8 research outputs found

    A Novel Skeleton Extraction Algorithm for 3d Wireless Sensor Networks

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    Wireless sensor network design is critical and resource allocation is a major problem which remains to be solved satisfactorily. The discrete nature of sensor networks renders the existing skeleton extraction algorithms inapplicable. 3D topologies of sensor networks for practical scenarios are considered in this paper and the research carried out in the field of skeleton extraction for three dimensional wireless sensor networks. A skeleton extraction algorithm applicable to complex 3D spaces of sensor networks is introduced in this paper and is represented in the form of a graph. The skeletal links are identified on the basis of a novel energy utilization function computed for the transmissions carried out through the network. The frequency based weight assignment function is introduced to identify the root node of the skeleton graph. Topological clustering is used to construct the layered topological sets to preserve the nature of the topology in the skeleton graph. The skeleton graph is constructed with the help of the layered topological sets and the experimental results prove the robustness of the skeleton extraction algorithm introduced. Provisioning of additional resources to skeletal nodes enhances the sensor network performance by 20% as proved by the results presented in this paper

    Automatic skeletonization and skin attachment for realistic character animation.

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    The realism of character animation is associated with a number of tasks ranging from modelling, skin defonnation, motion generation to rendering. In this research we are concerned with two of them: skeletonization and weight assignment for skin deformation. The fonner is to generate a skeleton, which is placed within the character model and links the motion data to the skin shape of the character. The latter assists the modelling of realistic skin shape when a character is in motion. In the current animation production practice, the task of skeletonization is primarily undertaken by hand, i.e. the animator produces an appropriate skeleton and binds it with the skin model of a character. This is inevitably very time-consuming and costs a lot of labour. In order to improve this issue, in this thesis we present an automatic skeletonization framework. It aims at producing high-quality animatible skeletons without heavy human involvement while allowing the animator to maintain the overall control of the process. In the literature, the tenn skeletonization can have different meanings. Most existing research on skeletonization is in the remit of CAD (Computer Aided Design). Although existing research is of significant reference value to animation, their downside is the skeleton generated is either not appropriate for the particular needs of animation, or the methods are computationally expensive. Although some purpose-build animation skeleton generation techniques exist, unfortunately they rely on complicated post-processing procedures, such as thinning and pruning, which again can be undesirable. The proposed skeletonization framework makes use of a new geometric entity known as the 3D silhouette that is an ordinary silhouette with its depth information recorded. We extract a curve skeleton from two 3D silhouettes of a character detected from its two perpendicular projections. The skeletal joints are identified by down sampling the curve skeleton, leading to the generation of the final animation skeleton. The efficiency and quality are major performance indicators in animation skeleton generation. Our framework achieves the former by providing a 2D solution to the 3D skeletonization problem. Reducing in dimensions brings much faster performances. Experiments and comparisons are carried out to demonstrate the computational simplicity. Its accuracy is also verified via these experiments and comparisons. To link a skeleton to the skin, accordingly we present a skin attachment framework aiming at automatic and reasonable weight distribution. It differs from the conventional algorithms in taking topological information into account during weight computation. An effective range is defined for a joint. Skin vertices located outside the effective range will not be affected by this joint. By this means, we provide a solution to remove the influence of a topologically distant, hence highly likely irrelevant joint on a vertex. A user-defined parameter is also provided in this algorithm, which allows different deformation effects to be obtained according to user's needs. Experiments and comparisons prove that the presented framework results in weight distribution of good quality. Thus it frees animators from tedious manual weight editing. Furthermore, it is flexible to be used with various deformation algorithms

    Skeletal representations of orthogonal shapes

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    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

    Efficient computation of discrete Voronoi diagram and homotopy-preserving simplified medial axis of a 3d polyhedron

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    The Voronoi diagram is a fundamental geometric data structure and has been well studied in computational geometry and related areas. A Voronoi diagram defined using the Euclidean distance metric is also closely related to the Blum medial axis, a well known skeletal representation. Voronoi diagrams and medial axes have been shown useful for many 3D computations and operations, including proximity queries, motion planning, mesh generation, finite element analysis, and shape analysis. However, their application to complex 3D polyhedral and deformable models has been limited. This is due to the difficulty of computing exact Voronoi diagrams in an efficient and reliable manner. In this dissertation, we bridge this gap by presenting efficient algorithms to compute discrete Voronoi diagrams and simplified medial axes of 3D polyhedral models with geometric and topological guarantees. We apply these algorithms to complex 3D models and use them to perform interactive proximity queries, motion planning and skeletal computations. We present three new results. First, we describe an algorithm to compute 3D distance fields of geometric models by using a linear factorization of Euclidean distance vectors. This formulation maps directly to the linearly interpolating graphics rasterization hardware and enables us to compute distance fields of complex 3D models at interactive rates. We also use clamping and culling algorithms based on properties of Voronoi diagrams to accelerate this computation. We introduce surface distance maps, which are a compact distance vector field representation based on a mesh parameterization of triangulated two-manifolds, and use them to perform proximity computations. Our second main result is an adaptive sampling algorithm to compute an approximate Voronoi diagram that is homotopy equivalent to the exact Voronoi diagram and preserves topological features. We use this algorithm to compute a homotopy-preserving simplified medial axis of complex 3D models. Our third result is a unified approach to perform different proximity queries among multiple deformable models using second order discrete Voronoi diagrams. We introduce a new query called N-body distance query and show that different proximity queries, including collision detection, separation distance and penetration depth can be performed based on Nbody distance query. We compute the second order discrete Voronoi diagram using graphics hardware and use distance bounds to overcome the sampling errors and perform conservative computations. We have applied these queries to various deformable simulations and observed up to an order of magnitude improvement over prior algorithms

    Análisis de fabricabilidad de piezas conformadas por moldeo por inyección de polvos

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    Una de las primeras etapas en el Ciclo de Desarrollo Producto-Proceso es el Diseño Conceptual del producto. El Diseño Conceptual define el concepto físico del producto, estableciendo los principios para el ejercicio de su función e identificando sus geometrías características. Un diseño puede ser difícil de fabricar, originando defectos y parámetros inadecuados durante el proceso de fabricación que dan lugar a la necesidad de cambios en ingenieria que, a su vez, aumentan el tiempo de puesta en el mercado. Disponer de una herramienta de asesoramiento automático capaz de mostrar la influencia del diseño en la fabricabilidad de la pieza en un tiempo reducido resulta esencial en el Diseño Conceptual. Con una metodología de este tipo, se ofrece la posibilidad de estimar la calidad final de la pieza y su funcionalidad incluso antes de que se proceda con su fabricación. Una herramienta de asesoramiento que relaciona el diseño del producto con su fabricabilidad debe estar basada en el conocimiento de los procesos que rigen las etapas del proceso de fabricación. Relacionar la geometría del producto con su fabricabilidad utilizando dicho conocimiento permite estimar la viabilidad del producto antes de ser fabricado, mejorando el diseño del producto y evitando los costosos cambios de ingeniería que son necesarios cuando se detectan problemas en la fase de producción. En los procesos de conformado por inyección unos de los aspectos más importantes de la fabricabilidad son la posibilidad de moldeo/desmoldeo, un llenado completo y uniforme y una distribución de espesores uniforme o con cambios suaves. Todos estos aspectos están claramente relacionados con la geometría de la pieza. En esta Tesis Doctoral se detallan las bases para el desarrollo de una herramienta capaz de estimar de forma automática e integrada la fabricabilidad de una pieza conformada por el Moldeo por Inyección de Polvos (MIP). El MIP es un proceso de conformado que incluye la etapa de inyección por loPetrovic, V. (2008). Análisis de fabricabilidad de piezas conformadas por moldeo por inyección de polvos [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/2284Palanci
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