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Boundary evaluation of scenes defined by quadrics

Identifieur interne : 001289 ( Hal/Corpus ); précédent : 001288; suivant : 001290

Boundary evaluation of scenes defined by quadrics

Auteurs : Maria Pentcheva

Source :

RBID : Hal:tel-00540015

Descripteurs français

English descriptors

Abstract

The objective of this thesis is to investigate the problem of boundary evaluation for scenes defined by quadrics. This algorithm consists of four steps : (i) the parameterization of every intersection curve between quadrics ; (ii) the calculation of the intersection points between such curves and the quadrics ; (iii) the determination, among the resulting arcs of curves of those that limit a face of the BRep model; (iv) the identification of the arcs that delimit a singe face, and their assembling into chains of arcs ; some faces might contain <>, and thus may be limited by several chains of arcs. The first two steps were solved using two algorithms from the litterature. The two remaining steps were solved by introducing new algorithms : VE (Visible Edges) and CA (Chains Assembling) respectively. Our algorithm of boundary evaluation is robust in the sense that all degenerate configurations are considered in the paradigm of exact geometric computing. Il solves entirely the problem for scenes defined by quadrics. Its time-complexity id $O(n^4)$ in the worst case, where $n$ is the number of quadrics. A partial implementation was developed and preliminary experimental results were obtained.

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Hal:tel-00540015

Le document en format XML

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<div type="abstract" xml:lang="en">The objective of this thesis is to investigate the problem of boundary evaluation for scenes defined by quadrics. This algorithm consists of four steps : (i) the parameterization of every intersection curve between quadrics ; (ii) the calculation of the intersection points between such curves and the quadrics ; (iii) the determination, among the resulting arcs of curves of those that limit a face of the BRep model; (iv) the identification of the arcs that delimit a singe face, and their assembling into chains of arcs ; some faces might contain <>, and thus may be limited by several chains of arcs. The first two steps were solved using two algorithms from the litterature. The two remaining steps were solved by introducing new algorithms : VE (Visible Edges) and CA (Chains Assembling) respectively. Our algorithm of boundary evaluation is robust in the sense that all degenerate configurations are considered in the paradigm of exact geometric computing. Il solves entirely the problem for scenes defined by quadrics. Its time-complexity id $O(n^4)$ in the worst case, where $n$ is the number of quadrics. A partial implementation was developed and preliminary experimental results were obtained.</div>
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<abstract xml:lang="en">The objective of this thesis is to investigate the problem of boundary evaluation for scenes defined by quadrics. This algorithm consists of four steps : (i) the parameterization of every intersection curve between quadrics ; (ii) the calculation of the intersection points between such curves and the quadrics ; (iii) the determination, among the resulting arcs of curves of those that limit a face of the BRep model; (iv) the identification of the arcs that delimit a singe face, and their assembling into chains of arcs ; some faces might contain <>, and thus may be limited by several chains of arcs. The first two steps were solved using two algorithms from the litterature. The two remaining steps were solved by introducing new algorithms : VE (Visible Edges) and CA (Chains Assembling) respectively. Our algorithm of boundary evaluation is robust in the sense that all degenerate configurations are considered in the paradigm of exact geometric computing. Il solves entirely the problem for scenes defined by quadrics. Its time-complexity id $O(n^4)$ in the worst case, where $n$ is the number of quadrics. A partial implementation was developed and preliminary experimental results were obtained.</abstract>
<abstract xml:lang="fr">L'objet de cette thèse porte sur la conversion d'un modèle CSG vers un modèle BRep d'une scène définie par des quadriques. Cet algorithme est composé de quatre étapes : (i) le paramétrage de chaque courbe d'intersection entre quadriques ; (ii) la détermination des points d'intersection entre au moins trois quadriques ; (iii) la détection des segments ainsi obtenus qui bornent une face du modèle BRep sur chacune des quadriques séparément ; (iv) l'identification et le regroupement des chaînes de segments qui délimitent une même face sur chaque quadrique séparément (certaines faces peuvent avoir des <>, et par conséquent être constituées par au moins deux chaînes de segments). Les deux premières étapes ont été résolues grâce à deux algorithmes de la littérature. Les deux étapes restantes sont traitées par des algorithmes que nous avons conçus : respectivement VE (Visible Edges) et CA (Chains Assembling). Notre algorithme est robuste au sens où tous les cas dégénérés sont traités dans le paradigme du calcul géométrique exact. Il résout intégralement le problème de conversion CSG-BRep de scènes définies par des quadriques. Sa complexité dans le pire des cas s'élève à $O(n^4)$ où $n$ est le nombre de quadriques. Une implantation partielle a été effectuée et des tests préliminaires réalisés.</abstract>
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