531 research outputs found

    Doctor of Philosophy

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    dissertationWhile boundary representations, such as nonuniform rational B-spline (NURBS) surfaces, have traditionally well served the needs of the modeling community, they have not seen widespread adoption among the wider engineering discipline. There is a common perception that NURBS are slow to evaluate and complex to implement. Whereas computer-aided design commonly deals with surfaces, the engineering community must deal with materials that have thickness. Traditional visualization techniques have avoided NURBS, and there has been little cross-talk between the rich spline approximation community and the larger engineering field. Recently there has been a strong desire to marry the modeling and analysis phases of the iterative design cycle, be it in car design, turbulent flow simulation around an airfoil, or lighting design. Research has demonstrated that employing a single representation throughout the cycle has key advantages. Furthermore, novel manufacturing techniques employing heterogeneous materials require the introduction of volumetric modeling representations. There is little question that fields such as scientific visualization and mechanical engineering could benefit from the powerful approximation properties of splines. In this dissertation, we remove several hurdles to the application of NURBS to problems in engineering and demonstrate how their unique properties can be leveraged to solve problems of interest

    3DFlow: Continuous Summarization of Mesh Editing Workflows

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    Mesh editing software is continually improving allowing more detailed meshes to be create efficiently by skilled artists. Many of these are interested in sharing not only the final mesh, but also their whole workflows both for creating tutorials as well as for showcasing the artist\u27s talent, style, and expertise. Unfortunately, while creating meshes is improving quickly, sharing editing workflows remains cumbersome since time-lapsed or sped-up videos remain the most common medium. In this paper, we present 3DFlow, an algorithm that computes continuous summarizations of mesh editing workflows. 3DFlow takes as input a sequence of meshes and outputs a visualization of the workflow summarized at any level of detail. The output is enhanced by highlighting edited regions and, if provided, overlaying visual annotations to indicated the artist\u27s work, e.g. summarizing brush strokes in sculpting. We tested 3DFlow with a large set of inputs using a variety of mesh editing techniques, from digital sculpting to low-poly modeling, and found 3DFlow performed well for all. Furthermore, 3DFlow is independent of the modeling software used since it requires only mesh snapshots, using additional information only for optional overlays. We open source 3DFlow for artists to showcase their work and release all our datasets so other researchers can improve upon our work

    Doctor of Philosophy

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    dissertationVolumetric parameterization is an emerging field in computer graphics, where volumetric representations that have a semi-regular tensor-product structure are desired in applications such as three-dimensional (3D) texture mapping and physically-based simulation. At the same time, volumetric parameterization is also needed in the Isogeometric Analysis (IA) paradigm, which uses the same parametric space for representing geometry, simulation attributes and solutions. One of the main advantages of the IA framework is that the user gets feedback directly as attributes of the NURBS model representation, which can represent geometry exactly, avoiding both the need to generate a finite element mesh and the need to reverse engineer the simulation results from the finite element mesh back into the model. Research in this area has largely been concerned with issues of the quality of the analysis and simulation results assuming the existence of a high quality volumetric NURBS model that is appropriate for simulation. However, there are currently no generally applicable approaches to generating such a model or visualizing the higher order smooth isosurfaces of the simulation attributes, either as a part of current Computer Aided Design or Reverse Engineering systems and methodologies. Furthermore, even though the mesh generation pipeline is circumvented in the concept of IA, the quality of the model still significantly influences the analysis result. This work presents a pipeline to create, analyze and visualize NURBS geometries. Based on the concept of analysis-aware modeling, this work focusses in particular on methodologies to decompose a volumetric domain into simpler pieces based on appropriate midstructures by respecting other relevant interior material attributes. The domain is decomposed such that a tensor-product style parameterization can be established on the subvolumes, where the parameterization matches along subvolume boundaries. The volumetric parameterization is optimized using gradient-based nonlinear optimization algorithms and datafitting methods are introduced to fit trivariate B-splines to the parameterized subvolumes with guaranteed order of accuracy. Then, a visualization method is proposed allowing to directly inspect isosurfaces of attributes, such as the results of analysis, embedded in the NURBS geometry. Finally, the various methodologies proposed in this work are demonstrated on complex representations arising in practice and research

    High-Quality Hypergraph Partitioning

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    This dissertation focuses on computing high-quality solutions for the NP-hard balanced hypergraph partitioning problem: Given a hypergraph and an integer kk, partition its vertex set into kk disjoint blocks of bounded size, while minimizing an objective function over the hyperedges. Here, we consider the two most commonly used objectives: the cut-net metric and the connectivity metric. Since the problem is computationally intractable, heuristics are used in practice - the most prominent being the three-phase multi-level paradigm: During coarsening, the hypergraph is successively contracted to obtain a hierarchy of smaller instances. After applying an initial partitioning algorithm to the smallest hypergraph, contraction is undone and, at each level, refinement algorithms try to improve the current solution. With this work, we give a brief overview of the field and present several algorithmic improvements to the multi-level paradigm. Instead of using a logarithmic number of levels like traditional algorithms, we present two coarsening algorithms that create a hierarchy of (nearly) nn levels, where nn is the number of vertices. This makes consecutive levels as similar as possible and provides many opportunities for refinement algorithms to improve the partition. This approach is made feasible in practice by tailoring all algorithms and data structures to the nn-level paradigm, and developing lazy-evaluation techniques, caching mechanisms and early stopping criteria to speed up the partitioning process. Furthermore, we propose a sparsification algorithm based on locality-sensitive hashing that improves the running time for hypergraphs with large hyperedges, and show that incorporating global information about the community structure into the coarsening process improves quality. Moreover, we present a portfolio-based initial partitioning approach, and propose three refinement algorithms. Two are based on the Fiduccia-Mattheyses (FM) heuristic, but perform a highly localized search at each level. While one is designed for two-way partitioning, the other is the first FM-style algorithm that can be efficiently employed in the multi-level setting to directly improve kk-way partitions. The third algorithm uses max-flow computations on pairs of blocks to refine kk-way partitions. Finally, we present the first memetic multi-level hypergraph partitioning algorithm for an extensive exploration of the global solution space. All contributions are made available through our open-source framework KaHyPar. In a comprehensive experimental study, we compare KaHyPar with hMETIS, PaToH, Mondriaan, Zoltan-AlgD, and HYPE on a wide range of hypergraphs from several application areas. Our results indicate that KaHyPar, already without the memetic component, computes better solutions than all competing algorithms for both the cut-net and the connectivity metric, while being faster than Zoltan-AlgD and equally fast as hMETIS. Moreover, KaHyPar compares favorably with the current best graph partitioning system KaFFPa - both in terms of solution quality and running time

    Coverage & cooperation: Completing complex tasks as quickly as possible using teams of robots

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    As the robotics industry grows and robots enter our homes and public spaces, they are increasingly expected to work in cooperation with each other. My thesis focuses on multirobot planning, specifically in the context of coverage robots, such as robotic lawnmowers and vacuum cleaners. Two problems unique to multirobot teams are task allocation and search. I present a task allocation algorithm which balances the workload amongst all robots in the team with the objective of minimizing the overall mission time. I also present a search algorithm which robots can use to find lost teammates. It uses a probabilistic belief of a target robot’s position to create a planning tree and then searches by following the best path in the tree. For robust multirobot coverage, I use both the task allocation and search algorithms. First the coverage region is divided into a set of small coverage tasks which minimize the number of turns the robots will need to take. These tasks are then allocated to individual robots. During the mission, robots replan with nearby robots to rebalance the workload and, once a robot has finished its tasks, it searches for teammates to help them finish their tasks faster

    Distributed real-time flight simulation : collisions, terrains and networks

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    Correspondence of three-dimensional objects

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    First many thanks go to Prof. Hans du Buf, for his supervision based on his experience, for providing a stimulating and cheerful research environment in his laboratory, for letting me participate in the projects that produced results for papers, thus made me more aware of the state of the art in Computer Vision, especially in the area of 3D recognition. Also for his encouraging support and his way to always nd time for discussions, and last but not the least for the cooking recipes... Many thanks go also to my laboratory fellows, to Jo~ao Rodrigues, who invited me to participate in FCT and QREN projects, Jaime Carvalho Martins and Miguel Farrajota, for discussing scienti c and technical problems, but also almost all problems in the world. To all persons, that worked in, or visited the Vision Laboratory, especially those with whom I have worked with, almost on a daily basis. A special thanks to the Instituto Superior de Engenharia at UAlg and my colleagues at the Department of Electrical Engineering, for allowing me to suspend lectures in order to be present at conferences. To my family, my wife and my kids
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