In the fields of computer aided design (CAD) and virtual reality (VR), ther
e have been various approaches in converting geometric models from a CAD en
vironment to a VR environment for virtual prototyping purposes. Comparative
ly, little work has been published on the inverse modelling issues from VR
to CAD. Robust algorithms on inverse modelling will facilitate model updati
ng if an object is directly modified in a virtual environment (VE). This pa
per presents algorithms for constructing a high-level CAD model from a poly
gonal model found in a virtual environment. The faceted model is first unif
ormly sliced in three-orthogonal directions and a contour-based surface mod
el is created. Boundary points are then identified from the contour model.
A network of boundary curves is further constructed with the vertices of th
e neighboring polygons of the original VR model derived from the previously
identified boundary points. The boundary curves partition the entire surfa
ce of the object into individual surface areas and form the topology of the
object. The type of an individual surface is further identified. A concise
surface description is then reconstructed for each of the surface areas fr
om the corresponding vertices falling inside the topological domain. Some e
xamples are presented to illustrate the developed algorithms. (C) 2000 Else
vier Science B.V. All rights reserved.