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1.
Adaptive Implicit Surface Polygonization Using Marching Triangles   总被引:5,自引:0,他引:5  
This paper presents several improvements to the marching triangles algorithm for general implicit surfaces. The original method generates equilateral triangles of constant size almost everywhere on the surface. We present several modifications to adapt the size of the triangles to the curvature of the surface. As cracks may arise in the resulting polygonization, we propose a specific crack-closing method invoked at the end of the mesh growing step. Eventually, we show that the marching triangles can be used as an incremental meshing technique in an interactive modeling environment. In contrast to existing incremental techniques based on spatial subdvision, no extra data-structure is needed to incrementally edit skeletal implicit surfaces, which saves both memory and computation time.  相似文献   

2.
We use octree spatial subdivision to generate point clouds on complex nonmanifold implicit surfaces in order to visualize them. The new spatial subdivision scheme only uses point sampling and an interval exclusion test. The algorithm includes a test for pruning the resulting plotting nodes so that only points in the closest nodes to the surface are used in rendering. This algorithm results in improved image quality compared to the naive use of intervals or affine arithmetic when rendering implicit surfaces, particularly in regions of high curvature. We discuss and compare CPU and GPU versions of the algorithm. We can now render nonmanifold features such as rays, ray-like tubes, cusps, ridges, thin sections that are at arbitrary angles to the octree node edges, and singular points located within plot nodes, all without artifacts. Our previous algorithm could not render these without severe aliasing. The algorithm can render the self-intersection curves of implicit surfaces by exploiting the fact that surfaces are singular where they self-intersect. It can also render the intersection curves of two implicit surfaces. We present new image space and object space algorithms for rendering these intersection curves as contours on one of the surfaces. These algorithms are better at rendering high curvature contours than our previous algorithms. To demonstrate the robustness of the node pruning algorithm we render a number of complex implicit surfaces such as high order polynomial surfaces and Gaussian curvature surfaces. We also compare the algorithm with ray casting interms of speed and image quality. For the surfaces presented here, the point clouds can be computed in seconds to minutes on atypical Intel based PC. Once this is done, the surfaces can be rendered at much higher frame rates to allow some degree of interactive visualization.  相似文献   

3.
隐式曲面的快速适应性多边形化算法   总被引:7,自引:0,他引:7  
通过将隐式曲面多边形化过程分为“构造”和“适应性采样”两个阶段,实现了隐式曲面多边形逼近网格的适应性构造.通过基于空间延展的Marching Cubes方法得到隐式曲面较为粗糙的均匀多边形化逼近,根据曲面上的局部曲率分布,运用适应性细分规则对粗糙网格进行细分迭代,并利用梯度下降法将细分出的新顶点定位到隐式曲面上;最终得到的多边形网格是适应性的单纯复形网格,其在保持规定逼近精度的前提下,减少了冗余三角形的产生,网格质量有明显改善.该算法可用于隐式曲面的交互式可视化过程.  相似文献   

4.
Voxelization is the transformation of geometric surfaces into voxels. Up to date this process has been done essentially using incremental algorithms. Incremental algorithms have the reputation of being efficient but they lack an important property: robustness. The voxelized representation should envelop its continuous model. However, without robust methods this cannot be guaranteed. This article describes novel techniques of robust voxelization and visualization of implicit surfaces. First of all our recursive subdivision voxelization algorithm is reviewed. This algorithm was initially inspired by Duff's image space subdivision method. Then, we explain the algorithm to voxelize implicit surfaces defined in spherical or cylindrical coordinates. Next, we show a new technique to produce infinite replications of implicit objects and their voxelization method. Afterward, we comment on the parallelization of our voxelization procedure. Finally we present our voxel visualization algorithm based on point display. Our voxelization algorithms can be used with any data structure, thanks to the fact that a voxel is only stored once the last subdivision level is reached. We emphasize the use of the octree, though, because it is a convenient way to store the discrete model hierarchically. In a hierarchy the discrete model refinement is simple and possible from any previous voxelized scene thanks to the fact that the voxelization algorithms are robust.  相似文献   

5.
由已有模型构造新的模型是数字娱乐领域的重要造型方法,提出了一种基于RBF(径向基函数)的点模型布尔运算方法。该方法首先将输入点模型进行空间八叉树划分,然后采用RBF将点模型隐式化生成隐函数表示的符号距离场,最后通过隐式曲面的布尔运算方法剔除多余的点,得到需要的新点模型。对点模型进行空间八叉树划分加速了点模型的RBF隐式化过程。该方法可由多个简单的点模型快速构造出复杂的点模型。  相似文献   

6.
n -dimensional space, where n>3. This definition can be used for given surfaces that are implicit or parametric. This paper presents a robust, adaptive polygonization algorithm for evaluating and visualizing geometrically constrained surfaces. Let be the constrained surface, a 2-surface in n-space, and let π() be its projection into the subspace spanned by the first three coordinates. Our polygonization algorithm computes π(). The method works directly with the n-space representation, but performs all major computations in 3-space. Techniques for triangulation, polygon decimation, and local refinement are also presented.  相似文献   

7.
We present a new algorithm here for efficient incremental rendering of volumetric datasets. The primary goal of this algorithm is to give average workstations the ability to efficiently render volume data received over relatively low bandwidth network links in such a way that rapid user feedback is maintained. Common limitations of workstation rendering of volume data include: large memory overheads, the requirement of expensive rendering hardware, and high speed processing ability. The rendering algorithm presented here overcomes these problems by making use of the efficient Shear-Warp Factorisation method which does not require specialised graphics hardware. However the original Shear-Warp algorithm suffers from a high memory overhead and does not provide for incremental rendering which is required should rapid user feedback be maintained. Our algorithm represents the volumetric data using a hierarchical data structure which provides for the incremental classification and rendering of volume data. This exploits the multiscale nature of the octree data structure. The algorithm reduces the memory footprint of the original Shear-Warp Factorisation algorithm by a factor of more than two, while maintaining good rendering performance. These factors make our octree algorithm more suitable for implementation on average desktop workstations for the purposes of interactive exploration of volume models over a network. Results from tests using typical volume datasets will be presented which demonstrate the ability of the algorithm to achieve high rendering rates for both incremental rendering and standard rendering while reducing the runtime memory requirements.  相似文献   

8.
赵海峰  孔敏  罗斌 《微机发展》2006,16(8):176-178
八元树是一种优秀的三维空间表示方法。从序列断层图像或者三维数据场建立八元树的三维表示是一个比较费时的复杂过程。为了省略每次从原始数据重新构造八元树的过程,将内存中已经建立好的八元树结构以文件的方式保存到磁盘上。当再次做八元树的三维处理应用时,再直接从保存的磁盘文件恢复出八元树。文中提出了一种快速有效的八元树三维表示法的磁盘存储与恢复算法,并实验验证了其可行性。  相似文献   

9.
We present an algorithm to compute an approximation of the generalized Voronoi diagram (GVD) on arbitrary collections of 2D or 3D geometric objects. In particular, we focus on datasets with closely spaced objects; GVD approximation is expensive and sometimes intractable on these datasets using previous algorithms. With our approach, the GVD can be computed using commodity hardware even on datasets with many, extremely tightly packed objects. Our approach is to subdivide the space with an octree that is represented with an adjacency structure. We then use a novel adaptive distance transform to compute the distance function on octree vertices. The computed distance field is sampled more densely in areas of close object spacing, enabling robust and parallelizable GVD surface generation. We demonstrate our method on a variety of data and show example applications of the GVD in 2D and 3D.  相似文献   

10.
This paper presents a tetrahedra based adaptive polygonization technique for tessellating implicit surface patches. An implicit surface patch is defined as an implicit surface bounded by its intersections with a set of clipping surfaces and which lies within an enclosing tetrahedron. To obtain the polygonization of an implicit surface patch, the tetrahedron containing the patch is adaptively subdivided into smaller tetrahedra according to the criteria introduced in the paper. The result is a set of tetrahedra each containing a facet approximating the surface. The intersections between the facets and the clipping surfaces are used to locate the surface patch boundary. Ambiguous results in generating the facets for highly curved surfaces or surfaces with singular points are also addressed. The result of the polygonization is a set of triangular facets that can be used for visualization and numerical analysis. The proposed method is also suitable for locating the intersection of two implicit surfaces.  相似文献   

11.
In this work we propose a method for computing mesh representations of 3D objects reconstructed from a set of silhouette images. Our method is based on the polygonization of volumetric reconstructions by using a modified version of the dual contouring method. In order to apply dual contouring on volumetric reconstruction from silhouettes we devised a method that is able to determine the discrete topology of the surface in relation to the octree cells. We also developed a new scheme for computing hermitian data representing the intersections of conic volumes with the octree cells and their corresponding normals with subpixel accuracy. Due to the discrete and extremely noisy nature of the data used in the reconstruction we had to devise a different criterion for mesh simplification that applies topological consistency tests only when the geometric error measure is beyond a given tolerance. We present results of the application of the proposed method in the extraction of a mesh corresponding to the surface of objects of a real scene.  相似文献   

12.
运用改进的八叉树算法实现精确碰撞检测   总被引:11,自引:3,他引:8  
提出一种精确碰撞检测算法,通过计算空间多面体之间距离实现碰撞检测功能.在计算2个多面体之间距离时,运用空间层次划分技术高效地寻找多面体中充分接近的三角面片,然后在这些三角面片中进行距离计算,以提高算法效率;同时运用改进的八叉树层次分割算法,与基本八叉树算法相比,减少了算法的空间复杂度.文中算法已经在超导Tokamak实验装置(EAST)虚拟装配仿真系统的碰撞检测模块中得到应用,通过实验比较,证明了该算法的可行性.  相似文献   

13.
大规模孔洞点云的快速重建算法研究 *   总被引:2,自引:1,他引:1  
针对实际中经常存在的含有孔洞的点云数据 ,在原多层重建算法的基础上提出了一种可以进行点云补洞的快速曲面重建算法。首先对散乱点云数据进行空间自适应八叉剖分 ,然后对点云数据进行由粗到精的多层插值 ,建立隐式曲面方程 ,最后提出了两种加快重建的方法。加速算法可以减少重建时间 ,非常有利于处理大规模点云。实验结果证明 ,本算法对点云孔洞修补效果良好 ,重建速度快 ,效率高。  相似文献   

14.
We describe a new technique for coherent out‐of‐core point‐based global illumination and ambient occlusion. Point‐based global illumination (PBGI) is used in production to render tremendously complex scenes, so in‐core storage of point and octree data structures quickly becomes a problem. However, a simple out‐of‐core extension of a classical top‐down octree building algorithm would be extremely inefficient due to large amount of I/O required. Our method extends previous PBGI algorithms with an out‐of‐core technique that uses minimal I/O and stores data on disk compactly and in coherent chunks for later access during shading. Using properties of a space‐filling Z‐curve, we are able to preprocess the data in two passes: an external ID‐sort and an octree construction pass.  相似文献   

15.
论文给出一种反求工程中基于三角形细分的隐式曲面快速自适应性多边形化方法。该文先由输入的三维扫描数据点利用空间延展的MarchingCubes方法得到隐式曲面较为粗糙的三角形表面网格形状,再利用该文的自适应性优化方法对粗糙网格从三个方面自适应性调整,即调整网格顶点法向,控制曲率,再补偿网格抽样率。从而生成的三角网格和采样点具有局部适应性,能随着曲率的变化自动控制采样点的疏密程度,消除了逼近网格中的T-形边。实验表明,恢复的隐式曲面能很好地反映形状特征,能满足反求工程的实时需求。  相似文献   

16.
基于参数限定的CS-RBF曲面重建算法*   总被引:1,自引:0,他引:1  
针对非密度均匀的点云,提出了一种高效保持特征的曲面重建算法。首先利用八叉树进行点云空间分割,然后对每个点在小邻域内求出局部逼近曲面,建立隐式曲面方程。通过参数限定点的邻域范围,使整个算法既保证了重建效果,又不致于很大程度上增加重建时间,达到了速度和效果在一个范围内的平衡。实验结果证明,本算法重建效果良好,适用于各种散乱点云的重建。  相似文献   

17.
基于空间分割的三维不规则数据场的体绘制算法   总被引:4,自引:0,他引:4  
本文着重讨论针对三维不规则数据场的体制。提出了 一种基于空间分割的快速光线投射算法。  相似文献   

18.
当前,虽然基于二维图像映射定义的传统二维纹理已得到广泛应用。但是它有很多局限性。这是因为很多三维模型在纹理空间中进行参数化是非常困难的,例如隐式表面、细分表面和高密度或高细节的多边形网格。基于八叉树纹理定义,提出了一种新型的自适应八叉树纹理绘画算法。和传统的八叉树纹理映射算法相比,不但占用更少的存储空间,而且实现了基于GPU的纹理查询,有更快的查找速度。  相似文献   

19.
This paper presents an adaptive approach for polygonization of implicit surfaces. The algorithm generates a well-shaped triangular mesh with respect to a given approximation error. The error is proportional to a local surface curvature estimation. Polygonization of surfaces of high curvature, as well as surfaces with sharp features, is possible using a simple technique combined with a particle system approach. The algorithm is based on a surface tracking scheme, and it is compared with other algorithms based on a similar principle, such as the marching cube and the marching triangle algorithms.  相似文献   

20.
In this paper, we propose the utilization of a kd-tree based hierarchy as an implicit object representation. Compared to an octree, the kd-tree based hierarchy is superior in terms of adaptation to the object surface. In consequence, we obtain considerably more compact implicit representations especially in case of thin object structures. We describe a new isosurface extraction algorithm for this kind of implicit representation. In contrast to related algorithms for octrees, it generates 2-manifold meshes even for kd-trees with cells containing multiple surface components. The algorithm retains all the good properties of the Dual Contouring approach by Ju et al. [ACM Trans. Graphics 21 (2002) 339–346] like feature preservation, computational efficiency, etc. In addition, we present a simplification framework for the surfaces represented by the kd-tree based on quadric error metrics. We adapt this framework to quantify the influence of topological changes, thereby allowing controlled topological simplification of the object. The advantages of the new algorithm are demonstrated by several examples.  相似文献   

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