713 research outputs found

    Shape Animation with Combined Captured and Simulated Dynamics

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    We present a novel volumetric animation generation framework to create new types of animations from raw 3D surface or point cloud sequence of captured real performances. The framework considers as input time incoherent 3D observations of a moving shape, and is thus particularly suitable for the output of performance capture platforms. In our system, a suitable virtual representation of the actor is built from real captures that allows seamless combination and simulation with virtual external forces and objects, in which the original captured actor can be reshaped, disassembled or reassembled from user-specified virtual physics. Instead of using the dominant surface-based geometric representation of the capture, which is less suitable for volumetric effects, our pipeline exploits Centroidal Voronoi tessellation decompositions as unified volumetric representation of the real captured actor, which we show can be used seamlessly as a building block for all processing stages, from capture and tracking to virtual physic simulation. The representation makes no human specific assumption and can be used to capture and re-simulate the actor with props or other moving scenery elements. We demonstrate the potential of this pipeline for virtual reanimation of a real captured event with various unprecedented volumetric visual effects, such as volumetric distortion, erosion, morphing, gravity pull, or collisions

    Analysis of shell-type structures subjected to time-dependent mechanical and thermal loading

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    This research is performed to develop a general mathematical model and solution methodologies for analyzing structural response of thin, metallic shell-type structures under large transient, cyclic or static thermomechanical loads. Among the system responses, which are associated with these load conditions, are thermal buckling, creep buckling, and ratcheting. Thus, geometric as well as material-type nonlinearities (of high order) can be anticipated and must be considered in the development of the mathematical model. Furthermore, this must also be accommodated in the solution procedures

    Influence of boundary conditions and geometric imperfections on lateral–torsional buckling resistance of a pultruded FRP I-beam by FEA

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    Presented are results from geometric non-linear finite element analyses to examine the lateral torsional buckling (LTB) resistance of a Pultruded fibre reinforced polymer (FRP) I-beam when initial geometric imperfections associated with the LTB mode shape are introduced. A data reduction method is proposed to define the limiting buckling load and the method is used to present strength results for a range of beam slendernesses and geometric imperfections. Prior to reporting on these non-linear analyses, Eigenvalue FE analyses are used to establish the influence on resistance of changing load height or displacement boundary conditions. By comparing predictions for the beam with either FRP or steel elastic constants it is found that the former has a relatively larger effect on buckling strength with changes in load height and end warping fixity. The developed finite element modelling methodology will enable parametric studies to be performed for the development of closed form formulae that will be reliable for the design of FRP beams against LTB failure

    On materially and geometrically non-linear analysis of reinforced concrete planar frames

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    A family of new beam finite elements for geometrically and materially non-linear static analysis of reinforced concrete planar frames is derived, in which strain measures are the only interpolated unknowns, and where the constitutive and equilibrium internal forces are equal at integration points. The strain-localization caused by the strain-softening at cross-sections is resolved by the introduction of a `short constant-strain element'. Comparisons between numerical and experimental results on planar frames in pre- and post-critical states show both good accuracy and computational efficiency of the present formulation. (C) 2004 Elsevier Ltd. All rights reserved

    Shape Animation with Combined Captured and Simulated Dynamics

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    We present a novel volumetric animation generation framework to create new types of animations from raw 3D surface or point cloud sequence of captured real performances. The framework considers as input time incoherent 3D observations of a moving shape, and is thus particularly suitable for the output of performance capture platforms. In our system, a suitable virtual representation of the actor is built from real captures that allows seamless combination and simulation with virtual external forces and objects, in which the original captured actor can be reshaped, disassembled or reassembled from user-specified virtual physics. Instead of using the dominant surface-based geometric representation of the capture, which is less suitable for volumetric effects, our pipeline exploits Centroidal Voronoi tessellation decompositions as unified volumetric representation of the real captured actor, which we show can be used seamlessly as a building block for all processing stages, from capture and tracking to virtual physic simulation. The representation makes no human specific assumption and can be used to capture and re-simulate the actor with props or other moving scenery elements. We demonstrate the potential of this pipeline for virtual reanimation of a real captured event with various unprecedented volumetric visual effects, such as volumetric distortion, erosion, morphing, gravity pull, or collisions

    PAVEL: Decorative Patterns with Packed Volumetric Elements

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    Many real-world hand-crafted objects are decorated with elements that are packed onto the object's surface and deformed to cover it as much as possible. Examples are artisanal ceramics and metal jewelry. Inspired by these objects, we present a method to enrich surfaces with packed volumetric decorations. Our algorithm works by first determining the locations in which to add the decorative elements and then removing the non-physical overlap between them while preserving the decoration volume. For the placement, we support several strategies depending on the desired overall motif. To remove the overlap, we use an approach based on implicit deformable models creating the qualitative effect of plastic warping while avoiding expensive and hard-to-control physical simulations. Our decorative elements can be used to enhance virtual surfaces, as well as 3D-printed pieces, by assembling the decorations onto real-surfaces to obtain tangible reproductions.Comment: 11 page

    Error-Bounded and Feature Preserving Surface Remeshing with Minimal Angle Improvement

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    The typical goal of surface remeshing consists in finding a mesh that is (1) geometrically faithful to the original geometry, (2) as coarse as possible to obtain a low-complexity representation and (3) free of bad elements that would hamper the desired application. In this paper, we design an algorithm to address all three optimization goals simultaneously. The user specifies desired bounds on approximation error {\delta}, minimal interior angle {\theta} and maximum mesh complexity N (number of vertices). Since such a desired mesh might not even exist, our optimization framework treats only the approximation error bound {\delta} as a hard constraint and the other two criteria as optimization goals. More specifically, we iteratively perform carefully prioritized local operators, whenever they do not violate the approximation error bound and improve the mesh otherwise. In this way our optimization framework greedily searches for the coarsest mesh with minimal interior angle above {\theta} and approximation error bounded by {\delta}. Fast runtime is enabled by a local approximation error estimation, while implicit feature preservation is obtained by specifically designed vertex relocation operators. Experiments show that our approach delivers high-quality meshes with implicitly preserved features and better balances between geometric fidelity, mesh complexity and element quality than the state-of-the-art.Comment: 14 pages, 20 figures. Submitted to IEEE Transactions on Visualization and Computer Graphic
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