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    ์ฟค์Šค ํŒจ์น˜๋ฅผ ์ด์šฉํ•œ ์ž์œ ๊ณก๋ฉด ๋ชจ๋ธ๋ง๊ณผ ๋ฒ ์ง€์— ๊ณก๋ฉด์œผ๋กœ์˜ ๊ทผ์‚ฌ

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    ํ•™์œ„๋…ผ๋ฌธ (์„์‚ฌ)-- ์„œ์šธ๋Œ€ํ•™๊ต ๋Œ€ํ•™์› : ์ž์—ฐ๊ณผํ•™๋Œ€ํ•™ ์ˆ˜๋ฆฌ๊ณผํ•™๋ถ€, 2018. 2. ๊ฐ•๋ช…์ฃผ.์šฐ๋ฆฌ๋Š” ์ž์œ ๊ณก๋ฉด์˜ ํ˜•ํƒœ๋ฅผ ๋ˆ ๋น„๊ท ์ผ ์œ ๋ฆฌ B-์Šคํ”Œ๋ผ์ธ ๊ณก๋ฉด์„ ์Œ์‚ผ์ฐจ๋กœ ํ˜ผํ•ฉ๋œ ์ฟค์Šค ํŒจ์น˜๋ฅผ ์‚ฌ์šฉํ•˜์—ฌ ๊ทผ์‚ฌํ•˜์˜€๋‹ค. ์ด๋Ÿฌํ•œ ์ฟค์Šค ๊ณก๋ฉด์˜ ์„ค๊ณ„์— ์žˆ์–ด์„œ, ๋ชจ๋“  ๋ถ€๋ถ„ ํŒจ์น˜๋“ค์€ ๋„ค ๋ชจ์„œ๋ฆฌ๋กœ๋ถ€ํ„ฐ ์ •์˜๋œ ์Œ์‚ผ์ฐจ ๊ณก๋ฉด์„ ์‚ฌ์šฉํ•˜์—ฌ ๋งค์šฐ ํšจ์œจ์ ์œผ๋กœ ์œ ๊ณ„์‹œํ‚ฌ ์ˆ˜ ์žˆ๋‹ค. ๋งŽ์€ ๊ธฐํ•˜ํ•™์  ์•Œ๊ณ ๋ฆฌ์ฆ˜ ๋“ฑ์—์„œ ์‚ฌ์šฉ๋˜๋Š” ์šฉ์  ์ œํ•œ ์ฒด๊ณ„๋ฅผ ์“ฐ๊ธฐ ์œ„ํ•ด์„œ๋Š”, ์ œ์–ด์ ์˜ ๋ช…ํ™•ํ•œ ๊ฐ’์„ ์•„๋Š”๊ฒƒ์ด ํ•„์ˆ˜์ ์ด๋‹ค. ๋˜ํ•œ, ๊ทผ์‚ฌ๋ฅผ ํ•˜๋Š”๋ฐ ์žˆ์–ด์„œ ์›๋ž˜ ๊ณก๋ฉด์„ ์ •์˜์—ญ์—์„œ ๋ถ„ํ• ํ•  ๋•Œ์— ๋ถ„ํ• ๋œ ์ •์˜์—ญ์˜ ์กฐ๊ฐ์˜ ํฌ๊ธฐ์™€ ์ž์œ ๊ณก๋ฉด ๊ทผ์‚ฌ์—์„œ์˜ ๊ทผ์‚ฌ์œจ์˜ ํฌ๊ธฐ(๋˜๋Š” ๊ทผ์‚ฌ์†๋„)๊ฐ€ ์„œ๋กœ ์ƒ๊ด€๊ด€๊ณ„๊ฐ€ ์žˆ๋‹ค. ๊ทธ๋ž˜์„œ ์šฐ๋ฆฌ๋Š” ์Œ์‚ผ์ฐจ๋กœ ํ˜ผํ•ฉ๋œ ์ฟค์Šค ํŒจ์น˜์˜ ๋ฒ ์ง€์— ๋ณ€ํ™˜์œผ๋กœ ์ด๊ฒƒ์˜ ์ œ์–ด์ ์„ ๊ตฌํ•˜๋Š” ๋ฐฉ๋ฒ•์„ ์ œ์‹œํ•˜์˜€๊ณ , ๋ถ„ํ•  ์ „๊ณผ ๋ถ„ํ•  ํ›„ ์Œ์‚ผ์ฐจ ์ฟค์Šค ํŒจ์น˜๋กœ ๊ทผ์‚ฌํ•œ ๊ฒƒ๋“ค์˜ ๊ทผ์‚ฌ์œจ์˜ ํฌ๊ธฐ์ฐจ์ด(๋˜๋Š” ๊ทผ์‚ฌ ์†๋„)์— ๋Œ€ํ•˜์—ฌ ์ด์ „๋ณด๋‹ค ๊ตฌ์ฒดํ™”๋œ ๊ฐ€์„ค์„ ์ œ์‹œํ•˜์˜€๋‹ค.We approximate a freeform NURBS surface using the bicubically blended Coons patches. From the Coons surface construction, each subpatch of a NURBS object can be bounded very efficiently using the bicubic surface determined by the four boundary curves. To use the bounding volume hierarchy for a freeform surface modeling in many geometric algorithms, the explicit value of control points are essential and required. Also, there is a interrelation between the size of the domain of a surface and the approximation rate (or the approximation speed) from a subdivision in the domain. We present the control points of the bicubically blended Coons patches for a B\'{e}zier surfaces. Also we proposed a hypothesis about the decay rate in a freeform surface approximation, how to find approximation rate of errors for the bicubically blended Coons patch between the previous step of subdivision state and the subsequent step of subdivision state from the error analysis.1 Introduction 1 1.1 Introduction 1 1.2 Related works 4 2 Coons patch with Hermite Basis 6 2.1 Preliminaries 6 2.2 Bicubic Coons patch 10 2.3 Bounding Volume Hierarchy 12 3 Experimental Results 15 3.1 For an arbitrary Bezier surface 16 3.2 For the Utah teapot 18 3.3 For the Stanford Bunny 21 3.4 Error analysis and Property for the decay rate 24 4 Conclusion 27 The bibliography 28 ๊ตญ๋ฌธ์ดˆ๋ก 30Maste

    ์˜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

    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

    New geometric algorithms and data structures for collision detection of dynamically deforming objects

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    Any virtual environment that supports interactions between virtual objects and/or a user and objects, needs a collision detection system to handle all interactions in a physically correct or plausible way. A collision detection system is needed to determine if objects are in contact or interpenetrates. These interpenetrations are resolved by a collision handling system. Because of the fact, that in nearly all simulations objects can interact with each other, collision detection is a fundamental technology, that is needed in all these simulations, like physically based simulation, robotic path and motion planning, virtual prototyping, and many more. Most virtual environments aim to represent the real-world as realistic as possible and therefore, virtual environments getting more and more complex. Furthermore, all models in a virtual environment should interact like real objects do, if forces are applied to the objects. Nearly all real-world objects will deform or break down in its individual parts if forces are acted upon the objects. Thus deformable objects are becoming more and more common in virtual environments, which want to be as realistic as possible and thus, will present new challenges to the collision detection system. The necessary collision detection computations can be very complex and this has the effect, that the collision detection process is the performance bottleneck in most simulations. Most rigid body collision detection approaches use a BVH as acceleration data structure. This technique is perfectly suitable if the object does not change its shape. For a soft body an update step is necessary to ensure that the underlying acceleration data structure is still valid after performing a simulation step. This update step can be very time consuming, is often hard to implement and in most cases will produce a degenerated BVH after some simulation steps, if the objects generally deform. Therefore, the here presented collision detection approach works entirely without an acceleration data structure and supports rigid and soft bodies. Furthermore, we can compute inter-object and intraobject collisions of rigid and deformable objects consisting of many tens of thousands of triangles in a few milliseconds. To realize this, a subdivision of the scene into parts using a fuzzy clustering approach is applied. Based on that all further steps for each cluster can be performed in parallel and if desired, distributed to different GPUs. Tests have been performed to judge the performance of our approach against other state-of-the-art collision detection algorithms. Additionally, we integrated our approach into Bullet, a commonly used physics engine, to evaluate our algorithm. In order to make a fair comparison of different rigid body collision detection algorithms, we propose a new collision detection Benchmarking Suite. Our Benchmarking Suite can evaluate both the performance as well as the quality of the collision response. Therefore, the Benchmarking Suite is subdivided into a Performance Benchmark and a Quality Benchmark. This approach needs to be extended to support soft body collision detection algorithms in the future.Jede virtuelle Umgebung, welche eine Interaktion zwischen den virtuellen Objekten in der Szene zulรคsst und/oder zwischen einem Benutzer und den Objekten, benรถtigt fรผr eine korrekte Behandlung der Interaktionen eine Kollisionsdetektion. Nur dank der Kollisionsdetektion kรถnnen Berรผhrungen zwischen Objekten erkannt und mittels der Kollisionsbehandlung aufgelรถst werden. Dies ist der Grund fรผr die weite Verbreitung der Kollisionsdetektion in die verschiedensten Fachbereiche, wie der physikalisch basierten Simulation, der Pfadplanung in der Robotik, dem virtuellen Prototyping und vielen weiteren. Auf Grund des Bestrebens, die reale Umgebung in der virtuellen Welt so realistisch wie mรถglich nachzubilden, steigt die Komplexitรคt der Szenen stetig. Fortwรคhrend steigen die Anforderungen an die Objekte, sich realistisch zu verhalten, sollten Krรคfte auf die einzelnen Objekte ausgeรผbt werden. Die meisten Objekte, die uns in unserer realen Welt umgeben, รคndern ihre Form oder zerbrechen in ihre Einzelteile, wenn Krรคfte auf sie einwirken. Daher kommen in realitรคtsnahen, virtuellen Umgebungen immer hรคufiger deformierbare Objekte zum Einsatz, was neue Herausforderungen an die Kollisionsdetektion stellt. Die hierfรผr Notwendigen, teils komplexen Berechnungen, fรผhren dazu, dass die Kollisionsdetektion hรคufig der Performance-Bottleneck in der jeweiligen Simulation darstellt. Die meisten Kollisionsdetektionen fรผr starre Kรถrper benutzen eine Hรผllkรถrperhierarchie als Beschleunigungsdatenstruktur. Diese Technik ist hervorragend geeignet, solange sich die Form des Objektes nicht verรคndert. Im Fall von deformierbaren Objekten ist eine Aktualisierung der Datenstruktur nach jedem Schritt der Simulation notwendig, damit diese weiterhin gรผltig ist. Dieser Aktualisierungsschritt kann, je nach Hierarchie, sehr zeitaufwendig sein, ist in den meisten Fรคllen schwer zu implementieren und generiert nach vielen Schritten der Simulation hรคufig eine entartete Hรผllkรถrperhierarchie, sollte sich das Objekt sehr stark verformen. Um dies zu vermeiden, verzichtet unsere Kollisionsdetektion vollstรคndig auf eine Beschleunigungsdatenstruktur und unterstรผtzt sowohl rigide, wie auch deformierbare Kรถrper. Zugleich kรถnnen wir Selbstkollisionen und Kollisionen zwischen starren und/oder deformierbaren Objekten, bestehend aus vielen Zehntausenden Dreiecken, innerhalb von wenigen Millisekunden berechnen. Um dies zu realisieren, unterteilen wir die gesamte Szene in einzelne Bereiche mittels eines Fuzzy Clustering-Verfahrens. Dies ermรถglicht es, dass alle Cluster unabhรคngig bearbeitet werden und falls gewรผnscht, die Berechnungen fรผr die einzelnen Cluster auf verschiedene Grafikkarten verteilt werden kรถnnen. Um die Leistungsfรคhigkeit unseres Ansatzes vergleichen zu kรถnnen, haben wir diesen gegen aktuelle Verfahren fรผr die Kollisionsdetektion antreten lassen. Weiterhin haben wir unser Verfahren in die Physik-Engine Bullet integriert, um das Verhalten in dynamischen Situationen zu evaluieren. Um unterschiedliche Kollisionsdetektionsalgorithmen fรผr starre Kรถrper korrekt und objektiv miteinander vergleichen zu kรถnnen, haben wir eine Benchmarking-Suite entwickelt. Unsere Benchmarking- Suite kann sowohl die Geschwindigkeit, fรผr die Bestimmung, ob zwei Objekte sich durchdringen, wie auch die Qualitรคt der berechneten Krรคfte miteinander vergleichen. Hierfรผr ist die Benchmarking-Suite in den Performance Benchmark und den Quality Benchmark unterteilt worden. In der Zukunft wird diese Benchmarking-Suite dahingehend erweitert, dass auch Kollisionsdetektionsalgorithmen fรผr deformierbare Objekte unterstรผtzt werden

    Collision Detection and Merging of Deformable B-Spline Surfaces in Virtual Reality Environment

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    This thesis presents a computational framework for representing, manipulating and merging rigid and deformable freeform objects in virtual reality (VR) environment. The core algorithms for collision detection, merging, and physics-based modeling used within this framework assume that all 3D deformable objects are B-spline surfaces. The interactive design tool can be represented as a B-spline surface, an implicit surface or a point, to allow the user a variety of rigid or deformable tools. The collision detection system utilizes the fact that the blending matrices used to discretize the B-spline surface are independent of the position of the control points and, therefore, can be pre-calculated. Complex B-spline surfaces can be generated by merging various B-spline surface patches using the B-spline surface patches merging algorithm presented in this thesis. Finally, the physics-based modeling system uses the mass-spring representation to determine the deformation and the reaction force values provided to the user. This helps to simulate realistic material behaviour of the model and assist the user in validating the design before performing extensive product detailing or finite element analysis using commercially available CAD software. The novelty of the proposed method stems from the pre-calculated blending matrices used to generate the points for graphical rendering, collision detection, merging of B-spline patches, and nodes for the mass spring system. This approach reduces computational time by avoiding the need to solve complex equations for blending functions of B-splines and perform the inversion of large matrices. This alternative approach to the mechanical concept design will also help to do away with the need to build prototypes for conceptualization and preliminary validation of the idea thereby reducing the time and cost of concept design phase and the wastage of resources

    Distance based heterogeneous volume modelling.

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    Natural objects, such as bones and watermelons, often have a heterogeneous composition and complex internal structures. Material properties inside the object can change abruptly or gradually, and representing such changes digitally can be problematic. Attribute functions represent physical properties distribution in the volumetric object. Modelling complex attributes within a volume is a complex task. There are several approaches to modelling attributes, but distance functions have gained popularity for heterogeneous object modelling because, in addition to their usefulness, they lead to predictability and intuitiveness. In this thesis, we consider a unified framework for heterogeneous volume modelling, specifically using distance fields. In particular, we tackle various issues associated with them such as the interpolation of volumetric attributes through time for shape transformation and intuitive and predictable interpolation of attributes inside a shape. To achieve these results, we rely on smooth approximate distance fields and interior distances. This thesis deals with outstanding issues in heterogeneous object modelling, and more specifically in modelling functionally graded materials and structures using different types of distances and approximation thereof. We demonstrate the benefits of heterogeneous volume modelling using smooth approximate distance fields with various applications, such as adaptive microstructures, morphological shape generation, shape driven interpolation of material properties through time and shape conforming interpolation of properties. Distance based modelling of attributes allows us to have a better parametrization of the object volume and design gradient properties across an object. This becomes more important nowadays with the growing interest in rapid prototyping and digital fabrication of heterogeneous objects and can find practical applications in different industries

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    We introduce compact hierarchical data structures for freeform geometric models, which are constructed in a preprocessing stage. Using these data structures, we develop efficient geometric algorithms which demonstrate interactive speed. The performance improvement is often in the range of 100 โˆผ 1000 times speed up when compared with the conventional algorithms which are based on on-line recursive subdivisions of freeform curves and surfaces. For planar freeform curves, we represent the recursive subdivision structure for a G1-biarc approximation as a prebuilt hierarchical data structure. Circular arcs are considerably easier to deal with than the original curves due to the simple geometrical properties of circles. Using simple tests for circular arcs we can eliminate many redundant curve segments from further consideration in many geometric computations. For the remaining curve segments, we analyze the topological structure of the solution space and efficiently compute accurate solutions numerically or using a sequence of osculating circles to the given curves. We propose new data structures for geometric operations on freeform surfaces. For the distance related computations, we employ a bounding volume hierarchy(BVH) of NURBS surfaces using Coons patches. The BVH of freeform surfaces is represented as a hierarchy of Coons patches providing very tight approximation to the surfaces. The BVH for each Coons patch can be represented very compactly using the bilinear structure of the Coons Patch. Using the Coons BVH, we can accelerate distance-related computations (collision detection, minimum distance computation, and Hausdorff distance computation) on freeform surfaces to an interactive speed. For geometric computations related to surface normals, we build hierarchical data structures for both the unit normal vector field and a special distance function, called the support distance function, which describes the signed distance of each surface point from the origin along the surface normal direction at the point. Using the special hierarchical data structure we can trim out the majority of redundant surface patches by considering the upper envelope of the support distance function defined on the Gaussian sphere. In the final stage, we compute the precise exact 1D or 2D manifold by numerically tracing the solution space. We demonstrate the effectiveness of our compact hierarchical data structure by solving several non-trivial geometric problems such as collision detection for ten thousands NURBS models colliding each other, minimum distance computation between fairly complex models, Hausdorff distance computation for freeform surfaces in close proximity and convex hull computation for freeform surfaces. The experimental results show considerable performance improvement over the conventional algorithms in computing time as well as efficient memory usage._x0013_ ๋ณธ ๋…ผ๋ฌธ์—์„œ๋Š” ์ž์œ ํ˜•์ƒ์„ ์œ„ํ•œ ์ €์šฉ๋Ÿ‰์˜ ๊ณ„์ธต์  ์ „์ฒ˜๋ฆฌ ์ž๋ฃŒ๊ตฌ์กฐ๋ฅผ ์†Œ๊ฐœํ•˜๊ณ  ์ด๋ฅผ ํ™œ์šฉํ•˜์—ฌ ์ž์œ ํ˜•์ƒ์˜ ์—ฌ๋Ÿฌ ๊ธฐํ•œ์—ฐ์‚ฐ๋“ค์„ ๊ฐ€์†ํ™”ํ•˜๋Š” ์•Œ๊ณ ๋ฆฌ์ฆ˜์„ ์ œ์‹œํ•œ๋‹ค. ์ด๋Ÿฌํ•œ ์ „์ฒ˜๋ฆฌ ์ž๋ฃŒ๊ตฌ์กฐ๋ฅผ ์ด์šฉํ•œ ๊ฐ€์†ํ™” ์•Œ๊ณ ๋ฆฌ์ฆ˜์€ ๊ธฐ์กด์˜ ์žฌ๊ท€์  ๋ถ„ํ• ์„ ๊ธฐ๋ฐ˜์œผ๋กœ ํ•˜๋Š” ๊ธฐํ•˜์—ฐ์‚ฐ์˜ ์„ฑ๋Šฅ์„ 100 โˆผ 1000๋ฐฐ ๊ฐ€๋Ÿ‰ ํ–ฅ์ƒ์‹œํ‚จ๋‹ค. ๋ณธ ๋…ผ๋ฌธ์—์„œ๋Š” ํ‰๋ฉด๊ณก์„ ์˜ ์ „์ฒ˜๋ฆฌ ์ž๋ฃŒ๊ตฌ์กฐ๋กœ ํ‰๋ฉด๊ณก์„ ์˜ ์žฌ๊ท€์ ์ธ G1-biarc ๊ทผ์‚ฌ๋ฅผ ์‚ฌ์šฉํ•œ๋‹ค. ์›ํ˜ธ๋“ค์€ ๊ณก์„ ์„ ์ž˜ ๊ทผ์‚ฌํ•  ๋ฟ๋งŒ ์•„๋‹ˆ๋ผ ๊ณก์„ ์— ๋น„ํ•ด ํ›จ์”ฌ ๊ฐ„๋‹จํ•œ ๊ธฐํ•˜ํ•™์ ์ธ ์„ฑ์งˆ์„ ๊ฐ€์ง€๊ณ  ์žˆ๋‹ค. ๋ณธ ๋…ผ๋ฌธ์—์„œ๋Š” ์ด๋Ÿฌํ•œ ์›ํ˜ธ์˜ ๊ธฐํ•˜ํ•™์  ์„ฑ์งˆ์„ ํ™œ์šฉํ•˜์—ฌ ๊ธฐํ•˜์—ฐ์‚ฐ์˜ ๊ฒฐ๊ณผ์— ์˜ํ–ฅ์„ ๋ฏธ์น˜์ง€ ์•Š๋Š” ๋งŽ์€ ๋ถ€๋ถ„๊ณก์„ ๋“ค์„ ํšจ์œจ์ ์œผ๋กœ ์ œ๊ฑฐํ•˜๋Š” ๋ฐฉ๋ฒ•์„ ์ œ์‹œํ•œ๋‹ค. ๊ทธ๋ฆฌ๊ณ  ๋ถˆํ•„์š”ํ•œ ๋ถ€๋ถ„์„ ์ œ๊ฑฐํ•œ ๋’ค ๋‚จ์€ ์ž‘์€ ๊ณก์„  ๊ตฌ๊ฐ„๋“ค์— ๋Œ€ํ•ด์„œ ์ด๋“ค์ด ๊ฐ€์ง€๋Š” ํ•ด๊ณต๊ฐ„์˜ ์œ„์ƒ์  ๊ตฌ์กฐ๋ฅผ ๋ถ„์„ํ•˜์—ฌ ํ•ด์˜ ์œ ์ผ์„ฑ์„ ํ™•์ธํ•˜๊ณ  ์—ฐ์†์ ์ธ ์ ‘์ด‰์›์„ ์ด์šฉํ•˜์—ฌ ์ •ํ™•ํ•œ ํ•ด๋ฅผ ์ˆ˜์น˜์ ์œผ๋กœ ๊ตฌํ•˜๋Š” ์•Œ๊ณ ๋ฆฌ์ฆ˜์„ ์ œ์‹œํ•œ๋‹ค. ์ž์œ ๊ณก๋ฉด์˜ ๊ธฐํ•˜์—ฐ์‚ฐ ๊ฐ€์†ํ™”๋ฅผ ์œ„ํ•ด์„œ ๋ณธ ๋…ผ๋ฌธ์€ ์ƒˆ๋กœ์šด ์ž๋ฃŒ๊ตฌ์กฐ๋ฅผ ์†Œ๊ฐœํ•œ๋‹ค. ๊ฑฐ๋ฆฌ์™€ ๊ด€๋ จ๋œ ๊ธฐํ•˜์—ฐ์‚ฐ์˜ ๊ฐ€์†ํ™”๋ฅผ ์œ„ํ•ด ๋ณธ ๋…ผ๋ฌธ์€ Coons ๊ณก๋ฉด์„ ์ด์šฉํ•œ NURBS ๊ณก๋ฉด์˜ BVH(Bounding Volume Hierarchy)๋ฅผ ๋„์ž…ํ•œ๋‹ค. ์ž์œ ๊ณก๋ฉด์˜ BVH๋Š” ๊ณก๋ฉด์„ ์ž˜ ๊ทผ์‚ฌํ•˜๋Š” ๊ณ„์ธต์ ์ธ Coons ๊ณก๋ฉด๋“ค๋กœ ์ด๋ฃจ์–ด์ ธ ์žˆ์œผ๋ฉฐ ๊ฐ๊ฐ์˜ Coons ๊ณก๋ฉด์˜ BVH๋Š” Coons ๊ณก๋ฉด์˜bilinear structure๋ฅผ ์ด์šฉํ•˜์—ฌ ํšจ์œจ์ ์œผ๋กœ ํ‘œํ˜„์ด ๊ฐ€๋Šฅํ•˜๋‹ค. ๋ณธ ๋…ผ๋ฌธ์—์„œ๋Š” ์ด๋Ÿฌํ•œ Coons BVH๋ฅผ ์ด์šฉํ•˜์—ฌ ๊ฑฐ๋ฆฌ์™€ ๊ด€๋ จ๋œ ์ž์œ ๊ณก๋ฉด์˜ ๊ธฐํ•˜์—ฐ์‚ฐ๋“ค (์ถฉ๋Œ๊ฐ์ง€, ์ตœ๋‹จ๊ฑฐ๋ฆฌ ๊ณ„์‚ฐ, Hausdorff ๊ฑฐ๋ฆฌ ๊ณ„์‚ฐ) ์„ ๊ฐ€์†ํ™” ์‹œํ‚จ๋‹ค. ๋ฒ•์„ ๋ฒกํ„ฐ์™€ ๊ด€๋ จ๋œ ๊ธฐํ•˜์—ฐ์‚ฐ๋“ค์„ ๊ฐ€์†ํ™”ํ•˜๊ธฐ ์œ„ํ•ด์„œ ๋ณธ ๋…ผ๋ฌธ์€ ๋‹จ์œ„ ๋ฒ•์„  ๋ฒกํ„ฐ์žฅ๊ณผ ๊ณก๋ฉด์ƒ์˜ ๊ฐ์ ๊ณผ ์›์ ์‚ฌ์ด์˜ ๋ฒ•์„  ๋ฐฉํ–ฅ์— ๋Œ€ํ•œ ๊ฑฐ๋ฆฌ๋ฅผ ๋‚˜ํƒ€๋‚ด๋Š” support distance function์ด๋ผ๊ณ  ํ•˜๋Š” ํŠน์ˆ˜ํ•œ ๊ฑฐ๋ฆฌ ํ•จ์ˆ˜์— ๋Œ€ํ•œ BVH๋“ค์„ ์‚ฌ์šฉํ•œ๋‹ค. ๋ฒ•์„ ๋ฒกํ„ฐ์™€ ๊ด€๋ จ๋œ ๊ธฐํ•˜์—ฐ์‚ฐ๋“ค์€ ๊ณตํ†ต์ ์œผ๋กœ ๊ฐ€์šฐ์Šค์‚ฌ์ƒ(Gaussian Map)์—์„œ support distance function์˜ ์ƒ์œ„๋ง‰(Upper Envlope)์„ ๊ตฌํ•œ๋‹ค. ๋ฒ•์„ ๋ฒกํ„ฐ์žฅ์˜ BVH์™€ support distance function์˜ BVH๋ฅผ ํ™œ์šฉํ•˜์—ฌ ์ƒ์œ„๋ง‰์— ๊ธฐ์—ฌํ•˜์ง€ ์•Š๋Š” ๋ถ€๋ถ„๊ณก๋ฉด๋“ค์„ ํšจ์œจ์ ์œผ๋กœ ์ œ๊ฑฐํ•˜๊ณ  ๋‚จ์€ ๋ถ€๋ถ„๊ณก๋ฉด๋“ค๋กœ๋ถ€ํ„ฐ ์ •ํ™•ํ•œ 1์ฐจ์› ๋˜๋Š” 2์ฐจ์› ๋‹ค์–‘์ฒด๋ฅผ ์ˆ˜์น˜์  ์ถ”์ (Numerical Tracing)์œผ๋กœ ๊ตฌํ•œ๋‹ค. ๋ณธ ๋…ผ๋ฌธ์—์„œ๋Š” ์ œ์•ˆํ•œ ์ €์šฉ๋Ÿ‰์˜ ๊ณ„์ธต์  ์ž๋ฃŒ๊ตฌ์กฐ์˜ ํšจ์œจ์„ฑ์„ ๋ณด์ด๊ธฐ ์œ„ํ•ด์„œ ๊ธฐ์กด์˜ ๋ฐฉ๋ฒ•์œผ๋กœ๋Š” ์ˆ˜ํ–‰์‹œ๊ฐ„์ด ๋„ˆ๋ฌด ์˜ค๋ž˜๊ฑธ๋ ค ํ•ด๊ฒฐํ•˜๊ธฐ ์–ด๋ ต๋‹ค๊ณ  ์—ฌ๊ฒจ์ง€๋Š” ์—ฌ๋Ÿฌ ๊ฐ€์ง€ ๋ฌธ์ œ๋“ค(๋งŒ๊ฐœ์˜ ์ž์œ  ๋‚™ํ•˜ํ•˜๋Š” ์ž์œ ๊ณก๋ฉด๋“ค ์‚ฌ์ด์˜ ์ถฉ๋Œ๊ฐ์ง€, ๋ณต์žกํ•œ ์ž์œ  ๊ณก๋ฉด ์‚ฌ์ด์˜ ์ตœ๋‹จ๊ฑฐ๋ฆฌ ๊ณ„์‚ฐ, ๋งค์šฐ ๊ฐ€๊นŒ์ด ์žˆ๋Š” ์ž์œ ๊ณก๋ฉด ์‚ฌ์ด์˜ Hausdorff ๊ฑฐ๋ฆฌ ๊ณ„์‚ฐ, ์ž์œ ๊ณก๋ฉด์˜ Convex Hull ๊ณ„์‚ฐ)์„ ํ•ด๊ฒฐํ•˜๋Š” ์•Œ๊ณ ๋ฆฌ์ฆ˜์„ ์ œ์‹œํ•œ๋‹ค. ๊ธฐ์กด์˜ ์•Œ๊ณ ๋ฆฌ์ฆ˜๊ณผ ๋น„๊ต์‹คํ—˜ ๊ฒฐ๊ณผ ์ œ์•ˆ๋œ ์•Œ๊ณ ๋ฆฌ์ฆ˜์ด ๊ธฐ์กด์˜ ์•Œ๊ณ ๋ฆฌ์ฆ˜์— ๋น„ํ•ด ์ƒ๋‹นํ•œ ์ˆ˜ํ–‰์„ฑ๋Šฅํ–ฅ์ƒ์„ ๋ณด์˜€์œผ๋ฉฐ ํ›จ์”ฌ ํšจ์œจ์ ์ธ ๋ฉ”๋ชจ๋ฆฌ ์‚ฌ์šฉ์„ ํ•˜์˜€์Œ์„ ํ™•์ธํ•  ์ˆ˜ ์žˆ์—ˆ๋‹ค.Docto
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