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本科毕业设计 英文文献及翻译 学院 班级 学号 姓名 指 导 教 师 职 称 Concepts and Descriptions of 3D Models In the following, the concepts, descriptions and research directions for newly- developed digital media, 3D models, are presented. Based on three aspect of technical requirements, the basic concepts and the commonly-used techniques for multimedia compression, multimedia watermarking, multimedia retrieval and multimedia perceptual hashing are then summarized. 3D Models A model is the abstract representation of an objective, including structures, attributes, variation laws and relationships among components.3D modelsare the fourth generation of multimedia following sound, images and videos. A 3D model represents a 3D object using a collection of points in the 3D space, connected by various geometric entities such as triangles, lines, curved surfaces, etc. A typical example is shown in Fig. 1.1. Being a collection of data (points and other information), 3D models can be created by hand, algorithmically (procedural modeling), or scanned. 3D models have been widely used anywhere in 3D graphics. Actually, their use predates the widespread use of 3D graphics on personal computers. Many computer games use pre-rendered images of 3D model as sprites before computers can render them in real- time. Today, 3D models are used in a wide variety of fields. The medical industry uses detailed models of organs. The movie industry uses them as characters and objects for animated and real-life motion pictures. The video game industry uses them as assets for computer and video games. The science sector uses them as highly detailed models of chemical compounds. The architecture industry uses them to demonstrate proposed buildings and landscapes through software architectural models. The engineering community uses them as designs of new devices, vehicles and structures, as well as for a host of other uses. In recent decades, the earth science community has started to construct 3D geological models as a standard practice. 3D models can be roughly classified into two categories: (1) Solid models. These models define the volume of the object they represent (like a rock). These are more realistic, but more difficult to build. Solid models are mostly used for non-visual simulations such as medical and engineering simulations, and for CAD and specialized visual applications such as ray tracing and constructive solid geometry.(2) Shell/Boundary models. These models represent the surface, e.g., the boundary of the object, not its volume (like an infinitesimally thin eggshell). These are easier to work with than solid models. Almost all visual models used in games and films are shell models. Because the appearance of an object depends largely on the exterior of the object, boundary representations are common in computer graphics. 2D surfaces are a good analogy for the objects use in graphics, though quite often these objects are non- manifold. Since surfaces are not finite, a discrete digital approximation is required: polygonal meshes are by far the most common representations, although point-based representations have been gaining some popularity in recent years. Level sets are a useful representation for deforming surfaces which undergo many topological changes, such as fluids. The process of transforming representations of objects, such as the middle point coordinate of a sphere and a point on its circumference into a polygon representation of a sphere, is called tessellation. This step is used in polygon-based rendering, where objects are broken down from abstract representations (“primitives”) such as spheres, cones, etc., to so-called meshes, which are nets of interconnected triangles. Meshes of triangles (instead of e.g. squares) are popular as they have proven to be easy to render using scan line rendering. Polygon representations are not used in all rendering techniques, and in these cases the tessellation step is not included in the transition from abstract representation to the rendered scene. There are two types of information in a 3D model, geometrical information and topological information. Geometrical information generally represents shapes, locations and sizes in the Euclidean space, while topological information stands for the connectivity between different parts of the 3D model. The 3D model itself is invisible, but we can perform the rendering operation at different levels of detail based on simple wireframes or shading based on different methods. Here, rendering is the process of generating an image from a model by computer programs. The model is a description of 3D objects in a strictly defined language or data structure. It may contain geometry, viewpoint, texture, lighting and shading information. The generated image is a digital image or raster graphics image. This term may be analogous with an “artists rendering” of a scene. Rendering is also used to describe the process of calculating effects in a video editing file to produce the final video output. Shading is a process in drawing for depicting levels of darkness on paper by applying media more densely or with a darker shade for darker areas, and less densely or with a lighter shade for lighter areas. In computer graphics, shading refers to the process of altering a color according to its angle to lights and its distance from lights to create a photorealistic effect. Shading is performed during the rendering process. However, a lot of 3D models are covered with texture, and we call this process texture mapping. It is a method for adding detail, surface texture, or color to a computer- generated graphic or 3D model. Its application to 3D graphics was pioneered by Dr. Edwin Catmull in his Ph.D thesis in 1974. A texture map is applied (mapped) to the surface of a shape or polygon. This process is akin to applying patterned paper to a plain white box. The way by which the resulting pixels on the screen are calculated from the texels (texture pixels) is governed by texture filtering. The fastest method is to use the nearest-neighbor interpolation technique, while bilinear interpolation and trilinear interpolation between mipmaps are two commonly used alternatives which reduce aliasing or jaggies. In the event of a texture coordinate being outside the texture, it is either clamped or wrapped. 3D Modeling Schemes When we use computers to analyze and research objective things, it is essential to adopt suitable models to represent the actual objects or abstract phenomena. This process is called modeling. In 3D computer graphics, 3D modeling 6 is the process of developing a mathematical, wireframe representation of any 3D object (either inanimate or living) via specialized software. It can be displayed as a 2D image through a process called 3D rendering or used in a computer simulation of physical phenomena. The model can also be physically created using 3D printing devices. Models may be created automatically or manually. The manual modeling process of preparing geometric data for 3D computer graphics is similar to plastic arts such as sculpting. 3D modeling has played an important role in architecture, medical imaging, cultural relic preservation, 3D animation, 3D games, films technical razzle-dazzle making, and so on. 3D scanners and image acquisition systems are rapidly becoming more affordable and allow the building of highly accurate models of real 3D objects in a cost- and time-effective manner. To construct 3D models for actual objects, we must first acquire related attributes of samples, such as geometrical shapes and surface textures. The data that record such information are called 3D data, and 3D data acquisition is the process by which the 3D information is acquired from samples and organized as the representation consistent with the samples structures. The methods of acquiring 3D information from samples can be classified in the following five categories: (1) Methods based on direct design or measurement. They are often used in early architecture 3D modeling. They utilize engineering drawing to obtain the three views of each model. (2) Image-based methods. They construct 3D models based on pictures. They first obtain geometrical and texture information simultaneously by taking photos, and then construct 3D models based on obtained images. (3) Mechanical-probe-based methods. They acquire the surface data by physical touch between the probe and the object. They require that the object hold a certain hardness. (4) Methods based on volume data restoration. They adopt a series of slicing images of the object to restore the 3D shape of the object. They are often used in medical departments with X-ray slicing images, CT images and MRT images. (5) Region-scanning-based methods. They obtain the position of each vertex in the space by estimating the distance between the measuring instrument and each point on the object surface. Two examples of the methods are optical triangulation and interferometry. The main problem in 3D modeling is to render 3D models based on 3D data. To achieve a better visual effect, we should guarantee it has smooth surfaces, without burrs and holes, and make 3D models embody a third dimension and sense of reality. At the same time, we should organize the data in a better manner to reduce the storage space and speed up the displaying. Current modeling techniques can be mainly classified in three categories: geometric-modeling-based, 3D scanner-based and image-based, which can be described in detail as follows. Geometric-Modeling-Based Techniques Geometric modeling is a branch of applied mathematics and computational geometry that studies methods and algorithms for the mathematical description of shapes. The shapes studied in geometric modeling are mostly 2D or 3D, although many of its tools and principles can be applied to sets of any finite dimension. Today most geometric modeling processes are done with computers and for computer-based applications. 2D models are important in computer typography and technical drawing. 3D models are central to CAD/CAM, and widely used in many applied technical fields such as civil and mechanical engineering, architecture, geology and medical image processing. Geometric models are usually distinguished from procedural and object-oriented models, which define the shape implicitly by an opaque algorithm that generates its appearance. They are also contrasted with digital images and volumetric models which represent the shape as a subset of a fine regular partition of space, and with fractal models that give an infinitely recursive definition of the shape. However, these distinctions are often blurred. For instance, a digital image can be interpreted as a collection of colored squares, and geometric shapes such as circles are defined by implicit mathematical equations. Also, a fractal model yields a parametric or implicit model when its recursive definition is truncated to a finite depth. A geometric modeling technique involves the development from wireframe modeling through surface modeling to solid modeling, where the representation of geometric volume information becomes more and more accurate, and the range of “design” problems which we are able to solve is wider and wider. These three modeling techniques can be illustrated as follows. (1) Wireframe modeling. A wireframe model is a visual presentation of a 3D or physical object used in 3D computer graphics. It is created by specifying each edge of the physical object where two mathematically continuous smooth surfaces meet, or by connecting an objects constituent vertices using straight lines or curves. The object is projected onto the computer screen by drawing lines at the location of each edge. Using a wireframe model allows visualization of the underlying design structure of a 3D model. Traditional 2D views and drawings can be created by appropriate rotation of the object and selection of hidden line removal via cutting planes. Since wireframe rendering is relatively simple and fast to calculate, it is often used in cases where a high screen frame rate is needed (for instance, when working with a particularly complex 3D model, or in real-time systems that model exterior phenomena). When greater graphical detail is desired, surface textures can be added automatically after completion of the initial rendering of the wireframe. This allows the designer to quickly review changes or rotate the object to new desired views without long delays associated with more realistic rendering. The wireframe format is also well suited and widely used in programming tool paths for direct numerical control (DNC) machine tools. (2) Surface modeling. Unlike wireframe models, surface models introduce the concept of “surfaces”. It is a mathematical technique for representing solid-appearing objects. Surface modeling is a more complex method for representing objects than wireframe modeling, but not as sophisticated as solid modeling. Surface modeling is widely used in CAD for illustrations and architectural renderings. It is also used in 3D animation for games and other presentations. Although surface and solid models appear the same on screen, they are quite different. Surface models cannot be sliced open as solid models. In addition, in surface modeling, the object can be geometrically incorrect, whereas, in solid modeling, it must be correct. Typical surface modeling techniques can be described as follows: 1) Polygonal modeling. In 3D computer graphics, polygonal modeling is an approach for modeling objects by representing or approximating their surfaces using polygons. Polygonal modeling is well suited to scan line rendering and is therefore the choice for real-time computer graphics. We will discuss this kind of model in detail in the next subsection. 2) NURBS modeling. Non-uniform rational B-spline (NURBS) is a mathematical model commonly used in computer graphics for generating and representing curves and surfaces which offers great flexibility and precision for handling both analytic and freeform shapes. The development of NURBS began in the 1950s by engineers who were in need of a mathematically precise representation of freeform surfaces like those used for ship hulls, aerospace exterior surfaces and car bodies, which could be exactly reproduced whenever technically needed. Prior representations of this kind of surface only existed as a single physical model created by a designer. The pioneers of this development were Pierre Bzier who worked as an engineer at Renault, and Paul de Casteljau who worked at Citron, both in France. Bzier worked almost in parallel to de Casteljau, neither knowing about the work of the other. But because Bzier published the results of his work, the average computer graphics user today recognizes splines which are represented with control points lying off the curve itself as Bzier splines, while de Casteljaus name is only known and used for the algorithms he developed to evaluate parametric surfaces. In the 1960s, it became clear that NURBSs are a generalization of Bzier splines, which can be regarded as uniform, NURBSs. At first, non-uniform rational B-splines were only used in the proprietary CAD packages of car companies. Later they became part of standard computer graphics packages. In 1985, the first interactive NURBS modeler for PCs, called Macsurf (later Maxsurf), was developed by Formation Design Systems, a small startup company based in Australia. Maxsurf is a marine hull design system intended for the creation of ships, workboats and yachts, whose designers have a need for highly accurate sculptured surfaces. Real-time, interactive rendering of NURBS curves and surfaces was first made available on Silicon Graphics workstations in 1989. Today, most professional computer graphics applications available for desktop use offer NURBS technology, which is most often realized by integrating a NURBS engine from a specialized company. 3) Subdivision surface modeling. Subdivision surface modeling, in the field of 3D computer graphics, is a method of representing a smooth surface via the specification of a coarser piecewise linear polygon mesh. The smooth surface can be calculated from the coarse mesh as the limit of a recursive process of subdividing each polygonal face into smaller faces that better approximate the smooth surface. The subdivision surfaces are defined recursively. The process starts with a given polygonal mesh. A refinement scheme is then applied to this mesh. This process takes that mesh and subdivides it, creating new vertices and new faces. The positions of the new vertices in the mesh are computed based on the positions of nearby old vertices. In some refinement schemes, the positions of old vertices might also be altered (possibly based on the positions of new vertices). This process produces a denser mesh than the original one, containing more polygonal faces. This resulting mesh can be passed through the same refinement scheme again. The limit subdivision surface is the surface produced from this process being iteratively applied infinitely many times. In practical use, however, this algorithm is only applied a limited number of times. (3) Solid modeling. Solid modeling is the unambiguous representation of the solid parts of an object, which means models of solid objects suitable for computer processing. As we know, surface models are used extensively in automotive and consumer product design as well as entertainment animation, while wireframe models are ambiguous about solid volume. Primary uses of solid modeling are for CAD, engineering analysis, computer graphics and animation, rapid prototyping, medical testing, product visualization and visualization of scientific research. 3D Scanner-Based Techniques A 3D scanner is a device that analyzes a real-world object or
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