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On surface representation in three-dimensional modelling: A framework for interactive three-dimensional real-time modelling.

机译:关于三维建模中的表面表示:交互式三维实时建模的框架。

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摘要

Interactive three-dimensional modelling is the procedure of measuring and reconstructing the surface of an object in real-time. The main obstacle toward creating a real-time, interactive modelling system is the computational complexity of modelling algorithms; in order to insure the non-degrading performance of the modelling system, the computational complexity has to be linear with respect to the quantity of measured data. We propose a 3D modelling framework that allows all modelling algorithms with linear complexity in all modelling steps.;Adopting a novel representation of the surface implies that all modelling algorithms have to be developed anew in order to exploit the vector fields. For that reason, we propose surface reconstruction algorithms that allow model reconstruction from any type of range data: surface patches (range images), surface curves, clouds of points or their combination. Furthermore, registration, compression and visualization algorithms are proposed as well. All algorithms are of linear computational complexity and are based uniquely on vector fields without using any other intermediate representation.;The main proposition of this thesis is that solving modelling problems, including computational complexity, requires an adequate representation of the data (surface) rather than novel algorithms alone. In particular, the closest point search problem---that appears in one form or another throughout the modelling chair---is identified as the main source of non-linear computational complexity. As a solution for this problem, a vector field surface representation is proposed. Being defined on a regular 3D grid and by explicitly encoding the closest surface points, that is tangent planes, vector fields provide direct access to the closest points thus avoiding all searches and rendering the computational complexity linear with respect to the quantity of measured data.
机译:交互式三维建模是实时测量和重建对象表面的过程。建立实时,交互式建模系统的主要障碍是建模算法的计算复杂性。为了确保建模系统的不降级性能,计算复杂度必须与测量数据量成线性关系。我们提出了一个3D建模框架,该框架允许所有建模算法在所有建模步骤中都具有线性复杂度。采用新颖的表面表示意味着必须重新开发所有建模算法才能利用矢量场。因此,我们提出了表面重建算法,该算法允许从任何类型的距离数据进行模型重建:表面补丁(范围图像),表面曲线,点云或其组合。此外,还提出了配准,压缩和可视化算法。所有算法都具有线性计算复杂度,并且仅基于向量场而无需使用任何其他中间表示。本论文的主要命题是,解决包括计算复杂度在内的建模问题需要对数据(表面)进行适当的表示,而不是仅是新颖的算法。特别是,最近的点搜索问题-在整个建模椅子中以一种或另一种形式出现-被确定为非线性计算复杂性的主要来源。作为该问题的解决方案,提出了矢量场表面表示。通过在常规3D网格上定义并通过对最接近的表面点(即切线平面)进行显式编码,向量场可直接访问最接近的点,从而避免了所有搜索,并使计算复杂度相对于测量数据量呈线性。

著录项

  • 作者

    Tubic, Dragan.;

  • 作者单位

    Universite Laval (Canada).;

  • 授予单位 Universite Laval (Canada).;
  • 学科 Electrical engineering.
  • 学位 Ph.D.
  • 年度 2006
  • 页码 178 p.
  • 总页数 178
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

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