56 research outputs found
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Chopper: Partitioning models into 3D-printable parts
3D printing technology is rapidly maturing and becoming ubiquitous. One of the remaining obstacles to wide-scale adoption is that the object to be printed must fit into the working volume of the 3D printer. We propose a framework, called Chopper, to decompose a large 3D object into smaller parts so that each part fits into the printing volume. These parts can then be assembled to form the original object. We formulate a number of desirable criteria for the partition, including assemblability, having few components, unobtrusiveness of the seams, and structural soundness. Chopper optimizes these criteria and generates a partition either automatically or with user guidance. Our prototype outputs the final decomposed parts with customized connectors on the interfaces. We demonstrate the effectiveness of Chopper on a variety of non-trivial real-world objects.National Science Foundation (U.S.) (Grant CCF-1012147)National Science Foundation (U.S.) (Grant IIS-1116296)Intel Corporation (Science and Technology Center for Visual Computing
Real-Time Volumetric Shadows using 1D Min-Max Mipmaps
Light scattering in a participating medium is responsible for several important effects we see in the natural world. In the presence of occluders, computing single scattering requires integrating the illumination scattered towards the eye along the camera ray, modulated by the visibility towards the light at each point. Unfortunately, incorporating volumetric shadows into this integral, while maintaining real-time performance, remains challenging.
In this paper we present a new real-time algorithm for computing volumetric shadows in single-scattering media on the GPU. This computation requires evaluating the scattering integral over the intersections of camera rays with the shadow map, expressed as a 2D height field. We observe that by applying epipolar rectification to the shadow map, each camera ray only travels through a single row of the shadow map (an epipolar slice), which allows us to find the visible segments by considering only 1D height fields. At the core of our algorithm is the use of an acceleration structure (a 1D minmax mipmap) which allows us to quickly find the lit segments for all pixels in an epipolar slice in parallel. The simplicity of this data structure and its traversal allows for efficient implementation using only pixel shaders on the GPU
Computing and fabricating multilayer models
We present a method for automatically converting a digital 3D model into a multilayer model: a parallel stack of high-resolution 2D images embedded within a semi-transparent medium. Multilayer models can be produced quickly and cheaply and provide a strong sense of an object's 3D shape and texture over a wide range of viewing directions. Our method is designed to minimize visible cracks and other artifacts that can arise when projecting an input model onto a small number of parallel planes, and avoid layer transitions that cut the model along important surface features. We demonstrate multilayer models fabricated with glass and acrylic tiles using commercially available printers
Automatic rigging and animation of 3D characters
Animating an articulated 3D character currently requires manual rigging to specify its internal skeletal structure and to define how the input motion deforms its surface. We present a method for animating characters automatically. Given a static character mesh and a generic skeleton, our method adapts the skeleton to the character and attaches it to the surface, allowing skeletal motion data to animate the character. Because a single skeleton can be used with a wide range of characters, our method, in conjunction with a library of motions for a few skeletons, enables a user-friendly animation system for novices and children. Our prototype implementation, called Pinocchio, typically takes under a minute to rig a character on a modern midrange PC.Solidworks CorporationNational Science Foundation (U.S.). Graduate Research Fellowshi
Hierarchical Motion Brushes for Animation Instancing
International audienceOur work on "motion brushes" provides a new workflow for the creation and reuse of 3D animation with a focus on stylized movement and depiction. Conceptually, motion brushes expand existing brush models by incorporating hierarchies of 3D animated content including geometry, appearance information, and motion data as core brush primitives that are instantiated using a painting interface. Because motion brushes can encompass all the richness of detail and movement offered by animation software, they accommodate complex, varied effects that are not easily created by other means. To support reuse and provide an effective means for managing complexity, we propose a hierarchical representation that allows simple brushes to be combined into more complex ones. Our system provides stroke-based control over motion-brush parameters, including tools to effectively manage the temporal nature of the motion brush instances. We demonstrate the flexibility and richness of our system with motion brushes for splashing rain, footsteps appearing in the snow, and stylized visual effects
KSEG
O usuário deve saber conceitos básicos de geometria euclidianaKSEG é um programa com fins educativos que traz várias ferramentas especiais para você explorar o mundo da geometria euclidiana sem complicaçõesComponente Curricular::Ensino Médio::MatemáticaComponente Curricular::Ensino Fundamental::Séries Finais::Matemátic
Adaptive analysis of algorithms for problems involving black-box Lipschitz functions
Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2004.Includes bibliographical references (p. 61-62).Suppose we are given a black-box evaluator (an oracle that returns the function value at a given point) for a Lipschitz function with a known Lipschitz constant. We consider queries that can be answered about the function by using a finite number of black-box evaluations. Specifically, we study the problems of approximating a Lipschitz function, approximately integrating a Lipschitz function, approximately minimizing a Lipschitz function, and computing the winding number of a Lipschitz curve in R² around a point. The goal is to minimize the number of evaluations used for answering a query. Because the complexity of the problem instances varies widely, depending on the actual function, we wish to design adaptive algorithms whose performance is close to the best possible on every problem instance. We give optimally adaptive algorithms for winding number computation and univariate approximation and integration. We also give a near-optimal adaptive algorithm for univariate approximation when the output of function evaluations is corrupted by random noise. For optimization over higher dimensional domains, we prove that good adaptive algorithms are impossible.by Ilya Baran.M.Eng
KSEG
O usuário deve saber conceitos básicos de geometria euclidianaKSEG é um programa com fins educativos que traz várias ferramentas especiais para você explorar o mundo da geometria euclidiana sem complicaçõesComponente Curricular::Ensino Médio::MatemáticaComponente Curricular::Ensino Fundamental::Séries Finais::Matemátic
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