直接构造凸多面体的透视投影纵横图

John H. Stewman, Kevin W. Bowyer
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引用次数: 26

摘要

方面图概念最早是由Koenderink和van Doorn作为人类视觉的一种可能机制提出的,随后成为计算机视觉领域的一个活跃研究课题。本文描述了一种构造凸多面体透视投影象线图的算法。在透视投影方面图中,视点空间被建模为物体周围的所有三维空间。这使得透视投影方面图比正交投影方面图更真实,其中视点空间是由高斯球建模的。该算法使用一种中间数据结构,该数据结构表示从对象的几何定义派生的三维空间的完整分割。识别物体方面和相应的观察单元所需的所有信息都是这种分割的结果。得到的方面图结构对于每个不同的方面/查看单元都有一个节点。算法的时间复杂度和得到的数据结构的空间复杂度的上界为Θ(N4),其中N为多面体的面数。该算法用C语言实现,在SUN工作站上运行,可以使用PADL-2文件作为对象的输入描述。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Direct construction of the perspective projection aspect graph of convex polyhedra

The aspect graph concept was first described by Koenderink and van Doorn as a possible mechanism in human vision and has subsequently become an active research topic in computer vision. This paper describes an algorithm for constructing the perspective projection aspect graph of convex polyhedra. In the perspective projection aspect graph, viewpoint space is modeled as all of 3D space surrounding the object. This makes the perspective projection aspect graph a more realistic representation than the orthographic projection aspect graph, in which viewpoint space is modeled by the Gaussian sphere. The algorithm uses an intermediate data structure which represents a complete parcellation of 3D space derived from the geometric definition of the object. All information necessary for identifying object aspects and corresponding viewing cells is obtained as a result of this parcellation. The resulting aspect graph structure has a node for each distinct aspect/viewing cell. The upper bounds on the time complexity of the algorithm and the space complexity of the resulting data structure are Θ(N4), where N is the number of faces of the polyhedron. The algorithm has been implemented in C, runs on a SUN workstation, and can use PADL-2 files for its input description of objects.

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