13 resultados para Octree
Resumo:
Describes a method to code a decimated model of an isosurface on an octree representation while maintaining volume data if it is needed. The proposed technique is based on grouping the marching cubes (MC) patterns into five configurations according the topology and the number of planes of the surface that are contained in a cell. Moreover, the discrete number of planes on which the surface lays is fixed. Starting from a complete volume octree, with the isosurface codified at terminal nodes according to the new configuration, a bottom-up strategy is taken for merging cells. Such a strategy allows one to implicitly represent co-planar faces in the upper octree levels without introducing any error. At the end of this merging process, when it is required, a reconstruction strategy is applied to generate the surface contained in the octree intersected leaves. Some examples with medical data demonstrate that a reduction of up to 50% in the number of polygons can be achieved
Resumo:
Describes a method to code a decimated model of an isosurface on an octree representation while maintaining volume data if it is needed. The proposed technique is based on grouping the marching cubes (MC) patterns into five configurations according the topology and the number of planes of the surface that are contained in a cell. Moreover, the discrete number of planes on which the surface lays is fixed. Starting from a complete volume octree, with the isosurface codified at terminal nodes according to the new configuration, a bottom-up strategy is taken for merging cells. Such a strategy allows one to implicitly represent co-planar faces in the upper octree levels without introducing any error. At the end of this merging process, when it is required, a reconstruction strategy is applied to generate the surface contained in the octree intersected leaves. Some examples with medical data demonstrate that a reduction of up to 50% in the number of polygons can be achieved
Resumo:
[EN]We present a new strategy for constructing tensor product spline spaces over quadtree and octree T-meshes. The proposed technique includes some simple rules for inferring local knot vectors to define spline blending functions. These rules allow to obtain for a given T-mesh a set of cubic spline functions that span a space with nice properties: it can reproduce cubic polynomials, the functions are C2-continuous, linearly independent, and spaces spanned by nested T-meshes are also nested. In order to span spaces with these properties applying the proposed rules, the T-mesh should fulfill the only requirement of being a 0-balanced quadtree or octree. ..
Resumo:
[EN]En este trabajo presentamos un procedimiento para la modelización de sólidos con geometríacompleja mediante una estructura octree [1]. Partiendo de una triangulación superficial del sólido, se construye una malla de hexaedros que aproxima la geometría con una precisión indicada. Para ello se emplea una división recursiva del espacio con una estructura octree. Inicialmente se lleva a cabo una traslación y escalado de la triangulación al cubo inicial [0,1]3 donde se construye el octree...
Resumo:
[EN]We present a new strategy for constructing tensor product spline spaces over quadtree and octree T-meshes. The proposed technique includes some simple rules for inferring local knot vectors to define spline blending functions. These rules allow to obtain for a given T-mesh a set of cubic spline functions that span a space with nice properties: it can reproduce cubic polynomials, the functions are C2-continuous, linearly independent, and spaces spanned by nested T-meshes are also nested. In order to span spaces with these properties applying the proposed rules, the T-mesh should fulfill the only requirement of being a 0-balanced quadtree or octree. ..
Resumo:
Desarrollo de algoritmo de interpolación basado en descomposición octree y funciones radiales de soporte compacto para movimiento de mallas en problemas aerolásticos
Resumo:
OctVCE is a cartesian cell CFD code produced especially for numerical simulations of shock and blast wave interactions with complex geometries, in particular, from explosions. Virtual Cell Embedding (VCE) was chosen as its cartesian cell kernel for its simplicity and sufficiency for practical engineering design problems. The code uses a finite-volume formulation of the unsteady Euler equations with a second order explicit Runge-Kutta Godonov (MUSCL) scheme. Gradients are calculated using a least-squares method with a minmod limiter. Flux solvers used are AUSM, AUSMDV and EFM. No fluid-structure coupling or chemical reactions are allowed, but gas models can be perfect gas and JWL or JWLB for the explosive products. This report also describes the code’s ‘octree’ mesh adaptive capability and point-inclusion query procedures for the VCE geometry engine. Finally, some space will also be devoted to describing code parallelization using the shared-memory OpenMP paradigm. The user manual to the code is to be found in the companion report 2007/13.
Resumo:
OctVCE is a cartesian cell CFD code produced especially for numerical simulations of shock and blast wave interactions with complex geometries. Virtual Cell Embedding (VCE) was chosen as its cartesian cell kernel as it is simple to code and sufficient for practical engineering design problems. This also makes the code much more ‘user-friendly’ than structured grid approaches as the gridding process is done automatically. The CFD methodology relies on a finite-volume formulation of the unsteady Euler equations and is solved using a standard explicit Godonov (MUSCL) scheme. Both octree-based adaptive mesh refinement and shared-memory parallel processing capability have also been incorporated. For further details on the theory behind the code, see the companion report 2007/12.
Resumo:
Ce mémoire s'intéresse à la reconstruction d'un modèle 3D à partir de plusieurs images. Le modèle 3D est élaboré avec une représentation hiérarchique de voxels sous la forme d'un octree. Un cube englobant le modèle 3D est calculé à partir de la position des caméras. Ce cube contient les voxels et il définit la position de caméras virtuelles. Le modèle 3D est initialisé par une enveloppe convexe basée sur la couleur uniforme du fond des images. Cette enveloppe permet de creuser la périphérie du modèle 3D. Ensuite un coût pondéré est calculé pour évaluer la qualité de chaque voxel à faire partie de la surface de l'objet. Ce coût tient compte de la similarité des pixels provenant de chaque image associée à la caméra virtuelle. Finalement et pour chacune des caméras virtuelles, une surface est calculée basée sur le coût en utilisant la méthode de SGM. La méthode SGM tient compte du voisinage lors du calcul de profondeur et ce mémoire présente une variation de la méthode pour tenir compte des voxels précédemment exclus du modèle par l'étape d'initialisation ou de creusage par une autre surface. Par la suite, les surfaces calculées sont utilisées pour creuser et finaliser le modèle 3D. Ce mémoire présente une combinaison innovante d'étapes permettant de créer un modèle 3D basé sur un ensemble d'images existant ou encore sur une suite d'images capturées en série pouvant mener à la création d'un modèle 3D en temps réel.
Resumo:
The thesis introduced the octree and addressed the complete nature of problems encountered, while building and imaging system based on octrees. An efficient Bottom-up recursive algorithm and its iterative counterpart for the raster to octree conversion of CAT scan slices, to improve the speed of generating the octree from the slices, the possibility of utilizing the inherent parallesism in the conversion programme is explored in this thesis. The octree node, which stores the volume information in cube often stores the average density information could lead to “patchy”distribution of density during the image reconstruction. In an attempt to alleviate this problem and explored the possibility of using VQ to represent the imformation contained within a cube. Considering the ease of accommodating the process of compressing the information during the generation of octrees from CAT scan slices, proposed use of wavelet transforms to generate the compressed information in a cube. The modified algorithm for generating octrees from the slices is shown to accommodate the eavelet compression easily. Rendering the stored information in the form of octree is a complex task, necessarily because of the requirement to display the volumetric information. The reys traced from each cube in the octree, sum up the density en-route, accounting for the opacities and transparencies produced due to variations in density.
Resumo:
[EN]We present a new strategy for constructing spline spaces over hierarchical T-meshes with quad- and octree subdivision scheme. The proposed technique includes some simple rules for inferring local knot vectors to define C 2 -continuous cubic tensor product spline blending functions. Our conjecture is that these rules allow to obtain, for a given T-mesh, a set of linearly independent spline functions with the property that spaces spanned by nested T-meshes are also nested, and therefore, the functions can reproduce cubic polynomials. In order to span spaces with these properties applying the proposed rules, the T-mesh should fulfill the only requirement of being a 0- balanced mesh...
Resumo:
We introduce a novel algorithm for medial surfaces extraction that is based on the density-corrected Hamiltonian analysis. The approach extracts the skeleton directly from a triangulated mesh and adopts an adaptive octree-based approach in which only skeletal voxels are refined to a lower level of the hierarchy, resulting in robust and accurate skeletons at extremely high resolution. The quality of the extracted medial surfaces is confirmed by an extensive set of experiments. © 2012 IEEE.
Resumo:
Il Raytracing è una delle tecniche più utilizzate per generare immagini fotorealistiche. Introdotto nel mondo del rendering da più di 40 anni, col tempo si è evoluto, e ad oggi è considerato la tecnica standard in industrie come VFX e film d'animazione. Il problema del Raytracing risiede nel fatto che per essere applicato, bisogna effettuare dei test d'intersezione, raggio-primitiva, con tutti gli oggetti presenti nella scena da renderizzare. Sebbene queste operazioni siano tutto sommato semplici, tipicamente il numero degli oggetti su cui vanno effettuate è talmente elevato che l'applicazione di questa tecnica diventa impraticabile. Per questo si è pensato di raggruppare le primitive in speciali strutture dati chiamate Strutture di accelerazione spaziale. Esse hanno il compito di ridurre il numero di test da effettuare, abbassando il costo asintotico della ricerca da lineare a sub-lineare (o logaritmico) nel numero di primitive. Nel corso degli anni sono state introdotte diverse strutture di accelerazione spaziale per il Raytracing, ognuna con le sue peculiarità, i suoi vantaggi ed i suoi svantaggi. In questa tesi verranno studiate alcune delle principali strutture di accelerazione spaziale (BVH, Uniform Grid ed Octree), concentrandosi in particolare sulle tecniche di costruzione ed attraversamento di ognuna di esse. Per farlo, verrà anche trattato tutto il background necessario sul Raytracing e Le strutture di accelerazione verranno anche implementate e messe a confronto su diverse scene. Il confronto permetterà di evidenziare come ognuna di esse porti dei vantaggi, e che non esiste una struttura di accelerazione assolutamente migliore delle altre.