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Constructing hierarchies for triangle meshes 总被引:5,自引:0,他引:5
Gieng T.S. Hamann B. Joy K.I. Schussman G.L. Trotts I.J. 《IEEE transactions on visualization and computer graphics》1998,4(2):145-161
We present a method to produce a hierarchy of triangle meshes that can be used to blend different levels of detail in a smooth fashion. The algorithm produces a sequence of meshes M0, M1, M 2..., Mn, where each mesh Mi can be transformed to mesh Mi+1 through a set of triangle-collapse operations. For each triangle, a function is generated that approximates the underlying surface in the area of the triangle, and this function serves as a basis for assigning a weight to the triangle in the ordering operation and for supplying the points to which the triangles are collapsed. The algorithm produces a limited number of intermediate meshes by selecting, at each step, a number of triangles that can be collapsed simultaneously. This technique allows us to view a triangulated surface model at varying levels of detail while insuring that the simplified mesh approximates the original surface well 相似文献
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Hamann B. Trotts I.J. Farin G.E. 《IEEE transactions on visualization and computer graphics》1997,3(3):215-227
Given a three dimensional (3D) array of function values Fi,j,k on a rectilinear grid, the marching cubes (MC) method is the most common technique used for computing a surface triangulation T approximating a contour (isosurface) F(x, y, z)=T. We describe the construction of a C0 continuous surface consisting of rational quadratic surface patches interpolating the triangles in T. We determine the Bezier control points of a single rational quadratic surface patch based on the coordinates of the vertices of the underlying triangle and the gradients and Hessians associated with the vertices 相似文献
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Simplification of tetrahedral meshes with error bounds 总被引:1,自引:0,他引:1
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