6 research outputs found
Case Studies in Cost-Optimized Paneling of Architectural Freeform Surfaces
Paneling an architectural freeform surface refers to an approximation of the de- sign surface by a set of panels that can be manufactured using a selected technology at a reasonable cost, while respecting the design intent and achieving the desired aesthetic quality of panel layout and surface smoothness. Eigensatz and co-workers have recently introduced a computational solution to the paneling problem that allows handling large-scale freeform surfaces involving complex arrangements of thousands of panels. We extend this paneling algorithm to facilitate effective design exploration, in particular for local control of tolerance margins and the handling of sharp crease lines. We focus on the practical aspects relevant for the realization of large-scale freeform designs and evaluate the performance of the paneling algorithm with a number of case studies
Basic operations of form-making.
Thesis (Ph. D.)--Massachusetts Institute of Technology, Dept. of Architecture, February 1987.MICROFICHE COPY AVAILABLE IN ARCHIVES AND ROTCH.Includes bibliographies.Making forms is essentially a matter of arranging things, and arranging things is essentially to establish spatial relations among selected elements. The thesis provides a minimal set of basic operations believed to be sufficient for constructing any given configuration. These basic operations can aggregate to make compound operations handy to designers. Both the basic and the compound operations are called 'arrangement moves'. Two kinds of basic moves are distinguished: the generic moves, which construct only generic relations such as 'connection', 'separation', etc.; and the ordering moves, which are characterized by using virtual 'lines' as references in establishing spatial relations. A physical design is viewed as finding a correct arrangement that satisfies given constraints. Ordering moves are viewed as an operational foundation that makes such exploration of formal arrangement possible. The thesis demonstrates that arrangement moves can describe any individual form by reconstructing it; arrangement moves can also describe any family of forms by formulating rules governing the form family. It is further demonstrated that the basic arrangement moves have inherent properties capable of constructing inference rules for perceiving spatial relations. Based on the fact that arrangement moves can sufficiently construct forms, representing rules of forms, and perceiving spatial relations, it is of particular interest to the development of a computational design system that can do arrangements, know form rules, and can check arrangements against rules.by Ming-Hung Wang.Ph.D
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Interactive, Computation Assisted Design Tools
Realistic modeling, rendering, and animation of physical and virtual shapes have matured significantly over the last few decades. Yet, the creation and subsequent modeling of three-dimensional shapes remains a tedious task which requires not only artistic and creative talent, but also significant technical skill. The perfection witnessed in computer-generated feature films requires extensive manual processing and touch-ups. Every researcher working in graphics and related fields has likely experienced the difficulty of creating even a moderate-quality 3D model, whether based on a mental concept, a hand sketch, or inspirations from one or more photographs or existing 3D designs. This situation, frequently referred to as the content creation bottleneck, is arguably the major obstacle to making computer graphics as ubiquitous as it could be. Classical modeling techniques have primarily dealt with local or low-level geometric entities (e.g., points or triangles) and criteria (e.g., smoothness or detail preservation), lacking the freedom necessary to produce novel and creative content.
A major unresolved challenge towards a new unhindered design paradigm is how to support the design process to create visually pleasing and yet functional objects by users who lack specialized skills and training. Most of the existing geometric modeling tools are intended either for use by experts (e.g., computer-aided design [CAD] systems) or for modeling objects whose visual aspects are the only consideration (e.g., computer graphics modeling systems). Furthermore, rapid prototyping, brought on by technological advances 3D printing has drastically altered production and consumption practices. These technologies empower individuals to design and produce original objects, customized according to their own needs. Thus, a new generation of design tools is needed to support both the creation of designs within the domain's constraints, that not only allows capturing the novice user's design intent but also meets the fabrication constraints such that the designs can be realized with minimal tweaking by experts.
To fill this void, the premise of this thesis relies on the following two tenets:
1. users benefit from an interactive design environment that allows novice users to continuously explore a design space and immediately see the tradeoffs of their design choices.
2. the machine's processing power is used to assist and guide the user to maintain constraints imposed by the problem domain (e.g., fabrication/material constraints) as well as help the user in exploring feasible solutions close to their design intent.
Finding the appropriate balance between interactive design tools and the computation needed for productive workflows is the problem addressed by this thesis. This thesis makes the following contributions:
1. We take a close look at thin shells--materials that have a thickness significantly smaller than other dimensions. Towards the goal of achieving interactive and controllable simulations we realize a particular geometric insight to develop an efficient bending model for the simulation of thin shells. Under isometric deformations (deformations that undergo little to no stretching), we can reduce the nonlinear bending energy into a cubic polynomial that has a linear Hessian. This linear Hessian can be further approximated with a constant one, providing significant speedups during simulation. We also build upon this simple bending model and show how orthotropic materials can be modeled and simulated efficiently.
2. We study the theory of Chebyshev nets--a geometric model of woven materials using a two-dimensional net composed of inextensible yarns. The theory of Chebyshev nets sheds some light on their limitations in globally covering a target surface. As it turns out, Chebyshev nets are a good geometric model for wire meshes, free-form surfaces composed of woven wires arranged in a regular grid. In the context of designing sculptures with wire mesh, we rely on the mathematical theory laid out by Hazzidakis~\cite{Hazzidakis1879} to determine an artistically driven workflow for approximately covering a target surface with a wire mesh, while globally maintaining material and fabrication constraints. This alleviates the user from worrying about feasibility and allows focus on design.
3. Finally, we present a practical design tool for the design and exploration of reconfigurables, defined as an object or collection of objects whose transformation between various states defines its functionality or aesthetic appeal (e.g., a mechanical assembly composed of interlocking pieces, a transforming folding bicycle, or a space-saving arrangement of apartment furniture). A novel space-time collision detection and response technique is presented that can be used to create an interactive workflow for managing and designing objects with various states. This work also considers a graph-based timeline during the design process instead of the traditional linear timeline and shows its many benefits as well as challenges for the design of reconfigurables
“A Certain Brauch:” German-Georgian Palatine and Rhenish Immigrant Houses in Columbia County, New York and their Vernacular Architectural Roots
In this archaeological and architectural survey of 18th Century Palatine and Rhenish immigrant houses in New York\u27s Hudson Valley, specifically in Columbia County, I track the development of three houses from their earliest vernacular forms to those touched by the Georgian influence. The Georgian worldview, stemming from European Enlightenment ideals, began permeating colonial American society in the 18th Century. It\u27s influence first began to touch the wealthy and elite most connected with mother Europe, and then trickled into more common society. I chronicle and analyze Germantown, NY\u27s Reformed Sanctity Church Parsonage, Germantown, NY\u27s Simeon Rockefeller House, and Clermont, NY\u27s Stone Jug for their adherence to and deviation from vernacular Rhenish architectural forms, as well as their journey to the Georgianized, or German-Georgian forms in which they sit today. I also begin to analyze the development of these houses for ethnohistorically supported potential implications on worldview, and the development of Palatine culture in Colonial New York
Symmetry in 3D shapes - analysis and applications to model synthesis
Symmetry is an essential property of a shapes\u27 appearance and presents a source of information for structure-aware deformation and model synthesis. This thesis proposes feature-based methods to detect symmetry and regularity in 3D shapes and demonstrates the utilization of symmetry information for content generation. First, we will introduce two novel feature detection techniques that extract salient keypoints and feature lines for a 3D shape respectively. Further, we will propose a randomized, feature-based approach to detect symmetries and decompose the shape into recurring building blocks. Then, we will present the concept of docking sites that allows us to derive a set of shape operations from an exemplar and will produce similar shapes. This is a key insight of this thesis and opens up a new perspective on inverse procedural modeling. Finally, we will present an interactive, structure-aware deformation technique based entirely on regular patterns.Symmetrie ist eine essentielle Eigenschaft für das Aussehen eines Objekts und bietet eine Informationsquelle für strukturerhaltende Deformation und Modellsynthese. Diese Arbeit beschäftigt sich mit merkmalsbasierter Symmetrieerkennung in 3D-Objekten und der Synthese von 3D-Modellen mittels Symmetrieinformationen. Zunächst stellen wir zwei neue Verfahren zur Merkmalserkennung vor, die hervorstechende Punkte bzw. Linien in 3D-Objekten erkennen. Darauf aufbauend beschreiben wir einen randomisierten, merkmalsbasierten Ansatz zur Symmetrieerkennung, der ein Objekt in sich wiederholende Bausteine zerlegt. Des Weiteren führen wir ein Konzept zur Modifikation von Objekten ein, welches Andockstellen in Geometrie berechnet und zur Generierung von ähnlichen Objekten eingesetzt werden kann. Dieses Konzept eröffnet völlig neue Möglichkeiten für die Ermittlung von prozeduralen Regeln aus Beispielen. Zum Schluss präsentieren wir eine interaktive Technik zur strukturerhaltenden Deformation, welche komplett auf regulären Strukturen basiert
Generative Mesh Modeling
Generative Modeling is an alternative approach for the description of three-dimensional shape. The basic idea is to represent a model not as usual by an agglomeration of geometric primitives (triangles, point clouds, NURBS patches), but by functions. The paradigm change from objects to operations allows for a procedural representation of procedural shapes, such as most man-made objects. Instead of storing only the result of a 3D construction, the construction process itself is stored in a model file. The generative approach opens truly new perspectives in many ways, among others also for 3D knowledge management. It permits for instance to resort to a repository of already solved modeling problems, in order to re-use this knowledge also in different, slightly varied situations. The construction knowledge can be collected in digital libraries containing domain-specific parametric modeling tools. A concrete realization of this approach is a new general description language for 3D models, the "Generative Modeling Language" GML. As a Turing-complete "shape programming language" it is a basis of existing, primitv based 3D model formats. Together with its Runtime engine the GML permits - to store highly complex 3D models in a compact form, - to evaluate the description within fractions of a second, - to adaptively tesselate and to interactively display the model, - and even to change the models high-level parameters at runtime.Die generative Modellierung ist ein alternativer Ansatz zur Beschreibung von dreidimensionaler Form. Zugrunde liegt die Idee, ein Modell nicht wie üblich durch eine Ansammlung geometrischer Primitive (Dreiecke, Punkte, NURBS-Patches) zu beschreiben, sondern durch Funktionen. Der Paradigmenwechsel von Objekten zu Geometrie-erzeugenden Operationen ermöglicht es, prozedurale Modelle auch prozedural zu repräsentieren. Statt das Resultat eines 3D-Konstruktionsprozesses zu speichern, kann so der Konstruktionsprozess selber repräsentiert werden. Der generative Ansatz eröffnet unter anderem gänzlich neue Perspektiven für das Wissensmanagement im 3D-Bereich. Er ermöglicht etwa, auf einen Fundus bereits gelöster Konstruktions-Aufgaben zurückzugreifen, um sie in ähnlichen, aber leicht variierten Situationen wiederverwenden zu können. Das Konstruktions-Wissen kann dazu in Form von Bibliotheken parametrisierter, Domänen-spezifischer Modellier-Werkzeuge gesammelt werden. Konkret wird dazu eine neue allgemeine Modell-Beschreibungs-Sprache vorgeschlagen, die "Generative Modeling Language" GML. Als Turing-mächtige "Programmiersprache für Form" stellt sie eine echte Verallgemeinerung existierender Primitiv-basierter 3D-Modellformate dar. Zusammen mit ihrer Runtime-Engine erlaubt die GML, - hochkomplexe 3D-Objekte extrem kompakt zu beschreiben, - die Beschreibung innerhalb von Sekundenbruchteilen auszuwerten, - das Modell adaptiv darzustellen und interaktiv zu betrachten, - und die Modell-Parameter interaktiv zu verändern