157,915 research outputs found
An approach on 3D digital design: free hand form generation
To sketch is to translate a concept from mind to its first representation. Conventionally, sketching of a three dimensional idea is drawn on paper, or by building a physical model, and then adjusting it into digital translation. The thesis hypothesizes that architects employ tangible interactions to assist design-thinking tasks in early design phases. This thesis suggests another approach on 3D digital design, as a complementary resource for expressing a concept, hence enriching the creative process.
A proposal for a new CAD paradigm, based on freehand form generation is detailed here, as well as the development and testing completed during the course of the research. This work describes the required characteristics of this kind of system and discusses the possibilities afforded by this new medium of expression, pointing its strengths and current limitations. The fundamental guidelines to this research were:
(1) non-intrusiveness of the input and visualization devices, (2) wireless free hand drawing in 3D space, (3) instinctive interface and (4) exporting capabilities to other CAD systems.
In conclusion this work argues that 3D design, based on free hand form generation, allows for an enhancement of the traditional creative process through spontaneous and immediate translation of a concept into 3D digital form
A novel updating modelling methodology for free-form surface modifications in the early stages of design
The paper describes the first implementation of a method in which an initial CAD model is updated from a physical model. The method is based on image-mapping in which an initial CAD model is updated from images of a soft rapid prototype model (RPM) which has been sculpted in order to carry out formal developments. The RP model is made by a 3Dimensional-colour printer, has a built-in contrasting grid composed by parallel planes in the X, Y and/or Z co-ordinates and has special consistency allowing it to be easily sculpted with hand modifications. During the sculpting process changes on the surface affect the lines on the RPM, which are the external presence of the internal grid planes and are corresponding to the initial CAD construction lines. These lines (profiles) then are visually contrasted by making use of identical perspective transformations and viewpoints for the virtual model and the RP model image. The initial CAD model is then updated by modifying the surface’s
construction lines to match the lines on the RP image by moving control points, such as in the Z direction
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Use of 3D body motion to freeform surface design
This paper presents a novel surface modelling approach by utilising a 3D motion capture system. For designing a large-sized surface, a network of splines is initially set up. Artists or designers wearing motion markers on their hands can then change shapes of the splines with their hands. Literarily they can move their bodies freely to any positions to perform their tasks. They can also move their hands in 3D free space to detail surface characteristics by their gestures. All their design motions are recorded in the motion capturing system and transferred into 3D curves and surfaces correspondingly. This paper reports this novel surface design method and some case studies
Digitally interpreting traditional folk crafts
The cultural heritage preservation requires that objects persist throughout time to continue to communicate an intended meaning. The necessity of computer-based preservation and interpretation of traditional folk crafts is validated by the decreasing number of masters, fading technologies, and crafts losing economic ground. We present a long-term applied research project on the development of a mathematical basis, software tools, and technology for application of desktop or personal fabrication using compact, cheap, and environmentally friendly fabrication devices, including '3D printers', in traditional crafts. We illustrate the properties of this new modeling and fabrication system using several case studies involving the digital capture of traditional objects and craft patterns, which we also reuse in modern designs. The test application areas for the development are traditional crafts from different cultural backgrounds, namely Japanese lacquer ware and Norwegian carvings. Our project includes modeling existing artifacts, Web presentations of the models, automation of the models fabrication, and the experimental manufacturing of new designs and forms
A review of advances in pixel detectors for experiments with high rate and radiation
The Large Hadron Collider (LHC) experiments ATLAS and CMS have established
hybrid pixel detectors as the instrument of choice for particle tracking and
vertexing in high rate and radiation environments, as they operate close to the
LHC interaction points. With the High Luminosity-LHC upgrade now in sight, for
which the tracking detectors will be completely replaced, new generations of
pixel detectors are being devised. They have to address enormous challenges in
terms of data throughput and radiation levels, ionizing and non-ionizing, that
harm the sensing and readout parts of pixel detectors alike. Advances in
microelectronics and microprocessing technologies now enable large scale
detector designs with unprecedented performance in measurement precision (space
and time), radiation hard sensors and readout chips, hybridization techniques,
lightweight supports, and fully monolithic approaches to meet these challenges.
This paper reviews the world-wide effort on these developments.Comment: 84 pages with 46 figures. Review article.For submission to Rep. Prog.
Phy
Augmented reality meeting table: a novel multi-user interface for architectural design
Immersive virtual environments have received widespread attention as providing possible replacements for the media and systems that designers traditionally use, as well as, more generally, in providing support for collaborative work. Relatively little attention has been given to date however to the problem of how to merge immersive virtual environments into real world work settings, and so to add to the media at the disposal of the designer and the design team, rather than to replace it. In this paper we report on a research project in which optical see-through augmented reality displays have been developed together with prototype decision support software for architectural and urban design. We suggest that a critical characteristic of multi user augmented reality is its ability to generate visualisations from a first person perspective in which the scale of rendition of the design model follows many of the conventions that designers are used to. Different scales of model appear to allow designers to focus on different aspects of the design under consideration. Augmenting the scene with simulations of pedestrian movement appears to assist both in scale recognition, and in moving from a first person to a third person understanding of the design. This research project is funded by the European Commission IST program (IST-2000-28559)
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