How many sample points are sufficient for 3D model surface representation and accurate mesh simplification?

2020 ◽  
Vol 79 (39-40) ◽  
pp. 29595-29620 ◽  
Author(s):  
Lida Asgharian ◽  
Hossein Ebrahimnezhad
2009 ◽  
Author(s):  
David Doria

In recent years, Light Detection and Ranging (LiDAR) scanners have become more prevalent in the scientific community. They capture a “2.5-D” image of a scene by sending out thousands of laser pulses and using time-of-flight calculations to determine the distance to the first reflecting surface in the scene. Rather than setting up a collection of objects in real life and actually sending lasers into the scene, one can simply create a scene out of 3d models and “scan” it by casting rays at the models. This is a great resource for any researchers who work with 3D model/surface/point data and LiDAR data. The synthetic scanner can be used to produce data sets for which a ground truth is known in order to ensure algorithms are behaving properly before moving to “real” LiDAR scans. Also, noise can be added to the points to attempt to simulate a real LiDAR scan for researchers who do not have access to the very expensive equipment required to obtain real scans.


2012 ◽  
Vol 157-158 ◽  
pp. 84-87
Author(s):  
Lei Cheng ◽  
Hai Yan Liu

Introduces a kind of method that creating the point cloud for laser inner carving from texture of 3D model surface. At first, the 3D model surface with texture needs to be converted to the triangle faces. Then texture coordinates which corresponded to the vertex will be obtained by visiting the triangle faces. The transform from texture triangle surface to 3D model triangle surface will be completed next. Then the Bayer dithering algorithm should be applied to handle the texture image. At last, the inner carving point cloud will be gained by transforming from the surface texture space to the 3D model space.


1985 ◽  
Vol 83 (3) ◽  
pp. 1411-1420 ◽  
Author(s):  
Charles B. Smith ◽  
Lionel M. Raff ◽  
P. M. Agrawal

2014 ◽  
Vol 543-547 ◽  
pp. 1757-1763
Author(s):  
Fu Yan Liu ◽  
Chong Yuan Fan

Mesh simplification should not only emphasize high compression ratio, but also maximize retention of a mesh representation which is another objective of mesh compression. In one of our 3D projects, in order to pursue the optimization model display, we proposed a new mesh simplification algorithm. This article describes the algorithm based on energy-aware which used to simplify a mesh of 3D model. Our approach has two major contributions. Firstly, we used an optimization method based on energy-aware, which seeks to collect low energy value vertexes of a mesh. Vertex energy is calculated by an energy function that describes the potential energy between the vertex and its directly related vertexes in a space. Secondly, our optimization method transforms a mesh into a series of triangle stripes, and reduces low energy vertexes of those stripes effectively. The process of compression is simple, efficient and adjustable for users. From the result of experiments, we can learn that our algorithm is suitable for processing several kinds of grid, and retains the characterization from original mesh very well. Our approach solved the problem of obvious distortions of a simplified mesh of 3D model, and significantly improved the efficiency of simplification process.


2015 ◽  
Vol 733 ◽  
pp. 931-934 ◽  
Author(s):  
Ji Lai Zhou ◽  
Ming Quan Zhou ◽  
Guo Hua Geng

This paper presents a new algorithm to retrieve 3D model on distance classification histogram. First, we select the certain number of random points on the model surface and compute the distance between two random points. Secondly, we sort the distance into two types which is based on the different geometry properties of these distance and construct the distance classification histogram. Finally, we measure the similarity of 3D models by comparing distance classification histogram. The experimental results on PSB show that our method has a good performance in precision and computational complication.


2014 ◽  
Vol 487 ◽  
pp. 389-393
Author(s):  
Jian Zhao Zhou ◽  
Li Qun Han ◽  
Xiao Pan Xu ◽  
Wei Jun Chu

Using NURBS modeling method can construct more realistic and vivid 3D models, because it has a remarkable ability to control the curves of the model surface than the traditional grid modeling method. Therefore, on analysis of the primary principles of NURBS, this paper adopted professional modeling software 3DS MAX to explore the methods and techniques of NURBS in the complex surface building process. And then, the techniques and methods were applied to construct practical engineering machinery, completing the 3D model of bulldozer case.


2021 ◽  
Vol 2113 (1) ◽  
pp. 012084
Author(s):  
Rumeng Lv ◽  
Xiaobing Chen ◽  
Bingying Zhang

Abstract Aiming at the problem that most of the existing grid simplification algorithms for 3D models can not deal with a large number of boundary or non-popular grid models, this paper proposes a grid simplification algorithm for 3D models based on traditional algorithms. The algorithm mainly studies the geometric features of the model, considering the calculation methods and characteristics of edge shrinkage, and introduces the edge feature factors on the basis of the traditional algorithm, that is, the triangular area and side length factors of local area are introduced in the calculation of folding cost. In addition, the gaussian curvature characteristics of the 3D model are also included. Experimental results show that the proposed algorithm can keep the detail features of the mesh model well, and greatly reflect the quality and effect of mesh simplification after simplification.


2014 ◽  
Vol 1030-1032 ◽  
pp. 1623-1626
Author(s):  
Hou Bao Ming ◽  
Liu Xue Na

In order to implement progressive mesh representation of 3D model, improve the computing method of collapse cost in mesh simplification. Firstly, obtains model data from smf data file, and rapidly establishes the 3D model in the memory, and redesigns weight computing method of Garland QEM algorithm. Using the square of the largest deviation of triangular plane normal adjacent to the vertex as the importance degree of vertex, and brings it into error metric formula, progressive mesh is generated by simplifying. The following experiment shows that the algorithm is succinct, and the generating speed of mesh and the contour information of model are well preserved.


2016 ◽  
Vol 54 (12) ◽  
pp. 1343-1404
Author(s):  
LS Spitzhorn ◽  
MA Kawala ◽  
J Adjaye
Keyword(s):  

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