期刊文献+

大型雕塑三维透视纠正系统的研究和开发 被引量:2

Research on and Development of Large Scale Sculpture 3D Perspective Correcting System
下载PDF
导出
摘要 由于人眼透视非线性的事实,在对雕塑手稿进行等比例放大后均需根据所观察到的透视效果对大型雕塑进行透视纠正。原来雕塑家需对照手稿人工制作透视正确的放大雕塑,由于大型雕塑体积大,手工制作工作量大,为了减少工作量,文中研究并开发了一种雕塑透视纠正系统。在该系统中,首先读入雕塑手稿的三维扫描模型数据,为雕塑设计者可使用计算机对雕塑模型数据在虚拟环境下进行放大模拟和透视纠正,随后通过将计算机生成的模型分割后进行机械加工得到大型雕塑,从而减少了真实雕塑纠正和放大所耗费的时间。 Due to the nonlinearity of the human eye perspective,large-scale sculptures need to be corrected fluoroscopically in the proportional amplification of sculpture manuscripts based on the observed effects of the perspective. The original manuscript sculptor needed to make amplified sculptures with correct perspective manually. Due to the large size of sculptures,making sculptures manually is labor consuming. In order to reduce the workload,the paper researched and developed a sculptural perspective correction system. In this system,first the manuscript sculpture 3D scan data model is read into the system,so that designers can use the computer to amplify the analog model data and correct its perspective in a virtual environment. Then the computer-generated model is divided and mechanically processed into a large-scale sculpture,thereby reducing the time for real sculpture correction and amplification.
出处 《电子科技》 2014年第10期33-35,39,共4页 Electronic Science and Technology
基金 浙江省自然科学基金重点资助项目(Z1091077) 文化部科技创新基金资助项目
关键词 雕塑数字化 虚拟现实 透视纠正 模型骨骼绑定和蒙皮 digital sculpture virtual reality perspective correction skeletal binding and skin blending
  • 相关文献

参考文献8

二级参考文献27

  • 1金小刚,彭群生.四元数及其在计算机动画中的应用[J].计算机辅助设计与图形学学报,1994,6(3):174-180. 被引量:15
  • 2陈东亮,陆达.关于在OpenGL中装载3ds模型文件的分析[J].福建电脑,2007,23(5):59-60. 被引量:6
  • 3Unuma M, Anjyo K, Takeuchi R. Fourier principles for emotion-based human figure animation [C] //Proceedings of the 22nd Annual Conference on Computer Graphics and Interactive Techniques. New York: ACM Press, 1995 : 91-96.
  • 4Collomosse J P. Higher level techniques for the artistic rendering of images and video [R]. Bath: University of Bath. Department of Computer Science, 2004.
  • 5Campbell N, Dalton C, Muller H. 4D swathing to automatically inject character into animations ER]. Bristol: University of Bristol, 2000.
  • 6Wang J, Drucker S M, Agrawala M, et al. The cartoon animation filter[C] //Computer Graphics Proceedings, Annual Conference Series, ACM SIGGRAPH. New York: ACM Press, 2006:1169-1173.
  • 7Catmull E. A system for computer generated movies [C] // Proceedings of the ACM Annual Conference. New York: ACM Press, 1972, 1:422-431.
  • 8Lander J. Skin them bones: game programming for the web generation [J]. Game Developer Magazine, 1998, 5(1): 10- 18.
  • 9Lander J. Over my dead, polygonal body [J]. Game Developer Magazine, 1999, 17(1): 1-4.
  • 10Weber J. Run-time skirt deformation [OL]. [2010-07-12]. http..//www, imonk, com/baboon/bones/weberj, doc.

共引文献35

同被引文献19

引证文献2

二级引证文献18

相关作者

内容加载中请稍等...

相关机构

内容加载中请稍等...

相关主题

内容加载中请稍等...

浏览历史

内容加载中请稍等...
;
使用帮助 返回顶部