Finally, the convexity-concavity of the closed curve is detected . in the end, choi's pair-wise offset of polygon algorithm is improv ed based on the proposed curve intersection algorithm 文章最后完善了choi多邊形等距偏移算法,并把本文提出的封閉曲線求交方法應(yīng)用其中,用于自交點的確定。
For the closed-curves consist of arcs and line segments, we present a fast approach to find intersections of closed-curve by extending park's polygonal chains intersection algorithm 對于圓弧和直線段組成的封閉曲線求交,本文通過拓展park多邊形鏈求交方法提出了一個圓弧和直線段組成的封閉曲線求交方法。
(1 ) presents a grid-based intersection algorithm of parametric surface and plane, which is characterized by effectiveness and conciseness, and has been successfully implemented in the rp data processing software 所作的主要工作如下:(1)提出一種基于網(wǎng)格劃分的參數(shù)曲面與平面求交算法。這種算法簡單、實用,已成功地應(yīng)用于基于cad模型直接分層的rp數(shù)據(jù)處理軟件中。
In some time-critical situation, continuous ssi is computation bottleneck of some solid modeling system . conventional approach for solving continuous ssi often uses intersection algorithm iteratively without taking the characteristic of the surface into account to simplify computation . the dissertation analyzes the intersect curve structure of continue surface, from the point of intersect curve's evolution, it describes the relationship between topology of offset surface intersect curve and topology transmit point ( ttp ) 等距曲面和運動曲面在cadcam領(lǐng)域中有著重要的應(yīng)用,在一些時間敏感場合例如數(shù)控加工動態(tài)仿真,等距曲面和運動曲面等連續(xù)變化曲面求交運算已成為這些系統(tǒng)的計算瓶頸,連續(xù)變化曲面求交問題的通常解法是采用曲面求交算法反復(fù)迭代計算交線,沒有考慮連續(xù)變化曲面交線之間的相似性進行求交簡化,效率上一直不能有很大的提高。
Through the contrast between two algorithms, that one is the color histogram intersection algorithm which is based on the rgb color model and the other is improve matching algorithm based on color sector of the hsv color space, the result indicates that the retrieval efficiency of the later algorithm is better than the first 本文通過與基于rgb顏色空間的顏色直方圖交叉算法作比較,試驗表明該改進的基于顏色感知特征的檢索算法可以達到較好的檢索效果。同時本系統(tǒng)對非等間隔量化算法和等間隔量化算法進行測試比較,結(jié)果表明前者優(yōu)于后者。
In this paper, i will present some algorithms of polyhedral visual hull reconstruction : ( 1 ) polyhedral v isual h ull generation a igorithm b ased one dge-pool-searching, which constrains the 3-d intersections into the 2-d planes intersection via the epipolar theory to reduce the complexity a nd c an r educe t he t imes f or c ones t o b e p rejected o nto t he i mage p lanes, i n which we induced the index list to every points on the surface of object, and connected the related points to get sub polygons on surface and in turn get the mesh model, we replace triangulation process of disordered points cloud by edge-pool searching .; ( 2 ) reconstruction based on degenerated-polygon-intersection, which have the following improvements on traditional bull intersection : using degenerated polygon to orga nize intersected area on cone face, which may be discontinuous; a fast intersection algorithm of polygons on the cone face based on degenerated polygons, which is consistent between the continuous polygons and the discontinuous ones . the intersection of degenerated polygons is similar to the convergence of two ordered lists, which is comparably simple to the bull operation; ( 3 ) reconstruction algorithm based on ray-tracing, in which all the rays that run through the vertex on silhouette of object will intersect with all the cones correspondent to other silhouette, and we have to calculate the intersection of all such line segments, the endpoints of which are considered to lie on the surface of object and we will get the point cloud on the surface of object 同時利用共極線原理把三維計算投影到二維平面以降低求交計算的復(fù)雜度,該算法可以減少光錐向圖像平面投影計算的次數(shù),以邊池搜索取代散亂點集上進行的三角剖分;(2)基于退化多邊形求交的多面體可見殼模型重構(gòu),系統(tǒng)引入退化多邊形的概念,把錐體平面的交集中不連通的部分用一個退化多邊形來表示,并引入了新的基于退化多邊形的求交算法,與傳統(tǒng)多面體可見殼重構(gòu)相比,該算法有以下幾點創(chuàng)新:在圖像平面以退化多邊形組織投影錐體和物體輪廓的交集,把任意錐面與物體輪廓的交集歸一到一個退化多邊形;基于退化多邊形的二維平面上多邊形快速相交算法,該算法在一定程度上就是兩個有序鏈表的合并,大大簡化了先前的布爾求交計算;(3)基于光線跟蹤的算法,該算法中所有通過輪廓頂點的光線和對應(yīng)其它圖像輪廓的光錐進行求交計算,最后得到每次求交計算得到線段的交集,該線段的頂點就認為是物體表面點,從而得到物體表面的點云。
In chapter 3, we discuss surface restoring method based on ct data which uses the intersection algorithm between spline curve and radial to resample the section curve, then works out surface controlling point array; take opengl to display the surface with reality and the lighting, coloring effect 第三章討論了基于ct數(shù)據(jù)的曲面重構(gòu)方法,利用樣條曲線與射線的求交算法對截面曲線進行重新采樣,并反算曲面控制點陣;在其后的顯示過程中,利用opengl實現(xiàn)曲面的真實感顯示,包括顏色、光照的變化等。
Cross section is a set of polygons and for this reason some relative algorithms for polygon are studied firstly . new algorithms for orientation and inclusion test for simple polygon are proposed . and ghosh's convex hull algorithms for simple polygon and convex polygons, subramanian's triangulation algorithm for arbitrary planar domain and o'rourke's intersection algorithm for convex polygons are modified to make them more robust 斷層輪廓為簡單多邊形,首先對多邊形的一些相關(guān)算法進行了研究,提出了一種判斷簡單多邊形方向及點在多邊形內(nèi)外的新方法,改進了subramanian的平面多連通域的三角劃分方法、ghosh的多邊形的凸包及多個多邊形的凸包算法和o'rourke的凸多邊形的求交算法。