Global and local deformations of solid primitives

A. Barr
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引用次数: 6

Abstract

New hierarchical solid modeling operations are developed, which simulate twisting, bending, tapering, or similar transformations of geometric objects. The chief result is that the normal vector of an arbitrarily deformed smooth surface can be calculated directly from the surface normal vector of the undeformed surface and a transformation matrix. Deformations are easily combined in a hierarchical structure, creating complex objects from simpler ones. The position vectors and normal vectors in the simpler objects are used to calculate the position and normal vectors in the more complex forms; each level in the deformation hierarchy requires an additional matrix multiply for the normal vector calculation. Deformations are important and highly intuitive operations which ease the control and rendering of large families of three-dimensional geometric shapes.
实体基元的全局和局部变形
开发了新的分层实体建模操作,模拟几何对象的扭曲、弯曲、变细或类似变换。主要结果是任意变形光滑曲面的法向量可以直接由未变形曲面的法向量和变换矩阵计算得到。变形很容易在层次结构中组合,从简单的对象创建复杂的对象。利用较简单对象的位置向量和法向量计算较复杂对象的位置向量和法向量;变形层次中的每一层都需要一个额外的矩阵乘法来进行法向量计算。变形是一种重要的、高度直观的操作,它简化了对大量三维几何形状的控制和渲染。
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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