投影计算 meaning in Chinese
shadow calculations
Examples
- Simplification of formula of meridian arc length amp; amp; program of general gauss projection
子午线弧长公式的简化及通用高斯投影计算程序介绍 - In this paper , i will present some algorithms of polyhedral visual hull reconstruction : ( 1 ) polyhedral v isual h ull generation a igorithm b ased one dge - pool - searching , which constrains the 3 - d intersections into the 2 - d planes intersection via the epipolar theory to reduce the complexity a nd c an r educe t he t imes f or c ones t o b e p rejected o nto t he i mage p lanes , i n which we induced the index list to every points on the surface of object , and connected the related points to get sub polygons on surface and in turn get the mesh model , we replace triangulation process of disordered points cloud by edge - pool searching . ; ( 2 ) reconstruction based on degenerated - polygon - intersection , which have the following improvements on traditional bull intersection : using degenerated polygon to orga nize intersected area on cone face , which may be discontinuous ; a fast intersection algorithm of polygons on the cone face based on degenerated polygons , which is consistent between the continuous polygons and the discontinuous ones . the intersection of degenerated polygons is similar to the convergence of two ordered lists , which is comparably simple to the bull operation ; ( 3 ) reconstruction algorithm based on ray - tracing , in which all the rays that run through the vertex on silhouette of object will intersect with all the cones correspondent to other silhouette , and we have to calculate the intersection of all such line segments , the endpoints of which are considered to lie on the surface of object and we will get the point cloud on the surface of object
同时利用共极线原理把三维计算投影到二维平面以降低求交计算的复杂度,该算法可以减少光锥向图像平面投影计算的次数,以边池搜索取代散乱点集上进行的三角剖分; ( 2 )基于退化多边形求交的多面体可见壳模型重构,系统引入退化多边形的概念,把锥体平面的交集中不连通的部分用一个退化多边形来表示,并引入了新的基于退化多边形的求交算法,与传统多面体可见壳重构相比,该算法有以下几点创新:在图像平面以退化多边形组织投影锥体和物体轮廓的交集,把任意锥面与物体轮廓的交集归一到一个退化多边形;基于退化多边形的二维平面上多边形快速相交算法,该算法在一定程度上就是两个有序链表的合并,大大简化了先前的布尔求交计算; ( 3 )基于光线跟踪的算法,该算法中所有通过轮廓顶点的光线和对应其它图像轮廓的光锥进行求交计算,最后得到每次求交计算得到线段的交集,该线段的顶点就认为是物体表面点,从而得到物体表面的点云。