Because 3D surface model contains huge number of triangles, a mesh simplification algorithm based on triangle edges shrinkages is presented in this paper to speed up the rendering in real time.
并对其生成的表面几何模型所包含三角面片数量巨大的问题,提出一种快速有效的三角形边收缩算法进行网格简化,提高了表面模型的绘制速度。
A deformable mesh model was presented for surface reconstruction from a finite 3d point set.
针对有限三维点集的表面重构问题,提出一种可变形网格模型的建模方法。
Finally, doing something useful to explore and try the digital watermark in the 3d mesh, proposes a mesh watermarking technology based on subdivision surface.
最后,对数字水印在三维网格中的应用做了一些有益的探讨和尝试,提出了一种基于细分曲面的网格水印技术。
Finally, doing something useful to explore and try the digital watermark in the 3d mesh, proposes a mesh watermarking technology based on subdivision surface.
最后,对数字水印在三维网格中的应用做了一些有益的探讨和尝试,提出了一种基于细分曲面的网格水印技术。
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