357 research outputs found

    Computing a Compact Spline Representation of the Medial Axis Transform of a 2D Shape

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    We present a full pipeline for computing the medial axis transform of an arbitrary 2D shape. The instability of the medial axis transform is overcome by a pruning algorithm guided by a user-defined Hausdorff distance threshold. The stable medial axis transform is then approximated by spline curves in 3D to produce a smooth and compact representation. These spline curves are computed by minimizing the approximation error between the input shape and the shape represented by the medial axis transform. Our results on various 2D shapes suggest that our method is practical and effective, and yields faithful and compact representations of medial axis transforms of 2D shapes.Comment: GMP14 (Geometric Modeling and Processing

    Combined 3D thinning and greedy algorithm to approximate realistic particles with corrected mechanical properties

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    The shape of irregular particles has significant influence on micro- and macro-scopic behavior of granular systems. This paper presents a combined 3D thinning and greedy set-covering algorithm to approximate realistic particles with a clump of overlapping spheres for discrete element method (DEM) simulations. First, the particle medial surface (or surface skeleton), from which all candidate (maximal inscribed) spheres can be generated, is computed by the topological 3D thinning. Then, the clump generation procedure is converted into a greedy set-covering (SCP) problem. To correct the mass distribution due to highly overlapped spheres inside the clump, linear programming (LP) is used to adjust the density of each component sphere, such that the aggregate properties mass, center of mass and inertia tensor are identical or close enough to the prototypical particle. In order to find the optimal approximation accuracy (volume coverage: ratio of clump's volume to the original particle's volume), particle flow of 3 different shapes in a rotating drum are conducted. It was observed that the dynamic angle of repose starts to converge for all particle shapes at 85% volume coverage (spheres per clump < 30), which implies the possible optimal resolution to capture the mechanical behavior of the system.Comment: 34 pages, 13 figure

    Multi-Dimensional Medial Geometry: Formulation, Computation, and Applications

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    Medial axis is a classical shape descriptor. It is a piece of geometry that lies in the middle of the original shape. Compared to the original shape representation, the medial axis is always one dimension lower and it carries many intrinsic shape properties explicitly. Therefore, it is widely used in a large amount of applications in various fields. However, medial axis is unstable to the boundary noise, often referred to as its instability. A small amount of change on the object boundary can cause a dramatic change in the medial axis. To tackle this problem, a significance measure is often associated with the medial axis, so that medial points with small significance are removed and only the stable part remains. In addition to this problem, many applications prefer even lower dimensional medial forms, e.g., shape centers of 2D shapes, and medial curves of 3D shapes. Unfortunately, good significance measures and good definitions of lower dimensional medial forms are still lacking. In this dissertation, we extended Blum\u27s grassfire burning to the medial axis in both 2D and 3D to define a significance measure as a distance function on the medial axis. We show that this distance function is well behaved and it has nice properties. In 2D, we also define a shape center based on this distance function. We then devise an iterative algorithm to compute the distance function and the shape center. We demonstrate usefulness of this distance function and shape center in various applications. Finally we point out the direction for future research based on this dissertation

    Using polyhedral models to automatically sketch idealized geometry for structural analysis

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    Simplification of polyhedral models, which may incorporate large numbers of faces and nodes, is often required to reduce their amount of data, to allow their efficient manipulation, and to speed up computation. Such a simplification process must be adapted to the use of the resulting polyhedral model. Several applications require simplified shapes which have the same topology as the original model (e.g. reverse engineering, medical applications, etc.). Nevertheless, in the fields of structural analysis and computer visualization, for example, several adaptations and idealizations of the initial geometry are often necessary. To this end, within this paper a new approach is proposed to simplify an initial manifold or non-manifold polyhedral model with respect to bounded errors specified by the user, or set up, for example, from a preliminary F.E. analysis. The topological changes which may occur during a simplification because of the bounded error (or tolerance) values specified are performed using specific curvature and topological criteria and operators. Moreover, topological changes, whether or not they kept the manifold of the object, are managed simultaneously with the geometric operations of the simplification process

    A Parallel Feature-preserving Mesh Variable Offsetting Method with Dynamic Programming

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    Mesh offsetting plays an important role in discrete geometric processing. In this paper, we propose a parallel feature-preserving mesh offsetting framework with variable distance. Different from the traditional method based on distance and normal vector, a new calculation of offset position is proposed by using dynamic programming and quadratic programming, and the sharp feature can be preserved after offsetting. Instead of distance implicit field, a spatial coverage region represented by polyhedral for computing offsets is proposed. Our method can generate an offsetting model with smaller mesh size, and also can achieve high quality without gaps, holes, and self-intersections. Moreover, several acceleration techniques are proposed for the efficient mesh offsetting, such as the parallel computing with grid, AABB tree and rays computing. In order to show the efficiency and robustness of the proposed framework, we have tested our method on the quadmesh dataset, which is available at [https://www.quadmesh.cloud]. The source code of the proposed algorithm is available on GitHub at [https://github.com/iGame-Lab/PFPOffset]
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