142 research outputs found

    Doctor of Philosophy

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    dissertationWhile boundary representations, such as nonuniform rational B-spline (NURBS) surfaces, have traditionally well served the needs of the modeling community, they have not seen widespread adoption among the wider engineering discipline. There is a common perception that NURBS are slow to evaluate and complex to implement. Whereas computer-aided design commonly deals with surfaces, the engineering community must deal with materials that have thickness. Traditional visualization techniques have avoided NURBS, and there has been little cross-talk between the rich spline approximation community and the larger engineering field. Recently there has been a strong desire to marry the modeling and analysis phases of the iterative design cycle, be it in car design, turbulent flow simulation around an airfoil, or lighting design. Research has demonstrated that employing a single representation throughout the cycle has key advantages. Furthermore, novel manufacturing techniques employing heterogeneous materials require the introduction of volumetric modeling representations. There is little question that fields such as scientific visualization and mechanical engineering could benefit from the powerful approximation properties of splines. In this dissertation, we remove several hurdles to the application of NURBS to problems in engineering and demonstrate how their unique properties can be leveraged to solve problems of interest

    A Method of Rendering CSG-Type Solids Using a Hybrid of Conventional Rendering Methods and Ray Tracing Techniques

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    This thesis describes a fast, efficient and innovative algorithm for producing shaded, still images of complex objects, built using constructive solid geometry ( CSG ) techniques. The algorithm uses a hybrid of conventional rendering methods and ray tracing techniques. A description of existing modelling and rendering methods is given in chapters 1, 2 and 3, with emphasis on the data structures and rendering techniques selected for incorporation in the hybrid method. Chapter 4 gives a general description of the hybrid method. This method processes data in the screen coordinate system and generates images in scan-line order. Scan lines are divided into spans (or segments) using the bounding rectangles of primitives calculated in screen coordinates. Conventional rendering methods and ray tracing techniques are used interchangeably along each scan-line. The method used is detennined by the number of primitives associated with a particular span. Conventional rendering methods are used when only one primitive is associated with a span, ray tracing techniques are used for hidden surface removal when two or more primitives are involved. In the latter case each pixel in the span is evaluated by accessing the polygon that is visible within each primitive associated with the span. The depth values (i. e. z-coordinates derived from the 3-dimensional definition) of the polygons involved are deduced for the pixel's position using linear interpolation. These values are used to determine the visible polygon. The CSG tree is accessed from the bottom upwards via an ordered index that enables the 'visible' primitives on any particular scan-line to be efficiently located. Within each primitive an ordered path through the data structure provides the polygons potentially visible on a particular scan-line. Lists of the active primitives and paths to potentially visible polygons are maintained throughout the rendering step and enable span coherence and scan-line coherence to be fully utilised. The results of tests with a range of typical objects and scenes are provided in chapter 5. These results show that the hybrid algorithm is significantly faster than full ray tracing algorithms

    Overview of database projects

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    The use of entity and object oriented data modeling techniques for managing Computer Aided Design (CAD) is explored

    Photorealistic physically based render engines: a comparative study

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    Pérez Roig, F. (2012). Photorealistic physically based render engines: a comparative study. http://hdl.handle.net/10251/14797.Archivo delegad

    Development of advanced geometric models and acceleration techniques for Monte Carlo simulation in Medical Physics

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    Els programes de simulació Monte Carlo de caràcter general s'utilitzen actualment en una gran varietat d'aplicacions.Tot i això, els models geomètrics implementats en la majoria de programes imposen certes limitacions a la forma dels objectes que es poden definir. Aquests models no són adequats per descriure les superfícies arbitràries que es troben en estructures anatòmiques o en certs aparells mèdics i, conseqüentment, algunes aplicacions que requereixen l'ús de models geomètrics molt detallats no poden ser acuradament estudiades amb aquests programes.L'objectiu d'aquesta tesi doctoral és el desenvolupament de models geomètrics i computacionals que facilitin la descripció dels objectes complexes que es troben en aplicacions de física mèdica. Concretament, dos nous programes de simulació Monte Carlo basats en PENELOPE han sigut desenvolupats. El primer programa, penEasy, utilitza un algoritme de caràcter general estructurat i inclou diversos models de fonts de radiació i detectors que permeten simular fàcilment un gran nombre d'aplicacions. Les noves rutines geomètriques utilitzades per aquest programa, penVox, extenen el model geomètric estàndard de PENELOPE, basat en superfícices quàdriques, per permetre la utilització d'objectes voxelitzats. Aquests objectes poden ser creats utilitzant la informació anatòmica obtinguda amb una tomografia computeritzada i, per tant, aquest model geomètric és útil per simular aplicacions que requereixen l'ús de l'anatomia de pacients reals (per exemple, la planificació radioterapèutica). El segon programa, penMesh, utilitza malles de triangles per definir la forma dels objectes simulats. Aquesta tècnica, que s'utilitza freqüentment en el camp del disseny per ordinador, permet representar superfícies arbitràries i és útil per simulacions que requereixen un gran detall en la descripció de la geometria, com per exemple l'obtenció d'imatges de raig x del cos humà.Per reduir els inconvenients causats pels llargs temps d'execució, els algoritmes implementats en els nous programes s'han accelerat utilitzant tècniques sofisticades, com per exemple una estructura octree. També s'ha desenvolupat un paquet de programari per a la paral·lelització de simulacions Monte Carlo, anomentat clonEasy, que redueix el temps real de càlcul de forma proporcional al nombre de processadors que s'utilitzen.Els programes de simulació que es presenten en aquesta tesi són gratuïts i de codi lliures. Aquests programes s'han provat en aplicacions realistes de física mèdica i s'han comparat amb altres programes i amb mesures experimentals.Per tant, actualment ja estan llestos per la seva distribució pública i per la seva aplicació a problemes reals.Monte Carlo simulation of radiation transport is currently applied in a large variety of areas. However, the geometric models implemented in most general-purpose codes impose limitations on the shape of the objects that can be defined. These models are not well suited to represent the free-form (i.e., arbitrary) shapes found in anatomic structures or complex medical devices. As a result, some clinical applications that require the use of highly detailed phantoms can not be properly addressed.This thesis is devoted to the development of advanced geometric models and accelration techniques that facilitate the use of state-of-the-art Monte Carlo simulation in medical physics applications involving detailed anatomical phantoms. To this end, two new codes, based on the PENELOPE package, have been developed. The first code, penEasy, implements a modular, general-purpose main program and provides various source models and tallies that can be readily used to simulate a wide spectrum of problems. Its associated geometry routines, penVox, extend the standard PENELOPE geometry, based on quadric surfaces, to allow the definition of voxelised phantoms. This kind of phantoms can be generated using the information provided by a computed tomography and, therefore, penVox is convenient for simulating problems that require the use of the anatomy of real patients (e.g., radiotherapy treatment planning). The second code, penMesh, utilises closed triangle meshes to define the boundary of each simulated object. This approach, which is frequently used in computer graphics and computer-aided design, makes it possible to represent arbitrary surfaces and it is suitable for simulations requiring a high anatomical detail (e.g., medical imaging).A set of software tools for the parallelisation of Monte Carlo simulations, clonEasy, has also been developed. These tools can reduce the simulation time by a factor that is roughly proportional to the number of processors available and, therefore, facilitate the study of complex settings that may require unaffordable execution times in a sequential simulation.The computer codes presented in this thesis have been tested in realistic medical physics applications and compared with other Monte Carlo codes and experimental data. Therefore, these codes are ready to be publicly distributed as free and open software and applied to real-life problems.Postprint (published version

    Drawing from motion capture : developing visual languages of animation

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    The work presented in this thesis aims to explore novel approaches of combining motion capture with drawing and 3D animation. As the art form of animation matures, possibilities of hybrid techniques become more feasible, and crosses between traditional and digital media provide new opportunities for artistic expression. 3D computer animation is used for its keyframing and rendering advancements, that result in complex pipelines where different areas of technical and artistic specialists contribute to the end result. Motion capture is mostly used for realistic animation, more often than not for live-action filmmaking, as a visual effect. Realistic animated films depend on retargeting techniques, designed to preserve actors performances with a high degree of accuracy. In this thesis, we investigate alternative production methods that do not depend on retargeting, and provide animators with greater options for experimentation and expressivity. As motion capture data is a great source for naturalistic movements, we aim to combine it with interactive methods such as digital sculpting and 3D drawing. As drawing is predominately used in preproduction, in both the case of realistic animation and visual effects, we embed it instead to alternative production methods, where artists can benefit from improvisation and expression, while emerging in a three-dimensional environment. Additionally, we apply these alternative methods for the visual development of animation, where they become relevant for the creation of specific visual languages that can be used to articulate concrete ideas for storytelling in animation

    Computer-Assisted Interactive Documentary and Performance Arts in Illimitable Space

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    This major component of the research described in this thesis is 3D computer graphics, specifically the realistic physics-based softbody simulation and haptic responsive environments. Minor components include advanced human-computer interaction environments, non-linear documentary storytelling, and theatre performance. The journey of this research has been unusual because it requires a researcher with solid knowledge and background in multiple disciplines; who also has to be creative and sensitive in order to combine the possible areas into a new research direction. [...] It focuses on the advanced computer graphics and emerges from experimental cinematic works and theatrical artistic practices. Some development content and installations are completed to prove and evaluate the described concepts and to be convincing. [...] To summarize, the resulting work involves not only artistic creativity, but solving or combining technological hurdles in motion tracking, pattern recognition, force feedback control, etc., with the available documentary footage on film, video, or images, and text via a variety of devices [....] and programming, and installing all the needed interfaces such that it all works in real-time. Thus, the contribution to the knowledge advancement is in solving these interfacing problems and the real-time aspects of the interaction that have uses in film industry, fashion industry, new age interactive theatre, computer games, and web-based technologies and services for entertainment and education. It also includes building up on this experience to integrate Kinect- and haptic-based interaction, artistic scenery rendering, and other forms of control. This research work connects all the research disciplines, seemingly disjoint fields of research, such as computer graphics, documentary film, interactive media, and theatre performance together.Comment: PhD thesis copy; 272 pages, 83 figures, 6 algorithm

    A Line/Trimmed NURBS Surface Intersection Algorithm Using Matrix Representations

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    International audienceWe contribute a reliable line/surface intersection method for trimmed NURBS surfaces, based on a novel matrix-based implicit representation and numerical methods in linear algebra such as singular value decomposition and the computation of generalized eigenvalues and eigenvectors. A careful treatment of degenerate cases makes our approach robust to intersection points with multiple pre-images. We then apply our intersection algorithm to mesh NURBS surfaces through Delaunay refinement. We demonstrate the added value of our approach in terms of accuracy and treatment of degenerate cases, by providing comparisons with other intersection approaches as well as a variety of meshing experiments
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