Mierova and Comenius University, Bratislava, Slovakia.
IEEE Trans Vis Comput Graph. 2010 May-Jun;16(3):484-98. doi: 10.1109/TVCG.2009.74.
This paper presents a new method for voxelization of solid objects containing sharp details. Voxelization is a sampling process that transforms a continuously defined object into a discrete one represented as a voxel field. The voxel field can be used for rendering or other purposes, which often involve a reconstruction of a continuous approximation of the original object. Objects to be voxelized need to fulfill certain representability conditions; otherwise, disturbing artifacts appear during reconstruction. The method proposed here extends the traditional distance-based voxelization by an a-priori detection of sharp object details and their subsequent modification in such a way that the resulting object to be voxelized fulfills the representability conditions. The resulting discrete objects are represented by means of truncated (i.e., narrow-band) distance fields, which provide reduction of memory requirements and further processing by level set techniques. This approach is exemplified by two classes of solid objects that normally contain such sharp details: implicit solids and solids resulting from CSG operations. In both cases, the sharp details are rounded to a specific curvature dictated by the sampling distance.
本文提出了一种新的方法,用于对包含锐利细节的实体进行体素化。体素化是一种采样过程,它将连续定义的物体转换为离散的体素场表示。体素场可用于渲染或其他目的,通常涉及对原始物体的连续近似值的重建。需要体素化的物体需要满足一定的可表示性条件;否则,在重建过程中会出现干扰伪影。这里提出的方法通过事先检测锐利物体细节并对其进行修改来扩展传统的基于距离的体素化,使得要体素化的结果物体满足可表示性条件。生成的离散物体通过截断(即窄带)距离场表示,这可以减少内存需求并通过水平集技术进行进一步处理。通过两类通常包含此类锐利细节的实体对象对该方法进行了举例说明:隐式实体和 CSG 运算得到的实体。在这两种情况下,锐利细节都被圆整到由采样距离决定的特定曲率。