2,895 research outputs found
Optimized normal and distance matching for heterogeneous object modeling
This paper presents a new optimization methodology of material blending for heterogeneous object modeling by matching the material governing features for designing a heterogeneous object. The proposed method establishes point-to-point correspondence represented by a set of connecting lines between two material directrices. To blend the material features between the directrices, a heuristic optimization method developed with the objective is to maximize the sum of the inner products of the unit normals at the end points of the connecting lines and minimize the sum of the lengths of connecting lines. The geometric features with material information are matched to generate non-self-intersecting and non-twisted connecting surfaces. By subdividing the connecting lines into equal number of segments, a series of intermediate piecewise curves are generated to represent the material metamorphosis between the governing material features. Alternatively, a dynamic programming approach developed in our earlier work is presented for comparison purposes. Result and computational efficiency of the proposed heuristic method is also compared with earlier techniques in the literature. Computer interface implementation and illustrative examples are also presented in this paper
Recommended from our members
Non-Uniform Offsetting and its Applications in Laser Path Planning of Sterolithography Machine
Laser path planning is an important step in solid freeform fabrication processes such as
Stereolithography (SLA). An important consideration in the laser path planning is to compensate
the shape of laser beam. Currently the compensation is divided into two steps, Z-compensation
and X-Y compensation, and the shape of laser beam is assumed to be uniform for the whole
platform. In this research, we present a sampling based non-uniform offsetting method which
accounts for the different shapes of laser beam at various locations. We discuss the related steps
and algorithms. We demonstrate its effectiveness by using various test cases. Besides
improving the accuracy of SLA machine, non-uniform offsetting can also be applied to address
other accuracy issues caused by thermal and structural variationsMechanical Engineerin
Recommended from our members
Simulation of subseismic joint and fault networks using a heuristic mechanical model
Flow simulations of fractured and faulted reservoirs require representation of subseismic structures about which subsurface data are limited. We describe a method for simulating fracture growth that is mechanically based but heuristic, allowing for realistic modelling of fracture networks with reasonable run times. The method takes a triangulated meshed surface as input, together with an initial stress field. Fractures initiate and grow based on the stress field, and the growing fractures relieve the stress in the mesh. We show that a wide range of bedding-plane joint networks can be modelled simply by varying the distribution and anisotropy of the initial stress field. The results are in good qualitative agreement with natural joint patterns. We then apply the method to a set of parallel veins and demonstrate how the variations in thickness of the veins can be represented. Lastly, we apply the method to the simulation of normal fault patterns on salt domes. We derive the stress field on the bedding surface using the horizon curvature. The modelled fault network shows both radial and concentric faults. The new method provides an effective means of modelling joint and fault networks that can be imported to the flow simulator
Vector offset operators for deformable organic objects.
Many natural materials and most of living tissues exhibit complex deformable behaviours that may be characteriseda s organic. In computer animation, deformable organic material behaviour is needed for the development of characters and scenes based on living creatures and natural phenomena. This study addresses the problem of deformable organic material behaviour in computer animated objects. The focus of this study is concentrated on problems inherent in
geometry based deformation techniques, such as non-intuitive interaction and difficulty in achieving realism. Further, the focus is concentrated on problems inherent in physically based deformation techniques, such as inefficiency and difficulty in enforcing spatial and temporal constraints. The main objective in this study is to find a general and efficient solution to interaction and animation of deformable 3D objects with natural organic material properties and constrainable behaviour. The solution must provide an interaction and animation framework
suitable for the creation of animated deformable characters. An implementation of physical organic material properties such as plasticity, elasticity and iscoelasticity can provide the basis for an organic deformation model. An efficient approach to stress and strain control is introduced with a deformation tool named Vector Offset Operator. Stress / strain graphs control
the elastoplastic behaviour of the model. Strain creep, stress relaxation and hysteresis graphs control the viscoelastic behaviour of the model. External forces may be applied using motion paths equipped with momentum / time graphs. Finally, spatial and temporal constraints are
applied directly on vector operators. The suggested generic deformation tool introduces an intermediate layer between user interaction, deformation, elastoplastic and viscoelastic material behaviour and spatial and temporal constraints. This results in an efficient approach to
deformation, frees object representation from deformation, facilitates the application of constraints and enables further development
- …