58 research outputs found
Rigging and Fabricating Creative Characters
创造力支持的造型技术常用于辅助普通用户的开放式造型过程.针对现有的大多数创造力支持的造型技术针对静止物体造型而设计,无法造型动态模型的问题,提出; 一种造型动态模型的技术,其造型结果是已蒙皮并可直接三维打印的模型.该技术分为模型进化与应用2个阶段.在模型进化阶段,用户从数据库内选择一组绑定的; 模型,迭代地产生一代代新模型,作为建议提示给用户,以激发灵感;在应用阶段,用户选择感兴趣的模型用于动画编辑与三维打印.实验结果表明,文中技术将造; 型、动画编辑与面向三维打印的模型分析集成至统一的框架,极大地帮助了用户的创意建模过程.Creative modeling techniques are commonly used to assist novice users in; open-ended 3D content creation. Most existing creative modeling methods; are mainly designed to model static objects only, not appropriate to; model dynamic models. We present a method for modeling dynamic creative; models which are rigged and fabricatable. There are two stages: models; evolution and application. During the models evolution stage, the users; select a small set of skinned watertight objects, our technique; iteratively synthesizes new creative characters for users to explore.; During the application stage, the users can choose those of interest for; animation or fabrication directly. Experiments demonstrate that the; proposed technique unifies modeling, animation and fabrication together,; facilitating the creative design process.国家自然科学基金; 国家科技支撑计划课
Computational design of skinned Quad-Robots
We present a computational design system that assists users to model, optimize, and fabricate quad-robots with soft skins. Our system addresses the challenging task of predicting their physical behavior by fully integrating the multibody dynamics of the mechanical skeleton and the elastic behavior of the soft skin. The developed motion control strategy uses an alternating optimization scheme to avoid expensive full space time-optimization, interleaving space-time optimization for the skeleton, and frame-by-frame optimization for the full dynamics. The output are motor torques to drive the robot to achieve a user prescribed motion trajectory. We also provide a collection of convenient engineering tools and empirical manufacturing guidance to support the fabrication of the designed quad-robot. We validate the feasibility of designs generated with our system through physics simulations and with a physically-fabricated prototype
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Design of Passive Dynamic Walking Robots for Additive Manufacture
Ongoing research in the direction of printable, non-assembly mechatronic systems give
rise to the need for multi-material printing, including electronics. However, there are robotic
systems that do not use electronic components and still exhibit complex dynamic behavior. Such
passive dynamic systems have the potential to save energy and component cost in the field of
robotics compared to actuated systems. Ongoing research in computational design synthesis of
passive dynamic systems aims at automatically generating robotic configurations based on a
given task. However, an automated design-to-fabrication process also requires a flexible
fabrication method. Towards the goal of printing functional, non-assembly passive dynamic
robots using Fused Deposition Modeling (FDM), this paper explores designing and fabricating
passive walking robots and all necessary components using single material FDM. Two
configurations of passive dynamic walkers are re-designed and fabricated in this paper. For one
of them all components are printed in one job and only little assembly after printing is needed.
However, the gait cycle of the second configuration is much more sensitive to small parametric
changes and therefore more flexible prototyping is needed in order to allow adjusting of the robot
after printing. Moreover, FDM printed robotic joints with sufficient smoothness and axial
stiffness are required and a variety of different joint assemblies are designed and tested for the
robot prototypes. Even though the most stable gait for the second robot is achieved using a metal
bearing instead of the FDM printed ones, this is not necessary for the first robot example. The
approach to prototyping with FDM presented in this paper allows achieving functionality through
design iteration without incurring significant cost. To arrive at feasible solutions, a modular
design approach allows to combine different joints, legs, feet and balancing weights and the
connection points of the different elements are adjustable after printing, which makes it possible
to shift the center of gravity and other variables of the robot.Mechanical Engineerin
3D Printing Model Optimization
The instantiation of 3D models has become much more convenient attributable to the development of 3D printing technology, but processing digital geometry now faces new difficulties. The model optimization inspired by 3D printing is summarized in this paper from the two processes of model creation and printing in order to be able to print out models that have accomplished some defined functionalities
Towards Zero-Waste Furniture Design
In traditional design, shapes are first conceived, and then fabricated. While
this decoupling simplifies the design process, it can result in inefficient
material usage, especially where off-cut pieces are hard to reuse. The
designer, in absence of explicit feedback on material usage remains helpless to
effectively adapt the design -- even though design variabilities exist. In this
paper, we investigate {\em waste minimizing furniture design} wherein based on
the current design, the user is presented with design variations that result in
more effective usage of materials. Technically, we dynamically analyze material
space layout to determine {\em which} parts to change and {\em how}, while
maintaining original design intent specified in the form of design constraints.
We evaluate the approach on simple and complex furniture design scenarios, and
demonstrate effective material usage that is difficult, if not impossible, to
achieve without computational support
Active Printed Materials for Complex Self-Evolving Deformations
We propose a new design of complex self-evolving structures that vary over time due to environmental interaction. In conventional 3D printing systems, materials are meant to be stable rather than active and fabricated models are designed and printed as static objects. Here, we introduce a novel approach for simulating and fabricating self-evolving structures that transform into a predetermined shape, changing property and function after fabrication. The new locally coordinated bending primitives combine into a single system, allowing for a global deformation which can stretch, fold and bend given environmental stimulus
Composing quadrilateral meshes for animation
The modeling-by-composition paradigm can be a powerful tool in modern animation pipelines. We propose two novel interactive techniques to compose 3D assets that enable the artists to freely remove, detach and combine components of organic models. The idea behind our methods is to preserve most of the original information in the input characters and blend accordingly where necessary.
The first method, QuadMixer, provides a robust tool to compose the quad layouts of watertight pure quadrilateral meshes, exploiting the boolean operations defined on triangles. Quad Layout is a crucial property for many applications since it conveys important information that would otherwise be destroyed by techniques that aim only at preserving the shape. Our technique keeps untouched all the quads in the patches which are not involved in the blending. The resulting meshes preserve the originally designed edge flows that, by construction, are captured and incorporated into the new quads.
SkinMixer extends this approach to compose skinned models, taking into account not only the surface but also the data structures for animating the character. We propose a new operation-based technique that preserves and smoothly merges meshes, skeletons, and skinning weights. The retopology approach of QuadMixer is extended to work on quad-dominant and arbitrary complex surfaces. Instead of relying on boolean operations on triangle meshes, we manipulate signed distance fields to generate an implicit surface. The results preserve most of the information in the input assets, blending accordingly in the intersection regions. The resulting characters are ready to be used in animation pipelines.
Given the high quality of the results generated, we believe that our methods could have a huge impact on the entertainment industry. Integrated into current software for 3D modeling, they would certainly provide a powerful tool for the artists. Allowing them to automatically reuse parts of their well-designed characters could lead to a new approach for creating models, which would significantly reduce the cost of the process
Boxelization: folding 3D objects into boxes
We present a method for transforming a 3D object into a cube or a box using a continuous folding sequence. Our method produces a single, connected object that can be physically fabricated and folded from one shape to the other. We segment the object into voxels and search for a voxel-tree that can fold from the input shape to the target shape. This involves three major steps: finding a good voxelization, finding the tree structure that can form the input and target shapes' configurations, and finding a non-intersecting folding sequence. We demonstrate our results on several input 3D objects and also physically fabricate some using a 3D printer
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