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改進(jìn)的光滑自由變形及其應(yīng)用

發(fā)布時(shí)間:2018-03-25 06:14

  本文選題:光滑自由變形 切入點(diǎn):保留尖銳特征 出處:《浙江大學(xué)》2017年碩士論文


【摘要】:在幾何建模和計(jì)算機(jī)動(dòng)畫(huà)中,空間變形是幾何外形編輯和柔性體動(dòng)畫(huà)生成的關(guān)鍵技術(shù)之一。其中,最具代表性的技術(shù)是自由變形。由于其簡(jiǎn)單易用、功能強(qiáng)大,已經(jīng)被集成到很多商業(yè)軟件中,例如:3DS Max、Maya、Softimage XSI等。本文針對(duì)目前自由變形方法中存在的幾何采樣、算法的通用性和魯棒性等問(wèn)題,提出了改進(jìn)的光滑自由變形方法。首先,在光滑自由變形的框架下,提出了一種新的三角形分割算法—均勻剖分算法。該算法在模型空間而不是樣條的參數(shù)空間中對(duì)三角形進(jìn)行剖分,使產(chǎn)生的子三角形的形狀盡可能接近正三角形,且它們的面積盡可能相等。與已有的方法相比,新方法可以在GPU中并行實(shí)現(xiàn),并且使得變形算法魯棒。其次,針對(duì)傳統(tǒng)加速算法依賴(lài)于NVIDIA GPU的局限性,本文提出了基于OpenGL的改進(jìn)光滑自由變形方法,采用OpenGL中通用計(jì)算功能Compute Shader實(shí)現(xiàn)算法中的計(jì)算密集部分。在保證算法通用性的同時(shí),盡可能地提高了算法的計(jì)算效率。同時(shí),我們將本文算法應(yīng)用于移動(dòng)平臺(tái)的三維建模應(yīng)用—"哇陶"中,驗(yàn)證了方法的跨平臺(tái)通用性,探索了在資源有限的硬件環(huán)境中,自由變形算法實(shí)現(xiàn)三維模型外形編輯的可行性。最后,我們將本文算法與精確自由變形、光滑自由變形等方法進(jìn)行了全方位的對(duì)比和分析,證明了本文方法可以在生成高質(zhì)量物體變形的前提下,具有高效、魯棒和平臺(tái)獨(dú)立的優(yōu)勢(shì),擴(kuò)展了自由變形方法的應(yīng)用范圍。
[Abstract]:In geometric modeling and computer animation, spatial deformation is one of the key techniques in geometric shape editing and flexible body animation generation. It has been integrated into many commercial software, such as: 3DS MaxMayaer Softimage XSI, etc. In this paper, an improved smooth free deformation method is proposed to solve the problems of geometric sampling, universality and robustness of the algorithm. In the framework of smooth free deformation, a new triangle segmentation algorithm, uniform triangulation algorithm, is proposed, which divides triangles in the model space, not in the parameter space of the spline. The shape of the generated sub-triangles is as close as possible, and their area is as equal as possible. Compared with the existing methods, the new method can be implemented in GPU in parallel, and makes the deformation algorithm robust. In view of the limitation of traditional acceleration algorithm relying on NVIDIA GPU, this paper proposes an improved smooth free deformation method based on OpenGL, which uses the general computing function of OpenGL, Compute Shader, to realize the computational dense part of the algorithm. It ensures the generality of the algorithm at the same time. At the same time, we apply the algorithm to the 3D modeling application of mobile platform-"Wattao", which verifies the cross-platform generality of the method, and explores the hardware environment with limited resources. Free deformation algorithm is feasible to realize 3D model shape editing. Finally, we compare and analyze the algorithm with accurate free deformation, smooth free deformation and so on. It is proved that the proposed method has the advantages of high efficiency, robustness and platform independence on the premise of generating the deformation of high quality objects, and extends the application of the free-form deformation method.
【學(xué)位授予單位】:浙江大學(xué)
【學(xué)位級(jí)別】:碩士
【學(xué)位授予年份】:2017
【分類(lèi)號(hào)】:TP391.41

【參考文獻(xiàn)】

相關(guān)期刊論文 前1條

1 CUI Yuan-min;FENG Jie-qing;;Real-time accurate Free-Form Deformation in terms of triangular Bézier surfaces[J];Applied Mathematics:A Journal of Chinese Universities(Series B);2014年04期

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本文編號(hào):1661888

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