167 research outputs found

    Efficient and High-Quality Rendering of Higher-Order Geometric Data Representations

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    Computer-Aided Design (CAD) bezeichnet den Entwurf industrieller Produkte mit Hilfe von virtuellen 3D Modellen. Ein CAD-Modell besteht aus parametrischen Kurven und Flächen, in den meisten Fällen non-uniform rational B-Splines (NURBS). Diese mathematische Beschreibung wird ebenfalls zur Analyse, Optimierung und Präsentation des Modells verwendet. In jeder dieser Entwicklungsphasen wird eine unterschiedliche visuelle Darstellung benötigt, um den entsprechenden Nutzern ein geeignetes Feedback zu geben. Designer bevorzugen beispielsweise illustrative oder realistische Darstellungen, Ingenieure benötigen eine verständliche Visualisierung der Simulationsergebnisse, während eine immersive 3D Darstellung bei einer Benutzbarkeitsanalyse oder der Designauswahl hilfreich sein kann. Die interaktive Darstellung von NURBS-Modellen und -Simulationsdaten ist jedoch aufgrund des hohen Rechenaufwandes und der eingeschränkten Hardwareunterstützung eine große Herausforderung. Diese Arbeit stellt vier neuartige Verfahren vor, welche sich mit der interaktiven Darstellung von NURBS-Modellen und Simulationensdaten befassen. Die vorgestellten Algorithmen nutzen neue Fähigkeiten aktueller Grafikkarten aus, um den Stand der Technik bezüglich Qualität, Effizienz und Darstellungsgeschwindigkeit zu verbessern. Zwei dieser Verfahren befassen sich mit der direkten Darstellung der parametrischen Beschreibung ohne Approximationen oder zeitaufwändige Vorberechnungen. Die dabei vorgestellten Datenstrukturen und Algorithmen ermöglichen die effiziente Unterteilung, Klassifizierung, Tessellierung und Darstellung getrimmter NURBS-Flächen und einen interaktiven Ray-Casting-Algorithmus für die Isoflächenvisualisierung von NURBSbasierten isogeometrischen Analysen. Die weiteren zwei Verfahren beschreiben zum einen das vielseitige Konzept der programmierbaren Transparenz für illustrative und verständliche Visualisierungen tiefenkomplexer CAD-Modelle und zum anderen eine neue hybride Methode zur Reprojektion halbtransparenter und undurchsichtiger Bildinformation für die Beschleunigung der Erzeugung von stereoskopischen Bildpaaren. Die beiden letztgenannten Ansätze basieren auf rasterisierter Geometrie und sind somit ebenfalls für normale Dreiecksmodelle anwendbar, wodurch die Arbeiten auch einen wichtigen Beitrag in den Bereichen der Computergrafik und der virtuellen Realität darstellen. Die Auswertung der Arbeit wurde mit großen, realen NURBS-Datensätzen durchgeführt. Die Resultate zeigen, dass die direkte Darstellung auf Grundlage der parametrischen Beschreibung mit interaktiven Bildwiederholraten und in subpixelgenauer Qualität möglich ist. Die Einführung programmierbarer Transparenz ermöglicht zudem die Umsetzung kollaborativer 3D Interaktionstechniken für die Exploration der Modelle in virtuellenUmgebungen sowie illustrative und verständliche Visualisierungen tiefenkomplexer CAD-Modelle. Die Erzeugung stereoskopischer Bildpaare für die interaktive Visualisierung auf 3D Displays konnte beschleunigt werden. Diese messbare Verbesserung wurde zudem im Rahmen einer Nutzerstudie als wahrnehmbar und vorteilhaft befunden.In computer-aided design (CAD), industrial products are designed using a virtual 3D model. A CAD model typically consists of curves and surfaces in a parametric representation, in most cases, non-uniform rational B-splines (NURBS). The same representation is also used for the analysis, optimization and presentation of the model. In each phase of this process, different visualizations are required to provide an appropriate user feedback. Designers work with illustrative and realistic renderings, engineers need a comprehensible visualization of the simulation results, and usability studies or product presentations benefit from using a 3D display. However, the interactive visualization of NURBS models and corresponding physical simulations is a challenging task because of the computational complexity and the limited graphics hardware support. This thesis proposes four novel rendering approaches that improve the interactive visualization of CAD models and their analysis. The presented algorithms exploit latest graphics hardware capabilities to advance the state-of-the-art in terms of quality, efficiency and performance. In particular, two approaches describe the direct rendering of the parametric representation without precomputed approximations and timeconsuming pre-processing steps. New data structures and algorithms are presented for the efficient partition, classification, tessellation, and rendering of trimmed NURBS surfaces as well as the first direct isosurface ray-casting approach for NURBS-based isogeometric analysis. The other two approaches introduce the versatile concept of programmable order-independent semi-transparency for the illustrative and comprehensible visualization of depth-complex CAD models, and a novel method for the hybrid reprojection of opaque and semi-transparent image information to accelerate stereoscopic rendering. Both approaches are also applicable to standard polygonal geometry which contributes to the computer graphics and virtual reality research communities. The evaluation is based on real-world NURBS-based models and simulation data. The results show that rendering can be performed directly on the underlying parametric representation with interactive frame rates and subpixel-precise image results. The computational costs of additional visualization effects, such as semi-transparency and stereoscopic rendering, are reduced to maintain interactive frame rates. The benefit of this performance gain was confirmed by quantitative measurements and a pilot user study

    Direct immersogeometric fluid flow analysis using B-rep CAD models

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    We present a new method for immersogeometric fluid flow analysis that directly uses the CAD boundary representation (B-rep) of a complex object and immerses it into a locally refined, non-boundary-fitted discretization of the fluid domain. The motivating applications include analyzing the flow over complex geometries, such as moving vehicles, where the detailed geometric features usually require time-consuming, labor-intensive geometry cleanup or mesh manipulation for generating the surrounding boundary-fitted fluid mesh. The proposed method avoids the challenges associated with such procedures. A new method to perform point membership classification of the background mesh quadrature points is also proposed. To faithfully capture the geometry in intersected elements, we implement an adaptive quadrature rule based on the recursive splitting of elements. Dirichlet boundary conditions in intersected elements are enforced weakly in the sense of Nitsche\u27s method. To assess the accuracy of the proposed method, we perform computations of the benchmark problem of flow over a sphere represented using B-rep. Quantities of interest such as drag coefficient are in good agreement with reference values reported in the literature. The results show that the density and distribution of the surface quadrature points are crucial for the weak enforcement of Dirichlet boundary conditions and for obtaining accurate flow solutions. Also, with sufficient levels of surface quadrature element refinement, the quadrature error near the trim curves becomes insignificant. Finally, we demonstrate the effectiveness of our immersogeometric method for high-fidelity industrial scale simulations by performing an aerodynamic analysis of an agricultural tractor directly represented using B-rep

    Appearance Preserving Rendering of Out-of-Core Polygon and NURBS Models

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    In Computer Aided Design (CAD) trimmed NURBS surfaces are widely used due to their flexibility. For rendering and simulation however, piecewise linear representations of these objects are required. A relatively new field in CAD is the analysis of long-term strain tests. After such a test the object is scanned with a 3d laser scanner for further processing on a PC. In all these areas of CAD the number of primitives as well as their complexity has grown constantly in the recent years. This growth is exceeding the increase of processor speed and memory size by far and posing the need for fast out-of-core algorithms. This thesis describes a processing pipeline from the input data in the form of triangular or trimmed NURBS models until the interactive rendering of these models at high visual quality. After discussing the motivation for this work and introducing basic concepts on complex polygon and NURBS models, the second part of this thesis starts with a review of existing simplification and tessellation algorithms. Additionally, an improved stitching algorithm to generate a consistent model after tessellation of a trimmed NURBS model is presented. Since surfaces need to be modified interactively during the design phase, a novel trimmed NURBS rendering algorithm is presented. This algorithm removes the bottleneck of generating and transmitting a new tessellation to the graphics card after each modification of a surface by evaluating and trimming the surface on the GPU. To achieve high visual quality, the appearance of a surface can be preserved using texture mapping. Therefore, a texture mapping algorithm for trimmed NURBS surfaces is presented. To reduce the memory requirements for the textures, the algorithm is modified to generate compressed normal maps to preserve the shading of the original surface. Since texturing is only possible, when a parametric mapping of the surface - requiring additional memory - is available, a new simplification and tessellation error measure is introduced that preserves the appearance of the original surface by controlling the deviation of normal vectors. The preservation of normals and possibly other surface attributes allows interactive visualization for quality control applications (e.g. isophotes and reflection lines). In the last part out-of-core techniques for processing and rendering of gigabyte-sized polygonal and trimmed NURBS models are presented. Then the modifications necessary to support streaming of simplified geometry from a central server are discussed and finally and LOD selection algorithm to support interactive rendering of hard and soft shadows is described

    A geometric framework for immersogeometric analysis

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    The purpose of this dissertation is to develop a geometric framework for immersogeometric analysis that directly uses the boundary representations (B-reps) of a complex computer-aided design (CAD) model and immerses it into a locally refined, non-boundary-fitted discretization of the fluid domain. Using the non-boundary-fitted mesh which does not need to conform to the shape of the object can alleviate the challenge of mesh generation for complex geometries. This also reduces the labor-intensive and time-consuming work of geometry cleanup for the purpose of obtaining watertight CAD models in order to perform boundary-fitted mesh generation. The Dirichlet boundary conditions in the fluid domain are enforced weakly over the immersed object surface in the intersected elements. The surface quadrature points for the immersed object are generated on the parametric and analytic surfaces of the B-rep models. In the case of trimmed surfaces, adaptive quadrature rule is considered to improve the accuracy of the surface integral. For the non-boundary-fitted mesh, a sub-cell-based adaptive quadrature rule based on the recursive splitting of quadrature elements is used to faithfully capture the geometry in intersected elements. The point membership classification for identifying quadrature points in the fluid domain is based on a voxel-based approach implemented on GPUs. A variety of computational fluid dynamics (CFD) simulations are performed using the proposed method to assess its accuracy and efficiency. Finally, a fluid--structure interaction (FSI) simulation of a deforming left ventricle coupled with the heart valves shows the potential advantages of the developed geometric framework for the immersogeomtric analysis with complex moving domains

    Error-estimate-based adaptive integration for immersed isogeometric analysis

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    The Finite Cell Method (FCM) together with Isogeometric analysis (IGA) has been applied successfully in various problems in solid mechanics, in image-based analysis, fluid–structure interaction and in many other applications. A challenging aspect of the isogeometric finite cell method is the integration of cut cells. In particular in three-dimensional simulations the computational effort associated with integration can be the critical component of a simulation. A myriad of integration strategies has been proposed over the past years to ameliorate the difficulties associated with integration, but a general optimal integration framework that suits a broad class of engineering problems is not yet available. In this contribution we provide a thorough investigation of the accuracy and computational effort of the octree integration scheme. We quantify the contribution of the integration error using the theoretical basis provided by Strang's first lemma. Based on this study we propose an error-estimate-based adaptive integration procedure for immersed isogeometric analysis. Additionally, we present a detailed numerical investigation of the proposed optimal integration algorithm and its application to immersed isogeometric analysis using two- and three-dimensional linear elasticity problems

    Efficient Culling Techniques for Interactive Deformable NURBS Surfaces on GPU

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    [Abstrtact] InfoValue: NURBS (Non-uniform rational B-splines) surfaces are the standard freeform representation in Computer-Aided Design (CAD) applications. Rendering NURBS surfaces accurately while they are interactively manipulated and deformed is a challenging task. In order to achieve it, the elimination from pipeline in early stages of back-facing surfaces or surface pieces is a key advantage. Furthermore, an effective interactive manipulation implies that all the culling computations should be performed for each frame, facing the possibility of fast changes in occlusion information. In this paper, different interactive culling strategies for NURBS surfaces are presented and analyzed. These culling techniques are based on the exploitation of the geometric properties presented in a NURBS surface, that allow easily to find bounds for it in screen space for each frame. Furthermore, the culling overhead for our proposals is small compared to the computational saving, outperforming a proposal without culling. An implementation of these strategies using current GPUs is presented, achieving real-time and interactive rendering rates of complex parametric models.Xunta de Galicia y fondos FEDER; GRC2013/055Ministerio de EconomĂ­a y Competitividad y fondos FEDER; TIN2013-42148-

    Geometry Modeling for Unstructured Mesh Adaptation

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    The quantification and control of discretization error is critical to obtaining reliable simulation results. Adaptive mesh techniques have the potential to automate discretization error control, but have made limited impact on production analysis workflow. Recent progress has matured a number of independent implementations of flow solvers, error estimation methods, and anisotropic mesh adaptation mechanics. However, the poor integration of initial mesh generation and adaptive mesh mechanics to typical sources of geometry has hindered adoption of adaptive mesh techniques, where these geometries are often created in Mechanical Computer- Aided Design (MCAD) systems. The difficulty of this coupling is compounded by two factors: the inherent complexity of the model (e.g., large range of scales, bodies in proximity, details not required for analysis) and unintended geometry construction artifacts (e.g., translation, uneven parameterization, degeneracy, self-intersection, sliver faces, gaps, large tolerances be- tween topological elements, local high curvature to enforce continuity). Manual preparation of geometry is commonly employed to enable fixed-grid and adaptive-grid workflows by reducing the severity and negative impacts of these construction artifacts, but manual process interaction inhibits workflow automation. Techniques to permit the use of complex geometry models and reduce the impact of geometry construction artifacts on unstructured grid workflows are models from the AIAA Sonic Boom and High Lift Prediction are shown to demonstrate the utility of the current approach

    Arbitrary topology meshes in geometric design and vector graphics

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    Meshes are a powerful means to represent objects and shapes both in 2D and 3D, but the techniques based on meshes can only be used in certain regular settings and restrict their usage. Meshes with an arbitrary topology have many interesting applications in geometric design and (vector) graphics, and can give designers more freedom in designing complex objects. In the first part of the thesis we look at how these meshes can be used in computer aided design to represent objects that consist of multiple regular meshes that are constructed together. Then we extend the B-spline surface technique from the regular setting to work on extraordinary regions in meshes so that multisided B-spline patches are created. In addition, we show how to render multisided objects efficiently, through using the GPU and tessellation. In the second part of the thesis we look at how the gradient mesh vector graphics primitives can be combined with procedural noise functions to create expressive but sparsely defined vector graphic images. We also look at how the gradient mesh can be extended to arbitrary topology variants. Here, we compare existing work with two new formulations of a polygonal gradient mesh. Finally we show how we can turn any image into a vector graphics image in an efficient manner. This vectorisation process automatically extracts important image features and constructs a mesh around it. This automatic pipeline is very efficient and even facilitates interactive image vectorisation
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