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多边形网格融合
Mesh Fusion
【作者】 刘刚;
【导师】 金小刚;
【作者基本信息】 浙江大学 , 计算机应用, 2003, 硕士
【摘要】 多边形网格融合技术是因影视游戏等娱乐业蓬勃发展而驱动的一个新兴的研究课题。它的目的是在基于多边形网格的几何造型的框架下,用已有的物体模型构造出兼有它们特点的新模型。目前国际主流的算法有两个主要缺陷:第一,不能快速地对大规模、稠密的多边形网格进行融合;第二,现有的网格融合方法都存在拓扑上的限制。我们针对这两个缺陷展开了工作,对多边形网格融合算法进行了进一步的研究,对这两个问题给出了自己的解决方案。 本文的整体架构如下: □ 在第一章中,介绍了和我们工作密切相关的计算机图形学中的基本知识,以及当前领域的研究动向,逐一分析了国际主流算法的优缺点,并阐述了我们自己的创新思路。 □ 在第二章中,我们提出了基于局部调和映射的网格融合方法。该章详细分析了Kanai算法的基本步骤,并对其加以改进。与原有的基于全局调和映射的融合方法相比,新方法具有以下优点:(1)算法效率大幅度提升,求解时间不再随融合模型顶点数的增加而指数增长;(2)减少了二维网格拓扑合并中奇异情况出现的概率,提高了算法的稳定性;(3)被剪切网格的细节得到完整保留;(4)消除了原算法对融合区域拓扑的限制。 □ 在第三章中,我们提出了基于变分曲面插值的网格融合方法。该方法通过在待融合物体间构造过渡物体,实现了待融合物体边界拓扑不相同情况下的网格融合。 □ 在第四章中,我们介绍了如何解决在上面两个算法的实现过程中碰到的一些交互问题。我们还把我们的方法与当前流行的算法进行了比较。 □ 在第五章中,我们对全文进行了总结,以及对下一步工作的展望。
【Abstract】 This paper focuses on mesh fusion,a new developing research branch driven by the vigorously growing entertainment industry such as movie,TV and game. The purpose of the research is to create a new model from existing geometric models with their characteristics. The existing mesh fusion methods have two disadvantages. Firstly,they cannot deal with dense meshes. Secondly,they have the topological restrictions. In this paper,we proposed some new solutions to these problems with satisfactory results.The whole framework of the paper is organized as follows:In chapter one,we introduce the computer graphics knowledge and research tendency closely related to the subject. We analyzed the advantages and disadvantages of the existing algorithms one by one,and presented the innovative contribution of the paper.In chapter two,we propose a mesh fusion algorithm base on local harmonic mapping. Compared with the global harmonic mapping method,this approach has the following advantages. (1) The efficiency of the algorithm is greatly improved. The computational cost involved no longer increases exponentially with the number of vertices of the meshes to be fused. (2) The algorithm is robust as the ambiguity in graph structure combination is alleviated. (3) The detail of the cut mesh is fully kept. (4) The topology restriction of the original algorithm is eliminated.In chapter three,we propose a mesh fusion algorithm base on variational implicit surface. By constructing a transition object between the objects to be fused,this method overcomes the topological restrictions. In chapter four,we introduce the implementation of the interactive task in chaptertwo and three. Finally,we conclude this dissertation and discuss some directions for future work.
【Key words】 mesh fusion; harmonic mapping; cut-and-paste; variational implicit surface; graph structure combination;
- 【网络出版投稿人】 浙江大学 【网络出版年期】2003年 01期
- 【分类号】TN919.8
- 【被引频次】4
- 【下载频次】262