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A skeletal-based solid editor

机译:基于骨骼的固体编辑器

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This paper explores the concept of using skeletons as the basis for constructing a solid-editing system. Skeletal data (i.e., the skeleton and the associated maximal sphere radii) offers a valid solid representation scheme, and we examine the capability of the skeletal representation to support shape editing operations. In addition to general discussion of the capabilities of skeletal-based methods, we also present concrete examples of editing operations realized in a recent implementation of a skeleton-based solid editor. The implemented skeletal-based editor imports polyhedral solids (or polyhedral approximations of solids) by computing their skeletal data. The editor then displays the skeletal data and provides a simple interface for editing both the skeleton and the sphere radii. The edited skeleton is then "refleshed", based on the edited skeletal data, to reconstruct the edited solid. The reconstructed solid is represented as the half-space associated with an implicit function, and polygonization methods can be applied to produce output that, like the input, is polyhedral. Editing operations illustrated correspond to stretching, bending, rounding, and uniform or non-uniform thickening of the solid. Discussions of the key enabling technologies including skeletonization, refleshing, and polygonization are also presented.
机译:本文探讨了使用骨架的概念作为构建固体编辑系统的基础。骨骼数据(即,骨架和相关的最大球形线路)提供有效的实体表示方案,并检查骨架表示以支持形状编辑操作的能力。除了关于骨骼基方法的能力的一般讨论之外,我们还存在在最近实现基于骨架的固体编辑器的实施中实现的编辑操作的具体示例。基于骨骼的编辑器通过计算其骨架数据导入多面体固体(或多面体近似)。然后,编辑器显示骨架数据,并提供一个简单的界面,用于编辑骨架和球形半径。然后,基于编辑的骨骼数据,编辑的骨架是“Recleshed”,重建编辑的固体。重建的固体表示为与隐式功能相关联的半空间,并且可以应用多边形方法以产生输出,例如输入是多面体的。所示的编辑操作对应于固体的拉伸,弯曲,圆形和均匀或不均匀的增厚。还介绍了包括骨架化,重新介绍和多边形的关键能够实现技术的讨论。

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