排序方式: 共有44条查询结果,搜索用时 15 毫秒
1.
2.
In this paper, we present a packet-loss resilient system for the transmission of progressively compressed three-dimensional (3D) models. It is based on a joint source and channel coding approach that trades off geometry precision for increased error resiliency to optimize the decoded model quality on the client side. We derive a theoretical framework for the overall system by which the channel packet loss behavior and the channel bandwidth can be directly related to the decoded model quality at the receiver. First, the 3D model is progressively compressed into a base mesh and a number of refinement layers. Then, we assign optimal forward error correction code rates to protect these layers according to their importance to the decoded model quality. Experimental results show that with the proposed unequal error protection approach, the decoded model quality degrades more gracefully (compared to either no error protection or equal error protection methods) as the packet-loss rate increases. 相似文献
3.
Abstract-To eliminate the need to evaluate the intersection curves in explicit representations of surface cutouts or of trimmed faces in BReps of CSG solids, we advocate using Constructive Solid Trimming (CST). A CST face is the intersection of a surface with a Blist representation of a trimming CSG volume. We propose a new GPU-based CSG rendering algorithm that trims the boundary of each primitive using a Blist of its active zone. This approach is faster than the previously reported Blister approach, eliminates occasional speckles of wrongly colored pixels, and provides additional capabilities: painting on surfaces, rendering semitransparent CSG models, and highlighting selected features in the BReps of CSG models. 相似文献
4.
We propose Zipper, a compact representation of incidence and adjacency for manifold triangle meshes with fixed connectivity. Zipper uses on average only 6 bits per triangle, can be constructed in linear space and time, and supports all standard random-access and mesh traversal operators in constant time. Similarly to the previously proposed LR (Laced Ring) approach, the Zipper construction reorders vertices and triangles along a nearly Hamiltonian cycle called the ring. The 4.4× storage reduction of Zipper over LR results from three contributions. (1) For most triangles, Zipper stores a 2-bit delta (plus three additional bits) rather than a full 32-bit reference. (2) Zipper modifies the ring to reduce the number of exceptional triangles. (3) Zipper encodes the remaining exceptional triangles using 2.5× less storage. In spite of these large savings in storage, we show that Zipper offers comparable performance to LR and other data structures in mesh processing applications. Zipper may also serve as a compact indexed format for rendering meshes, and hence is valuable even in applications that do not require adjacency information. 相似文献
5.
A tube is a solid bounded by the union of a one-parameter family of circles that may be decomposed into canal-surfaces and planar disks or annuli. A screw-sweep is the region swept by a shape during a screw motion. HelSweeper computes the boundary of a screw-sweep of an arbitrary union of tubes and polyhedra. To do so, it generates a superset of faces, splits them at their intersections, and selects the face portions that form the desired boundary. The novelty of the proposed approach lies in the fact that the faces contributed to this superset by a tube are each a screw-sweeps of a rigid curve (generator), which is the locus of grazing points, and that each grazing point is formulated as the intersection of a circle of the tube with a corresponding screw-plane. Hence, each such face is a one-parameter family of helices, each being the screw-sweep of a grazing point. 相似文献
6.
GeoFilter: Geometric Selection of Mesh Filter Parameters 总被引:1,自引:0,他引:1
7.
Edgebreaker: connectivity compression for triangle meshes 总被引:10,自引:0,他引:10
Edgebreaker is a simple scheme for compressing the triangle/vertex incidence graphs (sometimes called connectivity or topology) of three-dimensional triangle meshes. Edgebreaker improves upon the storage required by previously reported schemes, most of which can guarantee only an O(t log(t)) storage cost for the incidence graph of a mesh of t triangles. Edgebreaker requires at most 2t bits for any mesh homeomorphic to a sphere and supports fully general meshes by using additional storage per handle and hole. For large meshes, entropy coding yields less than 1.5 bits per triangle. Edgebreaker's compression and decompression processes perform identical traversals of the mesh from one triangle to an adjacent one. At each stage, compression produces an op-code describing the topological relation between the current triangle and the boundary of the remaining part of the mesh. Decompression uses these op-codes to reconstruct the entire incidence graph. Because Edgebreaker's compression and decompression are independent of the vertex locations, they may be combined with a variety of vertex-compressing techniques that exploit topological information about the mesh to better estimate vertex locations. Edgebreaker may be used to compress the connectivity of an entire mesh bounding a 3D polyhedron or the connectivity of a triangulated surface patch whose boundary need not be encoded. The paper also offers a comparative survey of the rapidly growing field of geometric compression 相似文献
8.
Michela Mortara Giuseppe Patané Michela Spagnuolo Bianca Falcidieno Jarek Rossignac 《Algorithmica》2003,38(1):227-248
Tools for the automatic decomposition of a surface into shape
features will facilitate the editing, matching, texturing,
morphing, compression and simplification of three-dimensional shapes. Different
features, such as flats, limbs, tips, pits and various blending
shapes that transition between them, may be characterized in terms
of local curvature and other differential properties of the
surface or in terms of a global skeletal organization of the
volume it encloses. Unfortunately, both solutions are extremely
sensitive to small perturbations in surface smoothness and to
quantization effects when they operate on triangulated surfaces.
Thus, we propose a multi-resolution approach, which not only
estimates the curvature of a vertex over neighborhoods of variable
size, but also takes into account the topology of the surface in
that neighborhood. Our approach is based on blowing a spherical
bubble at each vertex and studying how the intersection of that
bubble with the surface evolves. We describe an efficient approach
for computing these characteristics for a sampled set of bubble
radii and for using them to identify features, based on easily
formulated filters, that may capture the needs of a particular
application. 相似文献
9.
Brian Whited Gioacchino Noris Maryann Simmons Robert W. Sumner Markus Gross Jarek Rossignac 《Computer Graphics Forum》2010,29(2):605-614
The generation of inbetween frames that interpolate a given set of key frames is a major component in the production of a 2D feature animation. Our objective is to considerably reduce the cost of the inbetweening phase by offering an intuitive and effective interactive environment that automates inbetweening when possible while allowing the artist to guide, complement, or override the results. Tight inbetweens, which interpolate similar key frames, are particularly time‐consuming and tedious to draw. Therefore, we focus on automating these high‐precision and expensive portions of the process. We have designed a set of user‐guided semi‐automatic techniques that fit well with current practice and minimize the number of required artist‐gestures. We present a novel technique for stroke interpolation from only two keys which combines a stroke motion constructed from logarithmic spiral vertex trajectories with a stroke deformation based on curvature averaging and twisting warps. We discuss our system in the context of a feature animation production environment and evaluate our approach with real production data. 相似文献
10.
Compressed progressive meshes 总被引:5,自引:0,他引:5
Most systems that support visual interaction with 3D models use shape representations based on triangle meshes. The size of these representations imposes limits on applications for which complex 3D models must be accessed remotely. Techniques for simplifying and compressing 3D models reduce the transmission time. Multiresolution formats provide quick access to a crude model and then refine it progressively. Unfortunately, compared to the best nonprogressive compression methods, previously proposed progressive refinement techniques impose a significant overhead when the full resolution model must be downloaded. The CPM (compressed progressive meshes) approach proposed here eliminates this overhead. It uses a new technique, which refines the topology of the mesh in batches, which each increase the number of vertices by up to 50 percent. Less than an amortized total of 4 bits per triangle encode where and how the topological refinements should be applied. We estimate the position of new vertices from the positions of their topological neighbors in the less refined mesh using a new estimator that leads to representations of vertex coordinates that are 50 percent more compact than previously reported progressive geometry compression techniques 相似文献