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 共查询到19条相似文献,搜索用时 140 毫秒
1.
基于参数空间的混合多分辨率绘制   总被引:2,自引:0,他引:2  
冀俊峰  李胜  刘学慧  吴恩华 《软件学报》2004,15(10):1515-1521
根据点和多边形在表示和绘制物体上各自不同的特点,提出了一种有效绘制细节高度复杂物体的多分辨率方法.3D表面被映射到参数平面,经规则采样成为几何图像,P-Quadtrees是基于几何图像建立的四叉树多分辨率层次结构.通过对四叉树的遍历,面向视点的表面用较大多边形面片绘制,光照细节通过法向映射完成;轮廓部分通过视点相关的LOD(level of detail)控制进行细化,使用点来绘制物体复杂精细的轮廓.通过此方法,细节复杂模型的绘制不仅可以被硬件加速,而且无论在表面还是在轮廓部分都能获得很好的视觉效果.  相似文献   

2.
三角网格模型需要大量的信息来记录点,边和面之间的连接关系,对于复杂模型需要大量的存储空间.所以三角网格模型的简化对于存储,处理,传输,以及实时绘制有着重要的意义.从三角形折叠算法为基础,提出了一种新的基于三角形形状的三角网格简化算法,从而避免了不规整三角形产生的“凸锐”现象.该算法以网格表面的加权为依据,对三角形面片执...  相似文献   

3.
现有的基于网络的远程绘制系统在绘制过程中对网络带宽和时延具有较强的依赖性,为了获得较高的绘制速度,需要耗费大量的预处理时间和存储空间.针对网络环境下模型的设计校审工作对预处理时间、绘制速度和图像质量的实际需求,提出一种基于外存的大规模流程工厂模型交互绘制算法.绘制前,首先从服务器端获取模型的几何参数和拓扑信息;然后根据流程工厂模型特征,在客户端以设备和管线为基本单位组织外存数据,采用体元合并的方法快速完成模型层次细节的计算和存储.分析了校审内容和校审人员的运动习惯,并将其与基于视点可见性的预取算法相结合,在本地实现外存数据的高效预取,且绘制过程中无需传输模型面片信息.实验结果表明,文中方法在普通PC机上能够将具有21 M左右面片模型的预处理时间控制在5 min以内,在保证校审所需图像质量的前提下取得平均30帧/s的平稳帧速,且绘制过程不依赖网络带宽和时延.  相似文献   

4.
基于混合多细节层次技术的实时绘制算法   总被引:8,自引:0,他引:8       下载免费PDF全文
细节层次是实时图形生成的一项重要技术.提出一种把视点无关和视点相关两类多细节层次技术结合起来的网格模型实时绘制算法.该算法首先根据应用领域的不同要求或用户给出的误差范围,对模型进行与视点无关的预处理简化,然后把简化后得到的模型用在与视点相关的实时简化算法中.实验表明,这种网格模型简化和绘制算法能在损失很小的屏幕像素误差的前提下大大提高绘制速度.  相似文献   

5.
大规模场景的快速绘制是虚拟现实技术重要的研究课题之一.为了加速场景的绘制,一般采用层次细节模型和可见性裁剪方法,但是现有算法在处理大规模场景时存在着局限性.本文提出了一种新的大规模场景快速绘制算法,该算法在场景层次划分的基础上,利用拓扑结构可变的网格简化方法为场景层次计算连续的分层层次细节模型(HLOD);然后在实时绘制阶段,对场景分层层次细节模型进行视点相关的全局和局部细化,并结合快速有效的视域裁剪,从而大大加速了场景绘制速度.实验结果表明该算法是简单有效的,并且算法还可以进一步扩展到外存方式.  相似文献   

6.
大型网格模型多分辨率的外存构建与交互绘制   总被引:3,自引:1,他引:2  
结合多分辨率、网格排布和基于视点的绘制技术,提出一种外存多分辨率构建和绘制算法.采用适应性八叉树对模型的包围盒进行划分,自顶向下构建模型的多分辨率层次结构,较好地保持了原模型的细节分布;并对多分辨率结构中每个节点所包含的三角形片段进行网格排布优化,降低了缓存的平均失效率;在实时绘制时,采用基于视点的细节层次选择策略进行模型的细化;最后通过引入数据预取机制来隐藏磁盘I/O延时,进一步提高绘制性能.实验结果表明,该算法在绘制速度与细节保留上均优于同类MRMM算法.  相似文献   

7.
以三维网格模型的微分几何信息为依据,结合视点相关和视点无关的线绘制方法,提出一种基于GPU的实时绘制算法.基于视点曲率在图像空间中计算提取视点相关特征线,同时利用风格化纹理和主曲率信息绘制视点无关特征线.根据三维模型信息与预设计的风格化纹理,在像素着色器中对视点相关和视点无关的2类特征信息进行计算,然后结合两者结果得到令人满意的绘制结果.实验结果表明,由于所有计算在图像空间由GPU并行完成,可以高效地提取特征线;采用风格化纹理的设计增加了图像空间风格化绘制的可控性,弥补了图像空间算法的风格化可控性差的缺点.此外,文中算法不仅可以进行实时的风格化线绘制,以该算法为基础还可以进行进一步的艺术仿真,如国画的模拟等.  相似文献   

8.
针对3维统计特征对模型几何信息描述过于弱化的问题,提出了一种基于3维模型的多视点深度图的几何统计特征提取方法.因为模型库中的每个3维模型的多视点深度图经过相位傅里叶变换后,就可以得到对应3维模型表面面片的法向方向和面片面积大小的2维统计直方图,而且查询模型通过主元分析方法还可得到一个最佳视点深度图和相应的2维统计直方图,所以可通过与模型库的多视点统计直方图进行匹配计算来实现3维模型的相似性匹配和检索.实验表明,该方法对模型的简化是鲁棒的,并具有平移、尺度和旋转不变性,这就很好地解决了3维统计特征对模型几何信息过于弱化的问题,并适合模型的粗分类.  相似文献   

9.
利用GPU的强大浮点数计算能力和并行处理能力,提出一种完全基于GPU的视点相关自适应细分内核进行快速细分计算的方法.在GPU中,依次实现视点相关的面片细分深度值计算、基于基函数表的细分表面顶点求值、细分表面绘制等核心步骤,无须与CPU端系统内存进行几何数据交换.视点相关的自适应细分准则在表面绘制精度保持不变的情况下,有效地降低了细分表面的细分深度和细分的计算量,在此基础上完全基于GPU的细分框架使得曲面细分具有快速高效的特点.该方法还可以在局部重要细节用较大深度值进行实时自适应细分,以逼近极限曲面.  相似文献   

10.
在主流个人计算机硬件条件下,为加速百万以上三角面片构成的复杂稠密几何模型的绘制速度,综合基于几何的建模与绘制方法GBMR和基于点的建模与绘制方法PBMR的优点,提出了一种同时使用三角面片和点作为基本单元进行对象建模与绘制的点面混合方法.在预处理阶段,对模型表面进行网格分割,存储子块三角面片和顶点点云数据,同时对顶点点云按顶点重要度排序并序列化为线性结构.在实时绘制阶段,进行视相关的裁剪和背面剔除,不同子块按视点距离分别由三角形或点进行绘制.以上过程充分利用图形处理单元GPU,实现了基于GPU的点面混合的对象连续多分辨率绘制,有效地提高了复杂模型的绘制效率.  相似文献   

11.
While most mesh streaming techniques focus on optimizing the transmission order of the polygon data,few approaches have addressed the streaming problems by using geometry images(GIM).In this paper,we present a new approach which firstly partitions a mesh into several surface patches,then converts these patches into multi-chart geometry images(MCGIM).After resampling the MCGIM and normal map atlas are obtained,we hierarchically construct the regular geometry image representation by adopting the quadtree structure.In this way,the encoded nodes can be transmitted in arbitrary order with high transmission flexibility.Also,the rendering quality of the partially transmitted models can be greatly improved by using the normal texture atlas.Meanwhile only the geometry on the silhouette to the current viewpoint are required to be refined and transmitted,therefore the amount of data is minimized for transferring each frame.In particular,our approach also allows users to encode and transmit the mesh data via JPEG2000 technique.Therefore,our mesh streaming method is suitable for transmitting 3D animation models with use of Motion JPEG2000 videos.Experimental results have demonstrated the effectiveness of our approach,which enables one server to stream the MCGIM texture atlas to the clients.Also,the transmitted model can be rendered in a multiresolution manner by GPU acceleration on the client side,due to the regular geometry structure of MCGIM.  相似文献   

12.
Computer graphics and computer-aided design communities prefer piecewise spline patches to represent surfaces. But keeping the smoothness between the adjacent patches is a challenging task. In this paper, we present a method for stitching several surface patches, which is a key step in complicated surface modeling, with polynomial splines over hierarchical T-meshes (PHT-spline for short). The method is simple and can be easily applied to complex surface modeling. With the method, spline surfaces can be constructed efficiently and adaptively to fit genus-zero meshes after their spherical parameterization is obtained, where only small sized linear systems of equations are involved.  相似文献   

13.
Focusing on the semi-arid and highly disturbed landscape of San Clemente Island (SCI), California, we test the effectiveness of incorporating a hierarchical object-based image analysis (OBIA) approach with high-spatial resolution imagery and canopy height surfaces derived from light detection and ranging (lidar) data for mapping vegetation communities. The hierarchical approach entailed segmentation and classification of fine-scale patches of vegetation growth forms and bare ground, with shrub species identified, and a coarser-scale segmentation and classification to generate vegetation community maps. Such maps were generated for two areas of interest on SCI, with and without vegetation canopy height data as input, primarily to determine the effectiveness of such structural data on mapping accuracy. Overall accuracy is highest for the vegetation community map derived by integrating airborne visible and near-infrared imagery having very high spatial resolution with the lidar-derived canopy height data. The results demonstrate the utility of the hierarchical OBIA approach for mapping vegetation with very high spatial resolution imagery, and emphasizes the advantage of both multi-scale analysis and digital surface data for accurately mapping vegetation communities within highly disturbed landscapes.  相似文献   

14.
Traditionally, Radiosity algorithms have been restricted to scenes made from planar patches. Most algorithms for computing form factors and the subdivision criterion for hierarchical methods implicitly assume planar patches. In this paper, we present a new radiosity algorithm that is solely based on simple geometric information about surface elements, namely their bounding boxes and cone of normals. Using this information allows to compute efficient error bounds that can be used for the subdivision oracle and for computing the energy transfer. Due to the simple interface to geometric objects, our algorithm not only allows for computing illumination on general curved surfaces, but it can also be directly applied to a hieararchy of clusters. Several examples demonstrate the advantages of the new approach.  相似文献   

15.
Tool path planning for compound surfaces in spray forming processes   总被引:3,自引:0,他引:3  
Spray forming is an emerging manufacturing process. The automated tool planning for this process is a nontrivial problem, especially for geometry-complicated parts consisting of multiple freeform surfaces. Existing tool planning approaches are not able to deal with this kind of compound surface. This paper proposes a tool-path planning approach which optimizes the tool motion performance and the thickness uniformity. There are two steps in this approach. The first step partitions the part surface into flat patches based on the topology and normal directions. The second step determines the tool movement patterns and the sweeping directions for each flat patch. Based on the above two steps, optimal tool paths can be calculated. Experimental tests are carried out on automotive body parts and the results validate the proposed approach. Note to Practitioners-This paper was motivated by the problem of automatically planning tool paths for spray forming using Programmable Powdered Preforming Process (P4) technology. However, the proposed approach can be applied to other surface manufacturing applications such as spray painting, spray cleaning, rapid tooling, etc. Existing tool planning approaches are not able to handle complicated, multi-patch surfaces. This paper proposes a methodology to partition complicated surfaces into easy-to-handle patches and generate tool paths with optimized thickness uniformity and tool motion performance. We tested the approach using simulation on sample automotive body parts and proved its feasibility. However, this approach requires that the parts to be sprayed belong to the sheet-metal type so that the part geometry can be analyzed on a plane. In our future research, we will run physical tests on actual parts and investigate the deposition effects on the thickness uniformity.  相似文献   

16.
一种体数据面绘制算法   总被引:4,自引:1,他引:3  
三维标量场可视化技术不仅可以绘制等值面,而且可以模拟X线的透射效果,文中以彩色分割医学图像为背景讨论了体数据的表面绘制算法;应用势函数原理,给出了一种新、快速有效的法向计算公式,并给出部分实现细节;最后,应用光线投射原理,绘制出彩色图像空间中物体表面的高度真实感图形。  相似文献   

17.
We study the difficult problem of deciding if parts of a freeform surface can be generated, or approximately generated, by the motion of a planar profile through space. While this task is basic for understanding the geometry of shapes as well as highly relevant for manufacturing and building construction, previous approaches were confined to special cases like kinematic surfaces or “moulding” surfaces. The general case remained unsolved so far. We approach this problem by a combination of local and global methods: curve analysis with regard to “movability”, curve comparison by common substring search in curvature plots, an exhaustive search through all planar cuts enhanced by quick rejection procedures, the ordering of candidate profiles and finally, global optimization. The main applications of our method are digital reconstruction of CAD models exhibiting sweep patches, and aiding in manufacturing freeform surfaces by pointing out those parts which can be approximated by sweeps.  相似文献   

18.
Compact Models     
Development of approximation techniques for highly detailed surfaces is one of the challenges faced today. We introduce a new mesh structure that allows dense triangular meshes of arbitrary topology to be approximated. The structure is constructed from the information gathered during a simplification process. Each vertex of the simplified model collects a neighbourhood of input vertices. Then, each neighbourhood is fitted by a set of local surfaces taking into account the sharp features detected. The simplified model plus the parameters of these local surfaces, conveniently stored in a file, is what we call Compact Model (CM). The input model can be approximated from its CM by refining each triangle of the simplified model. The main feature of our approach is that each triangle is refined by blending the local surfaces at its vertices, which can be done independently of the others. Consequently, adaptive reconstructions are possible, local shape deformations can be incorporated and the whole approximation process can be completely parallelized.  相似文献   

19.
We present a novel approach for real-time rendering Loop subdivision surfaces on modern graphics hardware. Our algorithm evaluates both positions and normals accurately, thus providing the true Loop subdivision surface. The core idea is to recursively refine irregular patches using a GPU compute kernel. All generated regular patches are then directly evaluated and rendered using tile hardware tessellation unit. Our approach handles triangular control meshes of arbitrary topologies and incorporates common subdivision surface features such as semi-sharp creases and hierarchical edits. While surface rendering is accurate up to machine precision, we also enforce a consistent bitwise evaluation of positions and normals at patch boundaries. This is particularly useful in the context of displacement mapping which strictly requires inatching surface normals. Furthermore, we incorporate efficient level-of-detail rendering where subdivision depth and tessellation density can be adjusted on-the-fly. Overall, our algorithm provides high-quality results at real-time frame rates, thus being ideally suited to interactive rendering applications such as video games or authoring tools.  相似文献   

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