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Please use this identifier to cite or link to this item: http://ir.ncue.edu.tw/ir/handle/987654321/15186

Title: 特徵對應之紋理貼圖技術
Texture Mapping on 3D Surface with Hard Constraints
Authors: 顏韶威
Contributors: 資訊管理學系
Keywords: 紋理貼圖;虛擬點;變形;翻轉;聚集;貼圖變形量;參數化;位置限制
Texture stretch;Clustering;Virtual points;Parameterization;Warping;Positional constraints;Foldover;Steiner vertex;Texture mapping
Date: 2009
Issue Date: 2013-01-07T08:47:19Z
Publisher: 國立成功大學
Abstract: 紋理貼圖是電腦繪圖上相當普遍的技術;藉由輸入的二維影像,紋理貼圖可以利用影像中豐富的資訊與細節來加以擬真三維網格模型。本論文包含了三個不同而有效的紋理貼圖演算法,這三個演算法的設計演進分別從無特徵對應的紋理貼圖技術至有特徵對應的紋理貼圖演算法。
第一個演算法可應用於任意的三維表面,主要的目標是著重於無失真的貼圖座標計算,但不考慮使用者給定的特徵位置對應。為了於三維模型上進行紋理貼圖,我們提出了一個架構來參數化任意三維表面至二維平面上。我們的方法不需要固定的參數化邊界,而且貼圖座標可以利用線性稀疏矩陣系統來有效率的求得解答;所以這個系統的執行表現可以達到互動式的操作反應。
第二個與第三個演算法為有特徵對應的紋理貼圖演算法。有特徵對應的紋理貼圖是一個在電腦圖學上重要而且相當具挑戰性的問題。第二個演算法的主要觀念是重複的切割參數化的平面,直到每個切割出來的子區域僅剩下一個特徵點為止。由於每個子區域只包含一個特徵點,所以特徵點的對齊問題已被大大的簡化,每個子區域只需單獨計算處理即可對齊所有的特徵點。
在第三個特徵對應的紋理貼圖方法中,我們一開始於二維平面空間裡推導一個理論上強健地、無翻轉三角形的變形演算法;之後我們應用此變形方法到有特徵對應的紋理貼圖。這個演算法可以在視覺上擁有更好的繪圖呈現,而主要的關鍵在於本方法只需增加了少數的Steiner vertices在參數化後的三角網格模型上,即可滿足使用者的特徵對應需求。
Texture mapping is a common and very useful technique in computer graphics. Texture mapping adds the detailed information of the user-specified image to the 3D models and represents the rendering result more vividly and realistically. This thesis contains three efficient algorithms from texture mapping on 3D surface without positional constraints to texture mapping with hard positional constraints.
The first one is to achieve distortion-free texture mapping on arbitrary 3D surfaces without constraints. To texture 3D models, we propose a scheme to flatten 3D surfaces into a 2D parametric domain. Our method does not require the two-dimensional boundary of flattened surfaces to be stationary. The first parameterization scheme can be efficiently realized by a linear sparse matrix system and yields interactive performance.
The second and third algorithms are texture mapping with hard positional constraints. Texture mapping with positional constraints is an important and challenging problem in computer graphics. The idea of second one is to partition the parametric map until each sub-region contains one feature points. Then we can easily handle each sub-region and complete the alignment of all feature points.
In the third algorithm, we first present a theoretically robust, foldover-free 2D mesh warping algorithm. Then we apply this warping algorithm to texture mapping on 3D triangle meshes with hard positional constraints. The third algorithm can generate more pleasing visual representation, add fewer Steiner vertices on the 3D mesh embedding domain, and satisfy all user-specified constraints without foldovers.
Relation: 博士; 國立成功大學資訊工程學系碩博士班
Appears in Collections:[資訊管理學系所] 專書

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