National academy of sciences , usa , 1998 , pp . 8431 - 8435 . 29 sander p , snyder j , gortler s , hoppe h . texture mapping progressive meshes 由于本文方法并不依赖于网格曲面的拓扑结构,可同时适用于网格模型和点模型的纹理映射应用。
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Earlier on this day , our friend who brings forth these messages to you - the one we call cauldre ( geoffrey hoppe ) - came into this space ( the teepee ) alone to prepare the energy and to invite us into your space 今天较早前,这位帮助传递讯息给你们,我们叫他科德勒(译注2 ) (即杰菲里?赫普)的朋友,独自一个人来到这个地方调节、布置能量,还有邀请我们进入你们的时空。
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Based on the hoppe ' s progressive mesh generation algorithm , restrict the simplified mesh model ’ s vertices to the initial mesh model ' s vertex set , when refinement sequence is generated . this can reduce the information included in the refinement sequence 在hoppe渐进网格生成算法的基础上,在生成细化序列时,将简化网格模型的顶点局限于初始网格模型的顶点集合中,减少了细化序列所包含的信息。
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The parametrization work of eck et al . , and the b - spline construction scheme of peters . the main contribution of this procedure are : it presents a combinatorial optimization method for builing a quadrilateral domain from a triangular one ; it presents an efficient method for fitting a gl b - spline surface of arbitrary topological type to unorganized points ; it introduces a scheme for adaptive refinement of the quadrilateral patch network 论文工作利用了以前hoppe的表面重构工作, eck的参数化工作和peters的b样条重构方案,主要贡献在于:提出了从三角形域构造四边形域的组合优化方法;提出了从无序点重构具有任意拓扑结构g1连续nurbs曲面的有效方法;提出了四边形网格自适应细分的方案。