从光滑隐式曲面创建高质量网格
Creating good quality meshes from smooth implicit surfaces
摘要:
隐式曲面的可视化是一个非常活跃的研究课题。虽然光线跟踪可以生成高质量的图像,但它不太适合创建曲面的快速预览。间接算法(例如Marching Cubes)创建了一个易于渲染的三角形网格,但结果通常没有足够好的结构,无法很好地近似微分曲面量(法线,曲率等)。后处理方法通常具有相当大的计算开销,并且不能保证高质量。我们提出了一个曲面细分算法来创建几乎各向同性的网格,使用多边形隐式曲面。
英文摘要:
Visualization of implicit surfaces is an actively researched topic. While raytracing can produce high quality images, it is not well suited for creating a quick preview of the surface. Indirect algorithms (e.g. Marching Cubes) create an easily renderable triangle mesh, but the result is often not sufficiently well-structured for a good approximation of differential surface quantities (normals, curvatures, etc.). Post-processing methods usually have a considerable computational overhead, and high quality is not guaranteed. We propose a tessellation algorithm to create nearly isotropic meshes, using multi-sided implicit surfaces.
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