511 research outputs found

    Volumetric Untrimming: Precise decomposition of trimmed trivariates into tensor products

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    3D objects, modeled using Computer Aided Geometric Design tools, are traditionally represented using a boundary representation (B-rep), and typically use spline functions to parameterize these boundary surfaces. However, recent development in physical analysis, in isogeometric analysis (IGA) in specific, necessitates a volumetric parametrization of the interior of the object. IGA is performed directly by integrating over the spline spaces of the volumetric spline representation of the object. Typically, tensor-product B-spline trivariates are used to parameterize the volumetric domain. A general 3D object, that can be modeled in contemporary B-rep CAD tools, is typically represented using trimmed B-spline surfaces. In order to capture the generality of the contemporary B-rep modeling space, while supporting IGA needs, Massarwi and Elber (2016) proposed the use of trimmed trivariates volumetric elements. However, the use of trimmed geometry makes the integration process more difficult since integration over trimmed B-spline basis functions is a highly challenging task. In this work, we propose an algorithm that precisely decomposes a trimmed B-spline trivariate into a set of (singular only on the boundary) tensor-product B-spline trivariates, that can be utilized to simplify the integration process in IGA. The trimmed B-spline trivariate is first subdivided into a set of trimmed B\'ezier trivariates, at all its internal knots. Then, each trimmed B\'ezier trivariate, is decomposed into a set of mutually exclusive tensor-product B-spline trivariates, that precisely cover the entire trimmed domain. This process, denoted untrimming, can be performed in either the Euclidean space or the parametric space of the trivariate. We present examples on complex trimmed trivariates' based geometry, and we demonstrate the effectiveness of the method by applying IGA over the (untrimmed) results.Comment: 18 pages, 32 figures. Contribution accepted in International Conference on Geometric Modeling and Processing (GMP 2019

    Efficient quadrature rules for subdivision surfaces in isogeometric analysis

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    We introduce a new approach to numerical quadrature on geometries defined by subdivision surfaces based on quad meshes in the context of isogeometric analysis. Starting with a sparse control mesh, the subdivision process generates a sequence of finer and finer quad meshes that in the limit defines a smooth subdivision surface, which can be of any manifold topology. Traditional approaches to quadrature on such surfaces rely on per-quad integration, which is inefficient and typically also inaccurate near vertices where other than four quads meet. Instead, we explore the space of possible groupings of quads and identify the optimal macro-quads in terms of the number of quadrature points needed. We show that macro-quads consisting of quads from one or several consecutive levels of subdivision considerably reduce the cost of numerical integration. Our rules possess a tensor product structure and the underlying univariate rules are Gaussian, i.e., they require the minimum possible number of integration points in both univariate directions. The optimal quad groupings differ depending on the particular application. For instance, computing surface areas, volumes, or solving the Laplace problem lead to different spline spaces with specific structures in terms of degree and continuity. We show that in most cases the optimal groupings are quad-strips consisting of (1ร—n)(1\times n) quads, while in some cases a special macro-quad spanning more than one subdivision level offers the most economical integration. Additionally, we extend existing results on exact integration of subdivision splines. This allows us to validate our approach by computing surface areas and volumes with known exact values. We demonstrate on several examples that our quadratures use fewer quadrature points than traditional quadratures. We illustrate our approach to subdivision spline quadrature on the well-known Catmull-Clark scheme based on bicubic splines, but our ideas apply also to subdivision schemes of arbitrary bidegree, including non-uniform and hierarchical variants. Specifically, we address the problems of computing areas and volumes of Catmull-Clark subdivision surfaces, as well as solving the Laplace and Poisson PDEs defined over planar unstructured quadrilateral meshes in the context of isogeometric analysis

    Adaptive Resolution for Topology Modifications in Physically-based Animation

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    This paper shows the interest of basing a mechanical mesh upon an efficient topological model in order to give any simulation the ability to refine this mesh locally and apply topological modifications such as cutting, tear and matter destruction.Refinement and modifications can indeed be combined in order to get a more precise result.The powerful combinatorial map model provides the mathematical background which ensures that the quasi-manifold property is guaranteed for the mesh after any topological modification.The obtained results offer the versatility and time efficiency that are expected in applications such as surgical simulation

    Workshop on the Integration of Finite Element Modeling with Geometric Modeling

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    The workshop on the Integration of Finite Element Modeling with Geometric Modeling was held on 12 May 1987. It was held to discuss the geometric modeling requirements of the finite element modeling process and to better understand the technical aspects of the integration of these two areas. The 11 papers are presented except for one for which only the abstract is given

    Octree Approach for Simulation of Additive Manufacturing Toolpath

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    Machine simulation is an effective way of checking additive manufacturing tool paths for both interferences and errors in part produced. This paper presents an algorithm to visually simulate a multi axis additive manufacturing system as it executes a process plan. Simulation results are intended to be used as a verification step before physically producing the part. Verification is particularly important for large builds of expensive materials. The algorithm uses an octree approach to efficiently model the deposition of part geometry and its changes. This paper discusses development of the simulation algorithm, including both the representation of the additive manufacturing machine and the octree data model of the part being produced

    Feature-based process planning for CNC machining

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    Journal ArticleToday CNC machining is used successfully to provide program-driven medium lot size manufacturing. The range of applicability of CNC machining should be greater: For small lot sizes such as prototyping or custom products, these machines should provide quick turnaround and flexible production scheduling. To set up for larger lot size production, the CNC machines can be used to construct small lots of production tooling, such as jigs, fixtures, molds and dies

    ์˜คํ”„์…‹ ๊ณก์„  ๋ฐ ๊ณก๋ฉด์˜ ์ž๊ฐ€ ๊ต์ฐจ ๊ฒ€์ถœ ๋ฐ ์ œ๊ฑฐ

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    ํ•™์œ„๋…ผ๋ฌธ(๋ฐ•์‚ฌ)--์„œ์šธ๋Œ€ํ•™๊ต ๋Œ€ํ•™์› :๊ณต๊ณผ๋Œ€ํ•™ ์ปดํ“จํ„ฐ๊ณตํ•™๋ถ€,2020. 2. ๊น€๋ช…์ˆ˜.Offset curves and surfaces have many applications in computer-aided design and manufacturing, but the self-intersections and redundancies must be trimmed away for their practical use. We present a new method for offset curve and surface trimming that detects the self-intersections and eliminates the redundant parts of an offset curve and surface that are closer than the offset distance to the original curve and surface. We first propose an offset trimming method based on constructing geometric constraint equations. We formulate the constraint equations of the self-intersections of an offset curve and surface in the parameter domain of the original curve and surface. Numerical computations based on the regularity and intrinsic properties of the given input curve and surface is carried out to compute the solution of the constraint equations. The method deals with numerical instability around near-singular regions of an offset surface by using osculating tori that can be constructed in a highly stable way, i.e., by offsetting the osculating torii of the given input regular surface. We reveal the branching structure and the terminal points from the complete self-intersection curves of the offset surface. From the observation that the trimming method based on the multivariate equation solving is computationally expensive, we also propose an acceleration technique to trim an offset curve and surface. The alternative method constructs a bounding volume hierarchy specially designed to enclose the offset curve and surface and detects the self-collision of the bounding volumes instead. In the case of an offset surface, the thickness of the bounding volumes is indirectly determined based on the maximum deviations of the positions and the normals between the given input surface patches and their osculating tori. For further acceleration, the bounding volumes are pruned as much as possible during self-collision detection using various geometric constraints imposed on the offset surface. We demonstrate the effectiveness of the new trimming method using several non-trivial test examples of offset trimming. Lastly, we investigate the problem of computing the Voronoi diagram of a freeform surface using the offset trimming technique for surfaces. By trimming the offset surface with a gradually changing offset radius, we compute the boundary of the Voronoi cells that appear in the concave side of the given input surface. In particular, we interpret the singular and branching points of the self-intersection curves of the trimmed offset surfaces in terms of the boundary elements of the Voronoi diagram.์˜คํ”„์…‹ ๊ณก์„  ๋ฐ ๊ณก๋ฉด์€ computer-aided design (CAD)์™€ computer-aided manufacturing (CAM)์—์„œ ๋„๋ฆฌ ์ด์šฉ๋˜๋Š” ์—ฐ์‚ฐ๋“ค ์ค‘ ํ•˜๋‚˜์ด๋‹ค. ํ•˜์ง€๋งŒ ์‹ค์šฉ์ ์ธ ํ™œ์šฉ์„ ์œ„ํ•ด์„œ๋Š” ์˜คํ”„์…‹ ๊ณก์„  ๋ฐ ๊ณก๋ฉด์—์„œ ์ƒ๊ธฐ๋Š” ์ž๊ฐ€ ๊ต์ฐจ๋ฅผ ์ฐพ๊ณ  ์ด๋ฅผ ๊ธฐ์ค€์œผ๋กœ ์˜คํ”„์…‹ ๊ณก์„  ๋ฐ ๊ณก๋ฉด์—์„œ ์›๋ž˜์˜ ๊ณก์„  ๋ฐ ๊ณก๋ฉด์— ๊ฐ€๊นŒ์šด ๋ถˆํ•„์š”ํ•œ ์˜์—ญ์„ ์ œ๊ฑฐํ•˜์—ฌ์•ผํ•œ๋‹ค. ๋ณธ ๋…ผ๋ฌธ์—์„œ๋Š” ์˜คํ”„์…‹ ๊ณก์„  ๋ฐ ๊ณก๋ฉด์—์„œ ์ƒ๊ธฐ๋Š” ์ž๊ฐ€ ๊ต์ฐจ๋ฅผ ๊ณ„์‚ฐํ•˜๊ณ , ์˜คํ”„์…‹ ๊ณก์„  ๋ฐ ๊ณก๋ฉด์—์„œ ์ƒ๊ธฐ๋Š” ๋ถˆํ•„์š”ํ•œ ์˜์—ญ์„ ์ œ๊ฑฐํ•˜๋Š” ์•Œ๊ณ ๋ฆฌ์ฆ˜์„ ์ œ์•ˆํ•œ๋‹ค. ๋ณธ ๋…ผ๋ฌธ์€ ์šฐ์„  ์˜คํ”„์…‹ ๊ณก์„  ๋ฐ ๊ณก๋ฉด์˜ ์ž๊ฐ€ ๊ต์ฐจ์ ๋“ค๊ณผ ๊ทธ ๊ต์ฐจ์ ๋“ค์ด ๊ธฐ์ธํ•œ ์›๋ž˜ ๊ณก์„  ๋ฐ ๊ณก๋ฉด์˜ ์ ๋“ค์ด ์ด๋ฃจ๋Š” ํ‰๋ฉด ์ด๋“ฑ๋ณ€ ์‚ผ๊ฐํ˜• ๊ด€๊ณ„๋กœ๋ถ€ํ„ฐ ์˜คํ”„์…‹ ๊ณก์„  ๋ฐ ๊ณก๋ฉด์˜ ์ž๊ฐ€ ๊ต์ฐจ์ ์˜ ์ œ์•ฝ ์กฐ๊ฑด์„ ๋งŒ์กฑ์‹œํ‚ค๋Š” ๋ฐฉ์ •์‹๋“ค์„ ์„ธ์šด๋‹ค. ์ด ์ œ์•ฝ์‹๋“ค์€ ์›๋ž˜ ๊ณก์„  ๋ฐ ๊ณก๋ฉด์˜ ๋ณ€์ˆ˜ ๊ณต๊ฐ„์—์„œ ํ‘œํ˜„๋˜๋ฉฐ, ์ด ๋ฐฉ์ •์‹๋“ค์˜ ํ•ด๋Š” ๋‹ค๋ณ€์ˆ˜ ๋ฐฉ์ •์‹์˜ ํ•ด๋ฅผ ๊ตฌํ•˜๋Š” solver๋ฅผ ์ด์šฉํ•˜์—ฌ ๊ตฌํ•œ๋‹ค. ์˜คํ”„์…‹ ๊ณก๋ฉด์˜ ๊ฒฝ์šฐ, ์›๋ž˜ ๊ณก๋ฉด์˜ ์ฃผ๊ณก๋ฅ  ์ค‘ ํ•˜๋‚˜๊ฐ€ ์˜คํ”„์…‹ ๋ฐ˜์ง€๋ฆ„์˜ ์—ญ์ˆ˜์™€ ๊ฐ™์„ ๋•Œ ์˜คํ”„์…‹ ๊ณก๋ฉด์˜ ๋ฒ•์„ ์ด ์ •์˜๊ฐ€ ๋˜์ง€ ์•Š๋Š” ํŠน์ด์ ์ด ์ƒ๊ธฐ๋Š”๋ฐ, ์˜คํ”„์…‹ ๊ณก๋ฉด์˜ ์ž๊ฐ€ ๊ต์ฐจ ๊ณก์„ ์ด ์ด ๋ถ€๊ทผ์„ ์ง€๋‚  ๋•Œ๋Š” ์ž๊ฐ€ ๊ต์ฐจ ๊ณก์„ ์˜ ๊ณ„์‚ฐ์ด ๋ถˆ์•ˆ์ •ํ•ด์ง„๋‹ค. ๋”ฐ๋ผ์„œ ์ž๊ฐ€ ๊ต์ฐจ ๊ณก์„ ์ด ์˜คํ”„์…‹ ๊ณก๋ฉด์˜ ํŠน์ด์  ๋ถ€๊ทผ์„ ์ง€๋‚  ๋•Œ๋Š” ์˜คํ”„์…‹ ๊ณก๋ฉด์„ ์ ‘์ด‰ ํ† ๋Ÿฌ์Šค๋กœ ์น˜ํ™˜ํ•˜์—ฌ ๋” ์•ˆ์ •๋œ ๋ฐฉ๋ฒ•์œผ๋กœ ์ž๊ฐ€ ๊ต์ฐจ ๊ณก์„ ์„ ๊ตฌํ•œ๋‹ค. ๊ณ„์‚ฐ๋œ ์˜คํ”„์…‹ ๊ณก๋ฉด์˜ ์ž๊ฐ€ ๊ต์ฐจ ๊ณก์„ ์œผ๋กœ๋ถ€ํ„ฐ ๊ต์ฐจ ๊ณก์„ ์˜ xyzxyz-๊ณต๊ฐ„์—์„œ์˜ ๋ง๋‹จ ์ , ๊ฐ€์ง€ ๊ตฌ์กฐ ๋“ฑ์„ ๋ฐํžŒ๋‹ค. ๋ณธ ๋…ผ๋ฌธ์€ ๋˜ํ•œ ๋ฐ”์šด๋”ฉ ๋ณผ๋ฅจ ๊ธฐ๋ฐ˜์˜ ์˜คํ”„์…‹ ๊ณก์„  ๋ฐ ๊ณก๋ฉด์˜ ์ž๊ฐ€ ๊ต์ฐจ ๊ณก์„  ๊ฒ€์ถœ์„ ๊ฐ€์†ํ™”ํ•˜๋Š” ๋ฐฉ๋ฒ•์„ ์ œ์‹œํ•œ๋‹ค. ๋ฐ”์šด๋”ฉ ๋ณผ๋ฅจ์€ ๊ธฐ์ € ๊ณก์„  ๋ฐ ๊ณก๋ฉด์„ ๋‹จ์ˆœํ•œ ๊ธฐํ•˜๋กœ ๊ฐ์‹ธ๊ณ  ๊ธฐํ•˜ ์—ฐ์‚ฐ์„ ์ˆ˜ํ–‰ํ•จ์œผ๋กœ์จ ๊ฐ€์†ํ™”์— ๊ธฐ์—ฌํ•œ๋‹ค. ์˜คํ”„์…‹ ๊ณก๋ฉด์˜ ์ž๊ฐ€ ๊ต์ฐจ ๊ณก์„ ์„ ๊ตฌํ•˜๊ธฐ ์œ„ํ•˜์—ฌ, ๋ณธ ๋…ผ๋ฌธ์€ ์˜คํ”„์…‹ ๊ณก๋ฉด์˜ ๋ฐ”์šด๋”ฉ ๋ณผ๋ฅจ ๊ตฌ์กฐ๋ฅผ ๊ธฐ์ € ๊ณก๋ฉด์˜ ๋ฐ”์šด๋”ฉ ๋ณผ๋ฅจ๊ณผ ๊ธฐ์ € ๊ณก๋ฉด์˜ ๋ฒ•์„  ๊ณก๋ฉด์˜ ๋ฐ”์šด๋”ฉ ๋ณผ๋ฅจ์˜ ๊ตฌ์กฐ๋กœ๋ถ€ํ„ฐ ๊ณ„์‚ฐํ•˜๋ฉฐ ์ด๋•Œ ๊ฐ ๋ฐ”์šด๋”ฉ ๋ณผ๋ฅจ์˜ ๋‘๊ป˜๋ฅผ ๊ณ„์‚ฐํ•œ๋‹ค. ๋˜ํ•œ, ๋ฐ”์šด๋”ฉ ๋ณผ๋ฅจ ์ค‘์—์„œ ์‹ค์ œ ์˜คํ”„์…‹ ๊ณก์„  ๋ฐ ๊ณก๋ฉด์˜ ์ž๊ฐ€ ๊ต์ฐจ์— ๊ธฐ์—ฌํ•˜์ง€ ์•Š๋Š” ๋ถ€๋ถ„์„ ๊นŠ์€ ์žฌ๊ท€ ์ „์— ์ฐพ์•„์„œ ์ œ๊ฑฐํ•˜๋Š” ์—ฌ๋Ÿฌ ์กฐ๊ฑด๋“ค์„ ๋‚˜์—ดํ•œ๋‹ค. ํ•œํŽธ, ์ž๊ฐ€ ๊ต์ฐจ๊ฐ€ ์ œ๊ฑฐ๋œ ์˜คํ”„์…‹ ๊ณก์„  ๋ฐ ๊ณก๋ฉด์€ ๊ธฐ์ € ๊ณก์„  ๋ฐ ๊ณก๋ฉด์˜ ๋ณด๋กœ๋…ธ์ด ๊ตฌ์กฐ์™€ ๊นŠ์€ ๊ด€๋ จ์ด ์žˆ๋Š” ๊ฒƒ์ด ์•Œ๋ ค์ ธ ์žˆ๋‹ค. ๋ณธ ๋…ผ๋ฌธ์—์„œ๋Š” ์ž์œ  ๊ณก๋ฉด์˜ ์—ฐ์†๋œ ์˜คํ”„์…‹ ๊ณก๋ฉด๋“ค๋กœ๋ถ€ํ„ฐ ์ž์œ  ๊ณก๋ฉด์˜ ๋ณด๋กœ๋…ธ์ด ๊ตฌ์กฐ๋ฅผ ์œ ์ถ”ํ•˜๋Š” ๋ฐฉ๋ฒ•์„ ์ œ์‹œํ•œ๋‹ค. ํŠนํžˆ, ์˜คํ”„์…‹ ๊ณก๋ฉด์˜ ์ž๊ฐ€ ๊ต์ฐจ ๊ณก์„  ์ƒ์—์„œ ๋‚˜ํƒ€๋‚˜๋Š” ๊ฐ€์ง€ ์ ์ด๋‚˜ ๋ง๋‹จ ์ ๊ณผ ๊ฐ™์€ ํŠน์ด์ ๋“ค์ด ์ž์œ  ๊ณก๋ฉด์˜ ๋ณด๋กœ๋…ธ์ด ๊ตฌ์กฐ์—์„œ ์–ด๋–ป๊ฒŒ ํ•ด์„๋˜๋Š”์ง€ ์ œ์‹œํ•œ๋‹ค.1. Introduction 1 1.1 Background and Motivation 1 1.2 Research Objectives and Approach 7 1.3 Contributions and Thesis Organization 11 2. Preliminaries 14 2.1 Curve and Surface Representation 14 2.1.1 Bezier Representation 14 2.1.2 B-spline Representation 17 2.2 Differential Geometry of Curves and Surfaces 19 2.2.1 Differential Geometry of Curves 19 2.2.2 Differential Geometry of Surfaces 21 3. Previous Work 23 3.1 Offset Curves 24 3.2 Offset Surfaces 27 3.3 Offset Curves on Surfaces 29 4. Trimming Offset Curve Self-intersections 32 4.1 Experimental Results 35 5. Trimming Offset Surface Self-intersections 38 5.1 Constraint Equations for Offset Self-Intersections 38 5.1.1 Coplanarity Constraint 39 5.1.2 Equi-angle Constraint 40 5.2 Removing Trivial Solutions 40 5.3 Removing Normal Flips 41 5.4 Multivariate Solver for Constraints 43 5.A Derivation of f(u,v) 46 5.B Relationship between f(u,v) and Curvatures 47 5.3 Trimming Offset Surfaces 50 5.4 Experimental Results 53 5.5 Summary 57 6. Acceleration of trimming offset curves and surfaces 62 6.1 Motivation 62 6.2 Basic Approach 67 6.3 Trimming an Offset Curve using the BVH 70 6.4 Trimming an Offset Surface using the BVH 75 6.4.1 Offset Surface BVH 75 6.4.2 Finding Self-intersections in Offset Surface Using BVH 87 6.4.3 Tracing Self-intersection Curves 98 6.5 Experimental Results 100 6.6 Summary 106 7. Application of Trimming Offset Surfaces: 3D Voronoi Diagram 107 7.1 Background 107 7.2 Approach 110 7.3 Experimental Results 112 7.4 Summary 114 8. Conclusion 119 Bibliography iDocto

    Acceleration Techniques for Photo Realistic Computer Generated Integral Images

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    The research work presented in this thesis has approached the task of accelerating the generation of photo-realistic integral images produced by integral ray tracing. Ray tracing algorithm is a computationally exhaustive algorithm, which spawns one ray or more through each pixel of the pixels forming the image, into the space containing the scene. Ray tracing integral images consumes more processing time than normal images. The unique characteristics of the 3D integral camera model has been analysed and it has been shown that different coherency aspects than normal ray tracing can be investigated in order to accelerate the generation of photo-realistic integral images. The image-space coherence has been analysed describing the relation between rays and projected shadows in the scene rendered. Shadow cache algorithm has been adapted in order to minimise shadow intersection tests in integral ray tracing. Shadow intersection tests make the majority of the intersection tests in ray tracing. Novel pixel-tracing styles are developed uniquely for integral ray tracing to improve the image-space coherence and the performance of the shadow cache algorithm. Acceleration of the photo-realistic integral images generation using the image-space coherence information between shadows and rays in integral ray tracing has been achieved with up to 41 % of time saving. Also, it has been proven that applying the new styles of pixel-tracing does not affect of the scalability of integral ray tracing running over parallel computers. The novel integral reprojection algorithm has been developed uniquely through geometrical analysis of the generation of integral image in order to use the tempo-spatial coherence information within the integral frames. A new derivation of integral projection matrix for projecting points through an axial model of a lenticular lens has been established. Rapid generation of 3D photo-realistic integral frames has been achieved with a speed four times faster than the normal generation

    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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