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An Accurate Vertex Normal Computation Scheme

机译:精确的顶点正常计算方案

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There are a number of applications in computer graphics and computer vision that require the accurate estimation of normal vectors at arbitrary vertices on a mesh surface. One common way to obtain a vertex normal over such models is to compute it as a weighted sum of the normals of facets sharing that vertex. But numerical tests and asymptotic analysis indicate that these proposed weighted average algorithms for vertex normal computation are all linear approximations. An open question proposed in [CAGD,17:521-543, 2000] is to find a linear combination scheme of the normals of the triangular faces, based on geometric considerations, that is quadratic convergence in the general mesh case. In this paper, we answer this question in general triangular mesh case. When tested on a few random mesh with valence 4, the scheme proposed by this paper is of second order accuracy, while the existing schemes only provide first order accuracy.
机译:计算机图形和计算机视觉中有许多应用程序需要在网格表面上的任意顶点处的正常向量精确估计。在这些模型中获得顶点的一个常用方法是将其计算为共享顶点的平面的正常的加权和。但数值测试和渐近分析表明,这些提出的Vertex正常计算的加权平均算法是所有线性近似。在[CAGD,17:521-543,2000]中提出的一个开放问题是基于几何考虑,找到三角形面的正常的线性组合方案,即一般网格案例中的二次收敛。在本文中,我们在一般三角网格案例中回答了这个问题。当在具有价4的几个随机网格上测试时,本文提出的方案是二阶精度,而现有方案仅提供一定的顺序精度。

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