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Digital Relief Generation from 3D Models 被引量:1
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作者 WANG Meili SUN Yu +3 位作者 ZHANG Hongming QIAN Kun CHANG Jian HE Dongjian 《Chinese Journal of Mechanical Engineering》 SCIE EI CAS CSCD 2016年第6期1128-1133,共6页
It is difficult to extend image-based relief generation to high-relief generation, as the images contain insufficient height information. To generate reliefs from three-dimensional (3D) models, it is necessary to ex... It is difficult to extend image-based relief generation to high-relief generation, as the images contain insufficient height information. To generate reliefs from three-dimensional (3D) models, it is necessary to extract the height fields from the model, but this can only generate bas-reliefs. To overcome this problem, an efficient method is proposed to generate bas-reliefs and high-reliefs directly from 3D meshes. To produce relief features that are visually appropriate, the 3D meshes are first scaled. 3D unsharp masking is used to enhance the visual features in the 3D mesh, and average smoothing and Laplacian smoothing are implemented to achieve better smoothing results. A nonlinear variable scaling scheme is then employed to generate the final bas-reliefs and high-reliefs. Using the proposed method, relief models can be generated from arbitrary viewing positions with different gestures and combinations of multiple 3D models. The generated relief models can be printed by 3D printers. The proposed method provides a means of generating both high-reliefs and bas-reliefs in an efficient and effective way under the appropriate scaling factors. 展开更多
关键词 high-relief bas-relief mesh enhancement SCALING
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Relief generation from 3D scenes guided by geometric texture richness 被引量:1
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作者 Yongwei Miao Yuliang Sun +3 位作者 Xudong Fang Jiazhou Chen Xudong Zhang Renato Pajarola 《Computational Visual Media》 CSCD 2018年第3期209-221,共13页
Typically, relief generation from an input 3D scene is limited to either bas-relief or high-relief modeling. This paper presents a novel unified scheme for synthesizing reliefs guided by the geometric texture richness... Typically, relief generation from an input 3D scene is limited to either bas-relief or high-relief modeling. This paper presents a novel unified scheme for synthesizing reliefs guided by the geometric texture richness of 3D scenes; it can generate both bas- and high-reliefs. The type of relief and compression coefficient can be specified according to the user's artistic needs. We use an energy minimization function to obtain the surface reliefs, which contains a geometry preservation term and an edge constraint term. An edge relief measure determined by geometric texture richness and edge z-depth is utilized to achieve a balance between these two terms. During relief generation, the geometry preserwtion term keeps local surface detail in the original scenes, while the edge constraint term maintains regions of the original models with rich geometric texture. Elsewhere, in high- reliefs, the edge constraint term also preserves depth discontinuities in the higher parts of the original scenes. The energy function can be discretized to obtain a sparse linear system. The reliefs are obtained by solving it by an iterative process. Finally, we apply non-linear compression to the relief to meet the user's artistic needs. Experimental results show the method's effectiveness for generating both bas- and high-reliefs for complex 3D scenes in a unified manner. 展开更多
关键词 geometric texture richness reliefgeneration energy minimization bas-relief high-relief
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