摘要
研究了虚拟现实中三维人脸网格简化的问题。针对如何在保持三维人脸模型细节特征的情况下,用尽可能少的顶点和三角网格来刻画原始模型这个问题,提出了一种顶点权重的边折叠网格简化算法,在二次误差测度算法的基础上加以改进,提出用Loop细分法计算新顶点和表示网格质量的三角网格形态度,建立了保持模型细节特征和控制三角网格质量的双约束机制,定义了双约束误差测度函数来控制边的折叠顺序,达到了推迟细节特征边折叠、减少狭长三角形的结果。实验结果表明,改进算法能够有效地保持人脸模型的细节特征且生成高质量的网格简化模型。
This paper discussed the problem about three -dimensional facial mesh simplification in virtual regality. An edge collapse mesh simplification algorithm based on vertex weight was proposed to solve the problem of how to characterize the original model with the lowest possible number of vertices and triangle meshes in the case of keep- ing detail features of the three - dimensional face. This paper proposed a Loop subversion method to calculate the new vertex and the triangle mesh morphological metric of measuring mesh quality. This paper also established a dual constraint mechanism which ean keep detail features and control triangle mesh quality. A dual constraint error metric function was defined to eontrol the order of edge collapse. The algorithm obtained the results of postponing detail feature edge collapse and reducing narrow triangles. The experimental results show that the algorithm is more capable of effectively retaining face model's detail features and generating high quality mesh model.
出处
《计算机仿真》
CSCD
北大核心
2014年第2期329-335,共7页
Computer Simulation
基金
国家自然科学基金资助项目(60902023
61171096)
中央高校基本科研业务费专项资金资助项目(SWJTU12CX093)
四川省动漫研究中心2012年度科研项目(DM201204)
关键词
三角网格形态度
二次误差测度
顶点权重
双约束机制
Triangle mesh morphological metric
Quadratic error metric
Vertex weight
The dual constraint mechauisnl