9 research outputs found

    Isogeometric analysis: an overview and computer implementation aspects

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    Isogeometric analysis (IGA) represents a recently developed technology in computational mechanics that offers the possibility of integrating methods for analysis and Computer Aided Design (CAD) into a single, unified process. The implications to practical engineering design scenarios are profound, since the time taken from design to analysis is greatly reduced, leading to dramatic gains in efficiency. The tight coupling of CAD and analysis within IGA requires knowledge from both fields and it is one of the goals of the present paper to outline much of the commonly used notation. In this manuscript, through a clear and simple Matlab implementation, we present an introduction to IGA applied to the Finite Element (FE) method and related computer implementation aspects. Furthermore, implemen- tation of the extended IGA which incorporates enrichment functions through the partition of unity method (PUM) is also presented, where several examples for both two-dimensional and three-dimensional fracture are illustrated. The open source Matlab code which accompanies the present paper can be applied to one, two and three-dimensional problems for linear elasticity, linear elastic fracture mechanics, structural mechanics (beams/plates/shells including large displacements and rotations) and Poisson problems with or without enrichment. The Bezier extraction concept that allows FE analysis to be performed efficiently on T-spline geometries is also incorporated. The article includes a summary of recent trends and developments within the field of IGA

    Dynamic remeshing and applications

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    Triangle meshes are a flexible and generally accepted boundary representation for complex geometric shapes. In addition to their geometric qualities such as for instance smoothness, feature sensitivity ,or topological simplicity, intrinsic qualities such as the shape of the triangles, their distribution on the surface and the connectivity is essential for many algorithms working on them. In this thesis we present a flexible and efficient remeshing framework that improves these "intrinsic\u27; properties while keeping the mesh geometrically close to the original surface. We use a particle system approach and combine it with an iterative remeshing process in order to trim the mesh towards the requirements imposed by different applications. The particle system approach distributes the vertices on the mesh with respect to a user-defined scalar-field, whereas the iterative remeshing is done by means of "Dynamic Meshes\u27;, a combination of local topological operators that lead to a good natured connectivity. A dynamic skeleton ensures that our approach is able to preserve surface features, which are particularly important for the visual quality of the mesh. None of the algorithms requires a global parameterization or patch layouting in a preprocessing step, but works with simple local parameterizations instead. In the second part of this work we will show how to apply this remeshing framework in several applications scenarios. In particular we will elaborate on interactive remeshing, dynamic, interactive multiresolution modeling, semiregular remeshing and mesh simplification and we will show how the users can adapt the involved algorithms in a way that the resulting mesh meets their personal requirements

    Hierarchical processing, editing and rendering of acquired geometry

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    La représentation des surfaces du monde réel dans la mémoire d’une machine peut désormais être obtenue automatiquement via divers périphériques de capture tels que les scanners 3D. Ces nouvelles sources de données, précises et rapides, amplifient de plusieurs ordres de grandeur la résolution des surfaces 3D, apportant un niveau de précision élevé pour les applications nécessitant des modèles numériques de surfaces telles que la conception assistée par ordinateur, la simulation physique, la réalité virtuelle, l’imagerie médicale, l’architecture, l’étude archéologique, les effets spéciaux, l’animation ou bien encore les jeux video. Malheureusement, la richesse de la géométrie produite par ces méthodes induit une grande, voire gigantesque masse de données à traiter, nécessitant de nouvelles structures de données et de nouveaux algorithmes capables de passer à l’échelle d’objets pouvant atteindre le milliard d’échantillons. Dans cette thèse, je propose des solutions performantes en temps et en espace aux problèmes de la modélisation, du traitement géométrique, de l’édition intéractive et de la visualisation de ces surfaces 3D complexes. La méthodologie adoptée pendant l’élaboration transverse de ces nouveaux algorithmes est articulée autour de 4 éléments clés : une approche hiérarchique systématique, une réduction locale de la dimension des problèmes, un principe d’échantillonage-reconstruction et une indépendance à l’énumération explicite des relations topologiques aussi appelée approche basée-points. En pratique, ce manuscrit propose un certain nombre de contributions, parmi lesquelles : une nouvelle structure hiérarchique hybride de partitionnement, l’Arbre Volume-Surface (VS-Tree) ainsi que de nouveaux algorithmes de simplification et de reconstruction ; un système d’édition intéractive de grands objets ; un noyau temps-réel de synthèse géométrique par raffinement et une structure multi-résolution offrant un rendu efficace de grands objets. Ces structures, algorithmes et systèmes forment une chaîne capable de traiter les objets en provenance du pipeline d’acquisition, qu’ils soient représentés par des nuages de points ou des maillages, possiblement non 2-variétés. Les solutions obtenues ont été appliquées avec succès aux données issues des divers domaines d’application précités.Digital representations of real-world surfaces can now be obtained automatically using various acquisition devices such as 3D scanners and stereo camera systems. These new fast and accurate data sources increase 3D surface resolution by several orders of magnitude, borrowing higher precision to applications which require digital surfaces. All major computer graphics applications can take benefit of this automatic modeling process, including: computer-aided design, physical simulation, virtual reality, medical imaging, architecture, archaeological study, special effects, computer animation and video games. Unfortunately, the richness of the geometry produced by these media comes at the price of a large, possibility gigantic, amount of data which requires new efficient data structures and algorithms offering scalability for processing such objects. This thesis proposes time and space efficient solutions for modeling, editing and rendering such complex surfaces, solving these problems with new algorithms sharing 4 fundamental elements: a systematic hierarchical approach, a local dimension reduction, a sampling-reconstruction paradigm and a pointbased basis. Basically, this manuscript proposes several contributions, including: a new hierarchical space subdivision structure, the Volume-Surface Tree, for geometry processing such as simplification and reconstruction; a streaming system featuring new algorithms for interactive editing of large objects, an appearancepreserving multiresolution structure for efficient rendering of large point-based surfaces, and a generic kernel for real-time geometry synthesis by refinement. These elements form a pipeline able to process acquired geometry, either represented by point clouds or non-manifold meshes. Effective results have been successfully obtained with data coming from the various applications mentioned

    Seventh Biennial Report : June 2003 - March 2005

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    Quaternion Matrices : Statistical Properties and Applications to Signal Processing and Wavelets

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    Similarly to how complex numbers provide a possible framework for extending scalar signal processing techniques to 2-channel signals, the 4-dimensional hypercomplex algebra of quaternions can be used to represent signals with 3 or 4 components. For a quaternion random vector to be suited for quaternion linear processing, it must be (second-order) proper. We consider the likelihood ratio test (LRT) for propriety, and compute the exact distribution for statistics of Box type, which include this LRT. Various approximate distributions are compared. The Wishart distribution of a quaternion sample covariance matrix is derived from first principles. Quaternions are isomorphic to an algebra of structured 4x4 real matrices. This mapping is our main tool, and suggests considering more general real matrix problems as a way of investigating quaternion linear algorithms. A quaternion vector autoregressive (VAR) time-series model is equivalent to a structured real VAR model. We show that generalised least squares (and Gaussian maximum likelihood) estimation of the parameters reduces to ordinary least squares, but only if the innovations are proper. A LRT is suggested to simultaneously test for quaternion structure in the regression coefficients and innovation covariance. Matrix-valued wavelets (MVWs) are generalised (multi)wavelets for vector-valued signals. Quaternion wavelets are equivalent to structured MVWs. Taking into account orthogonal similarity, all MVWs can be constructed from non-trivial MVWs. We show that there are no non-scalar non-trivial MVWs with short support [0,3]. Through symbolic computation we construct the families of shortest non-trivial 2x2 Daubechies MVWs and quaternion Daubechies wavelets.Open Acces

    Sixth Biennial Report : August 2001 - May 2003

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    Q(sqrt(-3))-Integral Points on a Mordell Curve

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    We use an extension of quadratic Chabauty to number fields,recently developed by the author with Balakrishnan, Besser and M ̈uller,combined with a sieving technique, to determine the integral points overQ(√−3) on the Mordell curve y2 = x3 − 4

    Eight Biennial Report : April 2005 – March 2007

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    Fast Visualization by Shear-Warp using Spline Models for Data Reconstruction

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    This work concerns oneself with the rendering of huge three-dimensional data sets. The target thereby is the development of fast algorithms by also applying recent and accurate volume reconstruction models to obtain at most artifact-free data visualizations. In part I a comprehensive overview on the state of the art in volume rendering is given. Part II is devoted to the recently developed trivariate (linear,) quadratic and cubic spline models defined on symmetric tetrahedral partitions directly obtained by slicing volumetric partitions of a three-dimensional domain. This spline models define piecewise polynomials of total degree (one,) two and three with respect to a tetrahedron, i.e. the local splines have the lowest possible total degree and are adequate for efficient and accurate volume visualization. The following part III depicts in a step by step manner a fast software-based rendering algorithm, called shear-warp. This algorithm is prominent for its ability to generate projections of volume data at real time. It attains the high rendering speed by using elaborate data structures and extensive pre-computation, but at the expense of data redundancy and visual quality of the finally obtained rendering results. However, to circumvent these disadvantages a further development is specified, where new techniques and sophisticated data structures allow combining the fast shear-warp with the accurate ray-casting approach. This strategy and the new data structures not only grant a unification of the benefits of both methods, they even easily admit for adjustments to trade-off between rendering speed and precision. With this further development also the 3-fold data redundancy known from the original shear-warp approach is removed, allowing the rendering of even larger three-dimensional data sets more quickly. Additionally, real trivariate data reconstruction models, as discussed in part II, are applied together with the new ideas to onward the precision of the new volume rendering method, which also lead to a one order of magnitude faster algorithm compared to traditional approaches using similar reconstruction models. In part IV, a hierarchy-based rendering method is developed which utilizes a wavelet decomposition of the volume data, an octree structure to represent the sparse data set, the splines from part II and a new shear-warp visualization algorithm similar to that presented in part III. This thesis is concluded by the results centralized in part V
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