一个基于骨架的实体编辑器

Robert L. Blanding, C. Brooking, M. Ganter, D. Storti
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引用次数: 25

摘要

本文探讨了以骨架为基础构建实体编辑系统的概念。骨架数据(即骨架和相关的最大球体半径)提供了一种有效的实体表示方案,我们检查了骨架表示支持形状编辑操作的能力。除了对基于骨架的方法的功能进行一般性讨论之外,我们还提供了在最近实现的基于骨架的实体编辑器中实现的编辑操作的具体示例。基于元素骨架的编辑器通过I, p计算其几何数据来导入多面体实体或多面体近似实体。然后,编辑器显示骨架数据,并提供一个简单的界面,用于编辑骨架和球体半径。然后根据编辑过的骨骼数据“刷新”编辑过的骨架,以重建编辑过的实体。重建的实体表示为与隐式着色相关的半空间,多边形化方法可以应用于产生与输入一样的多面体输出。所示的编辑操作对应于实体的拉伸、弯曲、圆润和均匀或不均匀增厚。讨论了关键的使能技术,包括骨架化和多边形化。refleshing,
本文章由计算机程序翻译,如有差异,请以英文原文为准。
A skeletal-based solid editor
This paper explores the concept of using skeletons as the basis for constructing a solid-editing system. Skeletal data (i.e., the skeleton and the associated maximal sphere radii) offers a valid solid representation scheme, and we examine the capability of the skeletal representation to support shape editing operations. In addition to general discussion of the capabilities of skeletalbased methods, we also present concrete examples of editing operations reahzed in a recent implementation of a skeletonbased solid editor. The im lemented skeletal-based editor imports polyhedral solids or po yhedral approximations of solids) by I, p computing their s eletal data. The editor then displays the skeletal data and provides a simple interface for editing both the skeleton and the sphere radii. The edited skeleton is then “refleshed”, based on the edited skeletal data, to reconstruct the edited solid. The reconstructed solid is represented as the halfspace associated with an implicit tinction, and polygonization methods can be applied to produce output that, like the input, is polyhedral. Editing operations illustrated correspond to stretching, bending, rounding, and uniform or non-uniform thickening of the solid. Discussions of the key enabling technologies including skeletonization, and polygonization are also presented. refleshing,
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