19 research outputs found

    Estructuras geométricas jerárquicas para la modelización de escenas 3d

    Get PDF
    This work surveys on the principal hierarchical geometric structures used to represent 3D scenes. We also present the basic algorithms to work with them, an overview on some recent works and a comparative discussion. This work has been the outcomes of the graduate course "Estructuras geometricas jerarquicas" given within the Software Phd. program at Software Department of this university

    Estructuras geométricas jerárquicas para la modelización de escenas 3D

    Get PDF
    This work surveys on the principal hierarchical geometric structures used to represent 3D scenes. We also present the basic algorithms to work with them, an overview on some recent works and a comparative discussion. This work has been the outcomes of the graduate coursePostprint (published version

    High-Quality Simplification and Repair of Polygonal Models

    Get PDF
    Because of the rapid evolution of 3D acquisition and modelling methods, highly complex and detailed polygonal models with constantly increasing polygon count are used as three-dimensional geometric representations of objects in computer graphics and engineering applications. The fact that this particular representation is arguably the most widespread one is due to its simplicity, flexibility and rendering support by 3D graphics hardware. Polygonal models are used for rendering of objects in a broad range of disciplines like medical imaging, scientific visualization, computer aided design, film industry, etc. The handling of huge scenes composed of these high-resolution models rapidly approaches the computational capabilities of any graphics accelerator. In order to be able to cope with the complexity and to build level-of-detail representations, concentrated efforts were dedicated in the recent years to the development of new mesh simplification methods that produce high-quality approximations of complex models by reducing the number of polygons used in the surface while keeping the overall shape, volume and boundaries preserved as much as possible. Many well-established methods and applications require "well-behaved" models as input. Degenerate or incorectly oriented faces, T-joints, cracks and holes are just a few of the possible degenaracies that are often disallowed by various algorithms. Unfortunately, it is all too common to find polygonal models that contain, due to incorrect modelling or acquisition, such artefacts. Applications that may require "clean" models include finite element analysis, surface smoothing, model simplification, stereo lithography. Mesh repair is the task of removing artefacts from a polygonal model in order to produce an output model that is suitable for further processing by methods and applications that have certain quality requirements on their input. This thesis introduces a set of new algorithms that address several particular aspects of mesh repair and mesh simplification. One of the two mesh repair methods is dealing with the inconsistency of normal orientation, while another one, removes the inconsistency of vertex connectivity. Of the three mesh simplification approaches presented here, the first one attempts to simplify polygonal models with the highest possible quality, the second, applies the developed technique to out-of-core simplification, and the third, prevents self-intersections of the model surface that can occur during mesh simplification

    Distance based heterogeneous volume modelling.

    Get PDF
    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

    Computing global configuration-space maps using multidimensional set-theoretic modelling

    Get PDF
    Available from British Library Document Supply Centre-DSC:DXN032880 / BLDSC - British Library Document Supply CentreSIGLEGBUnited Kingdo

    Skeletal representations of orthogonal shapes

    Get PDF
    Skeletal representations are important shape descriptors which encode topological and geometrical properties of shapes and reduce their dimension. Skeletons are used in several fields of science and attract the attention of many researchers. In the biocad field, the analysis of structural properties such as porosity of biomaterials requires the previous computation of a skeleton. As the size of three-dimensional images become larger, efficient and robust algorithms that extract simple skeletal structures are required. The most popular and prominent skeletal representation is the medial axis, defined as the shape points which have at least two closest points on the shape boundary. Unfortunately, the medial axis is highly sensitive to noise and perturbations of the shape boundary. That is, a small change of the shape boundary may involve a considerable change of its medial axis. Moreover, the exact computation of the medial axis is only possible for a few classes of shapes. For example, the medial axis of polyhedra is composed of non planar surfaces, and its accurate and robust computation is difficult. These problems led to the emergence of approximate medial axis representations. There exists two main approximation methods: the shape is approximated with another shape class or the Euclidean metric is approximated with another metric. The main contribution of this thesis is the combination of a specific shape and metric simplification. The input shape is approximated with an orthogonal shape, which are polygons or polyhedra enclosed by axis-aligned edges or faces, respectively. In the same vein, the Euclidean metric is replaced by the L infinity or Chebyshev metric. Despite the simpler structure of orthogonal shapes, there are few works on skeletal representations applied to orthogonal shapes. Much of the efforts have been devoted to binary images and volumes, which are a subset of orthogonal shapes. Two new skeletal representations based on this paradigm are introduced: the cube skeleton and the scale cube skeleton. The cube skeleton is shown to be composed of straight line segments or planar faces and to be homotopical equivalent to the input shape. The scale cube skeleton is based upon the cube skeleton, and introduces a family of skeletons that are more stable to shape noise and perturbations. In addition, the necessary algorithms to compute the cube skeleton of polygons and polyhedra and the scale cube skeleton of polygons are presented. Several experimental results confirm the efficiency, robustness and practical use of all the presented methods

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

    Get PDF
    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

    Analysis of the Weight Function for Implicit Moving Least Squares Techniques

    Get PDF
    In this thesis, I analyze the weight functions used in moving least squares (MLS) methods to construct implicit surfaces that interpolate or approximate polygon soup. I found that one previous method that presented an analytic solution to the integrated moving least squares method has issues with degeneracies because they changed the weight functions to decrease too slowly. Inspired by their method, I derived a bound for the choice of weight function for implicit moving least squares (IMLS) methods to avoid these degeneracies in two-dimensions and in three-dimensions. Based on this bound, I give a theoretical proof of the correctness of the moving least squares interpolation and approximation scheme with weight function used in Shen et al. when used on closed polyhedrons. Further, previous IMLS implicit surface reconstruction algorithms that ll holes and gaps create surfaces with obvious bulges due to an intrinsic property of MLS. I propose a generalized IMLS method using a Gaussian distribution function to re-weight each polygon, making nearer polygons dominate and reducing the bulges on holes and gaps

    Advancement in robot programming with specific reference to graphical methods

    Get PDF
    This research study is concerned with the derivation of advanced robot programming methods. The methods include the use of proprietary simulation modelling and design software tools for the off-line programming of industrial robots. The study has involved the generation of integration software to facilitate the co-operative operation of these software tools. The three major researcli'themes7of "ease of usage", calibration and the integration of product design data have been followed to advance robot programming. The "ease of usage" is concerned with enhancements in the man-machine interface for robo t simulation systems in terms of computer assisted solid modelling and computer assisted task generation. Robot simulation models represent an idealised situation, and any off-line robot programs generated from'them may contain'discrepancies which could seriously effect thq programs' performance; Calibration techniques have therefore been investigated as 'a method of overcoming discrepancies between the simulation model and the real world. At the present time, most computer aided design systems operate as isolated islands of computer technology, whereas their product databases should be used to support decision making processes and ultimately facilitate the generation of machine programs. Thus the integration of product design data has been studied as an important step towards truly computer integrated manufacturing. The functionality of the three areas of study have been generalised and form the basis for recommended enhancements to future robot programming systems
    corecore