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Topological correction of hypertextured implicit surfaces for ray casting

机译:用于射线投射的超纹理隐式表面的拓扑校正

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Hypertextures are a useful modelling tool in that they can add three-dimensional detail to the surface of otherwise smooth objects. Hypertextures can be rendered as implicit surfaces, resulting in objects with a complex but well defined boundary. However, representing a hypertexture as an implicit surface often results in many small parts being detached from the main surface, turning an object into a disconnected set. Depending on the context, this can detract from the realism in a scene, where one usually does not expect a solid object to have clouds of smaller objects floating around it. We present a topology correction technique, integrated in a ray casting algorithm for hypertextured implicit surfaces, that detects and removes all the surface components that have become disconnected from the main surface. Our method works with implicit surfaces that are C2 continuous and uses Morse theory to find the critical points of the surface. The method follows the separatrix lines joining the critical points to isolate disconnected components.
机译:超纹理是一种有用的建模工具,因为它们可以向其他光滑物体的表面添加三维细节。可以将超纹理渲染为隐式表面,从而使对象具有复杂但定义明确的边界。但是,将超纹理表示为隐式表面通常会导致许多小部件与主表面分离,从而将对象变成不连续的组。根据上下文的不同,这可能会减低场景中的真实感,在该场景中,通常不会期望一个固体物体周围漂浮着较小的物体云。我们提出了一种拓扑校正技术,该技术集成在用于超纹理化隐式表面的射线投射算法中,该技术可以检测并除去与主表面断开连接的所有表面组件。我们的方法适用于C2连续的隐式曲面,并使用莫尔斯理论找到该曲面的临界点。该方法遵循连接关键点的分离线,以隔离断开的组件。

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