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三维头发建模与仿真
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摘要
头发的建模与仿真涉及到计算机图形学技术的各个方面,具有重要的研究价值,随着计算机应用技术的不断发展,应用范围日趋广泛,已经在计算机动画、电子游戏、电影电视制作等领域扮演重要角色。
     本文对三维头发的建模与仿真进行了研究,主要完成了以下四方面的工作:第一,读取从Poser中导出的dxf格式头部模型数据并进行处理,消除顶点的重复存储;采用关键点法将头部网格模型分为头发生长区域和非生长区域;并对头发生长区域进行网格简化,减少网格顶点和三角形面,从而在不影响显示效果的前提下,减少了计算量,提高了仿真速度。第二,利用B样条曲线的反算算法对悬臂梁模型生成的数据点进行反算从而求得控制顶点,运用deBoor-Cox算法模拟关键头发曲线;以关键头发为脊线,以B样条曲线为截面曲线,运用蒙面算法生成头发簇。采用B样条方法进行头发建模使生成的关键头发和头发簇在形状上易于调整和控制。第三,综合运用α图和混色方法定义头发纹理,并运用纹理贴图对头发进行渲染。第四,以Visual C++6.0为平台运用OpenGL技术进行编程,对文中提出的算法进行计算机仿真,实验结果证明了算法的可行性。
The modeling and simulating of hair relates to computer graphics technology in all aspects and has very important research value. With the development of the computer application technology, its range of application will be wider and wider. It has played an important role in computer cartoon, electronic game, movie and TV program and so on.
     In the paper the modeling and simulating of three-dimensional hair was researched, and the following four aspects were included: Firstly, the head model data derived from Poser was read using dxf-format file and was processed to eliminate the duplication of vertexes storage. Then the head mesh model was divided into hair growth region and non-growth region by key points method and the mesh of hair growth region was simplified to reduce the vertexes and triangles, which reduced the amount of computation and enhanced the speed of simulation in the case of having no influence to the simulation effect. Secondly, The key hair's control points were generated by inverse operation of B-spline curve with the initial data generated by the cantilever beam model. Then a natural bend key hair curve determined by the control points was generated with deBoor-Cox arithmetic. Simultaneously, the key hair was used as ridge line, B-spline curve was used as section curves, and a hair cluster was generated by skinning. The B-spline modeling method was adopted to simulate the hair and made it easy to adjust and control the shape of the key hair and hair cluster. Thirdly, alpha map and color mixture were used to generate the user-defined hair texture and texture mapping was used to render the hair. Fourthly, used Visual C++ 6.0 as platform and used the OpenGL technology for programming to give the simulation results. The results demonstrate the proposed methods are effective.
引文
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