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Smoothing Of Three Dimensional Models By Convolution
Pohang, KOREA June 24-June 28
DOI Bookmark: http://doi.ieeecomputersociety.org/10.1109/CGI.1996.511800Computer Graphics International 1996 ...
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G. Sealy, Dept. of Comput. Sci., Otago Univ., Dunedin, New Zealand
G. Wyvill, Dept. of Comput. Sci., Otago Univ., Dunedin, New Zealand
Any 3D shape can be described as a function g(x,y,z) where g>0 inside the shape and g<0 outside. The convolution of g with a suitable filter describes a smoothed shape where sharp edges and corners have been rounded. This idea provides a simple and uniform method to create blends and fillets for engineering objects and a way to build more organic shapes by smoothing idealised geometrical shapes. Convolution in three dimensions requires too much computation to use this idea directly but we can make a useful approximation by representing the convolved function at points on a three dimensional grid and interpolating between these points. The grid can be regular or adaptive (octree). Using this approach, we have successfully modelled a variety of objects including engineering parts and animal forms.
Index Terms:
solid modelling; convolution; three dimensional models smoothing; convolution; sharp edges; corners; blends; fillets; engineering objects; idealised geometrical shapes; three dimensional grid; engineering parts; animal forms
Citation:
G. Sealy, G. Wyvill, "Smoothing Of Three Dimensional Models By Convolution," cgi, pp.184, Computer Graphics International 1996 (CGI'96), 1996
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