一种基于曲面斑块交叉点的三维目标合成算法和数据结构

Wayne E. Carlson
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引用次数: 65

摘要

有几个成功的系统提供了算法,允许多边形对象或其他原始形状的交集来创建更复杂的对象。我们的目的是为相交表面斑块提供类似的算法。在显示算法层面上已经有了对这个概念的贡献,即计算生成帧时的交点。然而,在动画环境中,将交点合并到数据生成例程中变得很重要,以便相交对象的那些从未对图像做出贡献的部分不被显示算法处理。这只会不必要地增加对象的复杂性,并随后给显示算法带来额外的负担。提出了一种利用改进的Catmull递归细分算法求两个双三次块交点空间曲线的算法。讨论了一种相关的数据结构,该数据结构以适合于有效显示相交对象的方式将该相交曲线合并到补丁描述中。显示了这些交集的示例输出,用于说明所述过程的功能和局限性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
An algorithm and data structure for 3D object synthesis using surface patch intersections
There are several successful systems that provide algorithms that allow for the intersection of polygonal objects or other primitive shapes to create more complex objects. Our intent is to provide similar algorithms for intersecting surface patches. There have been contributions to this concept at the display algorithm level, that is, computing the intersection at the time the frame is generated. In an animation environment, however, it becomes important to incorporate the intersection in the data generation routines, in order that those parts of the intersected object that never contribute to an image are not processed by the display algorithm. This only increases the complexity of the object unnecessarily, and subsequently puts an additional burden on the display algorithms. An algorithm is described which uses a modified Catmull recursive subdivision scheme to find the space curve which is the intersection of two bicubic patches. An associated data structure is discussed which incorporates this curve of intersection in the patch description in a way suitable for efficient display of the intersected object. Sample output of these intersections are shown which serve to illustrate the capabilities and limitations of the described procedures.
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