polygon mesh 中文意思是什麼

polygon mesh 解釋
多邊形網格
  • polygon : n. 【幾】多邊形,多角形。 a regular polygon 正多邊形。adj. -lygonal 多邊多角形的(地面龜裂)。
  • mesh : n 1 網眼;篩孔;〈pl 〉網,網狀物,網路;網絲;銅紗;〈pl 〉法網。2 【機械工程】(齒輪的)嚙合。v...
  1. The main innovation of our method is that we only need construct polygonal mesh possessing simple symmetric properties on both sides of control polygon edges of interpolated curves, and do n ' t need modify the subdivision rules near the interpolation curves during the process of subdivision. thus the subdivision rules are simple. the process is convergent and the limit surface is c everywhere except a finite number of points

    該方法的主要創新思想是,在被插值曲線的控制多邊形兩側構造具有簡單對稱性質的多邊形網格,而在細分過程中,則無須修改被插值曲線附近的細分規則,兇此細分演算法是簡單的,細分過程是收斂的,且最終的插值曲面除有限個點外是c ~ 2連續的。
  2. Uses a left - handed coordinate system to create a mesh that contains an n - sided polygon

    使用左手坐標系創建包含n邊形的網格。
  3. A finite element mesh generation method based on polygon decomposition

    一種基於多邊形剖分的有限元網格生成方法
  4. This paper also analyzed some key problems in 3d triangulation from scattered points. new determining principles for the relationship of point and line in space and for convexo - concave vertices of space polygon is discussed which corrected the previous method and can be applied in space triangle mesh. at the end of this papar, the future research areaes of triangluation from 3d scattered points are demonstrated

    本文還分析了三維空間直接三角剖分所要解決的一些關鍵問題,進而提出了空間中點與直線位置關系判別的新方法及空間多邊形頂點凹凸性判別的新方法,修正了以往演算法在應用上的局限性,使之能夠適用於復雜網格多邊形邊界。
  5. In this paper, i will present some algorithms of polyhedral visual hull reconstruction : ( 1 ) polyhedral v isual h ull generation a igorithm b ased one dge - pool - searching, which constrains the 3 - d intersections into the 2 - d planes intersection via the epipolar theory to reduce the complexity a nd c an r educe t he t imes f or c ones t o b e p rejected o nto t he i mage p lanes, i n which we induced the index list to every points on the surface of object, and connected the related points to get sub polygons on surface and in turn get the mesh model, we replace triangulation process of disordered points cloud by edge - pool searching. ; ( 2 ) reconstruction based on degenerated - polygon - intersection, which have the following improvements on traditional bull intersection : using degenerated polygon to orga nize intersected area on cone face, which may be discontinuous ; a fast intersection algorithm of polygons on the cone face based on degenerated polygons, which is consistent between the continuous polygons and the discontinuous ones. the intersection of degenerated polygons is similar to the convergence of two ordered lists, which is comparably simple to the bull operation ; ( 3 ) reconstruction algorithm based on ray - tracing, in which all the rays that run through the vertex on silhouette of object will intersect with all the cones correspondent to other silhouette, and we have to calculate the intersection of all such line segments, the endpoints of which are considered to lie on the surface of object and we will get the point cloud on the surface of object

    同時利用共極線原理把三維計算投影到二維平面以降低求交計算的復雜度,該演算法可以減少光錐向圖像平面投影計算的次數,以邊池搜索取代散亂點集上進行的三角剖分; ( 2 )基於退化多邊形求交的多面體可見殼模型重構,系統引入退化多邊形的概念,把錐體平面的交集中不連通的部分用一個退化多邊形來表示,並引入了新的基於退化多邊形的求交演算法,與傳統多面體可見殼重構相比,該演算法有以下幾點創新:在圖像平面以退化多邊形組織投影錐體和物體輪廓的交集,把任意錐面與物體輪廓的交集歸一到一個退化多邊形;基於退化多邊形的二維平面上多邊形快速相交演算法,該演算法在一定程度上就是兩個有序鏈表的合併,大大簡化了先前的布爾求交計算; ( 3 )基於光線跟蹤的演算法,該演算法中所有通過輪廓頂點的光線和對應其它圖像輪廓的光錐進行求交計算,最後得到每次求交計算得到線段的交集,該線段的頂點就認為是物體表面點,從而得到物體表面的點雲。
  6. The discrete optimization of boundary curve and the optimization of polygon clipping are discussed on the basis of the above research, this surface automatic mesh generation have applied to cae software successfully which can create high quality element. the method is steady and reliable. the speeding of the meshing is good

    在上述技術研究的基礎上,將曲面自動網格劃分演算法成功應用於板料成形模擬的cae軟體中,該演算法具有自適應能力強,網格生成速度快,穩定可靠等優點。
  7. Firstly, this paper introduces model representation and interactive technique in our editor and designs a framework supporting polygon mesh model and a men - machine interactive system with manipulations and commands at the core ; and introduces application and optimization of opengl poly - view in os environment

    本文首先介紹了角色動畫編輯器中的模型表示和互動式操作機制,設計了支持多邊形網格模型的類框架結構和以操控和命令為核心的人機交互系統;並介紹了多個opengl視圖在操作系統下的優化應用。
  8. By looking through a face on the target mesh, as if it where a window, you should be able to see every polygon on your source mesh pointing more or less in your direction

    通過察看目標網格上的一個面,比如窗戶那裡的面,你將可以看到在你源網格的每一個多邊形或多或少的指向你的方向。
  9. For visualization geometrical data generated in numerical simulations, two subdivision methods are used and described in full detail. the two methods, which are triangular subdivision and quadrilateral subdivision, are incorporated into the visualization system with vtk for surface and volume rendering. the system supports a wide variety of visualization algorithms including scalar, vector, tensor, texture, and volumetric methods ; and advanced modeling techniques such as implicit modeling, polygon reduction, mesh smoothing, cutting, and contouring

    針對數值計算時被計算的幾何外形,即三維空間離散的數據所確定的幾何外形需要顯示出來特性,本文詳細介紹了兩種常用的剖分技術,即三角形剖分和四邊形剖分原理、方法;將現有的、特定的可視化演算法和技術與vtk類庫充分結合,設計了能讀取、存貯三角形或四邊形剖分的數據組織以及實現其幾何體繪制的類庫。
  10. Object that represents the polygon mesh

    對象,該對象表示多邊形網格。
  11. Object that represents the device associated with the created polygon mesh

    對象,該對象表示與創建的多邊形網格關聯的設備。
  12. Based on theory of spline surface offset, the first one directly finds the control polygon mesh of the offset surface from the original control mesh

    第一種演算法依據樣條曲面等距原理,把對細分曲面的等距轉化為其等距前後控制網格的對應關系。
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