网格是规则四边形网格,那么构造得到的曲面与均匀双三次B样条曲面是一致的.最后,实例证明此方法能够有效地构造曲面.  相似文献   

10.
基于径向基函数与B样条的散乱数据拟合方法   总被引:1,自引:0,他引:1  
针对散乱数据的曲面拟合问题,提出一种径向基函数与B样条插值结合使用的曲面拟合方法.通过分片径向基函数插值,三维散乱点,再从分片插值曲面上获取预先设定好的有序网格点的值,最后利用张量积B样条插值有序网格点,从而得到拟合曲面.该方法较好地解决散乱数据插值和拟合的计算不稳定性问题,最后给出算法实例.  相似文献   

11.
Computer graphics and computer-aided design communities prefer piecewise spline patches to represent surfaces. But keeping the smoothness between the adjacent patches is a challenging task. In this paper, we present a method for stitching several surface patches, which is a key step in complicated surface modeling, with polynomial splines over hierarchical T-meshes (PHT-spline for short). The method is simple and can be easily applied to complex surface modeling. With the method, spline surfaces can be constructed efficiently and adaptively to fit genus-zero meshes after their spherical parameterization is obtained, where only small sized linear systems of equations are involved.  相似文献   

12.
针对闭的或者单边界亏格为0的三角网格,提出一种球面参数化方法.通过立体投影将现有的平面参数化方法推广到球面上,得到一个初始的球面参数化;为了减小变形,引入质心坐标进行全局优化;最后用Moebius变换均匀化最终的球面网格.该方法能够避免立体投影出现三角形折叠的情况,保证最后的映射是双射.通过大量典型的三维模型实验和比较可以看出:文中的参数化方法变形小,在复杂网格的纹理映射中的均匀化效果较现有的保角、保面积变换有明显的改善.  相似文献   

13.
This paper develops an analytical representation of conformal mapping for genus-zero implicit surfaces based on algebraic polynomial functions, and its application to surface shape similarity assessment. Generally, the conformal mapping often works as a tool of planar or spherical parameterization for triangle mesh surfaces. It is further exploited for implicit surface matching in this study. The method begins with discretizing one implicit surface by triangle mesh, where a discrete harmonic energy model related to both the mesh and the other implicit surface is established based on a polynomial-function mapping. Then both the zero-center constraint and the landmark constraints are added to the model to ensure the uniqueness of mapping result with the Möbius transformation. By searching optimal polynomial coefficients with the Lagrange–Newton method, the analytical representation of conformal mapping is obtained, which reveals all global and continuous one-to-one correspondent point pairs between two implicit surfaces. Finally, a shape similarity assessment index for (two) implicit surfaces is proposed through calculating the differences of all the shape index values among those corresponding points. The proposed analytical representation method of conformal mapping and the shape assessment index are both verified by the simulation cases for the closed genus-zero implicit surfaces. Experimental results show that the method is effective for genus-zero implicit surfaces, which will offer a new way for object retrieval and manufactured surface inspection.  相似文献   

14.
This paper presents an efficient technique for processing of 3D meshed surfaces via spherical wavelets.More specifically,an input 3D mesh is firstly transformed into a spherical vector signal by a fast low distortion spherical parameterization approach based on symmetry analysis of 3D meshes.This signal is then sampled on the sphere with the help of an adaptive sampling scheme.Finally,the sampled signal is transformed into the wavelet domain according to spherical wavelet transform where many 3D mesh processing operations can be implemented such as smoothing,enhancement,compression,and so on.Our main contribution lies in incorporating a fast low distortion spherical parameterization approach and an adaptive sampling scheme into the frame for processing 3D meshed surfaces by spherical wavelets,which can handle surfaces with complex shapes.A number of experimental examples demonstrate that our algorithm is robust and efficient.  相似文献   

15.
3D surface filtering using spherical harmonics   总被引:4,自引:0,他引:4  
This paper presents a novel approach for 3D surface filtering over two-manifold meshes. A robust spherical parameterization algorithm is proposed to transform the input surface into a spherical vector function/signal. This signal is then decomposed into frequency domain using spherical harmonic transforms. Finally, traditional filtering techniques are generalized to process such spherical signals in either the frequency or spatial domain. Our major contribution is the two-phase spherical parameterization algorithm, which can handle meshes with complex shapes by incorporating local parameterization into the progressive mesh. A number of experimental examples demonstrate the potential of our algorithm.  相似文献   

16.
The present authors have introduced polynomial splines over T-meshes (PHT-splines) and provided theories and applications for PHT-splines over hierarchical T-meshes. This paper generalizes PHT-splines to arbitrary topology over general T-meshes with any structures (GPT-splines). GPT-spline surfaces can be constructed through a unified scheme to interpolate the local geometric information at the basis vertices of the T-mesh. We also discuss general edge insertion and removal algorithms for GPT-splines. As applications, we present algorithms to construct a GPT-spline surface from a quadrilateral mesh and to simplify a tensor-product B-spline surface into a GPT-spline surface with superfluous edges removal.  相似文献   

17.
This paper presents a subdivision connectivity remeshing approach for closed genus 0 meshes. It is based on spherical parameterization and umbrella‐operator smoothing. Our main contribution lies in adopting a low‐distortion spherical parameterization approach to generate high‐quality subdivision connectivity meshes. Besides, a simple and efficient point location method on the sphere based on the uniform partition of the rectangle is presented, which is used to find the containing triangle in the spherical mesh for each point on the sphere rapidly. Our method can generate high‐quality subdivision connectivity meshes fast, which can be applied to level of detail and progressive transmission. All the application examples demonstrate that our remeshing procedure is robust and efficient. Copyright © 2011 John Wiley & Sons, Ltd.  相似文献   

18.
This paper addresses the problem of real-time rendering for objects with complex materials under varying all-frequency illumination and changing view. Our approach extends the triple product algorithm by using local-frame parameterization, spherical wavelets, per-pixel shading and visibility textures. Storing BRDFs with local-frame parameterization allows us to handle complex BRDFs and incorporate bump mapping more easily. In addition, it greatly reduces the data size compared to storing BRDFs with respect to the global frame. The use of spherical wavelets avoids uneven sampling and energy normalization of cubical parameterization. Finally, we use per-pixel shading and visibility textures to remove the need for fine tessellations of meshes and shift most computation from vertex shaders to more powerful pixel shaders. The resulting system can render scenes with realistic shadow effects, complex BRDFs, bump mapping and spatially-varying BRDFs under varying complex illumination and changing view at real-time frame rates on modern graphics hardware.  相似文献   

19.
三维网格的参数化是数字几何处理中一个基本问题,在纹理映射、重新网格化和几何变形等许多图形处理中都有着非常重要的应用。在现有参数化方法的基础上,根据球面与平面参数化之间的差异,列出了一个关于角度的有效球面三角化的充要条件,使用LM算法通过对非线性优化问题的求解,得到具有期望目标的球面参数化结果。并介绍算法的应用,给出实例说明了算法有效性。  相似文献   

20.
For closed two-manifold genus-0 meshes, the sphere is the most natural parameterization domain. Like planar parameterization, spherical parameterization without foldover and with low distortion consitutes two basic challenges. However, in order to prevent foldovers, many current studies cannot validly reduce distortion, especially area distortion. In this paper, we present a two-stage relaxation method to reduce the distortion of spherical meshes parameterized by traditional methods. The first stage is an authalic (area-preserving) relaxation algorithm that iteratively relaxes the mesh surface by growing patches around seed triangles. The second one is a relaxation procedure based on SCDM (spherical-domain compositive distortion metric).  相似文献   

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