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1.
In this paper, we propose a novel parallel 3D Delaunay triangulation algorithm for large-scale simulations on parallel computers. Our method keeps the 3D boundary representation model information during the whole parallel 3D Delaunay triangulation process running on parallel computers so that the solid model information can be accessed dynamically and the meshing results can be very approaching to the model boundary with the increase of meshing scale. The model is coarsely meshed at first and distributed on CPUs with consistent partitioned shared interfaces and partitioned model boundary meshes across processors. The domain partition aims at minimizing the edge-cuts across different processors for minimum communication cost and distributing roughly equal number of mesh vertices for load balance. Then a parallel multi-scale surface mesh refinement phase is iteratively performed to meet the mesh density criteria followed by a parallel surface mesh optimization phase moving vertices to the model boundary so as to fit model geometry feature dynamically. A dynamic load balancing algorithm is performed to change the partition interfaces if necessary. A 3D local non-Delaunay mesh repair algorithm is finally done on the shared interfaces across processors and model boundaries. The experimental results demonstrate our method can achieve high parallel performance and perfect scalability, at the same time preserve model boundary feature and generate high quality 3D Delaunay mesh as well.  相似文献   

2.
刘忆宁  曹建宇 《计算机工程》2010,36(10):179-180
信息安全协议中使用的随机数通常由协议参与者任意选取,其他参与方无法验证,从而影响协议的公平性。针对上述问题,提出一个基于插值多项式的可验证随机数生成方案。该方案无需可信任的第三方,计算中心只承担计算职责,不承担可信任第三方的验证职责,并且方案中任意参与者都能验证随机数的随机性,保证了协议的公平性。  相似文献   

3.
根据任意亏格和任意边界的3D网格模型,给出一种网格重建算法。该算法通过对原始网格进行一系列自适应的局部修改操作,改进网格中三角形的质量和顶点位置分布。为减少优化过程中误差的累积,提出基于距离场的算法将新生成的顶点保留到原始网格曲面上,该算法实现简单,不需要复杂的全局参数化操作。实验结果表明,该算法有效、快速、稳定。  相似文献   

4.
This paper investigates the use of a genetic algorithm (GA) to perform the large-scale triangular mesh optimization process. This optimization process consists of a combination of mesh reduction and mesh smoothing that will not only improve the speed for the computation of a 3D graphical or finite element model, but also improve the quality of its mesh. The GA is developed and implemented to replace the original mesh with a re-triangulation process. The GA features optimized initial population, constrained crossover operator, constrained mutation operator and multi-objective fitness evaluation function. While retaining features is important to both visualization models and finite element models, this algorithm also optimizes the shape of the triangular elements, improves the smoothness of the mesh and performs mesh reduction based on the needs of the user.  相似文献   

5.
This article presents a new and direct approach for fitting a subdivision surface from an irregular and dense triangle mesh of arbitrary topological type. All feature edges and feature vertices of the original mesh model are first identified. A topology- and feature-preserving mesh simplification algorithm is developed to further simplify the dense triangle mesh into a coarse mesh. A subdivision surface with exactly the same topological structure and sharp features as that of the simplified mesh is finally fitted from a subset of vertices of the original dense mesh. During the fitting process, both the position masks and subdivision rules are used for setting up the fitting equation. Some examples are provided to demonstrate the proposed approach.  相似文献   

6.
杨晟院  陈瑶  易飞  刘新 《软件学报》2017,28(12):3358-3366
STL(stereo lithography)作为3D扫描数据和快速原型制造事实上的标准,其广泛应用于娱乐、制造业和Internet等领域.但随着3D模型越来越复杂,数据量越来越庞大,从STL文件难以快速获得完整拓扑关系以及其存在大量冗余信息的缺点,制约着STL网格模型的进一步优化处理与应用.为此,需要针对STL网格模型进行网格重建.本文针对2维流形的STL三角形曲面网格模型,提出了一种快速的网格重建方法.主要利用删除在重建过程中达到饱和的顶点,以便减少需要比对的顶点数,并结合STL文件数据的相关性来提高顶点搜索与比较的效率.对于非封闭的曲面网格,本文算法在提高曲面网格重建效率的同时,还能有效地提取曲面网格模型的边界信息.另外,重建的曲面网格数据文件大大地减少了存储空间,有效地去除了冗余数据.实验结果表明本文算法的高效性及鲁棒性.  相似文献   

7.
In this paper, we present an efficient method to eliminate the obtuse triangles for high quality 2D mesh generation. Given an initialization (e.g., from Centroidal Voronoi Tessellation—CVT), a limited number of point insertions and removals are performed to eliminate obtuse or small angle triangles. A mesh smoothing and optimization step is then applied. These steps are repeated till a desired good quality mesh is reached. We tested our algorithm on various 2D polygonal domains and verified that our algorithm always converges after inserting a few number of new points, and generates high quality triangulation with no obtuse triangles.  相似文献   

8.
The development of parallel algorithms for mesh generation, untangling, and quality improvement is of high importance due to the need for large meshes with millions to billions of elements and the availability of supercomputers with hundreds to thousands of cores. There have been prior efforts in the development of parallel algorithms for mesh generation and local mesh quality improvement in which only one vertex is moved at a time. But for global mesh untangling and for global mesh quality improvement, where all vertices are simultaneously moved, parallel algorithms have not yet been developed. In our earlier work, we developed a serial global mesh optimization algorithm and used it to perform mesh untangling and mesh quality improvement. Our algorithm moved the vertices simultaneously to optimize a log-barrier objective function that was designed to untangle meshes as well as to improve the quality of the worst quality mesh elements. In this paper, we extend our work and develop a parallel log-barrier mesh untangling and mesh quality improvement algorithm for distributed-memory machines. We have used the algorithm with an edge coloring-based algorithm for synchronizing unstructured communication among the processes executing the log-barrier mesh optimization algorithm. The main contribution of this paper is a generic scheme for global mesh optimization, whereby the gradient of the objective function with respect to the position of some of the vertices is communicated among all processes in every iteration. The algorithm was implemented using the OpenMPI 2.0 parallel programming constructs and shows greater strong scaling efficiency compared to an existing parallel mesh quality improvement technique.  相似文献   

9.
基于边折叠和质点-弹簧模型的网格简化优化算法   总被引:2,自引:1,他引:1  
通过边折叠实现网格曲面简化,提出了保持曲面特征的边折叠基本规则,引入边折叠顺序控制因子λ,给出了折叠点坐标获取方法,简化过程中网格边长度趋于均匀.在曲面简化基础上,利用质点-弹簧模型优化网格形状.将网格顶点邻域参数化到二维域上,在质点-弹簧模型中引入约束弹簧,约束调整网格顶点,并逆映射到三维原始曲面上,局部优化网格顶点的相邻网格;调整曲面上所有网格顶点,在全局上优化网格形状.在曲面简化优化过程中,建立原始模型曲面和简化优化后曲面之间的双向映射关系;曲面的网格顶点始终在原始模型表面上滑动,并以双向Hausdorff距离衡量、控制曲面间的形状误差.应用实例表明:文中算法稳定、高效,适合于任意复杂的二维流形网格.  相似文献   

10.
11.
栾婉娜  刘成明 《图学学报》2020,41(6):980-986
摘 要:三维网格简化是在保留目标物体几何形状信息的前提下尽量减小精细化三维模型 中的点数和面数的一种操作,对提高三维网格数据的存取和网络传输速度、编辑和渲染效率具 有十分重要的作用。针对大多网格简化算法在简化过程中未考虑网格拓扑结构与视觉质量的问 题,提出了一种基于逆 Loop 细分的半正则网格简化算法。首先根据邻域质心偏移量进行特征 点检测,随后随机选取种子三角形,以边扩展方式获取正则区域并执行逆 Loop 细分进行简化。 最后,以向内分割方式进行边缘拼接,获取最终的简化模型。与经典算法在公开数据集上进行 实验对比,结果表明,该算法能够在简化的同时有效地保持网格特征,尽可能保留与原始网格 一致的规则的拓扑结构,并且在视觉质量上优于边折叠以及聚类简化算法。  相似文献   

12.
本文算法先将原始模型上的每一点沿各自的法矢量方向偏移一定的距离,使整个原始模型收缩或扩张,生成内外两层包络.在构造包络时采用了一维搜索中的二分法来逼近最佳偏移值,以保证原始模型尽可能简化,然后依次选择原始模型上的一些三角形,将其三个顶点合并,收缩成一个三雏点.如果这样收缩简化后的模型依然位于两层包络围成的空间中.则收缩操作产生的误差被认为是可接受的.这也就保证了简化模型与原始模型外形上的相似.同时,本文还设计了一个演示系统,实现了这种算法.实验结果表明.通过这种算法简化三维几何模型后,简化模型不仅具有一定的压缩率,而且保留了原始几何模型的尖锐特征,两者在外形上十分相似。  相似文献   

13.
在计算机视觉领域,三维网面的简化不仅要求保持物体形状和拓扑关系,还要求保持物体表面法线,纹理,颜色和边缘等物体特征,以使计算机视觉系统能有效地表示,描述,识别和理解物体和场景,为此讨论了一种基于边操作(边收缩,边分裂),并具有颜色或灰度纹理特征保持的三维网面的简化算法,该算法将网面不对称最大距离作为形状改变测度,将邻域内颜色或灰度最大改变量作为纹理改变测试,从而在大量简化模型数据的同时,有效地保持了模型的几何形状,拓扑关系,颜色或灰度特征,以及网面顶点均匀分布。  相似文献   

14.
We propose an angle-based mesh representation, which is invariant under translation, rotation, and uniform scaling, to encode the geometric details of a triangular mesh. Angle-based mesh representation consists of angle quantities defined on the mesh, from which the mesh can be reconstructed uniquely up to translation, rotation, and uniform scaling. The reconstruction process requires solving three sparse linear systems: the first system encodes the length of edges between vertices on the mesh, the second system encodes the relationship of local frames between two adjacent vertices on the mesh, and the third system defines the position of the vertices via the edge length and the local frames. From this angle-based mesh representation, we propose a quasi-angle-preserving mesh deformation system with the least-squares approach via detail-preserving mesh editing examples are presented to handle translation, rotation, and uniform scaling. Several demonstrate the effectiveness of the proposed method.  相似文献   

15.
We present a new photoclinometric reconstruction method based on the deformation of a 3D mesh. The optimization process of our method relies on a maximum-likelihood estimation with a density function measuring discrepancies between observed images and the corresponding synthetic images calculated from the progressively deformed 3D mesh. An input mesh is necessary and can be obtained from other methods or created by implementing a multiresolution scheme. We present a 3D shape model of an asteroid obtained by this method and compare it with the models obtained with two high-resolution 3D reconstruction techniques, stereophotogrammetry, and stereophotoclinometry.  相似文献   

16.
Mesh blending   总被引:1,自引:0,他引:1  
A new method for smoothly connecting different patches on triangle meshes with arbitrary connectivity, called mesh blending, is presented. A major feature of mesh blending is to move vertices of the blending region to a virtual blending surface by choosing an appropriate parameterization of those vertices. Once blending is completed, the parameterization optimization is performed to perfect the final meshes. Combining mesh blending with multiresolution techniques, an effective blending technique for meshes is obtained. Our method has several advantages: (1) the user can intuitively control the blending result using different blending radii, (2) the shape of cross-section curves can be adjusted to flexibly design complex models, and (3) the resulting mesh has the same connectivity as the original mesh. In this paper, some examples about smoothing, sharpening, and mesh editing show the efficiency of the method.  相似文献   

17.
Multiresolution analysis based on subdivision wavelets is an important method of 3D graphics processing. Many applications of this method have been studied and developed, including denoising, compression, progressive transmission, multiresolution editing and so on. Recently Charina and St?ckler firstly gave the explicit construction of wavelet tight frame transform for subdivision surfaces with irregular vertices, which made its practical applications to 3D graphics became a subject worthy of investigation. Based on the works of Charina and St?ckler, we present in detail the wavelet tight frame decomposition and reconstruction formulas for Loop-subdivision scheme. We further implement the algorithm and apply it to the denoising, compression and progressive transmission of 3D graphics. By comparing it with the biorthogonal Loop-subdivision wavelets of Bertram, the numerical results illustrate the good performance of the algorithm. Since multiresolution analysis based on subdivision wavelets or subdivision wavelet tight frames requires the input mesh to be semi-regular, we also propose a simple remeshing algorithm for constructing meshes which not only have subdivision connectivity but also approximate the input mesh.  相似文献   

18.
快速高质量的网格简化是颅颌面手术仿真中的影响网格的实时绘制和软组织变形建模的一个关键步骤.文中提出了一种改进最小二次误差准则网格简化算法.该算法中将边折叠代价计算、边折叠生成点的最优值计算和边折叠操作集成到一个管道中,并且用固定大小的最小代价选择替代堆来取代传统渐进网格算法中的大数据量的贪婪队列结构,从而大大减少了计算运行复杂度.计算机仿真结果显示,三角形面片的数目简化到原来的20%时仍能满足手术仿真中交互绘制的要求.与基于贪婪队列结构的渐进网格简化算法相比,所提出的改进算法能够将网格简化速度提高三倍左右,而内存的占用仅为原来的50%不到,Hausdorff距离误差也相对变小.  相似文献   

19.
薛峰  袁成凤 《计算机应用》2010,30(9):2431-2433
目前许多网格简化算法在大幅度减少算法简化时间的同时,忽略了模型简化后的仿真质量。为此提出一种基于外形特征保持的网格简化算法:依据顶点坍塌值由小到大的次序将顶点排入网格简化优先队列中;每次选择队首顶点向其折叠点合并,并且更新队列中受影响的顶点信息,再对队列重新排序。此算法数据结构存储简单,大规模简化后的模型仍然较好保持了原模型的视觉特征。  相似文献   

20.
Copyright protection of digital media has become an important issue in the creation and distribution of digital content. As a solution to this problem, digital watermarking techniques have been developed for embedding specific information identifying the owner in the host data imperceptibly. Most watermarking methods developed to date mainly focused on digital media such as images, video, audio, and text. Relatively few watermarking methods have been presented for 3D graphical models. In this paper we propose a robust 3D graphical model watermarking scheme for triangle meshes. Our approach embeds watermark information by perturbing the distance between the vertices of the model to the center of the model. More importantly, to make our watermarking scheme robust against various forms of attack while preserving the visual quality of the models our approach distributes information corresponds to a bit of the watermark over the entire model, and the strength of the embedded watermark signal is adaptive with respect to the local geometry of the model. We also introduce a weighting scheme in the watermark extraction process that makes watermark detection more robust against attacks. Experiments show that this watermarking scheme is able to withstand common attacks on 3D models such as mesh simplification, addition of noise, model cropping as well as a combination of these attacks.  相似文献   

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