In this paper,a generalized nth-order perturbation method based on the isogeometric boundary element method is proposed for the uncertainty analysis of broadband structural acoustic scattering problems.The Burton-Mill...In this paper,a generalized nth-order perturbation method based on the isogeometric boundary element method is proposed for the uncertainty analysis of broadband structural acoustic scattering problems.The Burton-Miller method is employed to solve the problem of non-unique solutions that may be encountered in the external acoustic field,and the nth-order discretization formulation of the boundary integral equation is derived.In addition,the computation of loop subdivision surfaces and the subdivision rules are introduced.In order to confirm the effectiveness of the algorithm,the computed results are contrasted and analyzed with the results under Monte Carlo simulations(MCs)through several numerical examples.展开更多
A new method for constructing interpolating Loop subdivision surfaces is presented. The new method is an extension of the progressive interpolation technique for B-splines. Given a triangular mesh M, the idea is to it...A new method for constructing interpolating Loop subdivision surfaces is presented. The new method is an extension of the progressive interpolation technique for B-splines. Given a triangular mesh M, the idea is to iteratively upgrade the vertices of M to generate a new control mesh M such that limit surface of M would interpolate M. It can be shown that the iterative process is convergent for Loop subdivision surfaces. Hence, the method is well-defined. The new method has the advantages of both a local method and a global method, i.e., it can handle meshes of any size and any topology while generating smooth interpolating subdivision surfaces that faithfully resemble the shape of the given meshes. The meshes considered here can be open or closed.展开更多
We present a novel approach for real-time rendering Loop subdivision surfaces on modern graphics hardware. Our algorithm evaluates both positions and normals accurately, thus providing the true Loop subdivision surfac...We present a novel approach for real-time rendering Loop subdivision surfaces on modern graphics hardware. Our algorithm evaluates both positions and normals accurately, thus providing the true Loop subdivision surface. The core idea is to recursively refine irregular patches using a GPU compute kernel. All generated regular patches are then directly evaluated and rendered using tile hardware tessellation unit. Our approach handles triangular control meshes of arbitrary topologies and incorporates common subdivision surface features such as semi-sharp creases and hierarchical edits. While surface rendering is accurate up to machine precision, we also enforce a consistent bitwise evaluation of positions and normals at patch boundaries. This is particularly useful in the context of displacement mapping which strictly requires inatching surface normals. Furthermore, we incorporate efficient level-of-detail rendering where subdivision depth and tessellation density can be adjusted on-the-fly. Overall, our algorithm provides high-quality results at real-time frame rates, thus being ideally suited to interactive rendering applications such as video games or authoring tools.展开更多
基金sponsored by the Graduate Student Research and Innovation Fund of Xinyang Normal University under No.2024KYJJ012.
文摘In this paper,a generalized nth-order perturbation method based on the isogeometric boundary element method is proposed for the uncertainty analysis of broadband structural acoustic scattering problems.The Burton-Miller method is employed to solve the problem of non-unique solutions that may be encountered in the external acoustic field,and the nth-order discretization formulation of the boundary integral equation is derived.In addition,the computation of loop subdivision surfaces and the subdivision rules are introduced.In order to confirm the effectiveness of the algorithm,the computed results are contrasted and analyzed with the results under Monte Carlo simulations(MCs)through several numerical examples.
基金supported by NSF of USA under Grant No.DMI-0422126The last author is supported by the National Natural Science Foundation of China under Grant Nos.60625202,60533070.
文摘A new method for constructing interpolating Loop subdivision surfaces is presented. The new method is an extension of the progressive interpolation technique for B-splines. Given a triangular mesh M, the idea is to iteratively upgrade the vertices of M to generate a new control mesh M such that limit surface of M would interpolate M. It can be shown that the iterative process is convergent for Loop subdivision surfaces. Hence, the method is well-defined. The new method has the advantages of both a local method and a global method, i.e., it can handle meshes of any size and any topology while generating smooth interpolating subdivision surfaces that faithfully resemble the shape of the given meshes. The meshes considered here can be open or closed.
基金supported by the National Natural Science Foundation of China under Grant No.61170138the Program for New Century Excellent Talents in University of China under Grant No.NCET-10-0728
文摘We present a novel approach for real-time rendering Loop subdivision surfaces on modern graphics hardware. Our algorithm evaluates both positions and normals accurately, thus providing the true Loop subdivision surface. The core idea is to recursively refine irregular patches using a GPU compute kernel. All generated regular patches are then directly evaluated and rendered using tile hardware tessellation unit. Our approach handles triangular control meshes of arbitrary topologies and incorporates common subdivision surface features such as semi-sharp creases and hierarchical edits. While surface rendering is accurate up to machine precision, we also enforce a consistent bitwise evaluation of positions and normals at patch boundaries. This is particularly useful in the context of displacement mapping which strictly requires inatching surface normals. Furthermore, we incorporate efficient level-of-detail rendering where subdivision depth and tessellation density can be adjusted on-the-fly. Overall, our algorithm provides high-quality results at real-time frame rates, thus being ideally suited to interactive rendering applications such as video games or authoring tools.