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Three Dimensional Sketch for a Landscape Using Morse Theory and Reeb Graphs

机译:使用莫尔斯理论和Reeb图的景观三维草图

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The theoretical procedure for making a three dimensional landscape sketch is proposed in this paper. At the first stage, the critical points such as summits, ravine bottoms and passes are allocated by a user. These critical points construct fundamental properties of the mountain that a user tries to draw. Applying Morse theory to these critical points, the landscape of the mountain is defined as a sequence of a CW-complex that explains how the surface structure of the mountain changes when the mountain is formed from the bottom to the top step by step. The CW-complex is then concreted by obtaining skeletons from the Reeb graph of the mountain. The skeleton consisting of contour lines is modified without changing its topological structure by giving ranges and ravines. These lines constitute a series of continuous critical points and become invariants as well as summits, ravine bottoms and passes. At the final step, the system automatically generates a proposed landscape from the skeleton using Nurbs lines and surfaces or polygon meshes. By rendering the landscape, a user can change its shape by modifying ranges and ravines until the user satisfies it.
机译:提出了制作三维景观草图的理论步骤。在第一阶段,关键点(例如山顶,沟谷和通行证)由用户分配。这些关键点构成了用户尝试绘制的山脉的基本属性。将莫尔斯理论应用到这些关键点,将山的景观定义为连续波复合体的序列,该序列解释了从山底到山顶逐步形成时山的表面结构如何变化。然后,通过从山脉的Reeb图获得骨骼来具体化CW复合体。通过给出范围和沟壑,可以在不改变其拓扑结构的情况下修改由轮廓线组成的骨骼。这些线构成了一系列连续的临界点,并且成为不变的峰顶,沟谷和通道。在最后一步,系统使用Nurbs线和曲面或多边形网格自动从骨骼生成建议的景观。通过渲染景观,用户可以通过修改范围和沟壑来更改其形状,直到用户满意为止。

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