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1.
We propose an algorithm for interactive ray‐casting of algebraic surfaces of high degree. A key point of our approach is a polynomial form adapted to the view frustum. This so called frustum form yields simple expressions for the Bernstein form of the ray equations, which can be computed efficiently using matrix products and pre‐computed quantities. Numerical root‐finding is performed using B‐spline and Bézier techniques, and we compare the performances of recent and classical algorithms. Furthermore, we propose a simple and fairly efficient anti‐aliasing scheme, based on a combination of screen space and object space techniques. We show how our algorithms can be implemented on streaming architectures with single precision, and demonstrate interactive frame‐rates for degrees up to 16.  相似文献   

2.
Bézier subdivision and degree elevation algorithms generate piecewise linear approximations of Bézier curves that converge to the original Bézier curve. Discrete derivatives of arbitrary order can be associated with these piecewise linear functions via divided differences. Here we establish the convergence of these discrete derivatives to the corresponding continuous derivatives of the initial Bézier curve. Thus, we show that the control polygons generated by subdivision and degree elevation provide not only an approximation to a Bézier curve, but also approximations of its derivatives of arbitrary order.  相似文献   

3.
探索性地设计了一个插值给定边界曲线的NURBS 近似极小曲面算法,弥补了当前NURBS 系统无法有效地设计工程所急需的一般NURBS 极小曲面的缺陷.运用NURBS 曲面的节点插入、Hybrid 多项式逼近等多种技术,将NURBS 曲面转化为相对简单的分片Bézier 曲面求解,并运用各子曲面片的控制顶点优化、整体曲面不断更新的迭代方法,成功地得到高精度的近似分片Bézier 极小曲面.最后,可以按用户的各种要求选择运用相应不同的迭代逼近算法,求取插值给定边界曲线的近似NURBS 极小曲面.  相似文献   

4.
For rendering curved surfaces, one of the most popular techniques is metaballs, an implicit model based on isosurfaces of potential fields. This technique is suitable for deformable objects and CSG model. For rendering metaballs, intersection tests between rays and isosurfaces are required. By defining the higher degree of functions for the field functions, richer capability can be expected, i.e., the smoother surfaces. However, one of the problems is that the intersection between the ray and isosurfaces can not be solved analytically for such a high degree function. Even though the field function is expressed by degree six polynomial in this paper (that means the degree six equation should be solved for the intersection test), in our algorithm, expressing the field function on the ray by Bézier functions and employing Bézier Clipping, the root of this function can be solved very effectively and precisely. This paper also discusses a deformed distribution function such as ellipsoids and a method displaying transparent objects such as clouds.  相似文献   

5.
基于多分辨率模型的三角曲面特征线辨识技术   总被引:5,自引:0,他引:5       下载免费PDF全文
由于特征线在反求工程 CAD建模中具有非常重要的作用 ,因此利用图形图象处理中的多分辨率模型概念 ,通过研究三角曲面模型的特征线 ,提出了一种三角曲面特征线的计算方法 .将计算得到的初始特征线通过编辑、修改等手段进行处理 ,得到清晰的特征线 ,并将其作为进一步划分重构 B样条曲面边界的依据和参考 ,从而为实现基于三角曲面模型的 B样条曲面重构奠定了基础 .实验结果证明 ,该算法能够在三角曲面上提取出令人满意的特征线 ,并据此重构出拓扑划分合理的 B样条曲面 .  相似文献   

6.
A technique is described for constructing three-dimensional vector graphics representations of planar regions bounded by cubic Bézier curves, such as smooth glyphs. It relies on a novel algorithm for compactly partitioning planar Bézier regions into nondegenerate Coons patches. New optimizations are also described for Bézier inside–outside tests and the computation of global bounds of directionally monotonic functions over a Bézier surface (such as its axis-aligned bounding box or optimal field-of-view angle). These algorithms underlie the three-dimensional illustration and typography features of the TeX-aware vector graphics language Asymptote.  相似文献   

7.
An algorithm is described that constructs the Bézier control vertices of cubic triangular polynomial patches from a grid of hexagons with a honeycomb structure.  相似文献   

8.
Independent interpolation of local surface patches and local normal patches is an efficient way for fast rendering of smooth curved surfaces from rough polyhedral meshes. However, the independently interpolating normals may deviate greatly from the analytical normals of local interpolating surfaces, and the normal deviation may cause severe rendering defects when the surface is shaded using the interpolating normals. In this paper we propose two novel normal interpolation schemes along with interpolation of cubic Bézier triangles for rendering curved surfaces from rough triangular meshes. Firstly, the interpolating normal is computed by a Gregory normal patch to each Bézier triangle by a new definition of quadratic normal functions along cubic space curves. Secondly, the interpolating normal is obtained by blending side-vertex normal functions along side-vertex parametric curves of the interpolating Bézier surface. The normal patches by these two methods can not only interpolate given normals at vertices or boundaries of a triangle but also match the shape of the local interpolating surface very well. As a result, more realistic shading results are obtained by either of the two new normal interpolation schemes than by the traditional quadratic normal interpolation method for rendering rough triangular meshes.  相似文献   

9.
Piecewise algebraic B-spline surfaces (ABS surfaces) are capable of modeling globally smooth shapes of arbitrary topology. These can be potentially applied in geometric modeling, scientific visualization, computer animation and mathematical illustration. However, real-time ray casting the surface is still an obstacle for interactive applications, due to the large amount of numerical root findings of nonlinear polynomial systems that are required. In this paper, we present a GPU-based real-time ray casting method for ABS surfaces. To explore the powerful parallel computing capacity of contemporary GPUs, we adopt iterative numerical root-finding algorithms, e.g., the Newton-Raphson and regula falsi algorithms, rather than recursive ones. To facilitate convergence of the Newton-Raphson or regula falsi algorithm, their initial guesses are determined through rasterization of the isotopic isosurface, and the isosurface is generated based on regular criteria for surface domain subdivision. Meanwhile, polar surfaces are adopted to identify single roots or to isolate different roots, i.e., ray and surface intersections. As an important geometric feature, the silhouette curve is elaborately computed to floating-point accuracy, which can be applied in further anti-aliasing processes. The experimental results show that the proposed method can render thousands of piecewise algebraic surface patches of degrees 6-9 in real time.  相似文献   

10.
文章将Bernstein基函数与有理Bernstein基函数相结合,构造了一类新型有理曲面-混合有理Bézier曲面;给出了该类曲面的生成方法并讨论了曲面的性质。另一方面,在一种基于Newton-Thiele型非线性方法的插值曲面的三维重建理论基础上,讨论了由离散点集重建混合有理Bézier曲面的问题,为图形图象处理等研究领域提供了新的算法理论。  相似文献   

11.
Bézier曲面的函数复合及其应用   总被引:4,自引:1,他引:3  
冯结青  彭群生 《软件学报》1999,10(12):1316-1321
目前有两种常用的Bézier曲面片,分别称为三角和四边Bézier曲面片,它们分别用不同的基函数表示.本文通过移位算子和函数复合的方法,得到了两个关于这两种Bézier曲面片的结果.一个是四边Bézier曲面片与一次三角Bézier函数的复合,另一个是三角Bézier曲面片与双线性四边Bézier函数的复合.在每一种情况中,复合所得到的Bézier曲面片的控制顶点是原来Bézier曲面片的控制顶点的线性组合.移位算子的应用使得相应的推导过程变得简洁和直观.这两个结果的应用包括:两种Bézier面片间的转化  相似文献   

12.
A new n‐sided surface scheme is presented, that generalizes tensor product Bézier patches. Boundaries and corresponding cross‐derivatives are specified as conventional Bézier surfaces of arbitrary degrees. The surface is defined over a convex polygonal domain; local coordinates are computed from generalized barycentric coordinates; control points are multiplied by weighted, biparametric Bernstein functions. A method for interpolating a middle point is also presented. This Generalized Bézier (GB) patch is based on a new displacement scheme that builds up multi‐sided patches as a combination of a base patch, n displacement patches and an interior patch; this is considered to be an alternative to the Boolean sum concept. The input ribbons may have different degrees, but the final patch representation has a uniform degree. Interior control points—other than those specified by the user—are placed automatically by a special degree elevation algorithm. GB patches connect to adjacent Bézier surfaces with G1continuity. The control structure is simple and intuitive; the number of control points is proportional to those of quadrilateral control grids. The scheme is introduced through simple examples; suggestions for future work are also discussed.  相似文献   

13.
冯仁忠  王仁宏 《软件学报》2003,14(4):830-837
介绍了一种在控制三角形网格上创建光滑样条曲面的算法,该控制网格能够刻画具有或没有边界的任意自由曲面.生成的曲面有一个4次参数多项式表示并且被表示成一个切平面连续的三角形Bézier片网.曲面对网格的逼近程度受到一个混合比控制,当混合比为0时,产生的曲面插值网格.该算法是一种局部方法,简单且效率高,适合于外形设计.  相似文献   

14.
Accurate Free-Form Deformation is an analytical solution of deformation sampling, where a polygonal object is deformed as a set of trimmed Bézier surfaces. However, the operation is far from being interactive due to its high computational cost. In this paper, we proposed a real-time B-spline Free-Form Deformation of polygonal objects via GPU acceleration. Various time-consuming evaluations are designed and performed by means of highly parallel processing on GPGPU, such as evaluations of points of B-spline volume, calculations of control points of Bézier surfaces, tessellations of trimmed Bézier surfaces, evaluations of normals of tessellated triangles, etc. The adoption of vertex buffer object for rendering the tessellated trimmed Bézier surfaces greatly saves data I/O throughput. Experimental results show that the proposed GPU algorithm gains more than 200 times acceleration than its CPU counterpart.  相似文献   

15.
田捷 《软件学报》1991,2(1):12-18
本文在证明了Bézier三角曲面片的中点部分网格收敛性质的基础上,通过中点剖分算法给出了Bézier三角曲面片的生成显示算法与求交算法。  相似文献   

16.
江明  罗予频  杨士元 《计算机应用》2007,27(6):1524-1526
从最优化思想出发,把有理Bézier曲线的降阶问题转化为求解优化问题,并基于微粒群算法,给出有理Bézier曲线降阶的一种新方法。该方法可以实现多次降阶,且降阶后的有理Bézier曲线直接以显式给出。最后结合实例,与使用遗传算法进行有理Bézier曲线降阶的结果进行对比,实验结果表明了微粒群算法的有效性。  相似文献   

17.
This paper presents an explicit formula that converts a triangular Bézier patch of degree n to a degenerate rectangular Bézier patch of degree n×n by reparametrization. Based on this formula, we develop a method for approximating a degenerate rectangular Bézier patch by three nondegenerate Bézier patches; more patches can be introduced by subdivision to meet a user-specified error tolerance.  相似文献   

18.
五次PH曲线的Hermite插值   总被引:1,自引:0,他引:1  
陈国栋  王国瑾 《软件学报》2001,12(10):1569-1572
应用复分析和曲线积分方法研究了满足Hermite插值的五次PH曲线的构造,导出了其相应的Bézier表示.所得五次PH插值曲线不但具有连续的单位切矢和有向曲率,而且其弧长函数是原参数的多项式函数,具有精确的有理Offset代数表示和优美的几何解释,可灵活处理拐点.  相似文献   

19.
Many computer graphics and computer-aided design (CAD) applications require mathematical models to be generated from measured coordinate data. The three-dimensional surface model of a complex object can be created by fitting the data with low-order parametric surface patches, and adjusting the control parameters such that the constituent patches meet seamlessly at their common boundaries. Most neural networks that are designed for function approximation produce a solution that is not easily transferable to CAD software. An adaptive technique to reconstruct a smooth surface from Bézier patches is presented in this paper. The approach utilizes a neural network that performs a weighted summation of Bernstein polynomial basis functions. The number of basis neurons is related to the degree of the Bernstein polynomials and is equivalent to the number of control parameters. Free-form surfaces are reconstructed by simultaneously updating networks that correspond to the separate patches. A smooth transition between adjacent Bézier surface patches is achieved by imposing positional and tangential continuity constraints on the weights during the adaptation process. The final weights of the various networks correspond to the control points of the stitched Bézier surface, and can therefore be used directly in many commercial CAD packages. This method has been used to create a closed surface by adaptively fitting two adjacent patches to synthetic range data and a complex open surface by fitting four patches to experimentally measured range data.  相似文献   

20.
应用张量积Bézier曲面的几何性质和遗传算法,给出了Bézier曲面的降阶。与已有的算法相比,该算法具有计算简单、逼近误差直接给出,几何直观性强等优点。  相似文献   

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