共查询到20条相似文献,搜索用时 53 毫秒
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Fractal图形学是计算机图形学中近年来产生并发展得十分迅速的一个领域,它在复杂自然景象的图形生成方面已经取得明显的效果。本文概述了Fractal图形学的研究对象及其数学基础——Fractal几何学,并着重介绍了Fractal图形学中构造模型的主要目标和几个方法:随机插值模型、粒子系统模型、正规文法模型和迭代函数系统模型。 相似文献
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基于狭义相对论的新光线跟踪算法 总被引:4,自引:0,他引:4
传统计算机图形学绘制算法建立在经典牛顿力学基础上,无法模拟高速运动物体的独特视觉现象.本文按照狭义相对论原理,应用Java面向对象技术,构造了惯性参照系、摄像机、物体、光源、材料和纹理等新的场景对象.通过创建求交、跟踪、照射、测试和阴影等虚拟光线事件,方便地实现了融时空伸缩和多谱勒效应于一体的新光线跟踪算法.揭示了摄像机、物体和光源处于多个不同惯性参照系时的相对论全方位反射、折射和阴影等全新的光照效果. 相似文献
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一种新的层次包围盒方法 总被引:1,自引:0,他引:1
在计算机图形学中,经常碰到这样的问题:给定平面或空间上的一系列景物,判断一条直线是否与这些景物的其中一个相交,或者更进一步地,如果相交的话,它与哪 些景物相交。这个问题在隐茂线消除、隐茂面消除、光线跟踪算法等图形学基本算法中具有普遍意义。 相似文献
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应广大读者的要求,希望本刊开设计算机图形学讲座,经过一段时间的准备,本期开始第一讲,介绍图形学及其研究对象,重点是图形算法;第二讲着重介绍图形软件标准 GKS和微机绘图软件包 AutoCAD;第三讲着重介绍工程图形数据库及其应用实例。 相似文献
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本文主要介绍FSMTS中所采用的Sweeping体素的离散化原理。首先讨论了体素离散化的“拓扑有效性”和精度要求,并在此基础上提出了依据主曲率控制离散点密度的方法。其次研究了离散化过程中的三种活动标架,提出了在扫动过程中如何描述截面变化规律的各种策略。最后推导出Sweeping体的合法性检验判据。 相似文献
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A method for generating a smooth voxelbased model from an arbitrary polygon mesh is presented. It is based on a polygonal subdivision process which takes an irregular polygon mesh as input and creates a finer and smoother mesh. The mesh is recursively refined down to or close to the voxel level, and then voxelized (digitized) into a voxel-based representation. A local subdivision approach has been developed in order to ease the computationally expensive subdivision process. The voxelization of the mesh maintains topological and fidelity requirements which are pre-defined and application dependent. 相似文献
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Voxelization of solids, that is the representation of a solid by a set of voxels that approximates it, is an operation with
important applications in fields like solid modeling, physical simulation or volume graphics. Moreover, the new generation
of affordable 3D raster displays has renewed the interest on fast voxelization algorithms, as the scan-conversion of a solid
is a basic operation on these devices.
In this paper a hardware accelerated method for computing a voxelization of a polyhedron is presented. The algorithm is simple,
efficient, robust and handles any kind of polyhedron (self-intersecting, with or without holes, manifold or non-manifold).
Three different implementations are described in detail. The first is a conventional implementation in the CPU, the second
is a hardware accelerated implementation that uses standard OpenGL primitives, and the third exploits the capabilities of
modern GPUs by using vertex programs. 相似文献
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立体可视化是90年出现的可视化及计算机图形学的一个重要领域。立体可视化质变计算机图形学带来了一场革命,并在其众多的应用领域中取得了突破性进展,不仅容易实现图形演示的虚拟真实性(灵境),而且可以将视野深入至复杂物体的内部世界,文语文介绍立体可视化技术的原理,立体数据的生成,处理及演示。 相似文献
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Normal estimation in 3 D discrete space 总被引:4,自引:0,他引:4
Three-dimensional voxel-based objects are inherently discrete and do not maintain any notion of a continuous surface or normal values, which are crucial for the simulation of light behavior. Thus, in volume rendering, the normal vector of the displayed surfaces must be estimated prior to rendering. We survey several methods for normal estimation and analyze their performance. One unique method, the context-sensitive approach, employs segmentation and segment-bounded operators that are based on object and slope discontinuities in order to achieve high fidelity normal estimation for rendering volumetric objects. 相似文献
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Several optimization techniques have been proposed to improve the speed of direct volume rendering. A hierarchical representation
formed by an octree is a data structure to skip over transparent regions while requiring little preprocessing and data storage.
However, in order to skip over an octant estimated to be transparent (a transparent octant), the distance from a boundary
to another boundary of the octant should be calculated. Because the distance computation is expensive, we propose a precomputed
data structure, the distance template, which stores direction and distance values from one boundary voxel on a face to all
the boundary voxels on the remaining five faces. In the rendering step, if a ray reaches a transparent octant, it leaps over
the octant by referring to the stored distance value. 相似文献
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为了解决图形处理过程中出现的锯齿问题,本文提出了一种高效的光线追踪等价划分反锯齿算法。算法通过计算相邻像素采样点间颜色偏差,对偏差超过阈值的边界采样点进行递归划分为更小的不规则区域,对偏差小于阈值的采样点不进行分解,用中点颜色取代区域颜色,保证反锯齿效果同时减少采样点的个数。进过仿真实验表明本文算法反锯齿效果与超采样反锯齿效果相同,但采样点数减少39.70%,计算效率提高43.26%。 相似文献
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计算流动显示——概念,原理及实现 总被引:5,自引:1,他引:4
计算流动显示是近年来在流体领域出现的一个新的研究方向,是计算流体力学、实验流体力学和科学计算可视化等领域的结合。本文介绍了其概念和原理,描述了一种简单高效的基于光线投射方法的光线跟踪方法,用于构造计算流场的干涉图、阴影图和纹影图,并给出了计算与实验结果的比较。 相似文献
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Sema Koç Author Vitae Ulus Çevik Author Vitae 《Computers & Electrical Engineering》2004,30(4):245-255
This paper presents a new approach for the voxelization of volumetric scene graphs. The algorithm generates slices of each primitive intended to be voxelized using an FPGA based pixel processor. The Blist representation is used for the volume scene tree which reduces storage requirement for each voxel to the log(H+1) bits. The most important advantage of this voxelization algorithm is that any volume scene tree expression can be evaluated without using any computation or stack. Also the algorithm is not object specific, i.e. the same algorithm can be used for the voxelization of different types of objects (convex and concave objects, polygons, lines and surfaces). 相似文献
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一种实体纹理的设计方法和实现 总被引:6,自引:0,他引:6
一个实用的实体纹理系统不仅应用有清晰的模型,还要求纹理的效果丰富,易于扩展和实现,本文在分析实体纹理的概念和计算原理的基础上,给出了一种将实体纹理分三步实现的方案,然后纹理参数进行了分类,给出了一个纹理数据结构的组织方法,最后讨论了这种方案的实际应用。 相似文献
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铸造充型过程流场模拟会产生数以万计的数据,如温度、压力等标量,速度等矢量,这些数据场的显示是铸造充型过程流场模拟的关键问题之一,也是计算机图形学的研究热点。文中采用体视技术显示铸件的充型过程,其图形清晰生动,既能体现铸件的整体感,又能显示流场的内部细节。 相似文献