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Three-dimensional Model To Simplify The Algorithm And Demonstration Platform

Posted on:2011-07-19Degree:MasterType:Thesis
Country:ChinaCandidate:X Y WuFull Text:PDF
GTID:2208360305994728Subject:Computer Science and Technology
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In the fields such as computer graphics, virtual reality, scientific calculation visualization and so on, things are always related to interactive display and real-time rendering of complicated three-dimensional model. With the necessary of highly detailed geometric models as well as models and gometric scenes, it brought remendous pressure to computer storage capacity, computing speed and the rendering times. For solving such problems effectively, we can simplify the three-dimensional models and generate multiple levels of details.Throug using proper algorithms, mesh simplification reduces the use of appropriate patches of model numbers, the number of edges and vertices, with a smaller number of polygons to retain its shape, appearance and other most important features, reducing the complexity of the model. However, it is effective to control the complexity of the secnes and accelerate the speed of graphics rendering with supplying different levels of details for models. That is effective methods, which solve complex scenes and computer competency, graphic capabilities do not match real-time control system.This dissertation studied the technology and algorithm on mesh simplification of existing. A new simplified algorithm based on Quadric Error Matrix using Local Center of Gravity Measure of vertex was introduced. This algorithm based on triangle vertices to the set of adjacent triangles from the center of the square serve as error metrics, combining with LOD techniques to construct various levels of details, and introducing a new method to resolve the twoness problem of progressive mesh construction.In addition, we make application of mesh simpilification using VS 2005 and OpenGL, this software can process the model scenes.PLY form. It integrated the new algorithm and compared with QEM algorithm. The experiment has proved its validity. This algorithm brings new collapse price to allocate network grid rationally, change the order of collapse and maintain the model of visual features, and moreover, it can reduce the visual degradation and accelerate the speed.
Keywords/Search Tags:mesh simpilification, edge collapse, level of detail, OpenGL, progressive mesh
PDF Full Text Request
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