发明名称 Method for Generating Quartic Bezier Triangle Patches from Triangle Mesh for Computer Graphics
摘要 Method for generating curved surface consisting of quartic Bezier triangles patches, from a mesh of planar triangles is disclosed. Mesh of planar triangles is used as input. For each vertices, faces that are joined at the vertex are evaluated to determine the desired surface orientation and a scalar parameter that describes the curvature. This can be expressed as a normal vector with its size representing the scalar parameter. Based on this normal vector, one cubic Bezier control point is generated on each side of triangles surrounding the vertex. Applying this to all vertices in the mesh will form cubic Bezier curve which is the boundary curve shared between the adjacent triangle patches. Once cubic Bezier boundary curves are obtained, quartic Bezier triangles patches can be generated for each triangle in the mesh.
申请公布号 US2015339849(A1) 申请公布日期 2015.11.26
申请号 US201414287156 申请日期 2014.05.26
申请人 Iwamoto Tatsuya 发明人 Iwamoto Tatsuya
分类号 G06T17/10;G06T1/20 主分类号 G06T17/10
代理机构 代理人
主权项 1. A method for computer graphics that takes triangle mesh as input, and generates normal vectors at each vertex representing the direction of the surface, and also a scalar parameter representing the curvature. The curvature parameter can be encoded as the size of the normal vector. A triangle mesh is a series of point positions in space, where points are connected to each other with a line segment to form triangles. A normal vector with curvature parameter is generated for each vertex in the mesh. At each vertex, each triangles sharing the vertex are evaluated, then the results for each surrounding triangles are aggregated to yield a normal vector with curvature parameter as size.
地址 Bellevue WA US
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