摘要
针对传统的基于体素的重构方法复杂度高、信息利用不充分的问题,提出了基于光线求交的三维表面多边形网格模型的生成算法,一方面使得点的生成复杂度仅与物体表面积相关,另一方面物体的空间结构信息在点重构过程中被记录下来,用于多边形网格的生成,避免了传统算法中将表面点集完全作为散乱点处理所造成的信息浪费,在不损失精度的情况下,大大减少了重构网格模型所需的时间.
The traditional 3D modeling methods based on volumetric elements with complexities proportional to the volume,were not applicable to huge- volume objects. Since the result of a volumetric computation was a discrete 3D points set short of topology information,some triangulation methods were necessary to obtain the surface mesh from a set af scattered points. A new technique of 3D modeling based on the intersection of rays was represented,to reduce the complexity of point reconstruction from volume proportional to surface area proportional. Instead of treating points- reconstruction and triangulation as two separate procedures,the surface mesh of the object can be recovered from the topological information recorded during the computation process which reduces the computing time of the modeling. Hence the amount of computation required for triangulation is greatly reduced.
出处
《浙江大学学报(工学版)》
EI
CAS
CSCD
北大核心
2003年第5期537-542,共6页
Journal of Zhejiang University:Engineering Science