National academy of sciences , usa , 1998 , pp . 8431 - 8435 . 29 sander p , snyder j , gortler s , hoppe h . texture mapping progressive meshes 由于本文方法并不依赖于网格曲面的拓扑结构,可同时适用于网格模型和点模型的纹理映射应用。
In this thesis , the existing algorithms for mesh simplification are analyzed , based on the result , the technology of mesh simplification are deeply studied 本文分析了现有的网格模型简化算法,并在此基础上,对网格模型简化技术进行了深入细致的研究。
A solution that java3d constructs gridding model ’ s display on the client side and the server side realizes geometric modeling function ground on acis is proposed 本文提出了一种由java3d构建客户端网格模型显示,服务器基于acis实现几何造型功能的解决方案。
And the complete solution to visualize the dynamic terrain in real time is given . it both eliminates mesh discontinuities and represents the deformed region well in terrain model 该方法既消除了地表网格模型中的不连续问题,义能很好的表现地形的形变效果。
Based on the current edge collapse algorithms for mesh simplification , in which simplification criteria are minimizing geometric error , a new algorithm was presented 摘要在已有的以几何误差最小化为准则的边折叠简化算法的基础上,提出了一种新的三角网格模型简化算法。
At the same time , we need to transform triangular mesh model to parameterized smooth b - spline surfaces in order to redesign the part or other consequent application 同时,为了便于零件的改型设计及其他的后续应用,需将三角网格模型转化为参数化的光滑b样条曲面模型。
Based on improvements to sheffer ’ s abf method , a novel parameterization method is proposed . it solved the abf ’ s problem of parameter domain border , such as intersection and non - convex 在对abf方法进行改进的基础上,给出了一种三角网格模型参数化方法? iabf方法。
With the development of 3d digitalization and the increasing popularity of vrml language , 3d mesh is to become a full - fledged multimedia type of graphics models 作为一种新兴的媒体数据,三维网格模型应用日益广泛。该类模型的数字水印已成为当前数字水印领域研究的新热点。
The solution to the correspondence problem is important for reconstruction of surface from contours , especially for validity of topology of the reconstructed triangular mesh 轮廓对应问题的解决是基于轮廓数据曲面重构的关键工作,是保证重建网格模型拓扑关系正确性的基础。
The main focus of this thesis is on algorithms and theories for shape and texture modeling and processing of surfaces represented by meshes 本文,我们关注与网格模型的几何形状和纹理属性相关的研究内容,就网格的造型和处理领域的一些热点和难点问题,提出了相应的解决方法和理论。