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Topofogy Alteration for Virtual Sculpting using Spatial Deformation

机译:使用空间变形的虚拟雕刻的Topofogy改变

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摘要

Virtual sculpting enables the creation of computer models by emulating traditional sculpting. It can be implemented using spatial deformation, an interactive versatile modelling technique. Unfortunately, spatial deformation is limited to topology preserving warping. This is overcome by space-time objects, a variant of spatial deformation, which alters topology by extruding an object into 4-D, deforming the 4-D object and extracting a topologically altered object. However, they arc specifically targeted to animation. In this paper, we adapt space-time objects to interactive modelling by: employing a tetrahedral rather than parallelepiped representation; exploiting coherence during the constant projection into lour dimensions; and limiting projection to the portions of an object undergoing topology changes and thereby producing simpler triangulations of undeformed regions. Each of these adaptations is discussed in the context of the space-time object stages: extrusion, deformation and extraction. We also present preliminary results demonstrating the efficiency of our improvements.
机译:虚拟雕塑可以通过模拟传统雕刻来创建计算机模型。它可以使用空间变形,交互式通用建模技术实现。不幸的是,空间变形仅限于拓扑扭曲的拓扑。通过时空对象,空间变形的变型来克服这改变了拓扑,这通过将物体挤出到4-D中来改变拓扑,使4-D对象变形并提取拓扑改变的物体。但是,它们专门针对动画。在本文中,我们将时空对象适应交互式建模:采用四面体而不是平行六面熟的表示;在恒定投影中剥削连贯性;并限制投影对接受拓扑变化的物体的部分,从而产生更简单的未变形区域的三角形。在空时对象阶段的上下文中讨论了这些适应中的每一个:挤出,变形和提取。我们还提出了初步结果,展示了我们改进效率。

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