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1.
We propose a method for interactive cloning of 3D surface geometry using a paintbrush interface, similar to the continuous cloning brush popular in image editing. Existing interactive mesh composition tools focus on atomic copy‐and‐paste of preselected feature areas, and are either limited to copying surface displacements, or require the solution of variational optimization problems, which is too expensive for an interactive brush interface. In contrast, our GeoBrush method supports real‐time continuous copying of arbitrary high‐resolution surface features between irregular meshes, including topological handles. We achieve this by first establishing a correspondence between the source and target geometries using a novel generalized discrete exponential map parameterization. Next we roughly align the source geometry with the target shape using Green Coordinates with automatically‐constructed cages. Finally, we compute an offset membrane to smoothly blend the pasted patch with C continuity before stitching it into the target. The offset membrane is a solution of a bi‐harmonic PDE, which is computed on the GPU in real time by exploiting the regular parametric domain. We demonstrate the effectiveness of GeoBrush with various editing scenarios, including detail enrichment and completion of scanned surfaces.  相似文献   

2.
Mesh geometry can be used to model both object shape and details. If texture maps are involved, it is common to let mesh geometry mainly model object shapes and let the texture maps model the most object details, optimising data size and complexity of an object. To support efficient object rendering and transmission, model simplification can be applied to reduce the modelling data. However, existing methods do not well consider how object features are jointly represented by mesh geometry and texture maps, having problems in identifying and preserving important features for simplified objects. To address this, we propose a visual saliency detection method for simplifying textured 3D models. We produce good simplification results by jointly processing mesh geometry and texture map to produce a unified saliency map for identifying visually important object features. Results show that our method offers a better object rendering quality than existing methods.  相似文献   

3.
Mesh topologies are important for large-scale peer-to-peer systems that use low-power transceivers. The Quality of Service (QoS) in such systems is known to decrease as the scale increases. We present a scalable approach for dissemination that exploits all the shortest paths between a pair of nodes and improves the QoS. Despite the presence of multiple shortest paths in a system, we show that these paths cannot be exploited by spreading the messages over the paths in a simple round-robin manner; nodes along one of these paths will always handle more messages than the nodes along the other paths. We characterize the set of shortest paths between a pair of nodes in regular mesh topologies and derive rules, using this characterization, to effectively spread the messages over all the available paths. These rules ensure that all the nodes that are at the same distance from the source handle roughly the same number of messages. By modeling the multihop propagation in the mesh topology as a multistage queuing network, we present simulation results from a variety of scenarios that include link failures and propagation irregularities to reflect real-world characteristics. Our method achieves improved QoS in all these scenarios.  相似文献   

4.
三角网格分割综述   总被引:5,自引:1,他引:4       下载免费PDF全文
三角网格分割是数字几何处理的重要问题之一,从分割驱动信号、分割类型、分割策略、算法复杂度、适用范围等方面对典型的网格分割算法如迭代聚类法、区域生长算法、分水岭算法、层次分解或合并法、谱分析法、骨架方法等进行了详细的比较和论述。并结合实际工作,对网格分割的研究趋势进行了展望。  相似文献   

5.
In this paper, a new free-form shape deformation approach is proposed. We combine a skeleton-based mesh deformation technique with discrete differential coordinates in order to create natural-looking global shape deformations. Given a triangle mesh, we first extract a skeletal mesh, a two-sided Voronoibased approximation of the medial axis. Next the skeletal mesh is modified by free-form deformations. Then a desired global shape deformation is obtained by reconstructing the shape corresponding to the deformed skeletal mesh. The reconstruction is based on using discrete differential coordinates. Our method preserves fine geometric details and original shape thickness because of using discrete differential coordinates and skeleton-based deformations. We also develop a new mesh evolution technique which allow us to eliminate possible global and local self-intersections of the deformed mesh while preserving fine geometric details. Finally, we present a multi-resolution version of our approach in order to simplify and accelerate the deformation process. In addition, interesting links between the proposed free-form shape deformation technique and classical and modern results in the differential geometry of sphere congruences are established and discussed.  相似文献   

6.
Easy Mesh Cutting   总被引:2,自引:0,他引:2  
  相似文献   

7.
针对现有三角网格模型块分割方法普遍存在计算复杂度高,无法体现工程意义,综合效果不理想,不满足Web环境下高效快速分割等问题,提出一种面向Web环境的简单高效的三角网格模型分割方法。根据高斯曲率和平均曲率特性划分出网格模型的凹区域,在凹区域中依据最小负曲率阈值提取凹特征区域,结合区域中心特征线提取方法以及边界线闭合和优化算法构造出闭合分割线,通过分割线将三角网格模型分割成有意义的分块。依托开源数字几何处理软件MeshLabJS,运用WebGL的几何处理及图形渲染功能,在普林斯顿标准数据集和COSEG形状数据集上进行算法测试,验证所提方法能够在Web环境下快速、高效、有意义地分割三维模型。  相似文献   

8.
一种保持特征的三角网格光顺方法   总被引:1,自引:0,他引:1  
网格光顺是逆向工程中一种常用的数据处理手段,其主要目的是为了减少网格模型中的噪声,提高网格模型的质量。但网格上的一些特征常常会在光顺时丢失。如何在光顺时保持网格模型的特征成为提高光顺质量的一个关键问题。在实现常用光顺方法的基础上,该文提出了一种能较好保持网格特征的自适应光顺方法,通过对特征进行判断,根据网格顶点的不同性质对其采用不同的操作方法以达到光顺和保持特征的目的。  相似文献   

9.
We present a novel progressive painting‐based mesh cut out tool, called Paint Mesh Cutting, for interactive mesh segmentation. Different from the previous user interfaces, the user only needs to draw a single stroke on the foreground region and then obtains the desired cutting part at an interactive rate. Moreover, the user progressively paints the region of interest using a brush and has the instant feedback on cutting results as he/she drags the mouse. This is achieved by efficient local graph‐cut based optimizations based on the Gaussian mixture models (GMM) on the shape diameter function (SDF) metric of the shape. We demonstrate a number of various examples to illustrate the flexibility and applicability of our system and present a user study that supports the advantages of our user interface.  相似文献   

10.
目的 本文提出一种网格实时编辑方法,能够实现精确的参数化区域选择来对网格进行复制粘贴操作。方法 首先通过提供给用户的笔刷在网格上选择感兴趣区域,通过半边结构遍历和种子填充算法精确指定参数化区域;在遍历过程中加入一个距离场限制,然后使用平面中值坐标方法对被复制区域进行变形处理;最后将被复制区域和目标网格进行无缝融合,恢复三维形状。结果 实验表明本文提出的方法能够对高曲率和凸长网格进行有效编辑,复制得到的模型能够符合需求,并且鲁棒稳定。结论 泊松方程结合平面中值坐标的网格实时编辑方法,能够实现精确的参数化区域选择对网格进行复制粘贴操作。通过与已有的网格克隆方法相比较,该方法具有很好的鲁棒性并且效果良好。  相似文献   

11.
该文根据无线Mesh网络节点间的均衡特性,研究了网络在TDD方式下时延问题的影响。参考GSM网络中的TA(时间提前量)的方法,分析了TA方案在Mesh结构下的不适应性,以及提出了基于TA思想的改进方案使之适应Mesh特殊的网络结构。  相似文献   

12.
We developed a knowledge-based system GENMAI (Artificial Intelligence Mesh GENerator) to auto-generate two-dimensional structured meshes. GENMAI is easily applicable to various kinds of application domains. Mesh generation is one of the major tasks confronted in computational simulation. The quality of generated meshes affects computational accuracy and computing time. Since various kinds of domain knowledge are needed to generate high quality structured meshes, the knowledge-based approach has been found effective and successful. Before designing GENMAI, we analyzed mesh generation jobs in plastic deformation analysis and computational fluid dynamics. Then, we formulate GENMAI so that it searches feasible plural divided patterns combinatorially and selects the best pattern. The characteristics of GENMAI are as follows: the meta-inference mechanism and its knowledge representation are widely applicable to various kinds of application domains; and plural patterns can be efficiently obtained at the same time by a search technique based on global dependency and local dependency. We applied GENMAI to forging simulation and developed AI-FESTE, which integrated a rigid-plastic deformation analysis program and GENMAI. Forging designers can easily decide shapes of a forging product and dies and also plan the forming sequence using AI-FESTE. AI-FESTE automates a series of forging analysis operations and shortens the execution time from 1 or 2 day(s) to a few hours. As a result, not only can AI-FESTE shorten the turn-around time, but it can improve the quality of product and die design.  相似文献   

13.
使用标记点在源和目标间建立关联;然后根据源标记点移动目标标记点,非标记点在标记点的基础上进行变换;最后采用改进的约束方程对结果进行后处理,得到光滑变形结果.该方法不仅适合动画制作初学者,而且可以很容易扩展到非结构化表示的三维模型中,具有良好的通用性.  相似文献   

14.
15.
散乱数据的网格重建是数字几何处理的基础性技术之一.本文提出一种快速增量式散乱点云网格重建算法,运用波前( Wave Front)方法渐进地由点云数据生成物体表面的网格模型.该算法以一个”种子”三角形初始化搜索队列,以逐渐生成的新边为搜索元素,借助Kd-树空间划分技术和搜索约束条件,快速完成优化点的评估及三角面片重建,可在保证网格质量的同时,过滤部分对重建效果意义不大的点.实验表明,该算法能够高效、可靠地生成具有不同几何复杂度的原始曲面二维流形三角网格逼近,适用于海量数据点的网格重建.  相似文献   

16.
勾画式泊松网格编辑   总被引:1,自引:0,他引:1  
结合勾画式自由变形方法简单直观易用的优点和基于微分方程的网格变形方法能够保持形变物体几何细节的性质,提出一种勾画式的泊松网格编辑方法.通过允许目标勾画线和参照勾画线不必位于相同的相机平面,把原有的二维勾画变形推广至三维,并提出了一组完整的变形操作.这些变形操作根据参照勾画线与目标勾画线决定了一系列的局部变换,并由这些局部变换产生出用户希望的梯度场,最终根据用户需要的梯度场重建出变形后的三维模型.丰富的编辑实例表明了该方法具有直观便捷的交互特点.  相似文献   

17.
网格切割在图形处理领域有着广泛的应用,为了更加有效和简单地得到同胚于圆盘的开网格,提出一种基于泊松标量场的三角网格切割算法.对于给定的任意网格,通过求解泊松方程构造标量场来选取临界点,并采用最速下降法给出临界点到边界或者初始点的切割路径;对于亏格不为零的网格,基于Morse理论,通过构造一个调和标量场来得到鞍点,并将它们连接到边界.该方法把任意亏格网格切割成与圆盘同胚的单边界网格,减小了在网格展开过程中产生的扭曲.实验结果表明,在给定临界点的情况下,采用文中算法得到的切割路径能很好地逼近最短路径,而且不受网格限制,适用于任意亏格的开或闭网格.  相似文献   

18.
网格建模是数字几何处理领域的基础性研究问题.为了提高网格建模的简便性和鲁棒性,首先提出了一种非线性的引导滤波算法.滤波过程在法向域进行,滤波后的法向是引导网格法向的局部二次变换;然后,应用上述算法研究了建模方面的2个重要问题:网格去噪和网格平滑,其中的难点在于如何构造合适的引导网格.针对去噪问题,每次迭代时利用双边法向滤波得到引导网格;针对平滑问题,引导网格以高斯滤波结果作为初始值,进而结合原始网格不断进行更新;最后,在形状复杂或特征丰富的网格模型上进行了去噪、平滑等实验,结果表明,该算法简单实用、鲁棒,去噪时能够有效地去除强噪声,保持模型的几何特征;平滑时能够提取出中小尺度的特征,保留大尺度的特征.  相似文献   

19.
Many tasks in geometry processing are modelled as variational problems solved numerically using the finite element method. For solid shapes, this requires a volumetric discretization, such as a boundary conforming tetrahedral mesh. Unfortunately, tetrahedral meshing remains an open challenge and existing methods either struggle to conform to complex boundary surfaces or require manual intervention to prevent failure. Rather than create a single volumetric mesh for the entire shape, we advocate for solid geometry processing on deconstructed domains, where a large and complex shape is composed of overlapping solid subdomains. As each smaller and simpler part is now easier to tetrahedralize, the question becomes how to account for overlaps during problem modelling and how to couple solutions on each subdomain together algebraically. We explore how and why previous coupling methods fail, and propose a method that couples solid domains only along their boundary surfaces. We demonstrate the superiority of this method through empirical convergence tests and qualitative applications to solid geometry processing on a variety of popular second‐order and fourth‐order partial differential equations.  相似文献   

20.
Recent Advances in Mesh Morphing   总被引:12,自引:0,他引:12  
Meshes have become a widespread and popular representation of models in computer graphics. Morphing techniques aim at transforming a given source shape into a target shape. Morphing techniques have various applications ranging from special effects in television and movies to medical imaging and scientific visualization. Not surprisingly, morphing techniques for meshes have received a lot of interest lately.
This work sums up recent developments in the area of mesh morphing. It presents a consistent framework to classify and compare various techniques approaching the same underlying problems from different angles.  相似文献   

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