{"title":"插值√3细分与谐波插值","authors":"A. Hardy","doi":"10.1145/1294685.1294701","DOIUrl":null,"url":null,"abstract":"A variation on the interpolatory subdivision scheme [Labsik and Greiner 2000] is presented based on √3 subdivision and harmonic interpolation. Harmonic interpolation is generalized to triangle meshes based on a distance representation of the basis functions. The harmonic surface is approximated by limiting the support of the basis functions and the resulting surface is shown to satisfy necessary conditions for continuity. We provide subdivision rules for vertices of valence 3, 4 and 6 that can be applied directly to obtain a smooth surface. Other valences are handled as described in the literature. The resulting algorithm is easily implemented due to √3 subdivision and the simplicity of the stencils involved.","PeriodicalId":325699,"journal":{"name":"International Conference on Computer Graphics, Virtual Reality, Visualisation and Interaction in Africa","volume":"11 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2007-10-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Interpolatory √3 subdivision with harmonic interpolation\",\"authors\":\"A. Hardy\",\"doi\":\"10.1145/1294685.1294701\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"A variation on the interpolatory subdivision scheme [Labsik and Greiner 2000] is presented based on √3 subdivision and harmonic interpolation. Harmonic interpolation is generalized to triangle meshes based on a distance representation of the basis functions. The harmonic surface is approximated by limiting the support of the basis functions and the resulting surface is shown to satisfy necessary conditions for continuity. We provide subdivision rules for vertices of valence 3, 4 and 6 that can be applied directly to obtain a smooth surface. Other valences are handled as described in the literature. The resulting algorithm is easily implemented due to √3 subdivision and the simplicity of the stencils involved.\",\"PeriodicalId\":325699,\"journal\":{\"name\":\"International Conference on Computer Graphics, Virtual Reality, Visualisation and Interaction in Africa\",\"volume\":\"11 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2007-10-29\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"International Conference on Computer Graphics, Virtual Reality, Visualisation and Interaction in Africa\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/1294685.1294701\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"International Conference on Computer Graphics, Virtual Reality, Visualisation and Interaction in Africa","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/1294685.1294701","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
摘要
提出了一种基于√3细分和谐波插值的插值细分方案[Labsik and Greiner 2000]的变体。基于基函数的距离表示,将调和插值推广到三角形网格。通过限制基函数的支持来近似调和曲面,并证明了调和曲面满足连续性的必要条件。我们提供了价3、价4和价6顶点的细分规则,这些规则可以直接应用于获得光滑表面。其他价目按文献中所述处理。由于√3细分和所涉及的模板的简单性,所得到的算法很容易实现。
Interpolatory √3 subdivision with harmonic interpolation
A variation on the interpolatory subdivision scheme [Labsik and Greiner 2000] is presented based on √3 subdivision and harmonic interpolation. Harmonic interpolation is generalized to triangle meshes based on a distance representation of the basis functions. The harmonic surface is approximated by limiting the support of the basis functions and the resulting surface is shown to satisfy necessary conditions for continuity. We provide subdivision rules for vertices of valence 3, 4 and 6 that can be applied directly to obtain a smooth surface. Other valences are handled as described in the literature. The resulting algorithm is easily implemented due to √3 subdivision and the simplicity of the stencils involved.