本文给出了一种只用加、减运算就能求水平线与凹多边形边界交点的方法。
This paper gives an algorithm of crossings between horizontal lines and the boundaries of a concave polygon by means of mere addition and subtraction.
在参考基于顶点可见性的凹多边形凸分解算法的基础上,提出了改进的方法。
An improved algorithm is proposed based on the polygon convex decomposition algorithm based on point visibility.
该算法同时适用于凸多边形和凹多边形,并具有较好的区分度和匹配准确性。
This algorithm can be used for both the convex and the concave contours.
通过依次抽取外接凸多边形,将凹多边形表达为仅由凸多边形组成的多层拓扑结构。
Next, by extracting convex polygons consecutively, the noconvex polygon is described as topological structure made of convex polygons at defferent layers.
本文正是基于这种分层的思想,定义了凹多边形的模式分解方法和分层加权测度模型。
Exactly based on this idea, sub-model decomposition approach to concave polygon and hierarchical model weighted measure are presented.
在传统的三角形网格生成和剖分算法基础上,提出了适合服装衣片三角形网格划分的凹多边形网格剖分算法。
Based on the traditional methods of generating triangular meshes, this paper presents and algorithm for generating polygons suitable for garment simulation.
该方法中的被剪切对象是较为复杂的几何实体,包括圆弧以及带有圆弧边界和带有洞的复杂多边形对象,其中剪裁窗口可以为凹多边形或凸多边形。
The cutting object is complicacy geometry entity, which is complicacy polygon with arc, arc boundary and hole, the cutting window can be cave or convex polygon.
具有边界清晰、单元形状好、网格密度可控和自动程度高的特点,适合于任意形状的凹或凸多边形。
It is characterized with well defined boundary, good shape, easy control of mesh density and high level of automation, and suit for polygons with any shape.
方法适用于任意凸的或凹的不规则多边形,不需要进行多边形的重叠测试。
It can be applied to irregular polygons whether convex or concave. Furthermore, it is not necessary to carry out overlapping test.
第二个算法不断删去多边形的凹点及新产生的凹点,最后得到凸壳顶点序列。
The second algorithm is that polygonal concave points and newly created concave points are continuously removed, and a vertex sequence of the convex hull is finally obtained.
第二个算法不断删去多边形的凹点及新产生的凹点,最后得到凸壳顶点序列。
The control points of the rational spline to be constructed were computed simply by the vertices of the given polygon.
第二个算法不断删去多边形的凹点及新产生的凹点,最后得到凸壳顶点序列。
The control points of the rational spline to be constructed were computed simply by the vertices of the given polygon.
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