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3D objects morphing employing skeletons indicating symmetric differences to define intermediate objects used in morphing

机译:3D对象变形使用指示对称差异的骨架来定义变形中使用的中间对象

摘要

The present invention provides a unified, automated approach to 3D object interpolation and 3D morphing based on a geometric descriptor known as the skeleton. The skeleton of an object consists of the closure of the set of points minimally equidistant from two points on the object's boundary. An "intermediate 3D object" between a pair of two other 3D objects is obtained as the (trimmed) skeleton of the symmetric difference of the pair of objects. By applying this process recursively, any desired number of intermediate 3D objects between a first and a last object may be obtained to produce a discrete 3D morph. A discrete morph can be thought of as an animation starting from the initial object and ending with the final object after a given number of the intermediate objects. Alternatively, the skeleton is used to identify corresponding points on the surfaces of the objects. Interpolation between the location of the corresponding points is then used to determine a continuum of intermediate 3D objects.
机译:本发明提供了一种基于称为骨架的几何描述符的统一,自动化的3D对象插值和3D变形方法。对象的骨架包括与对象边界上的两个点之间最小等距的点集合的闭合。获得两个其他三个3D对象之间的“中间3D对象”作为该对对象的对称差异的(修剪)骨架。通过递归应用此过程,可以获得第一个和最后一个对象之间的任何所需数量的中间3D对象,以生成离散的3D变形。离散变形可以看作是动画,它从初始对象开始,到给定数量的中间对象之后的最终对象结束。可替代地,使用骨架来识别物体表面上的相应点。然后,使用相应点位置之间的插值来确定中间3D对象的连续体。

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