马占国, 刘波, 张鸿宾. 基于骨骼线的三维网格编辑[J]. 北京工业大学学报, 2011, 37(1): 153-160.
    引用本文: 马占国, 刘波, 张鸿宾. 基于骨骼线的三维网格编辑[J]. 北京工业大学学报, 2011, 37(1): 153-160.
    MA Zhan-guo, LIU Bo, ZHANG Hong-bin. 3D Mesh Editing Based on Skeleton[J]. Journal of Beijing University of Technology, 2011, 37(1): 153-160.
    Citation: MA Zhan-guo, LIU Bo, ZHANG Hong-bin. 3D Mesh Editing Based on Skeleton[J]. Journal of Beijing University of Technology, 2011, 37(1): 153-160.

    基于骨骼线的三维网格编辑

    3D Mesh Editing Based on Skeleton

    • 摘要: 为了保留局部细节和快速地进行形变,提出了1种新的基于骨骼线的三维网格编辑方法.在确定感兴趣区域及参考点后,通过参考点和屏幕平面建立骨骼线,将感兴趣区域上的顶点映射到骨骼线上.为了使由形变而带来的失真均匀分布及保留局部细节,对骨骼线上的点用线性旋转不变的坐标表示方法进行表示,以指定的目标点为约束,在最小二乘意义下对骨骼线进行重建,得到形变后比较光滑的骨骼线;再将骨骼线上的映射点逆映射到感兴趣区域上,得到形变后的网格模型.还可以基于骨骼线对感兴趣区域进行缩放、扭转编辑.实验结果验证了本方法能实时交互、并保留细节.对骨骼点和目标点进行插值得到新的目标点再进行形变,可以得到动画效果.

       

      Abstract: A novel and intuitive method for the interactive editing of 3D meshes is proposed in this paper.This method is based on skeleton.After one region of the model to be deformed and several reference points are determined,a skeleton is created implicitly and automatically through the reference points and the screen.Then the vertices in the region to be deformed are mapped onto the skeleton.To uniformly distribute the distortion brought by the deformation and preserve the details of the deformed region,the points on the skeleton are represented by linear rotation-invariant coordinates,and the skeleton is deformed to the desired position constrained by the target points in the least-squares sense.Deformation of the region can be achieved by reverse mapping the skeleton points onto the region.The skeleton are also can be used to scale and twist the region of the mesh.The interactivity is demonstrated and the method easy to be used by the detail-preserving editing of several models with few time.The new target points for generating animation results are acquired by interpolating between the reference points and the target points.

       

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