三角网格处理中若干算法研究及其应用
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摘要
以三角平面网格建构三维实体模型在目前的三维造型领域发挥着越来越重要的作用,针对三角网格处理中模型显示、模型修改和模型简化这三个基础算法,将拓扑映射引入到模型显示处理,将区域搜索引入到模型切割,将夹角判断引入到网格简化,提出了新的高效算法。
     通过将拓扑映射引入到背向面去除判断中,将三维向量的空间角度关系判断转化成二维平面上投影向量的角度判断,然后再转化成一维射影直线上映射点的位置判断。并根据网格法向量的拓扑映射点将其分成数个区域,对一个区域内的所有网格进行整体判断,进一步减少了计算量。
     针对传统网格曲面切割中需要手工确定待切割曲面区域边界曲线或曲面的步骤,提出了一个新的较简便的曲面切割算法。根据内部或外部的种子网格顶点搜索出指定点所在的最小连通区域内的全部顶点,区域的边界切割线也由边界网格边上的切割线搜索得出。最后根据所在区域的网格信息和边界切割线,将其切割成新的曲面。将该算法运用于软件的实际操作中,可大大提高人机交互的友好性,且效率较高。
     提出并实现了一个以依赖于视点的网格简化框架为基础的,运用顶点去除方法进行网格简化的算法。首先定义每个网格顶点上由该点和与其周围相邻顶点所形成的平均方向向量,然后根据方向向量和从该顶点指向周围网格各个重心点的向量的平均夹角来识别和简化网格中的平面区域,保留特征顶点,进而保持物体的视觉特征。在顶点去除后,还需要对因此而形成的多边形进行三角形重建,以填补空洞。
     最后,介绍了在已开发完成的计算机辅助服装设计系统中,本文的研究成果在衣物模型显示、衣料立体裁剪和衣物模型简化三个主要功能上的应用。
In current 3D modeling research area, generating solid model by triangular mesh is becoming more and more important. According to three basic algorithms: model rendering, model modification and model simplification in mesh operations, new and efficiency algorithms are presented. Topological mapping is introduced into backface culling, region search is introduced into mesh trimming, vector angle is introduced into mesh simplification.
    Angle comparison of two vectors in three dimensional space is converted to that of two projected vectors in two dimensional plane, then to two mapped points in one dimensional projection line. We partition the normal space by symmetrically subdividing the surface of a unit sphere. For each polygon, we can determine the cells it located according to the position of its mapping coordinates. In each cell, we compute all normals' topological mapping coordinates on the bounding plane.
    By one specified point on the model surface, boundaries of the selected patch in form as closed cutting line loops are automatically found out, and all the vertexes and faces in the patch are also confirmed. According to this information about the selected patch, new mesh is generated.
    We address a method for 3D triangular mesh simplification with vector average angle. The vector is made by the vertex and all the vertexes around it. And the average angle is calculated by the vector and all neighbor triangles' center of gravity. We decide the area is flat or not by the vertex's average angle, if the area is flat, the vertex will be deleted and the polygon will be re-triangulated.
    All the researches are integrated in 3D garment design system.
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