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1.
为了简化法向偏差约束条件和优化光滑能量项,提出一种隐式T样条曲面重建算法.首先利用八叉树及其细分过程从采样点集构造三维T网格,以确定每个控制系数对应的混合函数;然后基于隐式T样条曲面建立目标函数,利用偏移曲面点集控制法向,采用广义交叉检验(GCV)方法估计最优光滑项系数,并依据最优化原理将该问题转化为线性方程组求解得到控制系数,从而实现三角网格曲面到光滑曲面的重建.在误差较大的区域插入控制系数进行T网格局部修正,使得重建曲面达到指定精度.该算法使重建曲面C1连续条件得到松弛,同时给出最优的光顺项系数估计,较好地解决了封闭曲面的重建问题.实例结果表明,文中算法逼近精度高,运算速度快,仿真结果逼真.  相似文献   

2.
平行断层轮廓线的RBF隐函数曲面造型   总被引:5,自引:1,他引:5  
将基于径向基函数(Radial Basis Function,RBF)的隐函数插值技术应用于平行断层轮廓线的曲面造型,由于RBF造型方法以曲面能量最小化为目标,因此能够生成较为光滑的曲面,其缺点是计算量较大,文中提出以分段进行曲面重构的局部RBF技术来降低问题的规模和复杂度,并提出相应的快速隐函数多边形化的算法,实验结果表明,该算法是一个较实用的造型方法。  相似文献   

3.
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   

4.
万华根  金小刚  刘刚  冯结青  彭群生 《软件学报》2005,16(11):2000-2007
三维物体融合利用三维模型之间的剪贴操作从两个或多个现有的几何模型中光滑融合出新的几何模型.作为一种新的几何造型方法,它正受到越来越多的关注.提出一种基于变分隐式曲面的网格融合新方法.首先利用平面截面切出网格物体的待融合边界,然后通过构造插值待融合网格物体边界的变分隐式曲面并对其进行多边形化,得到待融合网格物体间的过渡曲面,最后通过剪切掉过渡曲面的多余部分及拓扑合并操作以实现过渡网格曲面与原始网格间的光滑融合与现有的直接连接待融合网格物体边界以实现网格融合的算法相比,该方法不仅突破了对待融合物体的拓扑限制,允许多个物体同时进行融合,而且算法计算快速、鲁棒,使用方便,展示出良好的应用前景.  相似文献   

5.
径向基函数网络的隐式曲面方法   总被引:1,自引:0,他引:1  
将径向基函数网络与隐式曲面构造原理相结合,提出一种构造隐式曲面的方法.首先以描述物体曲面的隐式函数为基础构造三元显式函数,然后用径向基函数网络逼近显式函数,最后从神经网络的仿真超曲面得到描述物体的封闭曲面;并证明了在理论上此等值面可以以任意精度逼近物体曲面.该方法具有光滑度高、稳定性好,尤其适用少量采样点情形等特点.实验表明,它具有很强的造型能力.  相似文献   

6.
基于卷积曲面的几何造型方法   总被引:1,自引:0,他引:1  
周艳 《计算机工程与设计》2006,27(14):2537-2539
卷积曲面是一种很有潜力的隐式曲面造型方法。由于卷积的可叠加性质,使得其生成的曲面很光滑,不会产生凸包和裂缝。卷积曲面造型是基于骨架的,其骨架可以是曲线或曲面,也可以以物体轮廓线为骨架原型来获取所需要的物体造型。在卷积造型的过程中,通过对骨架加权可以精细地控制结果曲面的形状。在介绍了卷积曲面造型的各类方法后,分析了其特点和发展方向。  相似文献   

7.
为提高大规模点云曲面重建的精度和效率,提出一种基于拓扑不变性的全局支撑的径向基函数(GSRBF)隐式曲面重建算法。结合Hausdorff算法,根据点云的主曲率和高斯曲率引入一个临界值,防止提取特征点时产生较大误差,构造特征点点云拓扑同胚的拓扑结构;引入八叉树网格划分法进行点云拓扑关系的构造,通过构造与模型控制网格拓扑同胚的拓扑结构来重建曲面的拓扑;构造基函数确定特征点的影响范围,将其归一化得到曲面拓扑上的单位分解,复合单位分解与特征点得到隐式曲面。实验结果表明,该算法适用于任意拓扑的曲面重建,具有较高的精度和效率。  相似文献   

8.
为实现光滑物体的参数化特征造型,对巳有的基于骨架的隐曲面造型技术做了两项改进:(1)提出一个不同于传统的欧几里得距离定义的点到一般凸集骨架距离定义,使得基于点到骨架距离定义的一般凸集骨架所张成的曲面保留了点骨架所张成曲面-球面的所有特性,特别是曲面的高度光滑性和曲面的骨架表示的高度抽象性;(2)提出一种骨架生成场的融合方法,即累乘各个骨架生成场,与传统的融合方法相比,这种融合方法具有更好的融合特性。  相似文献   

9.
论文针对工程应用,根据C-B样条和Catmull-Clark细分曲面的特点可调因子使得生成曲面形状可调和一次细分操作以后所有的网格面片都为四边域,构造合理的数据结构,采用有效的实时交互式的用户界面,开发了基于C-B样条的Catmull-Clark细分曲面的造型系统.为细分曲面的形状调整提供了简单、实时而且直观的人机交互方法.该系统能处理任意拓扑结构,能够精确地表示二次曲面,所生成的曲面光滑可调.可以以软件包或插件的形式加入到现有的CAD系统中.  相似文献   

10.
有理曲面的区间隐式化   总被引:1,自引:1,他引:0  
利用一个低阶多项式区间隐式曲面来包围所给的参数式有理曲面,并构造了一些关于区间隐式曲面厚度和微分张量的目标函数.在最小化这些目标函数的条件下,该区间隐式曲面的中心曲面可以近似地逼近有理曲面,其逼近的误差可以利用区间隐式曲面的区间宽度进行估计.最后提供了具体的算法和一些实例.  相似文献   

11.
给出了一个具有多项式密度分布的直线骨架卷积曲面的解析表达式,并提出了基于控制曲线的密度控制方法,实验结果表明,该方法的自然景物,海生物等光滑物体造型中具有很大的应用价值。  相似文献   

12.
距离曲面是一种常用的隐式曲面,它在几何造型和计算机动画中具有重要的应用价值,但以往往在对距离曲面进行多边形化时速较慢,为了提高点到曲线最近距离计算的效率,提出了一种基于最佳圆弧样条逼近的快速线骨架距离曲面计算方法,该算法对于一条任意的二维NURBS曲线,在用户给定的误差范围内,先用最少量的圆弧样条来逼近给定的曲线,从而把点到NURBS曲线最近距离的计算问题转化为点到圆弧样条最近距离的计算问题,由于在对曲面进行多边形化时,需要大量的点到曲线最近距离的计算,而该处可以将点到圆弧样条最近距离很少的计算量来解析求得,故该算法效率很高,该实验表明,算法简单实用,具有很大的应用价值。  相似文献   

13.
In this paper, the potential-based skeletonization approach for 2D medial axis transform (MAT), which identifies object skeleton as potential valleys using a Newtonian potential model in place of the distance function, is generalized to three dimensions. The generalized potential functions given by Chung (1998), which decay faster with distance than the Newtonian potential, is used for the 3D case. The efficiency of the proposed approach results from the fact that these functions and their gradients can be obtained in closed forms for polyhedral surfaces. According to the simulation results, the skeletons obtained with the proposed approach are closely related to the corresponding MAT skeletons. While the medial axis (surface) is 2D in general for a 3D object, the potential valleys, being one-dimensional, form a more realistic skeleton. Other desirable attributes of the algorithm include stability against perturbations of the object boundary, the flexibility to obtain partial skeleton directly, and low time complexity.  相似文献   

14.
This paper presents a new method that combines a medial axis and implicit surfaces in order to reconstruct a 3D solid from an unstructured set of points scattered on the object's surface. The representation produced is based on iso-surfaces generated by skeletons, and is a particularly compact way of defining a smooth free-form solid. The method is based on the minimisation of an energy representing a “distance” between the set of data points and the iso-surface, resembling previous reserach19. Initialisation, however, is more robust and efficient since there is computation of the medial axis of the set of points. Instead of subdividing existing skeletons in order to refine the object's surface, a new reconstruction algorithm progressively selects skeleton-points from the pre- computed medial axis using an heuristic principle based on a “local energy” criterion. This drastically speeds up the reconstruction process. Moreover, using the medial axis allows reconstruction of objects with complex topology and geometry, like objects that have holes and branches or that are composed of several connected components. This process is fully automatic. The method has been successfully applied to both synthetic and real data.  相似文献   

15.
Radial Supershapes for Solid Modeling   总被引:3,自引:0,他引:3       下载免费PDF全文
In the previous work, an efficient method has been proposed to represent solid objects as multiple combinations of globally deformed supershapes. In this paper, this framework is applied with a new supershape implicit function that is based on the notion of radial distance and results are presented on realistic models composed of hundreds of hierarchically globally deformed supershapes. An implicit equation with guaranteed differential properties is obtained by simple combinations of the primitives' implicit representations using R-function theory. The surface corresponding to the zero-set of the implicit equation is efficiently and directly polygonized using the primitives' parametric forms. Moreover, hierarchical global deformations are considered to increase the range of shapes that can be modeled. The potential of the approach is illustrated by representing complex models composed of several hundreds of primitives inspired from CAD models of mechanical parts.  相似文献   

16.
Designers require a means of designing complex free-form surfaces easily and intuitively. One general approach to designing such surfaces is to first define a curve mesh consisting of characteristic lines, such as cross sections and boundary curves, then to interpolate the curve mesh using free-form surfaces. NURBS surfaces are widely used but make the interpolation of an irregular curve mesh difficult. This has been a major limiting constraint on designers. In this paper, we propose a new surface representation that enables the smooth interpolation of an irregular curve mesh with NURBS curves and surfaces.  相似文献   

17.
Creating and Rendering Convolution Surfaces   总被引:6,自引:0,他引:6  
Implicit surfaces obtained by convolution of multi-dimensional primitives with some potential function, are a generalisation of popular implicit surface models: blobs, metaballs and soft objects. These models differ in their choice of potential function but agree upon the use of underlying modelling primitives, namely, points. In this paper a method is described for modelling and rendering implicit surfaces built upon an expanded set of skeletal primitives: points, line segments, polygons, arcs and planes. An analytical solution to the convolution is described. This solution offers a more accurate and robust representation of the resultant implicit surface than previous methods. An algorithm for ray-tracing the surfaces formed through convolution of any combination of these primitives is also outlined.  相似文献   

18.
基于曲率特征的自由曲面匹配算法   总被引:6,自引:0,他引:6  
针对无任何预知联系下的自由曲面匹配问题,提出了一种简捷、快速的匹配方法.该方法以曲面的曲率为联系特征,在测量数据与模型曲面之间建立起满足角度、距离约束的对应关系,利用三点旋转平移变换法生成旋转平移变换列表;然后通过最小距离目标函数选取正确的三维坐标变换,实现测量数据与模型曲面之间的准确匹配.实验结果表明:该方法简捷、可靠且容易实现,特别适用于工件的测量定位和多视数据的融合.  相似文献   

19.
Implicit surfaces are used for a number of tasks in computer graphics, including modeling soft or organic objects, morphing, collision detection, and constructive solid geometry. Although operating on implicit surfaces is usually straightforward, creating them is not. We introduce a practical method for creating implicit surfaces from polygonal models that produces high-quality results for complex surfaces. Whereas much previous work in implicit surfaces has been done with primitives such as "blobbies," we use implicit surfaces based on a variational interpolation technique (the three-dimensional generalization of thin-plate interpolation). Given a polygonal mesh, we convert the data to a volumetric representation to use as a guide for creating the implicit surface iteratively. We begin by seeding the surface with a number of constraint points through which the surface must pass. Iteratively, additional constraints are added; the resulting surfaces are evaluated, and the errors guide the placement of subsequent constraints. We have applied our method successfully to a variety of polygonal meshes and consider it to be robust  相似文献   

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