922 research outputs found
Boundary-Conforming Finite Element Methods for Twin-Screw Extruders using Spline-Based Parameterization Techniques
This paper presents a novel spline-based meshing technique that allows for
usage of boundary-conforming meshes for unsteady flow and temperature
simulations in co-rotating twin-screw extruders. Spline-based descriptions of
arbitrary screw geometries are generated using Elliptic Grid Generation. They
are evaluated in a number of discrete points to yield a coarse classical mesh.
The use of a special control mapping allows to fine-tune properties of the
coarse mesh like orthogonality at the boundaries. The coarse mesh is used as a
'scaffolding' to generate a boundary-conforming mesh out of a fine background
mesh at run-time. Storing only a coarse mesh makes the method cheap in terms of
memory storage. Additionally, the adaptation at run-time is extremely cheap
compared to computing the flow solution. Furthermore, this method circumvents
the need for expensive re-meshing and projections of solutions making it
efficient and accurate. It is incorporated into a space-time finite element
framework. We present time-dependent test cases of non-Newtonian fluids in 2D
and 3D for complex screw designs. They demonstrate the potential of the method
also for arbitrarily complex industrial applications
An isogeometric finite element formulation for phase transitions on deforming surfaces
This paper presents a general theory and isogeometric finite element
implementation for studying mass conserving phase transitions on deforming
surfaces. The mathematical problem is governed by two coupled fourth-order
nonlinear partial differential equations (PDEs) that live on an evolving
two-dimensional manifold. For the phase transitions, the PDE is the
Cahn-Hilliard equation for curved surfaces, which can be derived from surface
mass balance in the framework of irreversible thermodynamics. For the surface
deformation, the PDE is the (vector-valued) Kirchhoff-Love thin shell equation.
Both PDEs can be efficiently discretized using -continuous interpolations
without derivative degrees-of-freedom (dofs). Structured NURBS and unstructured
spline spaces with pointwise -continuity are utilized for these
interpolations. The resulting finite element formulation is discretized in time
by the generalized- scheme with adaptive time-stepping, and it is fully
linearized within a monolithic Newton-Raphson approach. A curvilinear surface
parameterization is used throughout the formulation to admit general surface
shapes and deformations. The behavior of the coupled system is illustrated by
several numerical examples exhibiting phase transitions on deforming spheres,
tori and double-tori.Comment: fixed typos, extended literature review, added clarifying notes to
the text, added supplementary movie file
Non-rigid registration of 2-D/3-D dynamic data with feature alignment
In this work, we are computing the matching between 2D manifolds and 3D manifolds with temporal constraints, that is we are computing the matching among a time sequence of 2D/3D manifolds. It is solved by mapping all the manifolds to a common domain, then build their matching by composing the forward mapping and the inverse mapping. At first, we solve the matching problem between 2D manifolds with temporal constraints by using mesh-based registration method. We propose a surface parameterization method to compute the mapping between the 2D manifold and the common 2D planar domain. We can compute the matching among the time sequence of deforming geometry data through this common domain. Compared with previous work, our method is independent of the quality of mesh elements and more efficient for the time sequence data. Then we develop a global intensity-based registration method to solve the matching problem between 3D manifolds with temporal constraints. Our method is based on a 4D(3D+T) free-from B-spline deformation model which has both spatial and temporal smoothness. Compared with previous 4D image registration techniques, our method avoids some local minimum. Thus it can be solved faster and achieve better accuracy of landmark point predication. We demonstrate the efficiency of these works on the real applications. The first one is applied to the dynamic face registering and texture mapping. The second one is applied to lung tumor motion tracking in the medical image analysis. In our future work, we are developing more efficient mesh-based 4D registration method. It can be applied to tumor motion estimation and tracking, which can be used to calculate the read dose delivered to the lung and surrounding tissues. Thus this can support the online treatment of lung cancer radiotherapy
Density-equalizing maps for simply-connected open surfaces
In this paper, we are concerned with the problem of creating flattening maps
of simply-connected open surfaces in . Using a natural principle
of density diffusion in physics, we propose an effective algorithm for
computing density-equalizing flattening maps with any prescribed density
distribution. By varying the initial density distribution, a large variety of
mappings with different properties can be achieved. For instance,
area-preserving parameterizations of simply-connected open surfaces can be
easily computed. Experimental results are presented to demonstrate the
effectiveness of our proposed method. Applications to data visualization and
surface remeshing are explored
Learning quadrangulated patches for 3D shape parameterization and completion
We propose a novel 3D shape parameterization by surface patches, that are
oriented by 3D mesh quadrangulation of the shape. By encoding 3D surface detail
on local patches, we learn a patch dictionary that identifies principal surface
features of the shape. Unlike previous methods, we are able to encode surface
patches of variable size as determined by the user. We propose novel methods
for dictionary learning and patch reconstruction based on the query of a noisy
input patch with holes. We evaluate the patch dictionary towards various
applications in 3D shape inpainting, denoising and compression. Our method is
able to predict missing vertices and inpaint moderately sized holes. We
demonstrate a complete pipeline for reconstructing the 3D mesh from the patch
encoding. We validate our shape parameterization and reconstruction methods on
both synthetic shapes and real world scans. We show that our patch dictionary
performs successful shape completion of complicated surface textures.Comment: To be presented at International Conference on 3D Vision 2017, 201
Matrix-based Parameterizations of Skeletal Animated Appearance
Alors que le rendu réaliste gagne de l’ampleur dans l’industrie, les techniques à la
fois photoréalistes et basées sur la physique, complexes en terme de temps de calcul,
requièrent souvent une étape de précalcul hors-ligne. Les applications en temps réel,
comme les jeux vidéo et la réalité virtuelle, se basent sur des techniques d’approximation
et de précalcul pour atteindre des résultats réalistes. L’objectif de ce mémoire est l’investigation
de différentes paramétrisations animées pour concevoir une technique d’approximation
de rendu réaliste en temps réel.
Notre investigation se concentre sur le rendu d’effets visuels appliqués à des personnages
animés par modèle d’armature squelettique. Des paramétrisations combinant
des données de mouvement et d’apparence nous permettent l’extraction de paramètres
pour le processus en temps réel. Établir une dépendance linéaire entre le mouvement et
l’apparence est ainsi au coeur de notre méthode.
Nous nous concentrons sur l’occultation ambiante, où la simulation de l’occultation
est causée par des objets à proximité bloquant la lumière environnante, jugée uniforme.
L’occultation ambiante est une technique indépendante du point de vue, et elle est désormais
essentielle pour le réalisme en temps réel. Nous examinons plusieurs paramétrisations
qui traitent l’espace du maillage en fonction de l’information d’animation par
squelette et/ou du maillage géométrique.
Nous sommes capables d’approximer la réalité pour l’occultation ambiante avec une
faible erreur. Notre technique pourrait également être étendue à d’autres effets visuels
tels le rendu de la peau humaine (diffusion sous-surface), les changements de couleur
dépendant du point de vue, les déformations musculaires, la fourrure ou encore les vêtements.While realistic rendering gains more popularity in industry, photorealistic and physically-
based techniques often necessitate offline processing due to their computational
complexity. Real-time applications, such as video games and virtual reality, rely mostly
on approximation and precomputation techniques to achieve realistic results. The objective
of this thesis is to investigate different animated parameterizations in order to devise
a technique that can approximate realistic rendering results in real time.
Our investigation focuses on rendering visual effects applied to skinned skeletonbased
characters. Combined parameterizations of motion and appearance data are used
to extract parameters that can be used in a real-time approximation. Trying to establish
a linear dependency between motion and appearance is the basis of our method.
We focus on ambient occlusion, a simulation of shadowing caused by objects that
block ambient light. Ambient occlusion is a view-independent technique important for
realism. We consider different parameterization techniques that treat the mesh space
depending on skeletal animation information and/or mesh geometry.
We are able to approximate ground-truth ambient occlusion with low error. Our
technique can also be extended to different visual effects, such as rendering human skin
(subsurface scattering), changes in color due to the view orientation, deformation of
muscles, fur, or clothe
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