自适应隐式曲面多边形化多边形、曲面、自适应、隐式

由网友(奈何情深)分享简介:我一直在使用的旧的隐面算法之一已经由于Bloomenthal,如发现此处,基本上四面体的基于算法。这工作还算不错,但有一个缺点。由于它使用一个固定的网格,它要么废物多边形或忽略细节,根据所选择的网格尺寸。 I've been using one of the older implicit surface algori...

我一直在使用的旧的隐面算法之一已经由于Bloomenthal,如发现此处,基本上四面体的基于算法。这工作还算不错,但有一个缺点。由于它使用一个固定的网格,它要么废物多边形或忽略细节,根据所选择的网格尺寸。

I've been using one of the older implicit surface algorithms, due to Bloomenthal, as found here, basically the tetrahedral-based algorithm. This works fairly well, but has a shortcoming. Since it uses a fixed grid, it either wastes polygons or ignores detail, depending on the grid size selected.

所以我的问题是,什么是我的选择改善呢?是否有任何免费提供(来源或很好的说明)隐面算法,这是更适应模型的曲率?任何选择,我失踪?

So my question is, what are my options for improving this? Are there any freely available (source or good description) implicit surface algorithms which are more adaptive to the curvature of the model? Any option I'm missing?

我发现一文到目前为止它看起来很有希望,指向别人会AP preciated。

I have found one paper so far which looks promising, pointers to others would be appreciated.

推荐答案

AFAIK以下是在球场上最有影响力的报纸之一:

AFAIK the following is one of the most influential papers on the field:

布鲁诺·罗德里格斯·德阿劳霍和若阿金·阿曼多·豪尔赫·皮雷斯,自适应多边形隐面的,电脑,功放;显卡方面, 卷。 29 ,第686-696(2005)

Bruno Rodrigues de Araújo and Joaquim Armando Pires Jorge, "Adaptive polygonization of implicit surfaces", Computers & Graphics, Vol. 29, pp. 686–696 (2005)

该方法比行进四面体好多了,快了一倍。

The method is much better than the "marching tetrahedra" and twice as fast.

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