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图学学报 ›› 2025, Vol. 46 ›› Issue (2): 345-357.DOI: 10.11996/JG.j.2095-302X.2025020345

• 计算机图形学与虚拟现实 • 上一篇    下一篇

虚拟现实环境下的自由雕刻系统

朱晓强(), 杨伊菲   

  1. 上海大学通信与信息工程学院,上海 200444
  • 收稿日期:2024-08-27 接受日期:2024-10-25 出版日期:2025-04-30 发布日期:2025-04-24
  • 第一作者:朱晓强(1984-),男,副教授,博士。主要研究方向为智能图形图像分析。E-mail:xqzhu@shu.edu.cn

Free sculpting system in virtual reality environment

ZHU Xiaoqiang(), YANG Yifei   

  1. School of Communication and Information Engineering, Shanghai University, Shanghai 200444, China
  • Received:2024-08-27 Accepted:2024-10-25 Published:2025-04-30 Online:2025-04-24
  • First author:ZHU Xiaoqiang (1984-), associate professor, Ph.D. His main research interest covers graphic image processing. E-mail:xqzhu@shu.edu.cn

摘要:

形状建模是计算机图形学中的重要领域,其中虚拟雕刻是自由形状建模中的重要范式之一。传统的虚拟雕刻通常通过控制器对模型网格进行编辑,并在显示器上观察二维的模型可视化结果,存在视角受限、沉浸感差等问题。随着近年来虚拟现实(VR)的发展,其带来的沉浸式交互体验为虚拟雕刻的发展提供了新的可能性。将VR与虚拟雕刻相结合,以准均匀网格为基础,实现了一个VR环境中的实时雕刻系统。系统设计主要包括表面点选择算法、网格优化技术、网格变形策略和拓扑融合方法,并进一步设计自由拓扑算法为雕刻建模提供更高的自由度。针对通用的雕刻过程,基于以上算法实现了一系列用户友好的雕刻工具,可保证网格始终具有封闭、流形和无自交等优点。此外,针对任意模型间无缝融合的需求,提出了2种以符号距离场引导的模型间融合方法,分别基于网格变形和网格融合。系统所创建的模型可应用于多种场景,实验结果展示了算法的有效性和通用性,以及用户友好的特性。

关键词: 虚拟现实, 三维建模, 虚拟雕刻, 自由拓扑, 模型融合

Abstract:

Shape modeling is a dynamic area in computer graphics, with virtual sculpting being one of the important paradigms in freeform shape modeling. Traditional virtual sculpting typically relies on desktop computers, where users manipulate meshes with controllers and view the models on two-dimensional displays. However, this approach poses issues such as limited viewing angles and poor immersion. With the emergence of virtual reality in recent years, the immersive interactive experience provides new possibilities for the implementation of virtual sculpting. By integrating virtual reality with virtual sculpting, a real-time virtual sculpting system was designed and implemented in a virtual reality environment based on quasi-uniform mesh as the structural foundation. The system design primarily encompasses surface point selection algorithms, mesh optimization techniques, mesh deformation strategies, and topology merging methods. Furthermore, a free topology algorithm was developed to provide higher degrees of freedom for sculpting modeling. For the general sculpting process, a series of user-friendly sculpting tools was implemented based on the aforementioned algorithms, ensuring that the mesh remains closed, manifold, and free of self-intersecting. Furthermore, to address the requirement for seamless fusion between arbitrary models, two fusion methods guided by signed distance fields were proposed, which utilized mesh deformation and mesh merging, respectively. The models created by the system can be applied to various scenarios. The experimental results validated the effectiveness, versatility, and user-friendliness of the proposed algorithms.

Key words: virtual reality, three-dimensional modeling, virtual sculpting, free topology, model merge

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