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首页> 外文期刊>Computer Aided Geometric Design >Quadrangulation of non-rigid objects using deformation metrics
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Quadrangulation of non-rigid objects using deformation metrics

机译:使用变形度量对非刚性对象进行四边形

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摘要

We present a novel method to generate quad meshes for non-rigid objects. Our method takes into account the geometry of a collection of key poses in one-to-one correspondence or even an entire animation sequence. From this input, on a common computational domain, an extremal metric is computed that captures the local worst case behavior in terms of distortion as the object undergoes deformation. An anisotropic, non-uniformly sized quad mesh is then generated based on this metric. This mesh avoids undersampling when deformed into any of the poses specified in the input and thus reduces artifacts. Hence, in contrast to previous approaches which target static geometry, our method aims to optimize the mesh's adaptation to the shape for every pose expected during animation or deformation rather than for one specific reference state.
机译:我们提出了一种为非刚性对象生成四边形网格的新颖方法。我们的方法考虑到了一对一或什至整个动画序列中关键姿势集合的几何形状。从此输入,在公共计算域上,计算了一个极值度量,该极值度量捕获了随对象变形而发生的变形方面的局部最坏情况行为。然后基于该度量生成各向异性,大小不一的四边形网格。当变形为输入中指定的任何姿势时,此网格避免了欠采样,从而减少了伪影。因此,与以前针对静态几何的方法相比,我们的方法旨在针对在动画或变形期间预期的每个姿势(而不是针对一个特定的参考状态)优化网格对形状的适应性。

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