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(shí)利用共極線原理把三維計(jì)算投影到二維平面以降低求交計(jì)算的復(fù)雜度,該算法可以減少光錐向圖像平面投影計(jì)算的次數(shù),以邊池搜索取代散亂點(diǎn)集上進(jìn)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(gè)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(diǎn)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(gè)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(gè)有序鏈表的合并,大大簡化了先前的布爾求交計(jì)算;(3)基于光線跟蹤的算法,該算法中所有通過輪廓頂點(diǎn)的光線和對(duì)應(yīng)其它圖像輪廓的光錐進(jìn)行求交計(jì)算,最后得到每次求交計(jì)算得到線段的交集,該線段的頂點(diǎn)就認(rèn)為是物體表面點(diǎn),從而得到物體表面的點(diǎn)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(duì)截面曲線進(jìn)行重新采樣,并反算曲面控制點(diǎn)陣;在其后的顯示過程中,利用opengl實(shí)現(xiàn)曲面的真實(shí)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(duì)多邊形的一些相關(guān)算法進(jìn)行了研究,提出了一種判斷簡單多邊形方向及點(diǎn)在多邊形內(nèi)外的新方法,改進(jìn)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(gè)多邊形的凸包算法和o'rourke的凸多邊形的求交算法。