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1.
道路、隧道、桥梁等物体表面形变监测是质量安全保障的重要前提。针对其表面监测问题,提出一种基于激光栅格化采样和高精度曲面建模的物体表面监测方法。该方法对监测物体表面利用栅格化采样进行高精度曲面建模和插值,通过多项式空间插值估计监测点的真实值和曲面第一、二基本量,对物体表面沉降和曲率半径参数变化角度进行监测。为验证该方法的有效性,在两组不同复杂程度的已知曲面上随机选取100个测试点,针对采样密度和插值密度分别进行数值仿真实验,并利用实物模型构建模拟形变实验,进而对测试点处的沉降变化和曲率半径变化进行监测。实验结果表明:在仿真实验中,高栅格化采样密度和插值密度能够大幅提高曲面重构精度,并降低物体表面不同复杂程度对监测精度的影响;在实物模拟形变实验中,沉降测量精度可达98.41%,曲率半径变化检测精度可达81.82%。  相似文献   

2.
浮雕是一类将细节附着在平面或曲面背景上的复杂曲面,设计时其背景大多为平面,应用时根据需要将其粘贴在不同的三维产品表面上,这就是浮雕曲面的粘贴问题。将浮雕和目标物体均用三角网格模型表示,提取粘贴的区域作为目标曲面并将其参数化到一个平面上,建立浮雕附着的平面与目标曲面之间的关系,然后设计一种法矢调整算法使得浮雕在目标曲面上变形较小,最后将浮雕和目标曲面合成为一个完整的三角网格。所提算法不仅适合形状变化平缓、曲率小的目标曲面,对于曲率大的目标曲面也有较好的粘贴效果。  相似文献   

3.
浮雕是在曲面上雕刻出凹凸起伏物体细节的一种雕塑,近年来受到许多人的关注.人们希望运用电脑技术将三维浮雕呈现在屏幕中,并对其进行再创作.在对浮雕进行分析前,很重要的一个问题是将浮雕细节部分从背景曲面中提取出来.该问题可以被看作曲面分割问题,但是现有的大部分方法都有其局限性,即对于带有细节的浮雕曲面并不能很好地提取出浮雕细节网格.使用迭代求解的手段能够更加准确地估计背景曲面,即基曲面的位置,从而能够更加准确而自动地提取出浮雕细节层网格.通过实验表明,该方法对于基曲面占优的浮雕网格具有很好的提取效果.  相似文献   

4.
目的 浮雕是雕塑艺术的一种,根据其空间结构和用途的不同分为高浮雕、浅浮雕和凹浮雕3类。随着数字化技术和3D打印技术的发展,数字化浮雕的生成技术已经成为近年来计算机图形学领域的研究热点之一,从3维模型生成浮雕以其真实自然的效果成为浮雕生成的主要方法之一。为了使即将进入该领域的学者尽快了解该方法的现状和发展趋势,本文对3种类型的浮雕生成技术进行了系统的综述。方法 介绍了3种类型的浮雕生成技术,着重比较分析了基于3维网格模型的数字浅浮雕生成过程中的关键技术,存在问题及解决方案。针对复杂3维网格模型在生成数字凹浮雕过程中存在的部分细节信息丢失、特征线类型体现形式不完善、线条与形体间的过渡尚未解决、生成浮雕效果不自然等具体问题,提出了适用于3维复杂网格模型生成数字凹浮雕的研究方案。同时,从角色动画序列出发,对最优浮雕的生成技术进行了探讨,探讨结合信息熵理论计算选择最佳动作及观察视角的场景,还原艺术家的创作过程,为适用于面向3维打印的用户浮雕产品定制服务提供了可行的解决方案。结果 基于3维模型的浮雕生成方法是生成数字浮雕的一种重要方法,如何通过压缩和细节保持相关算法得到效果自然的浮雕模型一直是研究者们研究的热点问题。结论 虽然由3维模型生成数字浮雕是一种行之有效的方法,但是仍存在细节信息丢失、线条过渡不自然、特征线类型不完善等几个值得继续研究的问题,另外一个值得研究的问题就是如何智能地从3维动画序列生成浮雕。  相似文献   

5.
针对传统Q-learning算法在复杂环境下移动机器人路径规划问题中容易产生维数灾难的问题,提出一种改进方法。该方法将深度学习融于Q-learming框架中,以网络输出代替Q值表,解决维数灾难问题。通过构建记忆回放矩阵和双层网络结构打断数据相关性,提高算法收敛性。最后,通过栅格法建立仿真环境建模,在不同复杂程度上的地图上进行仿真实验,对比实验验证了传统Q-learming难以在大状态空间下进行路径规划,深度强化学习能够在复杂状态环境下进行良好的路径规划。  相似文献   

6.
基于NURBS的扭变曲面的计算机建模方法研究   总被引:2,自引:0,他引:2       下载免费PDF全文
本文首先介绍了扭变曲面CAD在国内外的发展情况和NURBS方法的概念,通过推导曲面初始二维数据向三维数据的转换关系,提出一种将NURBS曲线曲面反求算法用于叶片曲面的构造,完成叶片的计算机建模方法,有效地提高了此类曲面在实际生产中的设计精度.  相似文献   

7.
为保持曲面浮雕的细节特征,改善浮雕与背景曲面的过渡效果,提出一种细节保持的曲面浮雕算法.首先采用Canny算子在梯度域定位内外轮廓,获得连续的梯度域;其次提出非线性函数,并用其压缩梯度幅值实现形状压缩;再通过双边滤波算子来保持和增强浮雕细节;最终通过求解积分方程重建曲面浮雕.该算法将背景曲面作为积分方程的优化条件,使浮雕在轮廓处向曲面光滑过渡;在重建过程中利用Fourier变换的微分性质在频域实现方程的精确求解,无需设置迭代收敛条件;通过调整参数可方便地控制浮雕整体变化范围、细节锐化程度以及浮雕与背景曲面的过渡效果.实验结果表明,文中算法参数的几何意义直观,所得曲面浮雕细节清晰,边界过渡自然.  相似文献   

8.
类螺旋特征测点数据的闭曲面建模方法研究   总被引:1,自引:0,他引:1  
复杂曲面及海量点云测量数据的曲面建模已成为通用CAD/CAM软件的重要功能;然而,对于复杂的闭曲面建模方法,仍然存在许多技术上的难题,至今尚未能很好的解决,比如,基于海量的测量数据,如何进行闭曲面特征点识别,如何进行区域分割与处理,这一切都使得闭曲面建模过程中很难采用已经成熟的自由曲面建模技术和方法.通过研究异步仿形测量原理以及测量数据类型,针对鞋楦测量形成的空间螺旋线数据特征,提出一种闭曲面建模方法.该方法包括如下步骤:首先对测量点数据处理;并以特征螺旋线数据为基础对曲面进行三角分割;最后,以三角Bezier曲面为基础进行曲面构造,并将各曲面进行拼接、裁剪,形成完整的曲面.采用该方法对鞋楦测量数据的建模实例说明,能够有效地对具有空间螺旋线数据特征的闭曲面进行数据处理、曲面重构,提高了产品建模效率.  相似文献   

9.
在移动机器人路径规划问题的研究中,针对现有算法效率较低以及实现过程复杂的问题。提出一种新算法,该算法使用栅格法对机器人的工作空间进行建模,并通过引入参考方向和移动因子等概念有针对性的实现可控的路径搜索,提高对最优路径的搜索效率。仿真实验结果表明,基于栅格模型的新算法具有较好的实时性和适应性。  相似文献   

10.
为了利用隐式曲面构造出光滑拼接的3维树木枝条模型,同时义能避免3维树木建模中枝条曲面的单一性,以增强树木模型局部细节的真实感描述.提出了一种基于隐式曲面的3维树木建模方法,该方法首先将基于骨架的隐式曲面与具有多项式密度分布的直线骨架卷积曲面结合起来进行3维树木建模;然后采用BlobTree结构来组合隐式曲面原型,并用优化融合来消除树木枝条的融合突起;最后用PCM等隐式曲面建模技术来模拟3维树木表面的局部细节,并采用实际树木图片中的颜色概率分布进行纹理填充.实验结果表明,该方法不仅可以重构出具有多样性的光滑3维树木枝条,并能够逼真地生成树权脊梁、树木突起等局部细节特征.  相似文献   

11.
In this paper, a 3D design and machining system based on a 3-axis NC machine tool with a rotary unit is introduced to efficiently produce the artistic design of wooden paint rollers. The paint rollers are used to execute a relief wall just after painting. A simple post-processor is first proposed for the NC machine tool to transform a base tool path called cutter location data (CL data) to NC data, mapping the y-directional pick feed to the rotational angle of the rotary unit. Also, the post-processor has a novel function that elaborately adjusts feed rate values according to the curvature of each design so as not to chip the carved surface. The suitable feed rate values are generated by using a simple fuzzy reasoning method while checking edges and curvatures in a relief design. The post-processor allows the 3-axis NC machine tool with a rotary unit to easily carve an artistic relief design on a cylindrical wooden workpiece without an undesirable edge chipping. Experimental results show that wooden paint rollers with an artistic relief design can be successfully machined without any chipping.  相似文献   

12.
《Graphical Models》2014,76(4):202-213
Automatic bas-relief generation from 2D photographs potentially has applications to coinage, commemorative medals and souvenirs. However, current methods are not yet ready for real use in industry due to insufficient artistic effect, noticeable distortion, and unbalanced contrast. We previously proposed a shape-from-shading (SFS) based method to automatically generate bas-reliefs from single frontal photographs of human faces; however, suppression of unwanted details remained a problem. Here, we give experimental results showing how incorporating non-photorealistic rendering (NPR) into our previous framework enables us to both suppress unwanted detail, and yet also emphasize important features. We have consider an alternative approach to recovering relief shape, based on photometric stereo instead of SFS for surface orientation estimation. This can effectively reduce the computational time.  相似文献   

13.
To design a bas‐relief from a 3D scene is an inherently interactive task in many scenarios. The user normally needs to get instant feedback to select a proper viewpoint. However, current methods are too slow to facilitate this interaction. This paper proposes a two‐scale bas‐relief modeling method, which is computationally efficient and easy to produce different styles of bas‐reliefs. The input 3D scene is first rendered into two textures, one recording the depth information and the other recording the normal information. The depth map is then compressed to produce a base surface with level‐of‐depth, and the normal map is used to extract local details with two different schemes. One scheme provides certain freedom to design bas‐reliefs with different visual appearances, and the other provides a control over the level of detail. Finally, the local feature details are added into the base surface to produce the final result. Our approach allows for real‐time computation due to its implementation on graphics hardware. Experiments with a wide range of 3D models and scenes show that our approach can effectively generate digital bas‐reliefs in real time.  相似文献   

14.
A quasi-dense approach to surface reconstruction from uncalibrated images   总被引:4,自引:0,他引:4  
This paper proposes a quasi-dense approach to 3D surface model acquisition from uncalibrated images. First, correspondence information and geometry are computed based on new quasi-dense point features that are resampled subpixel points from a disparity map. The quasi-dense approach gives more robust and accurate geometry estimations than the standard sparse approach. The robustness is measured as the success rate of full automatic geometry estimation with all involved parameters fixed. The accuracy is measured by a fast gauge-free uncertainty estimation algorithm. The quasi-dense approach also works for more largely separated images than the sparse approach, therefore, it requires fewer images for modeling. More importantly, the quasi-dense approach delivers a high density of reconstructed 3D points on which a surface representation can be reconstructed. This fills the gap of insufficiency of the sparse approach for surface reconstruction, essential for modeling and visualization applications. Second, surface reconstruction methods from the given quasi-dense geometry are also developed. The algorithm optimizes new unified functionals integrating both 3D quasi-dense points and 2D image information, including silhouettes. Combining both 3D data and 2D images is more robust than the existing methods using only 2D information or only 3D data. An efficient bounded regularization method is proposed to implement the surface evolution by level-set methods. Its properties are discussed and proven for some cases. As a whole, a complete automatic and practical system of 3D modeling from raw images captured by hand-held cameras to surface representation is proposed. Extensive experiments demonstrate the superior performance of the quasi-dense approach with respect to the standard sparse approach in robustness, accuracy, and applicability.  相似文献   

15.
The rich and evocative patterns of natural tessellations endow them with an unmistakable artistic appeal and structural properties which are echoed across design, production, and manufacturing. Unfortunately, interactive control of such patterns-as modeled by Voronoi diagrams, is limited to the simple two dimensional case and does not extend well tofreeform surfaces. We present an approach for direct modeling and editing of such cellular structures on surface meshes. The overall modeling experience is driven by a set of editing primitives which are efficiently implemented on graphics hardware. We feature a novel application for 3D printing on modern support-free additive manufacturing platforms. Our method decomposes the input surface into a cellular skeletal structure which hosts a set of overlay shells. In this way, material saving can be channeled to the shells while structural stability is channeled to the skeleton. To accommodate the available printer build volume, the cellular structure can be further split into moderately sized parts. Together with shells, they can be conveniently packed to save on production time. The assembly of the printed parts is streamlined by a part numbering scheme which respects the geometric layout of the input model.  相似文献   

16.
This paper presents and discusses the results of a methodology for the construction of Digital Elevation Models (DEM), based on mathematical principles of fractal geometry. Classical approaches to DEM are founded on numerical methods of interpolation or approximation of data extracted from contour lines of standard topographic maps. Fractal geometry opens a new and innovative approach in which the irregularity, erraticity and self similarity of fractal structures mimics at best the typical behaviour of high mountain profiles. The adoption of fractal methods requires the identification of the fractal dimension D for a given data set. The determination of the fractal dimension D can be achieved applying some special mathematical method on finite set of samples. Different methods. for D estimation are presented. Once the fractal dimension is given, it is possible to reconstruct a surface relief using different fractal methods which interpolate the original set of elevation data. Our research has also investigated two different interpolation methods, fBm and IFS, both confirming that the fractal approach is very well suited for high relief terrain modeling. Photo realistic rendering of the computed DEM allows to appreciate the quality of the reconstruction through visual inspection.  相似文献   

17.
As an art form between drawing and sculpture, relief has been widely used in a variety of media for signs, narratives, decorations and other purposes. Traditional relief creation relies on both professional skills and artistic expertise, which is extremely time‐consuming. Recently, automatic or semi‐automatic relief modelling from a 3D object or a 2D image has been a subject of interest in computer graphics. Various methods have been proposed to generate reliefs with few user interactions or minor human efforts, while preserving or enhancing the appearance of the input. This survey provides a comprehensive review of the advances in computer‐assisted relief modelling during the past decade. First, we provide an overview of relief types and their art characteristics. Then, we introduce the key techniques of object‐space methods and image‐space methods respectively. Advantages and limitations of each category are discussed in details. We conclude the report by discussing directions for possible future research.  相似文献   

18.
Bas‐relief is designed to provide 3D perception for the viewers under illumination. For the problem of bas‐relief generation from 3D object, most existing methods ignore the influence of illumination on bas‐relief appearance. In this paper, we propose a novel method that adaptively generate bas‐reliefs with respect to illumination conditions. Given a 3D object and its target appearance, our method finds an adaptive surface that preserves the appearance of the input. We validate our approach through a variety of applications. Experimental results indicate that the proposed approach is effective in producing bas‐reliefs with desired appearance under illumination.  相似文献   

19.
基于三维拓扑和几何信息的数字化浮雕生成,是浮雕设计领域的一个全新发展方向。根据浮雕艺术形式的特点,实现了一种基于三维测量数据的浮雕曲面生成算法。该算法将浮雕的生成抽象为三维模型在某个投影方向上深度场的压缩过程,以模型曲面的几何信息作为压缩对象,生成的浮雕曲面在深度方向上的立体感可由用户自由控制。实验表明该方法在保持模型拓扑结构一致性的基础上,包含了丰富的几何细节特征。算法可以利用现有的各种实体造型,生成灵活多样的浮雕艺术品,具有广泛的应用前景。  相似文献   

20.
Image-based surface detail transfer   总被引:3,自引:0,他引:3  
Changing an object's appearance by adding geometric details is desirable in many real-world applications. Bump mapping has acted as an alternative to adding geometrical details, to an otherwise smooth object. But constructing visually interesting bump maps requires practice and artistic skills. Computer vision techniques have helped for modeling real-world objects and their surface details. In our approach, for cases where we only want to transfer geometrical details from one object to another, we might not need to explicitly compute 3D structures. In particular, our novel technique captures the geometrical details of an object from a single image in a way that is independent of the object's reflectance property. We can then transfer geometrical details to another surface, producing the appearance of a new surface with added geometrical details while preserving the object's reflectance property. Our method's advantages are that it's simple to implement, requires only a single image for each object, and produces effective results.  相似文献   

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