126 research outputs found
Three-dimensional metamorphosis: a survey
International audienceA metamorphosis or a (3D) morphing is the process of continuously transforming one object into another. 2D and 3D morphing are popular in computer animation, industrial design, and growth simulation. Since there is no intrinsic solution to the morphing problem, user interaction can be a key component of a morphing software. Many morphing techniques have been proposed in recent years for 2D and 3D objects. We present a survey of the various 3D approaches, giving special attention to the user interface. We show how the approaches are intimately related to the object representations. We conclude by sketching some morphing strategies for the future
3D mesh metamorphosis from spherical parameterization for conceptual design
Engineering product design is an information intensive decision-making
process that consists of several phases including design specification
definition, design concepts generation, detailed design and analysis,
and manufacturing. Usually, generating geometry models for
visualization is a big challenge for early stage conceptual design.
Complexity of existing computer aided design packages constrains
participation of people with various backgrounds in the design
process. In addition, many design processes do not take advantage of
the rich amount of legacy information available for new concepts
creation.
The research presented here explores the use of advanced graphical
techniques to quickly and efficiently merge legacy information with
new design concepts to rapidly create new conceptual product designs.
3D mesh metamorphosis framework 3DMeshMorpher was created to
construct new models by navigating in a shape-space of registered
design models. The framework is composed of: i) a fast spherical
parameterization method to map a geometric model (genus-0) onto a unit
sphere; ii) a geometric feature identification and picking technique
based on 3D skeleton extraction; and iii) a LOD controllable 3D
remeshing scheme with spherical mesh subdivision based on the
developedspherical parameterization. This efficient software framework
enables designers to create numerous geometric concepts in real time
with a simple graphical user interface.
The spherical parameterization method is focused on closed genus-zero
meshes. It is based upon barycentric coordinates with convex boundary.
Unlike most existing similar approaches which deal with each vertex in
the mesh equally, the method developed in this research focuses
primarily on resolving overlapping areas, which helps speed the
parameterization process. The algorithm starts by normalizing the
source mesh onto a unit sphere and followed by some initial relaxation
via Gauss-Seidel iterations. Due to its emphasis on solving only
challenging overlapping regions, this parameterization process is much
faster than existing spherical mapping methods.
To ensure the correspondence of features from different models, we
introduce a skeleton based feature identification and picking method
for features alignment. Unlike traditional methods that align single
point for each feature, this method can provide alignments for
complete feature areas. This could help users to create more
reasonable intermediate morphing results with preserved topological
features. This skeleton featuring framework could potentially be
extended to automatic features alignment for geometries with similar
topologies. The skeleton extracted could also be applied for other
applications such as skeleton-based animations.
The 3D remeshing algorithm with spherical mesh subdivision is
developed to generate a common connectivity for different mesh models.
This method is derived from the concept of spherical mesh subdivision.
The local recursive subdivision can be set to match the desired LOD
(level of details) for source spherical mesh. Such LOD is controllable
and this allows various outputs with different resolutions. Such
recursive subdivision then follows by a triangular correction process
which ensures valid triangulations for the remeshing. And the final
mesh merging and reconstruction process produces the remeshing model
with desired LOD specified from user. Usually the final merged model
contains all the geometric details from each model with reasonable
amount of vertices, unlike other existing methods that result in big
amount of vertices in the merged model. Such multi-resolution outputs
with controllable LOD could also be applied in various other computer
graphics applications such as computer games
2D multi-objective placement algorithm for free-form components
This article presents a generic method to solve 2D multi-objective placement
problem for free-form components. The proposed method is a relaxed placement
technique combined with an hybrid algorithm based on a genetic algorithm and a
separation algorithm. The genetic algorithm is used as a global optimizer and
is in charge of efficiently exploring the search space. The separation
algorithm is used to legalize solutions proposed by the global optimizer, so
that placement constraints are satisfied. A test case illustrates the
application of the proposed method. Extensions for solving the 3D problem are
given at the end of the article.Comment: ASME 2009 International Design Engineering Technical Conferences &
Computers and Information in Engineering Conference, San Diego : United
States (2009
matching, interpolation, and approximation ; a survey
In this survey we consider geometric techniques which have been used to
measure the similarity or distance between shapes, as well as to approximate
shapes, or interpolate between shapes. Shape is a modality which plays a key
role in many disciplines, ranging from computer vision to molecular biology.
We focus on algorithmic techniques based on computational geometry that have
been developed for shape matching, simplification, and morphing
Application of morphing technique with mesh-merging in rapid hull form generation
ABSTRACTMorphing is a geometric interpolation technique that is often used by the animation industry to transform one form into another seemingly seamlessly. It does this by producing a large number of ‘intermediate’ forms between the two ‘extreme’ or ‘parent’ forms. It has already been shown that morphing technique can be a powerful tool for form design and as such can be a useful addition to the armoury of product designers. Morphing procedure itself is simple and consists of straightforward linear interpolation. However, establishing the correspondence between vertices of the parent models is one of the most difficult and important tasks during a morphing process. This paper discusses the mesh-merging method employed for this process as against the already established mesh-regularising method. It has been found that the merging method minimises the need for manual manipulation, allowing automation to a large extent
Morphing Parallel Graph Drawings
A pair of straight-line drawings of a graph is called parallel if, for every edge of the graph, the line segment that represents the edge in one drawing is parallel with the line segment that represents the edge in the other drawing. We study the problem of morphing between pairs of parallel planar drawings of a graph, keeping all intermediate drawings planar and parallel with the source and target drawings. We call such a morph a parallel morph. Parallel morphs have application to graph visualization. The problem of deciding whether two parallel drawings in the plane admit a parallel morph turns out to be NP-hard in general. However, for some restricted classes of graphs and drawings, we can efficiently decide parallel morphability. Our main positive result is that every pair of parallel simple orthogonal drawings in the plane admits a parallel morph. We give an efficient algorithm that computes such a morph. The number of steps required in a morph produced by our algorithm is linear in the complexity of the graph, where a step involves moving each vertex along a straight line at constant speed. We prove that this upper bound on the number of steps is within a constant factor of the worst-case lower bound. We explore the related problem of computing a parallel morph where edges are required to change length monotonically, i.e. to be either non-increasing or non-decreasing in length. Although parallel orthogonally-convex polygons always admit a monotone parallel morph, deciding morphability under these constraints is NP-hard, even for orthogonal polygons. We also begin a study of parallel morphing in higher dimensions. Parallel drawings of trees in any dimension always admit a parallel morph. This is not so for parallel drawings of cycles in 3-space, even if orthogonal. Similarly, not all pairs of parallel orthogonal polyhedra admit a parallel morph, even if they are topological spheres. In fact, deciding parallel morphability turns out to be PSPACE-hard for both parallel orthogonal polyhedra, and parallel orthogonal drawings in 3-space
Shape Transformation of Multiple Objects Using Slices
3D shape transformation is usually confined to transformation between a pair of objects. The objective of this paper
is to look at shape transformation from a different perspective: instead of binding this concept between two objects,
the technique is extended to the concept of incorporating the characteristics of a number of objects in one body at a
time. Equal number of slices are generated from all objects. Slices may be parallel to each other or each slice may
have different orientation. Traversal of a data along its longitudinal direction may generate slices which are
differently oriented from each other. When multiple objects are transformed to one and is used as an influence shape,
it also works as incorporating multiple influence shapes at a time during transformation between two objects. The
paper shows the ease of implementation of this concept in sliced data and also discusses its extendibility
Tangent-ball techniques for shape processing
Shape processing defines a set of theoretical and algorithmic tools for creating, measuring and modifying digital representations of shapes. Such tools are of paramount importance to many disciplines of computer graphics, including modeling, animation, visualization, and image processing. Many applications of shape processing can be found in the entertainment and medical industries.
In an attempt to improve upon many previous shape processing techniques, the present thesis explores the theoretical and algorithmic aspects of a difference measure, which involves fitting a ball (disk in 2D and sphere in 3D) so that it has at least one tangential contact with each shape and the ball interior is disjoint from both shapes.
We propose a set of ball-based operators and discuss their properties, implementations, and applications. We divide the group of ball-based operations into unary and binary as follows:
Unary operators include:
* Identifying details (sharp, salient features, constrictions)
* Smoothing shapes by removing such details, replacing them by fillets and roundings
* Segmentation (recognition, abstract modelization via centerline and radius variation) of tubular structures
Binary operators include:
* Measuring the local discrepancy between two shapes
* Computing the average of two shapes
* Computing point-to-point correspondence between two shapes
* Computing circular trajectories between corresponding points that meet both shapes at right angles
* Using these trajectories to support smooth morphing (inbetweening)
* Using a curve morph to construct surfaces that interpolate between contours on consecutive slices
The technical contributions of this thesis focus on the implementation of these tangent-ball operators and their usefulness in applications of shape processing. We show specific applications in the areas of animation and computer-aided medical diagnosis. These algorithms are simple to implement, mathematically elegant, and fast to execute.Ph.D.Committee Chair: Jarek Rossignac; Committee Member: Greg Slabaugh; Committee Member: Greg Turk; Committee Member: Karen Liu; Committee Member: Maryann Simmon
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