1,059 research outputs found

    08221 Abstracts Collection -- Geometric Modeling

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    From May 26 to May 30 2008 the Dagstuhl Seminar 08221 ``Geometric Modeling\u27\u27 was held in the International Conference and Research Center (IBFI), Schloss Dagstuhl. During the seminar, several participants presented their current research, and ongoing work and open problems were discussed. Abstracts of the presentations given during the seminar as well as abstracts of seminar results and ideas are put together in this paper. The first section describes the seminar topics and goals in general. Links to extended abstracts or full papers are provided, if available

    A novel parallel algorithm for surface editing and its FPGA implementation

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    A thesis submitted to the University of Bedfordshire in partial fulfilment of the requirements for the degree of Doctor of PhilosophySurface modelling and editing is one of important subjects in computer graphics. Decades of research in computer graphics has been carried out on both low-level, hardware-related algorithms and high-level, abstract software. Success of computer graphics has been seen in many application areas, such as multimedia, visualisation, virtual reality and the Internet. However, the hardware realisation of OpenGL architecture based on FPGA (field programmable gate array) is beyond the scope of most of computer graphics researches. It is an uncultivated research area where the OpenGL pipeline, from hardware through the whole embedded system (ES) up to applications, is implemented in an FPGA chip. This research proposes a hybrid approach to investigating both software and hardware methods. It aims at bridging the gap between methods of software and hardware, and enhancing the overall performance for computer graphics. It consists of four parts, the construction of an FPGA-based ES, Mesa-OpenGL implementation for FPGA-based ESs, parallel processing, and a novel algorithm for surface modelling and editing. The FPGA-based ES is built up. In addition to the Nios II soft processor and DDR SDRAM memory, it consists of the LCD display device, frame buffers, video pipeline, and algorithm-specified module to support the graphics processing. Since there is no implementation of OpenGL ES available for FPGA-based ESs, a specific OpenGL implementation based on Mesa is carried out. Because of the limited FPGA resources, the implementation adopts the fixed-point arithmetic, which can offer faster computing and lower storage than the floating point arithmetic, and the accuracy satisfying the needs of 3D rendering. Moreover, the implementation includes Bézier-spline curve and surface algorithms to support surface modelling and editing. The pipelined parallelism and co-processors are used to accelerate graphics processing in this research. These two parallelism methods extend the traditional computation parallelism in fine-grained parallel tasks in the FPGA-base ESs. The novel algorithm for surface modelling and editing, called Progressive and Mixing Algorithm (PAMA), is proposed and implemented on FPGA-based ES’s. Compared with two main surface editing methods, subdivision and deformation, the PAMA can eliminate the large storage requirement and computing cost of intermediated processes. With four independent shape parameters, the PAMA can be used to model and edit freely the shape of an open or closed surface that keeps globally the zero-order geometric continuity. The PAMA can be applied independently not only FPGA-based ESs but also other platforms. With the parallel processing, small size, and low costs of computing, storage and power, the FPGA-based ES provides an effective hybrid solution to surface modelling and editing

    A BEM-ISOGEOMETRIC method for the ship wave-resistance problem

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    In the present work IsoGeometric Analysis is applied to the solution of the Boundary Integral Equation associated with the Neumann-Kelvin problem and the calculation of the wave resistance of ships. As opposed to low-order panel methods, where the body is represented by a large number of quadrilateral panels and the velocity potential is assumed to be piecewise constant (or approximated by low degree polynomials) on each panel, the isogeometric concept is based on exploiting the same NURBS basis, used for representing exactly the body geometry, for approximating the singularity distribution (and, in general, the dependent physical quantities). In order to examine the accuracy of the present method, numerical results obtained in the case of submerged and surface piercing bodies are * Corresponding author. Tel: (+30) 2107721138, Fax: (+30) 2107721397, e-mail: [email protected] 2 compared against analytical solutions, experimental data and predictions provided by the low-order panel or other similar methods appeared in the pertinent literature, illustrating the superior efficiency of the isogeometric approach. The present approach by applying Isogeometric Analysis and Boundary Element Method to the linear NK problem has the novelty of combining modern CAD systems for ship-hull design with computational hydrodynamics tools

    Doctor of Philosophy

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    dissertationWhile boundary representations, such as nonuniform rational B-spline (NURBS) surfaces, have traditionally well served the needs of the modeling community, they have not seen widespread adoption among the wider engineering discipline. There is a common perception that NURBS are slow to evaluate and complex to implement. Whereas computer-aided design commonly deals with surfaces, the engineering community must deal with materials that have thickness. Traditional visualization techniques have avoided NURBS, and there has been little cross-talk between the rich spline approximation community and the larger engineering field. Recently there has been a strong desire to marry the modeling and analysis phases of the iterative design cycle, be it in car design, turbulent flow simulation around an airfoil, or lighting design. Research has demonstrated that employing a single representation throughout the cycle has key advantages. Furthermore, novel manufacturing techniques employing heterogeneous materials require the introduction of volumetric modeling representations. There is little question that fields such as scientific visualization and mechanical engineering could benefit from the powerful approximation properties of splines. In this dissertation, we remove several hurdles to the application of NURBS to problems in engineering and demonstrate how their unique properties can be leveraged to solve problems of interest

    PARALLEL √3-SUBDIVISION with ANIMATION in CONSIDERATION of GEOMETRIC COMPLEXITY

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    We look at the broader field of geometric subdivision and the emerging field of parallel computing for the purpose of creating higher visual fidelity at an efficient pace. Primarily, we present a parallel algorithm for √3-Subdivision. When considering animation, we find that it is possible to do subdivision by providing only one variable input, with the rest being considered static. This reduces the amount of data transfer required to continually update a subdividing mesh. We can support recursive subdivision by applying the technique in passes. As a basis for analysis, we look at performance in an OpenCL implementation that utilizes a local graphics processing unit (GPU) and a parallel CPU. By overcoming current hardware limitations, we present an environment where general GPU computation of √3-Subdivision can be practical

    Ship Hull Representation by Non-Uniform Rational B-Spline Surface Patches

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    The purpose of this work is to propose a new method for representing the ship hull shape with mathematic surfaces so that geometric data can be generated for any point on the hull where required to assist the production process. An extensive survey of previous work is presented covering both the use of parametric curves and surfaces to model the ship hull and also the most relevant software systems developed for that purpose. The main methods and algorithms available for the generation and edition of curves and surfaces are presented and compared taking into consideration the intended application. From the analysis of the formulations available it was concluded that the most adequate one, which however had not yet been extensively used to model ship hulls was the Non-Uniform Rational B-Splines (NURBS), due to the potential of their capability to represent exactly conic curves and surfaces. Therefore these surfaces were selected as the basis of the method developed in this thesis. A procedure is proposed for the representation of a given hull form in a two step approach, creating first a wireframe model over which the surface patches are generated. Both curves and surfaces are based on the NURBS formulation. To create the wireframe model, first a set of longitudinal boundary lines is selected, dividing the surface into areas of similar shape. Then, these lines are fitted by curves and faired to some extent. Next, transverse sections are defined and split by the boundary lines. Surface patches are then generated over the transverse section curves within the limits of each patch. Finally, to obtain the traditional representation of the ship surface by transverse sections, buttocks and waterlines, contour lines are generated for constant values of x, y and z coordinates. A computer system has been developed incorporating an interface that allows the visualization of the curves and surfaces being modeled. The system incorporates several algorithms for generation and edition of curves and surfaces, in addition to the main contribution of this thesis which is the use of NURBS to represent the ship hull surface. The system also incorporates curve and surface analysis tools and some basic fairing algorithms so that during the several steps of the creation of the model, the fairness of the curves and surfaces can be evaluated and improved to some extent. The procedure is tested and compared with an existing commercial system through some application examples, of a complete hull and in more detail in the bow region, showing that good results can be obtained with the system presented here

    Collision Detection and Merging of Deformable B-Spline Surfaces in Virtual Reality Environment

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    This thesis presents a computational framework for representing, manipulating and merging rigid and deformable freeform objects in virtual reality (VR) environment. The core algorithms for collision detection, merging, and physics-based modeling used within this framework assume that all 3D deformable objects are B-spline surfaces. The interactive design tool can be represented as a B-spline surface, an implicit surface or a point, to allow the user a variety of rigid or deformable tools. The collision detection system utilizes the fact that the blending matrices used to discretize the B-spline surface are independent of the position of the control points and, therefore, can be pre-calculated. Complex B-spline surfaces can be generated by merging various B-spline surface patches using the B-spline surface patches merging algorithm presented in this thesis. Finally, the physics-based modeling system uses the mass-spring representation to determine the deformation and the reaction force values provided to the user. This helps to simulate realistic material behaviour of the model and assist the user in validating the design before performing extensive product detailing or finite element analysis using commercially available CAD software. The novelty of the proposed method stems from the pre-calculated blending matrices used to generate the points for graphical rendering, collision detection, merging of B-spline patches, and nodes for the mass spring system. This approach reduces computational time by avoiding the need to solve complex equations for blending functions of B-splines and perform the inversion of large matrices. This alternative approach to the mechanical concept design will also help to do away with the need to build prototypes for conceptualization and preliminary validation of the idea thereby reducing the time and cost of concept design phase and the wastage of resources
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