110 research outputs found
Shading Curves: Vector-Based Drawing With Explicit Gradient Control
A challenge in vector graphics is to define primitives that offer flexible manipulation of colour gradients. We propose a new primitive, called a shading curve, that supports explicit and local gradient control. This is achieved by associating shading profiles to each side of the curve. These shading profiles, which can be manually manipulated, represent the colour gradient out from their associated curves. Such explicit and local gradient control is challenging to achieve via the diffusion curve process, introduced in 2008, because it offers only implicit control of the colour gradient. We resolve this problem by using subdivision surfaces that are constructed from shading curves and their shading profiles.This is the final version of the article. It first appeared from Wiley via http://dx.doi.org/10.1111/cgf.1253
Subdivision Surface based One-Piece Representation
Subdivision surfaces are capable of modeling and representing complex shapes of arbi-trary topology. However, methods on how to build the control mesh of a complex surfaceare not studied much. Currently, most meshes of complicated objects come from trian-gulation and simplification of raster scanned data points, like the Stanford 3D ScanningRepository. This approach is costly and leads to very dense meshes.Subdivision surface based one-piece representation means to represent the final objectin a design process with only one subdivision surface, no matter how complicated theobject\u27s topology or shape. Hence the number of parts in the final representation isalways one.In this dissertation we present necessary mathematical theories and geometric algo-rithms to support subdivision surface based one-piece representation. First, an explicitparametrization method is presented for exact evaluation of Catmull-Clark subdivisionsurfaces. Based on it, two approaches are proposed for constructing the one-piece rep-resentation of a given object with arbitrary topology. One approach is to construct theone-piece representation by using the interpolation technique. Interpolation is a naturalway to build models, but the fairness of the interpolating surface is a big concern inprevious methods. With similarity based interpolation technique, we can obtain bet-ter modeling results with less undesired artifacts and undulations. Another approachis through performing Boolean operations. Up to this point, accurate Boolean oper-ations over subdivision surfaces are not approached yet in the literature. We presenta robust and error controllable Boolean operation method which results in a one-piecerepresentation. Because one-piece representations resulting from the above two methodsare usually dense, error controllable simplification of one-piece representations is needed.Two methods are presented for this purpose: adaptive tessellation and multiresolutionanalysis. Both methods can significantly reduce the complexity of a one-piece represen-tation and while having accurate error estimation.A system that performs subdivision surface based one-piece representation was im-plemented and a lot of examples have been tested. All the examples show that our ap-proaches can obtain very good subdivision based one-piece representation results. Eventhough our methods are based on Catmull-Clark subdivision scheme, we believe they canbe adapted to other subdivision schemes as well with small modifications
Curve Skeleton and Moments of Area Supported Beam Parametrization in Multi-Objective Compliance Structural Optimization
This work addresses the end-to-end virtual automation of structural optimization up to the derivation of a parametric geometry model that can be used for application areas such as additive manufacturing or the verification of the structural optimization result with the finite element method.
A holistic design in structural optimization can be achieved with the weighted sum method, which can be automatically parameterized with curve skeletonization and cross-section regression to virtually verify the result and control the local size for additive manufacturing.
is investigated in general. In this paper, a holistic design is understood as a design that considers various compliances as an objective function. This parameterization uses the automated determination of beam parameters by so-called curve skeletonization with subsequent cross-section shape parameter estimation based on moments of area, especially for multi-objective optimized shapes. An essential contribution is the linking of the parameterization with the results of the structural optimization, e.g., to include properties such as boundary conditions, load conditions, sensitivities or even density variables in the curve skeleton parameterization.
The parameterization focuses on guiding the skeletonization based on the information provided by the optimization and the finite element model. In addition, the cross-section detection considers circular, elliptical, and tensor product spline cross-sections that can be applied to various shape descriptors such as convolutional surfaces, subdivision surfaces, or constructive solid geometry. The shape parameters of these cross-sections are estimated using stiffness distributions, moments of area of 2D images, and convolutional neural networks with a tailored loss function to moments of area. Each final geometry is designed by extruding the cross-section along the appropriate curve segment of the beam and joining it to other beams by using only unification operations.
The focus of multi-objective structural optimization considering 1D, 2D and 3D elements is on cases that can be modeled using equations by the Poisson equation and linear elasticity. This enables the development of designs in application areas such as thermal conduction, electrostatics, magnetostatics, potential flow, linear elasticity and diffusion, which can be optimized in combination or individually. Due to the simplicity of the cases defined by the Poisson equation, no experts are required, so that many conceptual designs can be generated and reconstructed by ordinary users with little effort.
Specifically for 1D elements, a element stiffness matrices for tensor product spline cross-sections are derived, which can be used to optimize a variety of lattice structures and automatically convert them into free-form surfaces. For 2D elements, non-local trigonometric interpolation functions are used, which should significantly increase interpretability of the density distribution. To further improve the optimization, a parameter-free mesh deformation is embedded so that the compliances can be further reduced by locally shifting the node positions.
Finally, the proposed end-to-end optimization and parameterization is applied to verify a linear elasto-static optimization result for and to satisfy local size constraint for the manufacturing with selective laser melting of a heat transfer optimization result for a heat sink of a CPU. For the elasto-static case, the parameterization is adjusted until a certain criterion (displacement) is satisfied, while for the heat transfer case, the manufacturing constraints are satisfied by automatically changing the local size with the proposed parameterization. This heat sink is then manufactured without manual adjustment and experimentally validated to limit the temperature of a CPU to a certain level.:TABLE OF CONTENT III
I LIST OF ABBREVIATIONS V
II LIST OF SYMBOLS V
III LIST OF FIGURES XIII
IV LIST OF TABLES XVIII
1. INTRODUCTION 1
1.1 RESEARCH DESIGN AND MOTIVATION 6
1.2 RESEARCH THESES AND CHAPTER OVERVIEW 9
2. PRELIMINARIES OF TOPOLOGY OPTIMIZATION 12
2.1 MATERIAL INTERPOLATION 16
2.2 TOPOLOGY OPTIMIZATION WITH PARAMETER-FREE SHAPE OPTIMIZATION 17
2.3 MULTI-OBJECTIVE TOPOLOGY OPTIMIZATION WITH THE WEIGHTED SUM METHOD 18
3. SIMULTANEOUS SIZE, TOPOLOGY AND PARAMETER-FREE SHAPE OPTIMIZATION OF WIREFRAMES WITH B-SPLINE CROSS-SECTIONS 21
3.1 FUNDAMENTALS IN WIREFRAME OPTIMIZATION 22
3.2 SIZE AND TOPOLOGY OPTIMIZATION WITH PERIODIC B-SPLINE CROSS-SECTIONS 27
3.3 PARAMETER-FREE SHAPE OPTIMIZATION EMBEDDED IN SIZE OPTIMIZATION 32
3.4 WEIGHTED SUM SIZE AND TOPOLOGY OPTIMIZATION 36
3.5 CROSS-SECTION COMPARISON 39
4. NON-LOCAL TRIGONOMETRIC INTERPOLATION IN TOPOLOGY OPTIMIZATION 41
4.1 FUNDAMENTALS IN MATERIAL INTERPOLATIONS 43
4.2 NON-LOCAL TRIGONOMETRIC SHAPE FUNCTIONS 45
4.3 NON-LOCAL PARAMETER-FREE SHAPE OPTIMIZATION WITH TRIGONOMETRIC SHAPE FUNCTIONS 49
4.4 NON-LOCAL AND PARAMETER-FREE MULTI-OBJECTIVE TOPOLOGY OPTIMIZATION 54
5. FUNDAMENTALS IN SKELETON GUIDED SHAPE PARAMETRIZATION IN TOPOLOGY OPTIMIZATION 58
5.1 SKELETONIZATION IN TOPOLOGY OPTIMIZATION 61
5.2 CROSS-SECTION RECOGNITION FOR IMAGES 66
5.3 SUBDIVISION SURFACES 67
5.4 CONVOLUTIONAL SURFACES WITH META BALL KERNEL 71
5.5 CONSTRUCTIVE SOLID GEOMETRY 73
6. CURVE SKELETON GUIDED BEAM PARAMETRIZATION OF TOPOLOGY OPTIMIZATION RESULTS 75
6.1 FUNDAMENTALS IN SKELETON SUPPORTED RECONSTRUCTION 76
6.2 SUBDIVISION SURFACE PARAMETRIZATION WITH PERIODIC B-SPLINE CROSS-SECTIONS 78
6.3 CURVE SKELETONIZATION TAILORED TO TOPOLOGY OPTIMIZATION WITH PRE-PROCESSING 82
6.4 SURFACE RECONSTRUCTION USING LOCAL STIFFNESS DISTRIBUTION 86
7. CROSS-SECTION SHAPE PARAMETRIZATION FOR PERIODIC B-SPLINES 96
7.1 PRELIMINARIES IN B-SPLINE CONTROL GRID ESTIMATION 97
7.2 CROSS-SECTION EXTRACTION OF 2D IMAGES 101
7.3 TENSOR SPLINE PARAMETRIZATION WITH MOMENTS OF AREA 105
7.4 B-SPLINE PARAMETRIZATION WITH MOMENTS OF AREA GUIDED CONVOLUTIONAL NEURAL NETWORK 110
8. FULLY AUTOMATED COMPLIANCE OPTIMIZATION AND CURVE-SKELETON PARAMETRIZATION FOR A CPU HEAT SINK WITH SIZE CONTROL FOR SLM 115
8.1 AUTOMATED 1D THERMAL COMPLIANCE MINIMIZATION, CONSTRAINED SURFACE RECONSTRUCTION AND ADDITIVE MANUFACTURING 118
8.2 AUTOMATED 2D THERMAL COMPLIANCE MINIMIZATION, CONSTRAINT SURFACE RECONSTRUCTION AND ADDITIVE MANUFACTURING 120
8.3 USING THE HEAT SINK PROTOTYPES COOLING A CPU 123
9. CONCLUSION 127
10. OUTLOOK 131
LITERATURE 133
APPENDIX 147
A PREVIOUS STUDIES 147
B CROSS-SECTION PROPERTIES 149
C CASE STUDIES FOR THE CROSS-SECTION PARAMETRIZATION 155
D EXPERIMENTAL SETUP 15
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Surface modelling for 2D imagery
Vector graphics provides powerful tools for drawing scalable 2D imagery. With
the rise of mobile computers, of different types of displays and image resolutions,
vector graphics is receiving an increasing amount of attention. However, vector
graphics is not the leading framework for creating and manipulating 2D imagery.
The reason for this reluctance of employing vector graphical frameworks is that it
is difficult to handle complex behaviour of colour across the 2D domain.
A challenging problem within vector graphics is to define smooth colour functions
across the image. In previous work, two approaches exist. The first approach,
known as diffusion curves, diffuses colours from a set of input curves and points.
The second approach, known as gradient meshes, defines smooth colour functions
from control meshes. These two approaches are incompatible: diffusion curves do
not support the local behaviour provided by gradient meshes and gradient meshes
do not support freeform curves as input. My research aims to narrow the gap between
diffusion curves and gradient meshes.
With this aim in mind, I propose solutions to create control meshes from freeform
curves. I demonstrate that these control meshes can be used to render a vector
primitive similar to diffusion curves using subdivision surfaces. With the use of
subdivision surfaces, instead of a diffusion process, colour gradients can be locally
controlled using colour-gradient curves associated with the input curves.
The advantage of local control is further explored in the setting of vector-centric
image processing. I demonstrate that a certain contrast enhancement profile, known
as the Cornsweet profile, can be modelled via surfaces in images. This approach
does not produce saturation artefacts related with previous filter-based methods.
Additionally, I demonstrate various approaches to artistic filtering, where the artist
locally models given artistic effects.
Gradient meshes are restricted to rectangular topology of the control meshes. I
argue that this restriction hinders the applicability of the approach and its potential
to be used with control meshes extracted from freeform curves. To this end, I
propose a mesh-based vector primitive that supports arbitrary manifold topology of
the mesh
A Comparison of GPU Tessellation Strategies for Multisided Patches
We propose an augmentation of the traditional tessellation pipeline with several different strategies that efficiently render multisided patches using generalised barycentric coordinates. The strategies involve different subdivision steps and the usage of textures. In addition, we show that adaptive tessellation techniques naturally extend to some of these strategies whereas others need a slight adjustment. The technique of Loop et al. [LSNC09], commonly known as ACC-2, is extended to multisided faces to illustrate the effectiveness of multisided techniques. A performance and quality comparison is made between the different strategies and remarks on the techniques and implementation details are provided
Virtual human modelling and animation for real-time sign language visualisation
>Magister Scientiae - MScThis thesis investigates the modelling and animation of virtual humans for real-time sign language visualisation. Sign languages are fully developed natural languages used by Deaf communities all over the world. These languages are communicated in a visual-gestural modality by the use of manual and non-manual gestures and are completely di erent from spoken languages. Manual gestures include the use of hand shapes, hand movements, hand locations and orientations of the palm in space. Non-manual gestures include the use of facial expressions, eye-gazes, head and upper body movements. Both manual and nonmanual gestures must be performed for sign languages to be correctly understood and interpreted. To e ectively visualise sign languages, a virtual human system must have models of adequate quality and be able to perform both manual and non-manual gesture animations in real-time. Our goal was to develop a methodology and establish an open framework by using various standards and open technologies to model and animate virtual humans of adequate quality to e ectively visualise sign languages. This open framework is to be used in a Machine Translation system that translates from a verbal language such as
English to any sign language. Standards and technologies we employed include H-Anim, MakeHuman, Blender, Python and SignWriting. We found it necessary to adapt and extend H-Anim to e ectively visualise sign languages. The adaptations and extensions we made to H-Anim include imposing joint rotational limits, developing exible hands and the addition of facial bones based on the MPEG-4 Facial De nition Parameters facial feature points for facial animation. By using these standards and technologies, we found
that we could circumvent a few di cult problems, such as: modelling high quality virtual humans; adapting and extending H-Anim; creating a sign language animation action vocabulary; blending between animations in an action vocabulary; sharing animation action data between our virtual humans; and e ectively visualising South African Sign Language.South Afric
Quad Meshing
Triangle meshes have been nearly ubiquitous in computer graphics, and a large body of data structures and geometry processing algorithms based on them has been developed in the literature. At the same time, quadrilateral meshes, especially semi-regular ones, have advantages for many applications, and significant progress was made in quadrilateral mesh generation and processing during the last several years. In this State of the Art Report, we discuss the advantages and problems of techniques operating on quadrilateral meshes, including surface analysis and mesh quality, simplification, adaptive refinement, alignment with features, parametrization, and remeshing
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