• A novel simplification algorithm based on vertex clustering was proposed in this paper.

    提出了一种基于顶点聚类的新简化算法。

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  • 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。

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  • At chapter 4, we focus on our research on the rendering, roam and continuous multiresolution terrain simplification algorithm of large-scale terrain scene.

    在第4章重点研究了大规模地形场景的显示和漫游技术和实时连续的多分辨率地形简化算法。

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  • 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。

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  • 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。

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  • 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。

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  • 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。

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  • 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。

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  • 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。

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  • The model simplification algorithms can be divided into four main categories: vertex clustering, incremental simplification, the sampling algorithm and adaptive subdivision.

    根据简化算法的简化方式可将其分为四大类:顶点聚类算法、增量式简化算法、采样算法和自适应细分算法。

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  • This paper aims to simplify 3D models with texture attributes. An appearance-preserving multi-resolution simplification algorithm based on half-edge collapse operation is proposed.

    针对附有纹理属性的网格模型,提出并实现了一种保持模型基本外观和形状特征的多分辨率网格简化算法。

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  • 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。

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  • 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。

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  • 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。

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  • In this paper, we present the implementation of an algorithm, which can handle not only geometric simplification of models but also that of surface attributes, such as colors and textures.

    本文实现一种算法,不仅能进行几何简化,还能简化模型的表面属性,包括:颜色和纹理。

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  • 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;

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  • A novel algorithm based on iterative edge contraction surface simplification method was proposed to (generate) and display the multi-resolution building meshes.

    基于顶点对迭代收缩的表面简化方法,提出一种建筑物多分辨网格的生成与显示算法。

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  • The general methods of terrain simplification with LOD is summarized briefly in this paper. An algorithm of LOD automatically generation through sparsely resampling technique is presented.

    文章简要总结了LOD进行地形简化的一般方法,介绍了一种通过稀疏采样技术实现LOD自动生成的算法。

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  • 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。

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  • The algorithm can be directly applied to data mining, digital grid partitioning and estimation, data partitioning, digital terrain surface simplification, etc.

    实现的算法可以直接应用于数据挖掘、数字网格划分与评估、数据分割、数值地形曲面的简化等问题。

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  • Achieve a highly paralleled algorithm to calculate the simplification error of triangular meshes by using CUDA.

    利用CUDA实现了高度并行化的网格模型简化误差计算算法。

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  • A new wireless echo algorithm is described based on table actuation, stratification and simplification structure.

    概要叙述了一种基于表驱动的、分层结构的、简化的回波算法。

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  • This paper proposes a novel algorithm for surface-based hierarchical clustering simplification that aims to accelerate view-dependent point set rendering.

    针对点曲面的视点相关绘制问题,提出了一个新的表面基层次聚类简化算法。

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  • 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。

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  • Under this premise, the algorithm of data simplification is offered which combines the method of distance threshold with the one of vector angle.

    以此为前提,提出了距离阈值法和向量角度法相结合的数据精简算法。

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  • The probability updating algorithm for acyclic Temporal Bayesian network based on model simplification and general probability updating algorithm for Temporal Bayesian network are presented.

    其中在时间贝叶斯网络研究中,分别提出了适用于非循环时间贝叶斯网络的基于模型化简的概率更新算法和一般概率更新算法。

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  • 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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  • 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。

    youdao

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