共查询到20条相似文献,搜索用时 31 毫秒
2.
In this paper, we propose a new shape-modeling paradigm based on the concept of Lagrangian surface flow. Given an input polygonal model, the user interactively defines a distance field around regions of interest; the locally or globally affected regions will then automatically deform according to the user-defined distance field. During the deformation process, the model can always maintain its regularity and can properly modify its topology by topology merging when collisions between two different parts of the model occur. Comparing with level-set based methods, our algorithm allows the user to work directly on existing polygonal models without any intermediate model conversion. Besides closed polygonal models, our algorithm also works for mesh models with open boundaries. Within our framework, we developed a number of shape-modeling operators including blending, cutting, drilling, free-hand sketching, and mesh warping. We applied our algorithm to a variety of examples that demonstrate the usefulness and efficacy of the new technique in interactive shape design and surface deformation. 相似文献
3.
This paper proposes a novel method for the creation of user-defined freeform feature (UDFFF) from existing surface model. The developed methodology has four major steps: selecting the region of interest (ROI), obtaining the characteristic curves from the surface model, reconstructing the ROI surface, and parameterizing the UDFFF. To quickly create UDFFF on the ROI, the representation of freeform feature based on characteristic curves is proposed. First, the characteristic curves of ROI are obtained automatically or by a small amount of human–computer interaction. In particular, user can directly and easily draw the curves on surface to satisfy the designer's requirements. Second, from the set of characteristic curves that is obtained, freeform surface is reconstructed by a suitable surface generation method, e.g., sweeping, revolving, skinning, and filling. Finally, parameterization of the freeform feature is configured, which primarily involves establishing parameters and building the mappings between feature parameters and shape data. Moreover, according to the degrees of freedom, two types of parameterization of freeform features may be described: one (low degrees of freedom) can be accurately described by the characteristic curves and the other (high degrees of freedom) can be approximated with these curves. The proposed UDFFF creation method has been tested with examples based on the surface models. Experience with our prototype system indicates that it allows untrained users to create UDFFFs from the surface models. 相似文献
4.
Erkan Gunpinar Hiromasa Suzuki Yutaka Ohtake Masaki Moriguchi 《Computer aided design》2013,45(2):440-450
Thanks to recent improvements, computational methods can now be used to convert triangular meshes into quadrilateral meshes so that the quadrilateral elements capture well the principal curvature directional fields of surfaces and intrinsically have surface parametric values. In this study, a quadrilateral mesh generated using the mixed integer quadrangulation technique of Bommes et al. is used for input. We first segment a quadrilateral mesh into four-sided patches. The feature curves inside these patches are then detected and are constrained to act as the patch boundaries. Finally, the patch configuration is improved to generate large patches. The proposed method produces bi-monotone patches, which are appropriate for use in reverse engineering to capture the surface details of an object. A shape control parameter that can be adjusted by the user during the patch generation process is also provided to support the creation of patches with good bi-monotone shapes. This study mainly targets shape models of mechanical parts consisting of major smooth surfaces with feature curves between them. 相似文献
5.
Feature curves on surface meshes are usually defined solely based on local shape properties such as dihedral angles and principal curvatures. From the application perspective, however, the meaningfulness of a network of feature curves also depends on a global scale parameter that takes the distance between feature curves into account, i.e., on a coarse scale, nearby feature curves should be merged or suppressed if the surface region between them is not representable at the given scale/resolution. In this paper, we propose a computational approach to the intuitive notion of scale conforming feature curve networks where the density of feature curves on the surface adapts to a global scale parameter. We present a constrained global optimization algorithm that computes scale conforming feature curve networks by eliminating curve segments that represent surface features, which are not compatible to the prescribed scale. To demonstrate the usefulness of our approach we apply isotropic and anisotropic remeshing schemes that take our feature curve networks as input. For a number of example meshes, we thus generate high quality shape approximations at various levels of detail. 相似文献
6.
In this paper, a feature-preserving mesh hole-filling algorithm is realized by the polynomial blending technique. We first search for feature points in the neighborhood of the hole. These feature points allow us to define the feature curves with missing parts in the hole. A polynomial blending curve is constructed to complete the missing parts of the feature curves. These feature curves divide the original complex hole into small simple sub-holes. We use the Bézier-Lagrange hybrid patch to fill each sub-hole. The experimental results show that our mesh hole-filling algorithm can effectively restore the original shape of the hole. 相似文献
7.
In this paper, we present an image editing tool that allows the user to deform images using a sketch‐based interface. The user simply sketches a set of source curves in the input image, and also some target curves that the source curves should be deformed to. Then the moving least squares (MLS) deformation technique [ [SMW06] ] is adapted to produce realistic deformations while satisfying the curves' positional constraints. We also propose a scheme to reduce image fold‐overs in MLS deformations. Our system has a very intuitive user interface, generates physically plausible deformations, and can be easily implemented on the GPU for real‐time performance. 相似文献
8.
Andrea Tagliasacchi Ibraheem Alhashim Matt Olson Hao Zhang 《Computer Graphics Forum》2012,31(5):1735-1744
Inspired by recent developments in contraction‐based curve skeleton extraction, we formulate the skeletonization problem via mean curvature flow (MCF). While the classical application of MCF is surface fairing, we take advantage of its area‐minimizing characteristic to drive the curvature flow towards the extreme so as to collapse the input mesh geometry and obtain a skeletal structure. By analyzing the differential characteristics of the flow, we reveal that MCF locally increases shape anisotropy. This justifies the use of curvature motion for skeleton computation, and leads to the generation of what we call “mean curvature skeletons”. To obtain a stable and efficient discretization, we regularize the surface mesh by performing local remeshing via edge splits and collapses. Simplifying mesh connectivity throughout the motion leads to more efficient computation and avoids numerical instability arising from degeneracies in the triangulation. In addition, the detection of collapsed geometry is facilitated by working with simplified mesh connectivity and monitoring potential non‐manifold edge collapses. With topology simplified throughout the flow, minimal post‐processing is required to convert the collapsed geometry to a curve. Formulating skeletonization via MCF allows us to incorporate external energy terms easily, resulting in a constrained flow. We define one such energy term using the Voronoi medial skeleton and obtain a medially centred curve skeleton. We call the intermediate results of our skeletonization motion meso‐skeletons; these consist of a mixture of curves and surface sheets as appropriate to the local 3D geometry they capture. 相似文献
9.
Clothoid splines are gaining popularity as a curve representation due to their intrinsically pleasing curvature, which varies piecewise linearly over arc length. However, constructing them from hand‐drawn strokes remains difficult. Building on recent results, we describe a novel algorithm for approximating a sketched stroke with a fair (i.e., visually pleasing) clothoid spline. Fairness depends on proper segmentation of the stroke into curve primitives — lines, arcs, and clothoids. Our main idea is to cast the segmentation as a shortest path problem on a carefully constructed weighted graph. The nodes in our graph correspond to a vastly overcomplete set of curve primitives that are fit to every subsegment of the sketch, and edges correspond to transitions of a specified degree of continuity between curve primitives. The shortest path in the graph corresponds to a desirable segmentation of the input curve. Once the segmentation is found, the primitives are fit to the curve using non‐linear constrained optimization. We demonstrate that the curves produced by our method have good curvature profiles, while staying close to the user sketch. 相似文献
10.
We present a user‐guided, semi‐automatic approach to completing large holes in a mesh. The reconstruction of the missing features in such holes is usually ambiguous. Thus, unsupervised methods may produce unsatisfactory results. To overcome this problem, we let the user indicate constraints by providing merely four points per important feature curve on the mesh. Our algorithm regards this input as an indication of an important broken feature curve. Our completion is formulated as a global energy minimization problem, with user‐defined spatial‐coherence constraints, allows for completion that adheres to the existing features. We demonstrate the method on example problems that are not handled satisfactorily by fully automatic methods. 相似文献
11.
A System for View-Dependent Animation 总被引:2,自引:0,他引:2
12.
该文通过使用C1连续的NUR BS边界Gregory(N BG)曲面片进行插值,实现曲面拼接,使得在曲面连接处达到G1连续。实现了插值曲面的高阶连续,解决了用平滑的NUR BS曲面对曲线网格区域进行插值这一难以实现的问题,使用户在设计曲线网格时,只需考虑形状设计而不必关心曲线的类型及插值到曲线网格区域的曲面方程。 相似文献
13.
A Control-Point-Based Sweeping Technique 总被引:3,自引:0,他引:3
This article presents a general sweeping technique for nonuniform rational B-splines. This operator allows sweeps with several cross sections along a 3D path. One can scale the cross sections along the path according to the shape of a profile curve. The definition of the resulting surface is inherited from the initial curves, and you compute its control mesh from the control polygon of these curves. We shall consider several special cases, like straight lines and rational curves; characteristics of circles and straight lines are preserved. 相似文献
14.
We present a geometry processing framework that allows direct manipulation or preservation of positional, metric, and curvature constraints anywhere on the surface of a geometric model. Target values for these properties can be specified point-wise or as integrated quantities over curves and surface patches embedded in the shape. For example, the user can draw several curves on the surface and specify desired target lengths, manipulate the normal curvature along these curves, or modify the area or principal curvature distribution of arbitrary surface patches. This user input is converted into a set of non-linear constraints. A global optimization finds the new deformed surface that best satisfies the constraints, while minimizing adaptable measures for metric and curvature distortion that provide explicit control of the deformation semantics. We illustrate how this approach enables flexible surface processing and shape editing operations not available in current systems. 相似文献
15.
Recent 3D sketch tools produce networks of three‐space curves that suggest the contours of shapes. The shapes may be non‐manifold, closed three‐dimensional, open two‐dimensional, or mixed. We describe a system that automatically generates intuitively appealing piecewise‐smooth surfaces from such a curve network, and an intelligent user interface for modifying the automatically chosen surface patches. Both the automatic and the semi‐automatic parts of the system use a linear algebra representation of the set of surface patches to track the topology. On complicated inputs from ILoveSketch [ [BBS08] ], our system allows the user to build the desired surface with just a few mouse‐clicks. 相似文献
16.
Parameterization and parametric design of mannequins 总被引:1,自引:0,他引:1
Charlie C.L. Wang Author Vitae 《Computer aided design》2005,37(1):83-98
This paper presents a novel feature based parameterization approach of human bodies from the unorganized cloud points and the parametric design method for generating new models based on the parameterization. The parameterization consists of two phases. First, the semantic feature extraction technique is applied to construct the feature wireframe of a human body from laser scanned 3D unorganized points. Secondly, the symmetric detail mesh surface of the human body is modeled. Gregory patches are utilized to generate G1 continuous mesh surface interpolating the curves on feature wireframe. After that, a voxel-based algorithm adds details on the smooth G1 continuous surface by the cloud points. Finally, the mesh surface is adjusted to become symmetric. Compared to other template fitting based approaches, the parameterization approach introduced in this paper is more efficient. The parametric design approach synthesizes parameterized sample models to a new human body according to user input sizing dimensions. It is based on a numerical optimization process. The strategy of choosing samples for synthesis is also introduced. Human bodies according to a wide range of dimensions can be generated by our approach. Different from the mathematical interpolation function based human body synthesis methods, the models generated in our method have the approximation errors minimized. All mannequins constructed by our approach have consistent feature patches, which benefits the design automation of customized clothes around human bodies a lot. 相似文献
17.
In this paper, we present a practical algorithm to extract a curve skeleton of a 3D shape. The core of our algorithm comprises coupled processes of graph contraction and surface clustering. Given a 3D shape represented by a triangular mesh, we first construct an initial skeleton graph by directly copying the connectivity and geometry information from the input mesh. Graph contraction and surface clustering are then performed iteratively. The former merges certain graph nodes based on computation of an approximate centroidal Voronoi diagram, seeded by subsampling the graph nodes from the previous iteration. Meanwhile, a coupled surface clustering process serves to regularize the graph contraction. Constraints are used to ensure that extremities of the graph are not shortened undesirably, to ensure that skeleton has the correct topological structure, and that surface clustering leads to an approximately-centered skeleton of the input shape. These properties lead to a stable and reliable skeleton graph construction algorithm.Experiments demonstrate that our skeleton extraction algorithm satisfies various desirable criteria. Firstly, it produces a skeleton homotopic with the input (the genus of both shapes agree) which is both robust (results are stable with respect to noise and remeshing of the input shape) and reliable (every boundary point is visible from at least one curve-skeleton location). It can also handle point cloud data if we first build an initial skeleton graph based on k-nearest neighbors. In addition, a secondary output of our algorithm is a skeleton-to-surface mapping, which can e.g. be used directly for skinning animation.Highlights(1) An algorithm for curve skeleton extraction from 3D shapes based on coupled graph contraction and surface clustering. (2) The algorithm meets various desirable criteria and can be extended to work for incomplete point clouds. 相似文献
18.
Juyong Zhang Chunlin Wu Jianfei Cai Jianmin Zheng Xue‐cheng Tai 《Computer Graphics Forum》2010,29(2):517-526
This paper considers the problem of interactively finding the cutting contour to extract components from a given mesh. Some existing methods support cuts of arbitrary shape but require careful and tedious input from the user. Others need little user input however they are sensitive to user input and need a postprocessing step to smooth the generated jaggy cutting contours. The popular geometric snake can be used to optimize the cutting contour, but it cannot deal with the topology change. In this paper, we propose a geodesic curvature flow based framework to overcome all these problems. Since in many cases the meaningful cutting contour on a 3D mesh is locally shortest in the sense of some weighted curve length, the geodesic curvature flow is an ideal tool for our problem. It evolves the cutting contour to the nearby local minimum. We should mention that the previous numerical scheme, discretized geodesic curvature flow (dGCF) is too slow and has not been applied to mesh segmentation. With a careful observation to dGCF, we devise here a fast computation scheme called fast geodesic curvature flow (FGCF), which only needs to solve a smaller and easier problem. The initial cutting contour is generated by a variant of random walks algorithm, which is very fast and gives reasonable cutting result with little user input. Experiment results on the benchmark mesh segmentation data set show that our proposed framework is robust to user input and capable of producing good results reflecting geometric features and human shape perception. 相似文献
19.
Mesh blending 总被引:1,自引:0,他引:1
Yu-Shen Liu Hui Zhang Jun-Hai Yong Pi-Qiang Yu Jia-Guang Sun 《The Visual computer》2005,21(11):915-927
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
20.
A Robust Two-Step Procedure for Quad-Dominant Remeshing 总被引:3,自引:0,他引:3