快速建模是三维游戏动画领域的重要技术,从已有模型经过修改、编辑、融合构建出新的模型是一种高效的建模方法.本文提出了一种网格模型融合算法,该算法首先将需要的部分网格从源模型上交互剪切下来,并将其配准对齐;然后将两网格模型转化成点模型表示,并将点模型转化成RBF隐函数表示;再对两隐函数进行布尔运算;最后将布尔运算生的隐函数曲面在两网格接合区域进行三角形化,得到最终的网格模型.算法定义了隐函数曲面的影响区域,有效控制融合过渡.采用边界扩展的三角形化方法,保留了融合区域以外源模型的特征.实验结果表明,本文算法具有很好的网格融合结果,可用于游戏动画中快速造型.
To create 3D models rapidly is an important technique in 3D game and animation.Building a new model from existed models is an efficient modeling method.A novel bending algorithm for mesh models is proposed.The algorithm composes of following steps:Firstly,cut part of mesh from source model and align it with the target model.Then,convert the two mesh models into point models and convert the point models into implicit surfaces with RBF interpolation.Thirdly,merge the two implicit surfaces by union operation.And finally,triangulate the implicit surface in connecting area after Boolean operation.Then the final new mesh model is obtained.The influence area is defined,which can control the transition between two meshes.The expanding triangulation from the meshes boundaries is implemented,so features of the original models that out of the bending regain are remained.The experiments show that good results can be obtained with the algorithm.The approach can be used to create new models for 3D game and animation efficiently.