نتایج جستجو برای: marching scale function

تعداد نتایج: 1733387  

2003
Carsten Moenning

In a recent paper [13], the Fast Marching farthest point sampling strategy (FastFPS) for planar domains and curved manifolds was introduced. The version of FastFPS for curved manifolds discussed in the paper [13] deals with surface domains in triangulated form only. Due to a restriction of the underlying Fast Marching method, the algorithm further requires the splitting of any obtuse into acute...

2003
Carsten Moenning Neil A. Dodgson Markus Kuhn

In a recent paper [13], the Fast Marching farthest point sampling strategy (FastFPS) for planar domains and curved manifolds was introduced. The version of FastFPS for curved manifolds discussed in the paper [13] deals with surface domains in triangulated form only. Due to a restriction of the underlying Fast Marching method, the algorithm further requires the splitting of any obtuse into acute...

2010
Ilya Baran Jiawen Chen Jonathan Ragan-Kelley Frédo Durand Jaakko Lehtinen

Volumetric effects such as beams of light through participating media are an important component in the appearance of the natural world. Many such effects can be faithfully modeled by a single scattering medium. In the presence of shadows, rendering these effects can be prohibitively expensive: current algorithms are based on ray marching, i.e., integrating the illumination scattered towards th...

Journal: :CoRR 2017
Marei Algarni Ganesh Sundaramoorthi

We present SurfCut, an algorithm for extracting a smooth, simple surface with an unknown 3D curve boundary from a noisy 3D image and a seed point. Our method is built on the novel observation that certain ridge curves of a function defined on a front propagated using the Fast Marching algorithm lie on the surface. Our method extracts and cuts these ridges to form the surface boundary. Our surfa...

Journal: :Robotics and Autonomous Systems 2011
Santiago Garrido Luis Moreno Pedro U. Lima

This paper presents the application of the Voronoi Fast Marching method to Path Planning of Mobile Formation Robots. The Voronoi Fast Marching method uses the propagation of a wave (Fast Marching) operating on the world model to determine a motion plan over a viscosity map (similar to the refraction index in optics) extracted from the updated map model. The computational efficiency of the metho...

2015
Yiyu Hong Jongweon Kim

Decomposing 3D mesh into meaningful components is a challenging research field in computer graphics. In this paper, we propose a segmentation algorithm which focuses on cutting out individual prominent parts from original mesh based on prominent feature point and marching plane. Our method first extracts prominent feature points which reside on tips of each prominent part of a given mesh. And t...

Journal: :Computers & Graphics 1999
Graham M. Treece Richard W. Prager Andrew H. Gee

Marching cubes is a simple and popular method for extracting iso-surfaces from implicit functions or discrete three-dimensional (3-D) data. However, it does not guarantee the surface to be topologically consistent with the data, and it creates triangulations which contain many triangles of poor aspect ratio. Marching tetrahedra is a variation of marching cubes, which overcomes this topological ...

Journal: :JURNAL BASTRINDO 2022

Penelitian ini bertujuan untuk mengkaji kekerasan yang terdapat dalam novel Dari Dalam Kubur karya Soe Tjen Marching menggunakan perspektif Johan Galtung. Tujuan dilakukannya penelitian adalah (1) mendeskripsikan analisis struktural berupa tokoh dan penokohan latar, serta (2) bentuk-bentuk Marching.
 Data dikumpulkan teknik baca-catat dianalisis metode formal deskriptif analisis. Paradigma...

Journal: :Hacettepe journal of mathematics and statistics 2021

In this study, we investigate how to construct surfaces using a line of curvature in 3-dimensional Lie group. Then, by utilizing the Frenet frame, give conditions that curve becomes on surface when marching-scale functions are more general expressions. After then, provide some crucial examples efficient our method is these surfaces.

2001
Frédéric Triquet Philippe Meseure Christophe Chaillou

Our work is centered on the use of implicit surfaces in interactive applications (at least 10 frames per sec) running on high-end consumer architecture (modeling, simulation, deformable body animation, games). We focus on the Marching Cubes algorithm that we tried to implement in an optimized way. We restrict our work to blended iso-surfaces generated by skeletons, since this kind of implicit s...

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