Footvector Representation of Curves and Surfaces

Gábor Valasek, Csaba Bálint, András Leitereg
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引用次数: 1

Abstract

This paper proposes a foot mapping-based representation of curves and surfaces which is a geometric generalization of signed distance functions. We present a first-order characterization of the footvector mapping in terms of the differential geometric invariants of the represented shape and quantify the dependence of the spatial partial derivatives of the footvector mapping with respect to the principal curvatures at the footpoint. The practical applicability of foot mapping representations is highlighted by several fast iterative methods to compute the exact footvector mapping of the offset surface of CSG trees. The set operations for footpoint mappings are higher-order functions that map a tuple of functions to a single function, which poses a challenge for GPU implementations. We propose a code generation framework to overcome this that transforms CSG trees to the GLSL shader code.
曲线和曲面的脚向量表示
本文提出了一种基于脚映射的曲线和曲面表示方法,它是符号距离函数的几何推广。我们根据所表示形状的微分几何不变量提出了脚向量映射的一阶表征,并量化了脚向量映射的空间偏导数与脚点主曲率的依赖关系。通过几种快速迭代方法来计算CSG树偏移表面的精确脚向量映射,突出了脚映射表示的实用性。脚点映射的集合操作是将函数元组映射到单个函数的高阶函数,这对GPU实现提出了挑战。我们提出了一个代码生成框架来克服这个问题,将CSG树转换为GLSL着色器代码。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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