954 research outputs found

    BSP-fields: An Exact Representation of Polygonal Objects by Differentiable Scalar Fields Based on Binary Space Partitioning

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    The problem considered in this work is to find a dimension independent algorithm for the generation of signed scalar fields exactly representing polygonal objects and satisfying the following requirements: the defining real function takes zero value exactly at the polygonal object boundary; no extra zero-value isosurfaces should be generated; C1 continuity of the function in the entire domain. The proposed algorithms are based on the binary space partitioning (BSP) of the object by the planes passing through the polygonal faces and are independent of the object genus, the number of disjoint components, and holes in the initial polygonal mesh. Several extensions to the basic algorithm are proposed to satisfy the selected optimization criteria. The generated BSP-fields allow for applying techniques of the function-based modeling to already existing legacy objects from CAD and computer animation areas, which is illustrated by several examples

    A Survey of Methods for Converting Unstructured Data to CSG Models

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    The goal of this document is to survey existing methods for recovering CSG representations from unstructured data such as 3D point-clouds or polygon meshes. We review and discuss related topics such as the segmentation and fitting of the input data. We cover techniques from solid modeling and CAD for polyhedron to CSG and B-rep to CSG conversion. We look at approaches coming from program synthesis, evolutionary techniques (such as genetic programming or genetic algorithm), and deep learning methods. Finally, we conclude with a discussion of techniques for the generation of computer programs representing solids (not just CSG models) and higher-level representations (such as, for example, the ones based on sketch and extrusion or feature based operations).Comment: 29 page

    The investigation of a method to generate conformal lattice structures for additive manufacturing

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    Additive manufacturing (AM) allows a geometric complexity in products not seen in conventional manufacturing. This geometric freedom facilitates the design and fabrication of conformal hierarchical structures. Entire parts or regions of a part can be populated with lattice structure, designed to exhibit properties that differ from the solid material used in fabrication. Current computer aided design (CAD) software used to design products is not suitable for the generation of lattice structure models. Although conceptually simple, the memory requirements to store a virtual CAD model of a lattice structure are prohibitively high. Conventional CAD software defines geometry through boundary representation (B-rep); shapes are described by the connectivity of faces, edges and vertices. While useful for representing accurate models of complex shape, the sheer quantity of individual surfaces required to represent each of the relatively simple individual struts that comprise a lattice structure ensure that memory limitations are soon reached. Additionally, the conventional data flow from CAD to manufactured part is arduous, involving several conversions between file formats. As well as a lengthy process, each conversion risks the generation of geometric errors that must be fixed before manufacture. A method was developed to specifically generate large arrays of lattice structures, based on a general voxel modelling method identified in the literature review. The method is much less sensitive to geometric complexity than conventional methods and thus facilitates the design of considerably more complex structures. The ability to grade structure designs across regions of a part (termed functional grading ) was also investigated, as well as a method to retain connectivity between boundary struts of a conformal structure. In addition, the method streamlines the data flow from design to manufacture: earlier steps of the data conversion process are bypassed entirely. The effect of the modelling method on surface roughness of parts produced was investigated, as voxel models define boundaries with discrete, stepped blocks. It was concluded that the effect of this stepping on surface roughness was minimal. This thesis concludes with suggestions for further work to improve the efficiency, capability and usability of the conformal structure method developed in this work

    Interactive ray shading of FRep objects

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    In this paper we present a method for interactive rendering general procedurally defined functionally represented (FRep) objects using the acceleration with graphics hardware, namely Graphics Processing Units (GPU). We obtain interactive rates by using GPU acceleration for all computations in rendering algorithm, such as ray-surface intersection, function evaluation and normal computations. We compute primary rays as well as secondary rays for shadows, reflection and refraction for obtaining high quality of the output visualization and further extension to ray-tracing of FRep objects. The algorithm is well-suited for modern GPUs and provides acceptable interactive rates with good quality of the results. A wide range of objects can be rendered including traditional skeletal implicit surfaces, constructive solids, and purely procedural objects such as 3D fractals

    Solid modelling for manufacturing: from Voelcker's boundary evaluation to discrete paradigms

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    Herb Voelcker and his research team laid the foundations of Solid Modelling, on which Computer-Aided Design is based. He founded the ambitious Production Automation Project, that included Constructive Solid Geometry (CSG) as the basic 3D geometric representation. CSG trees were compact and robust, saving a memory space that was scarce in those times. But the main computational problem was Boundary Evaluation: the process of converting CSG trees to Boundary Representations (BReps) with explicit faces, edges and vertices for manufacturing and visualization purposes. This paper presents some glimpses of the history and evolution of some ideas that started with Herb Voelcker. We briefly describe the path from “localization and boundary evaluation” to “localization and printing”, with many intermediate steps driven by hardware, software and new mathematical tools: voxel and volume representations, triangle meshes, and many others, observing also that in some applications, voxel models no longer require Boundary Evaluation. In this last case, we consider the current research challenges and discuss several avenues for further research.Project TIN2017-88515-C2-1-R funded by MCIN/AEI/10.13039/501100011033/FEDER‘‘A way to make Europe’’Peer ReviewedPostprint (published version
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