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1.
Optimized triangle mesh reconstruction from unstructured points   总被引:3,自引:1,他引:3  
A variety of approaches have been proposed for polygon mesh reconstruction from a set of unstructured sample points. Suffering from severe aliases at sharp features and having a large number of unnecessary faces, most resulting meshes need to be optimized using input sample points in a postprocess. In this paper, we propose a fast algorithm to reconstruct high-quality meshes from sample data. The core of our proposed algorithm is a new mesh evaluation criterion which takes full advantage of the relation between the sample points and the reconstructed mesh. Based on our proposed evaluation criterion, we develop necessary operations to efficiently incorporate the functions of data preprocessing, isosurface polygonization, mesh optimization and mesh simplification into one simple algorithm, which can generate high-quality meshes from unstructured point clouds with time and space efficiency. Published online: 28 January 2003 Correspondence to: Y.-J. Liu  相似文献   

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Published online: 14 February 2003  相似文献   

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Many phenomena in nature and engineering happen simultaneously on rather diverse spatial and temporal scales. In other words, they exhibit a multi-scale character. A special numerical multilevel technique associated with a particular hierarchical data structure is adaptive mesh refinement (AMR). This scheme achieves locally very high spatial and temporal resolutions. Due to its popularity, many scientists are in need of interactive visualization tools for AMR data. In this article, we present a 3D texture-based volume-rendering algorithm for AMR data that directly utilizes the hierarchical structure. Thereby fast rendering performance is achieved even for high-resolution data sets. To avoid multiple rendering of regions that are covered by grids of different levels of resolution, we propose a space partitioning scheme to decompose the volume into axis-aligned regions of equal-sized cells. Furthermore the problems of interpolation artifacts, opacity corrections, and texture memory limitations are addressed. Published online: November 6, 2002 Correspondence to: R. K?hler  相似文献   

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Published online: 25 July 2001  相似文献   

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This paper describes a computer-aided design system for sketching free-form polygonal surfaces such as terrains and other natural objects. The user manipulates two 3D position and orientation trackers with three buttons, one for each hand. Each hand has a distinct role to play, with the dominant hand being responsible for picking and manipulation, and the less dominant hand being responsible for context setting of various kinds. The less dominant hand holds the workpiece, sets which refinement level that can be picked by the dominant hand, sets the constraint mode and the reshape operator, and generally acts as a counterpoint to the dominant hand. In this paper, the architecture of the system is outlined, the interaction techniques are presented, and a simple surface is shown.  相似文献   

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Convolution surfaces for arcs and quadratic curves with a varying kernel   总被引:5,自引:0,他引:5  
A convolution surface is an isosurface in a scalar field defined by convolving a skeleton, comprising of points, curves, surfaces, or volumes, with a potential function. While convolution surfaces are attractive for modeling natural phenomena and objects of complex evolving topology, the analytical evaluation of integrals of convolution models still poses some open problems. This paper presents some novel analytical convolution solutions for arcs and quadratic spline curves with a varying kernel. In addition, we approximate planar higher-degree polynomial spline curves by optimal arc splines within a prescribed tolerance and sum the potential functions of all the arc primitives to approximate the field for the entire spline curve. Published online: November 20, 2002  相似文献   

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Z -buffer approach, which takes full advantage of the resources already provided in current graphics hardware. We employ a modified data structure on the light screen's Z-buffer, which dramatically increases the shadowing accuracy. This data structure, the ED-buffer, also simplifies the shadow testing calculations considerably, needing only a couple of fixed-point multiplications and additions per shadow test. This is ideal for hardware implementation. We also present a technique for optimizing the use of the fixed memory resource in order to maximize the accuracy of shadowing when the scene is projected from the lighting point of view on the six faces of a cube surrounding the light source.  相似文献   

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Summary. In a shared-memory distributed system, n independent asynchronous processes communicate by reading and writing to shared variables. An algorithm is adaptive (to total contention) if its step complexity depends only on the actual number, k, of active processes in the execution; this number is unknown in advance and may change in different executions of the algorithm. Adaptive algorithms are inherently wait-free, providing fault-tolerance in the presence of an arbitrary number of crash failures and different processes' speed. A wait-free adaptive collect algorithm with O(k) step complexity is presented, together with its applications in wait-free adaptive alg orithms for atomic snapshots, immediate snapshots and renaming. Received: August 1999 / Accepted: August 2001  相似文献   

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The way in which humans perceive and react to visual complexity is an important issue in many areas of research and application, particularly because simplification of complex matter can lead to better understanding of both human behaviour in visual control tasks as well as the visual environment itself. One area of interest is how people perceive their world in terms of complexity and how this can be modelled mathematically and/or computationally. A prototype model of complexity has been derived using subcomponents called ‘SymGeons’ (Symmetrical Geometric Icons) based on Biederman’s original Geon Model for human perception. The SymGeons are primitive shapes which constitute foreground objects. This paper outlines the derivation and ongoing development of the ‘SymGeon’ model and how it compares to human perception of visual complexity. The application of the model to understanding complex human-in-the-loop problems associated with visual remote control operations, e.g. control of remotely operated vehicles, is discussed.  相似文献   

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Bounded curvature triangle mesh subdivision with the convex hull property   总被引:2,自引:0,他引:2  
Published online: 3 July 2002  相似文献   

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Abstract. Providing a customized result set based upon a user preference is the ultimate objective of many content-based image retrieval systems. There are two main challenges in meeting this objective: First, there is a gap between the physical characteristics of digital images and the semantic meaning of the images. Secondly, different people may have different perceptions on the same set of images. To address both these challenges, we propose a model, named Yoda, that conceptualizes content-based querying as the task of soft classifying images into classes. These classes can overlap, and their members are different for different users. The “soft” classification is hence performed for each and every image feature, including both physical and semantic features. Subsequently, each image will be ranked based on the weighted aggregation of its classification memberships. The weights are user-dependent, and hence different users would obtain different result sets for the same query. Yoda employs a fuzzy-logic based aggregation function for ranking images. We show that, in addition to some performance benefits, fuzzy aggregation is less sensitive to noise and can support disjunctive queries as compared to weighted-average aggregation used by other content-based image retrieval systems. Finally, since Yoda heavily relies on user-dependent weights (i.e., user profiles) for the aggregation task, we utilize the users' relevance feedback to improve the profiles using genetic algorithms (GA). Our learning mechanism requires fewer user interactions, and results in a faster convergence to the user's preferences as compared to other learning techniques. Correspondence to: Y.-S. Chen (E-mail: yishinc@usc.edu) This research has been funded in part by NSF grants EEC-9529152 (IMSC ERC) and IIS-0082826, NIH-NLM R01-LM07061, DARPA and USAF under agreement nr. F30602-99-1-0524, and unrestricted cash gifts from NCR, Microsoft, and Okawa Foundation.  相似文献   

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Surface reconstruction from cross-sectional data is important in a variety of applications. It is usually possible to generate a surface in many ways, but only reasonable ones are acceptable. A surface of minimal area has been considered as one of the most natural optimal criteria for the original tiling method of surface reconstruction from cross sections. In the paper, we consider minimal surfaces for continuous generalization of the tiling approach and in the general situation of reconstruction from cross sections. We show that in these cases the minimal area criterion leads to defective surfaces and is thus unacceptable. Published online: 23 July 2002 Correspondence to: D. Berzin  相似文献   

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Shape understanding by contour-driven retiling   总被引:1,自引:0,他引:1  
Published online: 14 February 2003  相似文献   

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Arbitrary shaped deformations with DOGME   总被引:1,自引:0,他引:1  
Published online: 5 February 2003  相似文献   

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