1,802 research outputs found

    Interactive inspection of complex multi-object industrial assemblies

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    The final publication is available at Springer via http://dx.doi.org/10.1016/j.cad.2016.06.005The use of virtual prototypes and digital models containing thousands of individual objects is commonplace in complex industrial applications like the cooperative design of huge ships. Designers are interested in selecting and editing specific sets of objects during the interactive inspection sessions. This is however not supported by standard visualization systems for huge models. In this paper we discuss in detail the concept of rendering front in multiresolution trees, their properties and the algorithms that construct the hierarchy and efficiently render it, applied to very complex CAD models, so that the model structure and the identities of objects are preserved. We also propose an algorithm for the interactive inspection of huge models which uses a rendering budget and supports selection of individual objects and sets of objects, displacement of the selected objects and real-time collision detection during these displacements. Our solution–based on the analysis of several existing view-dependent visualization schemes–uses a Hybrid Multiresolution Tree that mixes layers of exact geometry, simplified models and impostors, together with a time-critical, view-dependent algorithm and a Constrained Front. The algorithm has been successfully tested in real industrial environments; the models involved are presented and discussed in the paper.Peer ReviewedPostprint (author's final draft

    Space-Time Trade-offs for Stack-Based Algorithms

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    In memory-constrained algorithms we have read-only access to the input, and the number of additional variables is limited. In this paper we introduce the compressed stack technique, a method that allows to transform algorithms whose space bottleneck is a stack into memory-constrained algorithms. Given an algorithm \alg\ that runs in O(n) time using Θ(n)\Theta(n) variables, we can modify it so that it runs in O(n2/s)O(n^2/s) time using a workspace of O(s) variables (for any so(logn)s\in o(\log n)) or O(nlogn/logp)O(n\log n/\log p) time using O(plogn/logp)O(p\log n/\log p) variables (for any 2pn2\leq p\leq n). We also show how the technique can be applied to solve various geometric problems, namely computing the convex hull of a simple polygon, a triangulation of a monotone polygon, the shortest path between two points inside a monotone polygon, 1-dimensional pyramid approximation of a 1-dimensional vector, and the visibility profile of a point inside a simple polygon. Our approach exceeds or matches the best-known results for these problems in constant-workspace models (when they exist), and gives the first trade-off between the size of the workspace and running time. To the best of our knowledge, this is the first general framework for obtaining memory-constrained algorithms

    Kinetic and Dynamic Delaunay tetrahedralizations in three dimensions

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    We describe the implementation of algorithms to construct and maintain three-dimensional dynamic Delaunay triangulations with kinetic vertices using a three-simplex data structure. The code is capable of constructing the geometric dual, the Voronoi or Dirichlet tessellation. Initially, a given list of points is triangulated. Time evolution of the triangulation is not only governed by kinetic vertices but also by a changing number of vertices. We use three-dimensional simplex flip algorithms, a stochastic visibility walk algorithm for point location and in addition, we propose a new simple method of deleting vertices from an existing three-dimensional Delaunay triangulation while maintaining the Delaunay property. The dual Dirichlet tessellation can be used to solve differential equations on an irregular grid, to define partitions in cell tissue simulations, for collision detection etc.Comment: 29 pg (preprint), 12 figures, 1 table Title changed (mainly nomenclature), referee suggestions included, typos corrected, bibliography update
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