• Title/Summary/Keyword: Triangular meshes

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Geometric Snapping for 3D Triangular Meshes and Its Applications (3차원 삼각형 메쉬에 대한 기하학적 스내핑과 그의 응용)

  • 유관희;하종성
    • Journal of KIISE:Computer Systems and Theory
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    • v.31 no.3_4
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    • pp.239-246
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    • 2004
  • Image snapping for an image moves the cursor location to nearby features in the image, such as edges. In this paper, we propose geometric snapping for 3D triangular meshes, which is extended from image snapping. Similar to image snapping, geometric snapping also moves the cursor location naturally to a location which represents main geometric features in the 3D triangular meshes. Movement of cursor is based on the approximate curvatures which appear geometric features on the 3D triangular meshes. The proposed geometric snapping can be applied to extract main geometric features on 3D triangular meshes. Moreover, it can be applied to extract the geometric features of a tooth which are necessary for generating the occlusal surfaces in dental prostheses.

Development of an Automatic Mesh-Generation Program in Irregular Domains (불규칙영역에서의 격자망 자동발생 프로그램의 개발)

  • 김성희;권순국
    • Magazine of the Korean Society of Agricultural Engineers
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    • v.37 no.2
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    • pp.21-30
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    • 1995
  • In order to save time and efforts in generating finite element meshes in irregular houndaries of domains, it is needed to develop an automatic mesh-generator which can hoth promote the accuracy of solutions and reduce the run-time in operating finite ele- ment models. In this study, the advancing front technique of triangular mesh generation and the transforming technique from triangular meshes to quadrilateral meshes were used to de- velop a computer program for the automatic triangular and quadrilateral meshes in the mixed shape. Furthermore, to enhance the quadrilateral mesh quality, the techniques of Laplancian smoothing and interior mesh modification were employed. The mesh genera- tor was applied to evaluate its applicability to irregular and complex geometries such as Nakdong river bay. In has hoen shown that the automatic mesh generator developed is capable of automatically generating meshes for irreguiar and complex geometries with high qualities of meshes and with the simple input data of arbitrarily specified nodal spacing in bound- aries.

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Automatic Generation of Triangular Ginite Element Meshes on Three-Dimensional Surfaces (3차원 곡면에서 삼각형 유한요소망의 자동생성)

  • 채수원;손창현
    • Korean Journal of Computational Design and Engineering
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    • v.1 no.3
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    • pp.224-233
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    • 1996
  • An automatic mesh generation scheme with triangular finite elements on three-dimensional surfaces has been developed. The surface triangulation process is performed as follows. To begin, surfaces with key nodes are transformed to two-dimensional planes and the meshes with triangular elements are constructed in these planes. Finally, the constructed meshes are transformed back to the original 3D surfaces. For the mesh generation, an irregular mesh generation scheme is employed in which local mesh densities are assigned by the user along the boundaries of the analysis domain. For this purpose a looping algorithm combined with an advancing front technique using basic operators has been developed, in which the loops are recursively subdivided into subloops with the use of the best split lines and then the basic operators generate elements. Using the split lines, the original boundaries are split recursively until each loop contains a certain number of key nodes, and then using the basic operators such as type-1 and type-2, one or two triangular elements are generated at each operation. After the triangulation process has been completed for each meshing domain, the resulting meshes are finally improved by smoothing process. Sample meshes are presented to demonstrate the versatility of the algorithm.

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Shape Deformation of Triangular Net (삼각망의 형상 변형)

  • Yoo, Dong-Jin
    • Journal of the Korean Society for Precision Engineering
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    • v.24 no.11
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    • pp.134-143
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    • 2007
  • A new approach based on mean value coordinate combined with Laplacian coordinate is proposed for shape deformation of a large polygon model composed of triangular net. In the method, the spherical mean value coordinates for closed control meshes is introduced to describe a vertex in the triangle meshes to be deformed. Furthermore, the well known quardratic least square method for the Laplacian coordinates is employed in order to deform the control meshes. Because the mean value coordinates are continuous and smooth on the interior of control meshes, deforming operation of control meshes change the shape of polygon model while preserving the intrinsic surface detail. The effectiveness and validity of this novel approach was demonstrated by using it to deform large and complex polygon models with arbitrary topologies.

Triangular Mesh Generation on Places or Surfaces by a New Looping Method (새로운 분할법에 의한 평면 및 곡면의 삼각형 요소망 자동생성)

  • 이민철;전만수;임우섭
    • Korean Journal of Computational Design and Engineering
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    • v.4 no.2
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    • pp.79-86
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    • 1999
  • A general approach to automatic generation of triangular meshes on three-dimensional surfaces is presented in this paper. The approach, developed with emphasis on program generality and interface with CAD/CAM systems, is based on the double mapping method and the looping method. The double mapping method is introduced and anew splitting scheme is proposed for the looping method employed for triangular mesh generation on the parametric domain. Several application examples are given.

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A RENDERING ALGORITHM FOR HYBRID SCENE REPRESENTATION

  • Tien, Yen;Chou, Yun-Fung;Shih, Zen-Chung
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2009.01a
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    • pp.17-22
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    • 2009
  • In this paper, we discuss two fundamental issues of hybrid scene representation: constructing and rendering. A hybrid scene consists of triangular meshes and point-set models. Consider the maturity of modeling techniques of triangular meshes, we suggest that generate a point-set model from a triangular mesh might be an easier and more economical way. We improve stratified sampling by introducing the concept of priority. Our method has the flexibility that one may easily change the importance criteria by substituting priority functions. While many works were devoted to blend rendering results of point and triangle, our work tries to render point-set models and triangular meshes as individuals. We propose a novel way to eliminate depth occlusion artifacts and to texture a point-set model. Finally, we implement our rendering algorithm with the new features of the shader model 4.0 and turns out to be easily integrated with existing rendering techniques for triangular meshes.

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Discrete Wavelet Transform for Watermarking Three-Dimensional Triangular Meshes from a Kinect Sensor

  • Wibowo, Suryo Adhi;Kim, Eun Kyeong;Kim, Sungshin
    • International Journal of Fuzzy Logic and Intelligent Systems
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    • v.14 no.4
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    • pp.249-255
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    • 2014
  • We present a simple method to watermark three-dimensional (3D) triangular meshes that have been generated from the depth data of the Kinect sensor. In contrast to previous methods, which maintain the shape of 3D triangular meshes and decide the embedding place, requiring calculations of vertices and their neighbors, our method is based on selecting one of the coordinate axes. To maintain shape, we use discrete wavelet transform and constant regularization. We know that the watermarking system needs the information to be embedded; we used a text to provide that information. We used geometry attacks such as rotation, scales, and translation, to test the performance of this watermarking system. Performance parameters in this paper include the vertices error rate (VER) and bit error rate (BER). The results from the VER and BER indicate that using a correction term before the extraction process makes our system robust to geometry attacks.

Trimmed NURBS surface tessellation with sharp shape constraint (Sharp Shape를 유지하는 trimmed NURBS 곡면의 삼각화 방법)

  • Cho, Doo-Yeoun;Kim, In-Ill;Lee, Kyu-Yeul;Kim, Tae-Wan
    • Journal of Korea Game Society
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    • v.2 no.1
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    • pp.62-68
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    • 2002
  • This paper presents a method for tessellating trimmed NURBS surface with preserving sharp shape Although several existing approaches need a large number of triangular meshes to represent sharp shape of surface, resulting triangular meshes may not reflect sharp edges properly. In this study, we flit detect the sharp shape of NURBS surface automatically using C1 continuous condition and then use constraint Delaunay triangulation method to present exact sharp shape with the minimum triangular meshes. And we also use approximated developed surface domain as triangulation domain of rimmed NURBS surface. In this way, the shape of triangular elements on the triangular domains is approximately preserved and can avoid distortion when mapped into three-dimensional space. finally, we show examples that demonstrate the effectiveness of the proposed scheme in terms of reducing the number of triangular meshes and preserving sharp shape of surface more exactly.

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Extension of Topological Improvement Procedures for Triangular Meshes (삼각격자에 대한 위상학적 개선과정의 확장)

  • Maeng, Ju-Seong;Han, Seok-Yeong;Choe, Hyeong-Il
    • Transactions of the Korean Society of Mechanical Engineers B
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    • v.25 no.6
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    • pp.853-859
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    • 2001
  • This paper describes the extended topological clean up procedures to improve the quality of unstructured triangular meshes. As a postprocessing step, topological improvement procedures are applied both for elements that are interior to the mesh and for elements connected to the boundary and then Laplacian-like smoothing is used by default. Previous clean up algorithms are limited to eliminate the nodes of degree 3,4,8,9,10 and pairs of nodes of degree 5. In this study, new clean up algorithms which minimize the triple connection structures combined with degree 5 and 7 (ie ; 5-7-5, 7-7-5, 7-5-7 etc) are added. The suggested algorithms are applied to two example meshes to demonstrate the effectiveness of the approach in improving element quality in a finite element mesh.

Mesh Simplification and Adaptive LOD for Finite Element Mesh Generation

  • Date, Hiroaki;Kanai, Satoshi;Kishinami, Takeshi;Nishigaki, Ichiro
    • International Journal of CAD/CAM
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    • v.6 no.1
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    • pp.73-79
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    • 2006
  • In this paper, we propose a new triangular finite element mesh generation method based on simplification of high-density mesh and adaptive Level-of-Detail (LOD) methods for efficient CAE. In our method, mesh simplification is used to control the mesh properties required for FE mesh, such as the number of triangular elements, element shape quality and size while keeping the specified approximation tolerance. Adaptive LOD methods based on vertex hierarchy according to curvature and region of interest, and global LOD method preserving density distributions are also proposed in order to construct a mesh more appropriate for CAE purpose. These methods enable efficient generation of FE meshes with properties appropriate for analysis purpose from a high-density mesh. Finally, the effectiveness of our approach is shown through evaluations of the FE meshes for practical use.