In order to solve the problem, this paper put forward an improved mesh simplification algorithm based on quadric error metrics.
为了解决这个问题,本文作者提出一种改进的基于二次误差测度的网格简化算法。
This paper presents a method to define the quadrangle in the triangle mesh and puts forward a new mesh simplification algorithm based on quadrangle collapse.
通过定义三角网格模型中的两个以公共边相连的三角形构成一个空间四边形,提出了一种新的基于这种空间四边形折叠的网格简化算法。
In order to improve the image quality of mesh simplification, a mesh simplification algorithm using quadratic error metrics was provided based on discrete curvature.
为了提高网格简化的图像质量,提出一种基于离散曲率的二次误差度量网格简化算法。
This paper proposes a mesh simplification algorithm based on vertex's curvature, which use edge collapse method to reduce the density of low-curvature region of meshes.
本文提出的网格简化算法是根据网格顶点的曲率,采用边折叠的方式来减少低频区域的网格顶点密度。
To simplify the 3D color head dataset acquired from 3D color laser scanner, a new vertex merging mesh simplification algorithm based on region segmentation is presented.
针对三维激光扫描仪获得的彩色人头数据集压缩问题,提出了基于区域分割的顶点合并网格简化算法。
To enhance the triangle quality of the simplified mesh, a novel triangular mesh simplification algorithm based on local polynomial fitting surface of vertices was proposed.
为了提高网格简化后的三角形质量,提出了一种新的基于顶点局部多项式曲面拟合的三角网格简化算法。
In this paper, aiming at some special requirements of mesh simplification in reverse engineering, a non-uniform mesh simplification algorithm based on forcible constraint is presented.
文章针对逆向工程中的特殊简化要求,提出了一种强制约束下的非均匀网格简化算法。
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。
In the algorithm of mesh simplification based on vertex clustering, a vertex tree is built to represent the data structure of the models by octonary subdivision.
在基于顶点聚类的网格简化算法中,通常对网格模型进行八叉剖分来建立一棵顶点树以表示整个网格模型的数据结构;
In addition, based on this simplification algorithm, a framework of progressive mesh transmission is also implemented as a browser-based visualized prototyping system.
此外,在此简化算法的基础上,还提出一个递进网格传输的框架,并实现了一个基于浏览器的可视化原型系统。
An algorithm for mesh simplification based on adaptive spatial partition is presented in this paper.
提出了一种基于自适应空间刨分的网格简化算法。
The paper aims at the discrete of bones and gives an algorithm of mesh simplification based on pair vertex contraction, on the basis of edge collapse.
针对骨骼模型结构离散化特点,在一般边崩塌算法的基础上,提出了一种基于顶点对融合的模型简化算法。
This paper proposes a dynamic simplification algorithm for the terrain model based on the Triangle Subdivision Bi tree to realize continuous view dependent multi resolution rendering of terrain mesh.
为实现地形漫游,提出基于三角形二叉树的地形网格模型动态简化算法,实现了与视点相关的连续多分辨率简化及快速动态绘制。
We efficiently precomputed these series using an adaptive frequency sweeping algorithm and volume-velocity-preserving mesh simplification.
我们通过使用自适应的频率扫描算法和保持体积速度的网格简化算法,有效地预先计算这些序列。
We efficiently precomputed these series using an adaptive frequency sweeping algorithm and volume-velocity-preserving mesh simplification.
我们通过使用自适应的频率扫描算法和保持体积速度的网格简化算法,有效地预先计算这些序列。
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