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ALPHA_I, Remote Manufacturing, and Solid Freeform Fabrication
Alpha_l is a nonuniform rational B-spline (NURBs) based solid modeling system that
has been developed at the University of Utah over the past 10 years. In addition to being
useful in modeling objects that are described by simple rotation and extrusion operations,
the real power of Alpha_l is demonstrated in the modeling of complex parts with sculptured
surfaces. For the past several years, a major research thrust has been to use Alpha_l to
semi-automatically generate process plan information and numerical control code to manufacture
mechanical parts directly from the models. A long term goal is to support an on-line
remote manufacturing facility for producing prototype parts. Recently, a 3D Systems stereo
lithography machine has been added to the advanced manufacturing laboratory. The stereo
lithography process and other SFF techniques are of particular interest for supporting a
remote manufacturing facility in that these processes are inherently much safer than numerically
controlled machining. Special Alpha_l interfaces including a new slicing algorithm
are being developed for the SFF machine use. By generating a SFF part directly from
its NURBs description, Alpha_l should facilitate the manufacture of complex parts while
providing smoother surfaces.Mechanical Engineerin
Asymmetry of Caddo Ceramics from the Washington Square Mound Site: An Exploratory Analysis
While pursuing a study of 3D geometric morphometrics for ceramic burial vessels that often articulate with the Native American Graves Protection and Repatriation Act (NAGPRA) from the ancestral Caddo region, there have been no shortage of potentially meaningful observations, one of which--rotational asymmetry in coil-built vessels--is discussed here. Using Geomagic Design X (reverse-engineering software) and Geomagic Control X (inspection software), metrics associated with rotational asymmetry were generated then analyzed. Results indicate variable asymmetry among the different vessel shapes (i.e., bottles, jars, etc.), which may augment and strengthen studies and discussion of vessel form. Future directions include the incorporation of directional and--possibly--fluctuating asymmetry measures for the widest vessel profiles. Preliminary results point toward substantive analytical gains that can be used to augment more traditional ceramic analyses as well as geometric morphometric studies of ceramic vessel shape
Universal attraction force-inspired freeform surface modeling for 3D sketching
This paper presents a novel freeform surface modeling method to construct a freeform surface from 3D sketch. The approach is inspired by Newton’s universal attraction force law to construct a surface model from rough boundary curves and unorganized interior characteristic curves which may cross the boundary curves or not.
Based on these unorganized curves, an initial surface can be obtained for conceptual design and it can be improved later in a commercial package. The approach has been tested with examples and it is capable of dealing with unorganized design curves for surface modeling
TiGL - An Open Source Computational Geometry Library for Parametric Aircraft Design
This paper introduces the software TiGL: TiGL is an open source high-fidelity
geometry modeler that is used in the conceptual and preliminary aircraft and
helicopter design phase. It creates full three-dimensional models of aircraft
from their parametric CPACS description. Due to its parametric nature, it is
typically used for aircraft design analysis and optimization. First, we present
the use-case and architecture of TiGL. Then, we discuss it's geometry module,
which is used to generate the B-spline based surfaces of the aircraft. The
backbone of TiGL is its surface generator for curve network interpolation,
based on Gordon surfaces. One major part of this paper explains the
mathematical foundation of Gordon surfaces on B-splines and how we achieve the
required curve network compatibility. Finally, TiGL's aircraft component module
is introduced, which is used to create the external and internal parts of
aircraft, such as wings, flaps, fuselages, engines or structural elements
The Video Mesh: A Data Structure for Image-based Three-dimensional Video Editing
This paper introduces the video mesh, a data structure for representing video as 2.5D “paper cutouts.” The video mesh allows interactive editing of moving objects and modeling of depth, which enables 3D effects and post-exposure camera control. The video mesh sparsely encodes optical flow as well as depth, and handles occlusion using local layering and alpha mattes. Motion is described by a sparse set of points tracked over time. Each point also stores a depth value. The video mesh is a triangulation over this point set and per-pixel information is obtained by interpolation. The user rotoscopes occluding contours and we introduce an algorithm to cut the video mesh along them. Object boundaries are refined with per-pixel alpha values. The video mesh is at its core a set of texture mapped triangles, we leverage graphics hardware to enable interactive editing and rendering of a variety of effects. We demonstrate the effectiveness of our representation with special effects such as 3D viewpoint changes, object insertion, depth-of-field manipulation, and 2D to 3D video conversion
Progressive surface modeling scheme from unorganised curves
This paper presents a novel surface modelling scheme to construct a freeform surface
progressively from unorganised curves representing the boundary and interior characteristic curves.
The approach can construct a base surface model from four ordinary or composite boundary curves
and support incremental surface updating from interior characteristic curves, some of which may not
be on the final surface. The base surface is first constructed as a regular Coons surface and upon receiving an interior curve sketch, it is then updated. With this progressive modelling scheme, a final
surface with multiple sub-surfaces can be obtained from a set of unorganised curves and transferred
to commercial surface modelling software for detailed modification. The approach has been tested
with examples based on 3D motion sketches; it is capable of dealing with unorganised design curves
for surface modelling in conceptual design. Its limitations have been discussed
Serious Games in Cultural Heritage
Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented
Requirements for a geometry programming language for CFD applications
A number of typical problems faced by the aerodynamicist in using computational fluid dynamics are presented to illustrate the need for a geometry programming language. The overall requirements for such a language are illustrated by examples from the Boeing Aero Grid and Paneling System (AGPS). Some of the problems in building such a system are also reviewed along with suggestions as to what to look for when evaluating new software problems
A hybrid hair model using three dimensional fuzzy textures
Cataloged from PDF version of article.Human hair modeling and rendering have always been a challenging topic in
computer graphics. The techniques for human hair modeling consist of explicit
geometric models as well as volume density models. Recently, hybrid cluster
models have also been successful in this subject. In this study, we present a
novel three dimensional texture model called 3D Fuzzy Textures and algorithms
to generate them. Then, we use the developed model along with a cluster model
to give human hair complex hairstyles such as curly and wavy styles. Our model
requires little user effort to model curly and wavy hair styles. With this study,
we aim at eliminating the drawbacks of the volume density model and the cluster
hair model with 3D fuzzy textures. A three dimensional cylindrical texture mapping
function is introduced for mapping purposes. Current generation graphics
hardware is utilized in the design of rendering system enabling high performance
rendering.Aran, Medeni ErolM.S
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