4,599 research outputs found

    Rendering PostScript<sup>TM</sup> fonts on FPGAs

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    This paper describes how custom computing machines can be used to implement a simple outline font processor. An FPGA based co-processor is used to accelerate the compute intensive portions of font rendering. The font processor builds on several PostScript components previously presented by the authors to produce a system that can rapidly render fonts. A prototype implementation is described followed by an explanation of how this could be extended to build a complete system

    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

    Subdivision Surface based One-Piece Representation

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    Subdivision surfaces are capable of modeling and representing complex shapes of arbi-trary topology. However, methods on how to build the control mesh of a complex surfaceare not studied much. Currently, most meshes of complicated objects come from trian-gulation and simplification of raster scanned data points, like the Stanford 3D ScanningRepository. This approach is costly and leads to very dense meshes.Subdivision surface based one-piece representation means to represent the final objectin a design process with only one subdivision surface, no matter how complicated theobject\u27s topology or shape. Hence the number of parts in the final representation isalways one.In this dissertation we present necessary mathematical theories and geometric algo-rithms to support subdivision surface based one-piece representation. First, an explicitparametrization method is presented for exact evaluation of Catmull-Clark subdivisionsurfaces. Based on it, two approaches are proposed for constructing the one-piece rep-resentation of a given object with arbitrary topology. One approach is to construct theone-piece representation by using the interpolation technique. Interpolation is a naturalway to build models, but the fairness of the interpolating surface is a big concern inprevious methods. With similarity based interpolation technique, we can obtain bet-ter modeling results with less undesired artifacts and undulations. Another approachis through performing Boolean operations. Up to this point, accurate Boolean oper-ations over subdivision surfaces are not approached yet in the literature. We presenta robust and error controllable Boolean operation method which results in a one-piecerepresentation. Because one-piece representations resulting from the above two methodsare usually dense, error controllable simplification of one-piece representations is needed.Two methods are presented for this purpose: adaptive tessellation and multiresolutionanalysis. Both methods can significantly reduce the complexity of a one-piece represen-tation and while having accurate error estimation.A system that performs subdivision surface based one-piece representation was im-plemented and a lot of examples have been tested. All the examples show that our ap-proaches can obtain very good subdivision based one-piece representation results. Eventhough our methods are based on Catmull-Clark subdivision scheme, we believe they canbe adapted to other subdivision schemes as well with small modifications

    Practical quality control tools for curves and surfaces

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    Curves (geometry) and surfaces created by Computer Aided Geometric Design systems in the engineering environment must satisfy two basic quality criteria: the geometric shape must have the desired engineering properties; and the objects must be parameterized in a way which does not cause computational difficulty for geometric processing and engineering analysis. Interactive techniques are described which are in use at Boeing to evaluate the quality of aircraft geometry prior to Computational Fluid Dynamic analysis, including newly developed methods for examining surface parameterization and its effects

    Discrete B-splines and subdivision techniques in compter-aided geometric design and computer graphics

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    Journal ArticleThe relevant theory of discrete 5-sphnes with associated new algorithms is extended to provide a framework for understanding and implementing general subdivision schemes for nonuniform B-splines. The new derived polygon corresponding to an arbitrary refinement of the knot vector for an existing .B-spline curve, including multiplicities, is shown to be formed by successive evaluations of the discrete B-spline defined by the original vertices, the original knot vector, and the new refined knot vector. Existing subdivision algorithms can be seen as proper special cases. General subdivision has widespread applications in computer-aided geometric design, computer graphics, and numerical analysis. The new algorithms resulting from the new theory lead to a unification of the display model, the analysis model, and other needed models into a single geometric model from which other necessary models are easily derived. New sample algorithms for interference calculation, contouring, surface rendering, and other important calculations are presented

    Multi-scale space-variant FRep cellular structures

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    Existing mesh and voxel based modeling methods encounter difficulties when dealing with objects containing cellular structures on several scale levels and varying their parameters in space. We describe an alternative approach based on using real functions evaluated procedurally at any given point. This allows for modeling fully parameterized, nested and multi-scale cellular structures with dynamic variations in geometric and cellular properties. The geometry of a base unit cell is defined using Function Representation (FRep) based primitives and operations. The unit cell is then replicated in space using periodic space mappings such as sawtooth and triangle waves. While being replicated, the unit cell can vary its geometry and topology due to the use of dynamic parameterization. We illustrate this approach by several examples of microstructure generation within a given volume or along a given surface. We also outline some methods for direct rendering and fabrication not involving auxiliary mesh and voxel representations

    An Efficient Trim Structure for Rendering Large B-Rep Models

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    International audienceWe present a multiresolution trim structure for fast and accurate B-Rep model visualization. To get a good tradeoff between performance and visual accuracy, we propose to use a vectorial but approximated representation of the model that allows efficient, real-time GPU exploitation. Our structure, based on a quadtree, enables us to do shallow lookups for distant fragments. For closeups, we leverage hardware tessellation. We get interactive frame rates for models that consists of hundreds of thousands of B-Rep faces, regardless of the zoom level
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