首页 | 本学科首页   官方微博 | 高级检索  
相似文献
 共查询到20条相似文献,搜索用时 15 毫秒
1.
质心坐标变换及其在纹理映射均匀化中的应用   总被引:2,自引:0,他引:2  
在现有质心坐标变换方法基础上,提出一种改进方法——均匀面积质心变换方法:在某一顶点邻域中,采用相应点所对应的边高比之和作为质心坐标进行分析推导,并将其应用到复杂三维形体的纹理映射均匀化中.首先通过面积权重质心坐标变换将复杂三维网格映射到平面上;在此基础上进行均匀面积质心坐标变换,就可使平面网格较均匀地分布.求解其纹理坐标可实现采用单幅图像的纹理映射均匀化.通过典型三维模型的实验和比较可以看到:采用文中方法所获得的纹理映射均匀化效果较现有的保角变换、保面积变换方法有显著改善,而且算法简单、稳定、快速.  相似文献   

2.
提出一种基于向量运算体现纹理形变要求的映射对应点获取方法,根据场景表面纹理走势特点划分表面形变控制网格,以网格边界为形变控制向量,通过对控制向量的合成取得映射点;同时,根据对应点亮度进行图像融合达到纹理真实感融入.对于场景表面纹理走势细节性变化给出了网格调整方法,进一步使用三次参数样条曲线拟合映射区域,基于曲率半径进行边界多边形化以实现对映射区域的精确判断.该方法能产生高度真实感的虚拟实景效果.  相似文献   

3.
Texture Adaptation for Progressive Meshes   总被引:1,自引:0,他引:1  
  相似文献   

4.
In computer graphics, triangular mesh representations of surfaces have become very popular. Compared with parametric and implicit forms of surfaces, triangular mesh surfaces have many advantages, such as easy to render, convenient to store and the ability to model geometric objects with arbitrary topology. In this paper, we are interested in data processing over triangular mesh surfaces through PDEs (partial differential equations). We study several diffusion equations over triangular mesh surfaces, and present corresponding numerical schemes to solve them. Our methods work for triangular mesh surfaces with arbitrary geometry (the angles of each triangle are arbitrary) and topology (open meshes or closed meshes of arbitrary genus). Besides the flexibility, our methods are efficient due to the implicit/semi-implicit time discretization. We finally apply our methods to several filtering and texture applications such as image processing, texture generating and regularization of harmonic maps over triangular mesh surfaces. The results demonstrate the flexibility and effectiveness of our methods.  相似文献   

5.
张炜  金涛 《图学学报》2014,35(5):709
三角网格特征边识别在数字几何处理和计算机辅助制造(CAM)的模具加工中都有 着广泛的应用,该文指出了近年来有关网格特征边识别算法的各种弊端及原因,给出了一种鲁 棒的网格特征边识别新算法。该算法以网格特征点的识别为基础,能够识别以往算法常遗漏的 一些二面法向夹角比较小的网格边,增强了对C1 不连续网格边的识别能力。众多数值例子支 持了这个结论。  相似文献   

6.
采用单一纹理对不规则三维网格进行纹理映射,常常使网格密集处映射不足;而采用纹理地图集方法又使映射过程变得复杂。因此文章提出一种新的方法:通过离散保角变换方法,先将三维网格无遮挡地映射到平面正方形中,随后通过一种离散均匀面积变换方法,使其平面网格较均匀地分布,然后求得其纹理坐标,从而有效实现不规则三维网格的纹理映射。该方法算法快速、稳定,纹理映射均匀化效果良好。  相似文献   

7.
We propose a new lossless progressive compression algorithm based on rate-distortion optimization for meshes with color attributes; the quantization precision of both the geometry and the color information is adapted to each intermediate mesh during the encoding/decoding process. This quantization precision can either be optimally determined with the use of a mesh distortion measure or quasi-optimally decided based on an analysis of the mesh complexity in order to reduce the calculation time. Furthermore, we propose a new metric which estimates the geometry and color importance of each vertex during the simplification in order to faithfully preserve the feature elements. Experimental results show that our method outperforms the state-of-the-art algorithm for colored meshes and competes with the most efficient algorithms for non-colored meshes.  相似文献   

8.
利用图像变形生成个性化人脸卡通   总被引:2,自引:0,他引:2  
提出了一种利用图像变形技术生成个性化人脸卡通的方法,该方法以真实人脸图像、卡通人脸图像和中性标准人脸网格为输入。根据提取的特征点,在人脸上分区域构建多个径向基神经网络;将标准人脸网格变形,分别和人脸以及卡通脸配准,得到人脸和卡通脸的个性化网格;将卡通脸图像作为纹理映射到个性化人脸网格,并做色调分离提取原始人脸的光照信息,得到个性化卡通人脸图像。  相似文献   

9.
Space-Optimized Texture Maps   总被引:1,自引:0,他引:1  
Texture mapping is a common operation to increase the realism of three‐dimensional meshes at low cost. We propose a new texture optimization algorithm based on the reduction of the physical space allotted to the texture image. Our algorithm optimizes the use of texture space by computing a warping function for the image and new texture coordinates. Neither the mesh geometry nor its connectivity are modified by the optimization. Our method uniformly distributes frequency content of the image in the spatial domain. In other words, the image is stretched in high frequency areas, whereas low frequency regions are shrunk. We also take into account distortions introduced by the mapping onto the model geometry in this process. The resulting image can be resampled at lower rate while preserving its original details. The unwarping is performed by the texture mapping function. Hence, the space‐optimized texture is stored as‐is in texture memory and is fully supported by current graphics hardware. We present several examples showing that our method significantly decreases texture memory usage without noticeable loss in visual quality.  相似文献   

10.
Wavelet-based multiresolution analysis of irregular surface meshes   总被引:2,自引:0,他引:2  
We extend Lounsbery's multiresolution analysis wavelet-based theory for triangular 3D meshes, which can only be applied to regularly subdivided meshes and thus involves a remeshing of the existing 3D data. Based on a new irregular subdivision scheme, the proposed algorithm can be applied directly to irregular meshes, which can be very interesting when one wants to keep the connectivity and geometry of the processed mesh completely unchanged. This is very convenient in CAD (computer-assisted design), when the mesh has attributes such as texture and color information, or when the 3D mesh is used for simulations, and where a different connectivity could lead to simulation errors. The algorithm faces an inverse problem for which a solution is proposed. For each level of resolution, the simplification is processed in order to keep the mesh as regular as possible. In addition, a geometric criterion is used to keep the geometry of the approximations as close as possible to the original mesh. Several examples on various reference meshes are shown to prove the efficiency of our proposal.  相似文献   

11.
《Graphical Models》2005,67(3):204-231
This paper proposes a new method for isotropic remeshing of triangulated surface meshes. Given a triangulated surface mesh to be resampled and a user-specified density function defined over it, we first distribute the desired number of samples by generalizing error diffusion, commonly used in image halftoning, to work directly on mesh triangles and feature edges. We then use the resulting sampling as an initial configuration for building a weighted centroidal Voronoi diagram in a conformal parameter space, where the specified density function is used for weighting. We finally create the mesh by lifting the corresponding constrained Delaunay triangulation from parameter space. A precise control over the sampling is obtained through a flexible design of the density function, the latter being possibly low-pass filtered to obtain a smoother gradation. We demonstrate the versatility of our approach through various remeshing examples.  相似文献   

12.
Mesh denoising is crucial for improving noisy meshes acquired from scanning devices and digitization processes. This paper proposes a general, robust approach for mesh denoising by using a combination of bilateral filtering, feature recognition, anisotropic neighborhood searching, and surface fitting and projection techniques. Motivated by the bilateral filtering from image processing applications, we develop a new bilateral filter operating on the normal vector fields of the mesh. Then, we detect mesh features and classify mesh vertices into non-feature vertices and feature vertices. The corresponding anisotropic neighborhoods for each vertex are searched by constructing a weighted dual graph, over which biquadratic Bezier surface patches are fitted and projected. The projection points are averaged to update each vertex of the mesh. The steps above are repeated iteratively until convergence, i.e., the Hausdorff distance between two sequential denoised meshes is less than a pre-defined threshold. A number of examples presented in the paper demonstrate that our method generally yields visually and numerically better denoising results, compared with the state-of-the-art methods.  相似文献   

13.
In vector graphics, gradient meshes represent an image object by one or more regularly connected grids. Every grid point has attributes as the position, colour and gradients of these quantities specified. Editing the attributes of an existing gradient mesh (such as the colour gradients) is not only non‐intuitive but also time‐consuming. To facilitate user‐friendly colour editing, we develop an optimization‐based colour transfer method for gradient meshes. The key idea is built on the fact that we can approximate a colour transfer operation on gradient meshes with a linear transfer function. In this paper, we formulate the approximation as an optimization problem, which aims to minimize the colour distribution of the example image and the transferred gradient mesh. By adding proper constraints, i.e. image gradients, to the optimization problem, the details of the gradient meshes can be better preserved. With the linear transfer function, we are able to edit the colours and colour gradients of the mesh points automatically, while preserving the structure of the gradient mesh. The experimental results show that our method can generate pleasing recoloured gradient meshes.  相似文献   

14.
We present a novel texture synthesis technique designed to reproduce at real-time frame-rates example texture images, with a special focus on patterns characterized by structural arrangements. Unlike current pixel-, patch- or texton-based schemes, that operate in image space, our approach is structural. We propose to assimilate texture images to corresponding 2D geometric meshes (called texture meshes). Our analysis mainly consists in generating automatically these meshes, while synthesis is then based on the creation of new vertex/polygon distributions matching some arrangement map. The output texture image is obtained by rasterizing the previously generated polygons using graphics hardware capabilities, which guarantees high speed performance. By operating in geometry space instead of image/pixel space, the proposed structural approach has a major advantage over current techniques: beyond pure texture reproduction, it allows us to define various tools, which allow users to further modify locally or globally and in real-time structural components of textures. By controlling the arrangement map, users can substitute new meshes in order to completely modify the structural appearance of input textures, yet maintaining a certain visual resemblance with the initial example image.  相似文献   

15.
Adaptive boundary layer meshing for viscous flow simulations   总被引:2,自引:2,他引:0  
A procedure for anisotropic mesh adaptation accounting for mixed element types and boundary layer meshes is presented. The method allows to automatically construct meshes on domains of interest to accurately and efficiently compute key flow quantities, especially near wall quantities like wall shear stress. The new adaptive approach uses local mesh modification procedures in a manner that maintains layered and graded elements near the walls, which are popularly known as boundary layer or semi-structured meshes, with highly anisotropic elements of mixed topologies. The technique developed is well suited for viscous flow applications where exact knowledge of the mesh resolution over the computational domain required to accurately resolve flow features of interest is unknown a priori. We apply the method to two types of problem cases; the first type, which lies in the field of hemodynamics, involves pulsatile flow in blood vessels including a porcine aorta case with a stenosis bypassed by a graft whereas the other involves high-speed flow through a double throat nozzle encountered in the field of aerodynamics.  相似文献   

16.
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   

17.
一种保留特征的网格简化和压缩递进传输方法   总被引:1,自引:0,他引:1  
针对数字博物馆中三维藏品网络传输及传输过程中藏品特征保留的需要,提出了一种保留拓扑及纹理特征的网格简化方法,在三角形折叠简化算法的基础之上,通过引入边界三角形和色异三角形等概念,对误差矩阵的计算和误差控制方法进行了改进,保留了原始模型的几何边界和纹理属性等特征信息;并结合递进网格和压缩编码,构造了基于八叉树编码的递进网格文件,从而实现了基于网络的三维模型递进传输系统.  相似文献   

18.
目的 近年来,随着数字摄影技术的飞速发展,图像增强技术越来越受到重视。图像构图作为图像增强中影响美学的重要因素,一直都是研究的热点。为此,从立体图像布局调整出发,提出一种基于Delaunay网格形变的立体图像内容重组方法。方法 首先将待重组的一对立体图像记为源图像,将用于重组规则确定的一幅图像记为参考图像;然后对源图像需要调整的目标、特征线和其他区域进行取点操作,建立Delaunay网格。将源图像的左图与参考图像进行模板匹配操作,得到源图像与参考图像在结构布局上的对应关系;最后利用网格形变的特性,移动和缩放目标对象,并对立体图像的深度进行自适应调整。结果 针对目标对象的移动、缩放和特征线调整几方面进行优化。当只涉及目标对象的移动或特征线调整时,立体图像视差保持不变;当目标对象缩放时,立体图像中目标对象的视差按照缩放比例变化而背景视差保持不变。实验结果表明,重组后的立体图像构图与参考图像一致且深度能自适应调整。与最新方法比较,本文方法在目标对象分割精度和图像语义保持方面具有优势。结论 根据网格形变相关理论,构建图像质量、布局匹配和视差适应3种能量项,实现了立体图像的内容重组。与现有需要提取和粘贴目标对象的重组方法不同,本文方法对目标对象的分割精度要求不高,不需要图像修复和混合技术,重组后的立体图像没有伪影和语义错误出现。用户可以通过参考图像来引导立体图像的布局调整,达到期望的图像增强效果。  相似文献   

19.
一种保持特征的三角网格光顺方法   总被引:1,自引:0,他引:1  
网格光顺是逆向工程中一种常用的数据处理手段,其主要目的是为了减少网格模型中的噪声,提高网格模型的质量。但网格上的一些特征常常会在光顺时丢失。如何在光顺时保持网格模型的特征成为提高光顺质量的一个关键问题。在实现常用光顺方法的基础上,该文提出了一种能较好保持网格特征的自适应光顺方法,通过对特征进行判断,根据网格顶点的不同性质对其采用不同的操作方法以达到光顺和保持特征的目的。  相似文献   

20.
Geometry mesh introduces user control into texture synthesis and editing, and brings more variations in the synthesized results. But still two problems related remain in need of better solutions. One problem is generating the meshes with desired size and pattern efficiently from easier user inputs. The other problem is improving the quality of synthesized results with mesh information. We present a new two-step texture design and synthesis method that addresses these two problems. Besides example texture, a small piece of mesh sketch drawn by hand or detected from example texture is input to our algorithm. And then a mesh synthesis method of geometry space is provided to avoid optimizations cell by cell. Distance and orientation features are introduced to improve the quality of mesh rasterization. Results show that with our method, users can design and synthesize textures from mesh sketches easily and interactively.  相似文献   

设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号