1,160 research outputs found

    Simple and Robust Boolean Operations for Triangulated Surfaces

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    Boolean operations of geometric models is an essential issue in computational geometry. In this paper, we develop a simple and robust approach to perform Boolean operations on closed and open triangulated surfaces. Our method mainly has two stages: (1) We firstly find out candidate intersected-triangles pairs based on Octree and then compute the inter-section lines for all pairs of triangles with parallel algorithm; (2) We form closed or open intersection-loops, sub-surfaces and sub-blocks quite robustly only according to the cleared and updated topology of meshes while without coordinate computations for geometric enti-ties. A novel technique instead of inside/outside classification is also proposed to distinguish the resulting union, subtraction and intersection. Several examples have been given to illus-trate the effectiveness of our approach.Comment: Novel method for determining Union, Subtraction and Intersectio

    Finite Boolean Algebras for Solid Geometry using Julia's Sparse Arrays

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    The goal of this paper is to introduce a new method in computer-aided geometry of solid modeling. We put forth a novel algebraic technique to evaluate any variadic expression between polyhedral d-solids (d = 2, 3) with regularized operators of union, intersection, and difference, i.e., any CSG tree. The result is obtained in three steps: first, by computing an independent set of generators for the d-space partition induced by the input; then, by reducing the solid expression to an equivalent logical formula between Boolean terms made by zeros and ones; and, finally, by evaluating this expression using bitwise operators. This method is implemented in Julia using sparse arrays. The computational evaluation of every possible solid expression, usually denoted as CSG (Constructive Solid Geometry), is reduced to an equivalent logical expression of a finite set algebra over the cells of a space partition, and solved by native bitwise operators.Comment: revised version submitted to Computer-Aided Geometric Desig

    An extensive English language bibliography on graph theory and its applications, supplement 1

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    Graph theory and its applications - bibliography, supplement

    Minkowski Sum Construction and other Applications of Arrangements of Geodesic Arcs on the Sphere

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    We present two exact implementations of efficient output-sensitive algorithms that compute Minkowski sums of two convex polyhedra in 3D. We do not assume general position. Namely, we handle degenerate input, and produce exact results. We provide a tight bound on the exact maximum complexity of Minkowski sums of polytopes in 3D in terms of the number of facets of the summand polytopes. The algorithms employ variants of a data structure that represents arrangements embedded on two-dimensional parametric surfaces in 3D, and they make use of many operations applied to arrangements in these representations. We have developed software components that support the arrangement data-structure variants and the operations applied to them. These software components are generic, as they can be instantiated with any number type. However, our algorithms require only (exact) rational arithmetic. These software components together with exact rational-arithmetic enable a robust, efficient, and elegant implementation of the Minkowski-sum constructions and the related applications. These software components are provided through a package of the Computational Geometry Algorithm Library (CGAL) called Arrangement_on_surface_2. We also present exact implementations of other applications that exploit arrangements of arcs of great circles embedded on the sphere. We use them as basic blocks in an exact implementation of an efficient algorithm that partitions an assembly of polyhedra in 3D with two hands using infinite translations. This application distinctly shows the importance of exact computation, as imprecise computation might result with dismissal of valid partitioning-motions.Comment: A Ph.D. thesis carried out at the Tel-Aviv university. 134 pages long. The advisor was Prof. Dan Halperi

    Robust boolean set operations for manifold solids bounded by planar and natural quadric surfaces

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    Journal ArticleThis paper describes our latest effort in robust solid modeling. An algorithm for set operations on solids bounded by planar and natural quadric surfaces, that handles all geometrically degenerate cases robustly, is described. We identify as the main reason for the lack of robustness in geometric modeling, that dependent relations are handled inconsistently by disregarding the dependencies. Instead of using explicit reasoning to make dependent decisions consistent, we show that redundant computation can be avoided by correctly ordering the operations, and redundant data can be eliminated in the set operation algorithm, so that the result is guaranteed to be a valid two-manifold solid

    A Method of Rendering CSG-Type Solids Using a Hybrid of Conventional Rendering Methods and Ray Tracing Techniques

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    This thesis describes a fast, efficient and innovative algorithm for producing shaded, still images of complex objects, built using constructive solid geometry ( CSG ) techniques. The algorithm uses a hybrid of conventional rendering methods and ray tracing techniques. A description of existing modelling and rendering methods is given in chapters 1, 2 and 3, with emphasis on the data structures and rendering techniques selected for incorporation in the hybrid method. Chapter 4 gives a general description of the hybrid method. This method processes data in the screen coordinate system and generates images in scan-line order. Scan lines are divided into spans (or segments) using the bounding rectangles of primitives calculated in screen coordinates. Conventional rendering methods and ray tracing techniques are used interchangeably along each scan-line. The method used is detennined by the number of primitives associated with a particular span. Conventional rendering methods are used when only one primitive is associated with a span, ray tracing techniques are used for hidden surface removal when two or more primitives are involved. In the latter case each pixel in the span is evaluated by accessing the polygon that is visible within each primitive associated with the span. The depth values (i. e. z-coordinates derived from the 3-dimensional definition) of the polygons involved are deduced for the pixel's position using linear interpolation. These values are used to determine the visible polygon. The CSG tree is accessed from the bottom upwards via an ordered index that enables the 'visible' primitives on any particular scan-line to be efficiently located. Within each primitive an ordered path through the data structure provides the polygons potentially visible on a particular scan-line. Lists of the active primitives and paths to potentially visible polygons are maintained throughout the rendering step and enable span coherence and scan-line coherence to be fully utilised. The results of tests with a range of typical objects and scenes are provided in chapter 5. These results show that the hybrid algorithm is significantly faster than full ray tracing algorithms
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