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A spring-loaded vertex model for automatic surface meshing

机译:用于自动曲面网格划分的弹簧加载顶点模型

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Mesh generation for finite element methods is discussed in the context of radiosity solutions to the rendering equation for global illumination. A spring-loaded vertex model is proposed. An initial rectangular surface mesh is regarded as collection of point masses inter-connected by zero-rest-length springs. The spring forces are dynamic and determined by the current best estimate of the finite element solution. The system seeks an equilibrium, which represents a high-quality approximate solution to the finite element problem in that the solution is accurate and yet uses few elements. Examples are provided showing hard lighting effects in simple radiosity-rendered scenes.
机译:在有关全局照明渲染方程的光能传递解决方案的背景下,讨论了有限元方法的网格生成。提出了弹簧加载的顶点模型。最初的矩形曲面网格被视为零零位长度弹簧相互连接的点质量的集合。弹簧力是动态的,由当前有限元解决方案的最佳估计值确定。该系统寻求一种平衡,该平衡代表了有限元问题的高质量近似解,因为该解是准确的,但使用的元素很少。提供的示例显示了在简单的光能传递渲染场景中的硬光照效果。

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