4,106 research outputs found

    Virtual bloXing - assembly rapid prototyping for near net shapes

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    Virtual reality (VR) provides another dimension to many engineering applications. Its immersive and interactive nature allows an intuitive approach to study both cognitive activities and performance evaluation. Market competitiveness means having products meet form, fit and function quickly. Rapid Prototyping and Manufacturing (RP&M) technologies are increasingly being applied to produce functional prototypes and the direct manufacturing of small components. Despite its flexibility, these systems have common drawbacks such as slow build rates, a limited number of build axes (typically one) and the need for post processing. This paper presents a Virtual Assembly Rapid Prototyping (VARP) project which involves evaluating cognitive activities in assembly tasks based on the adoption of immersive virtual reality along with a novel nonlayered rapid prototyping for near net shape (NNS) manufacturing of components. It is envisaged that this integrated project will facilitate a better understanding of design for manufacture and assembly by utilising equivalent scale digital and physical prototyping in one rapid prototyping system. The state of the art of the VARP project is also presented in this paper

    Data-Driven Shape Analysis and Processing

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    Data-driven methods play an increasingly important role in discovering geometric, structural, and semantic relationships between 3D shapes in collections, and applying this analysis to support intelligent modeling, editing, and visualization of geometric data. In contrast to traditional approaches, a key feature of data-driven approaches is that they aggregate information from a collection of shapes to improve the analysis and processing of individual shapes. In addition, they are able to learn models that reason about properties and relationships of shapes without relying on hard-coded rules or explicitly programmed instructions. We provide an overview of the main concepts and components of these techniques, and discuss their application to shape classification, segmentation, matching, reconstruction, modeling and exploration, as well as scene analysis and synthesis, through reviewing the literature and relating the existing works with both qualitative and numerical comparisons. We conclude our report with ideas that can inspire future research in data-driven shape analysis and processing.Comment: 10 pages, 19 figure

    A Survey of Procedural Techniques for City Generation

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    The computer game industry requires a skilled workforce and this combined with the complexity of modern games, means that production costs are extremely high. One of the most time consuming aspects is the creation of game geometry, the virtual world which the players inhabit. Procedural techniques have been used within computer graphics to create natural textures, simulate special effects and generate complex natural models including trees and waterfalls. It is these procedural techniques that we intend to harness to generate geometry and textures suitable for a game situated in an urban environment. Procedural techniques can provide many benefits for computer graphics applications when the correct algorithm is used. An overview of several commonly used procedural techniques including fractals, L-systems, Perlin noise, tiling systems and cellular basis is provided. The function of each technique and the resulting output they create are discussed to better understand their characteristics, benefits and relevance to the city generation problem. City generation is the creation of an urban area which necessitates the creation of buildings, situated along streets and arranged in appropriate patterns. Some research has already taken place into recreating road network patterns and generating buildings that can vary in function and architectural style. We will study the main body of existing research into procedural city generation and provide an overview of their implementations and a critique of their functionality and results. Finally we present areas in which further research into the generation of cities is required and outline our research goals for city generation

    Increasing the performance and realism of procedurally generated buildings

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    As multimedia such as games and movies grow, so does the need for content. Textures, 3D models, expansive terrain, sound effects, and other data must be generated to support and enrich these multimedia productions. As this need for content continues to grow, two critical problems emerge: the cost of hiring artists to create the content becomes extremely large, as does the amount of memory needed to store and manipulate the content.;To combat these issues, procedural content generation, or content generated algorithmically rather than via an artist, has been introduced. Algorithmically generating content allows for rapid creation of large amounts of certain classes of content with little human effort; further, this content can be represented extremely compactly, often by only exposing a handful of parameters.;In the realm of 3D building generation, split grammars have proven useful for generating a wide variety of buildings while being relatively intuitive. These split grammars have been used to generate entire cities full of detailed buildings with a fairly small number of rules.;Split grammars have two important areas which can be expanded upon: first, the writing of an appropriate grammar can require a significant amount of work and knowledge, especially when a grammar is required that must follow a certain building style while providing a high degree of variation. Second, applying these grammars to produce a building can be slow, often requiring an offline pregeneration phase which eliminates the usefulness the size benefits of the grammar\u27s compactness.;For the first problem, we propose a data mining approach to refining preexisting grammars, wherein a user can specify buildings which they prefer, and from these preferences a set of rules will be generated that will guide future building generation. We will show that the generated rules have a high degree of accuracy when used to predict whether a user will like or dislike a building, often in the upper 90%.;For the second problem, we provide two areas of improvement: a preprocessing step which parses a split grammar to make it easier and more efficient to apply the grammar without loss of generality, and a scheme that allows the execution of a grammar entirely within a geometry shader on a modern graphics processing unit (GPU) such that building generation can take advantage of the parallelization found on modern graphics cards. We will show that this second improvement can provide a speed benefit anywhere between 3 and 10 times a purely CPU approach, with further speed benefits possible depending on the nature of the grammars

    Summary of photovoltaic system performance models

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    A detailed overview of photovoltaics (PV) performance modeling capabilities developed for analyzing PV system and component design and policy issues is provided. A set of 10 performance models are selected which span a representative range of capabilities from generalized first order calculations to highly specialized electrical network simulations. A set of performance modeling topics and characteristics is defined and used to examine some of the major issues associated with photovoltaic performance modeling. Each of the models is described in the context of these topics and characteristics to assess its purpose, approach, and level of detail. The issues are discussed in terms of the range of model capabilities available and summarized in tabular form for quick reference. The models are grouped into categories to illustrate their purposes and perspectives

    Video face replacement

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    We present a method for replacing facial performances in video. Our approach accounts for differences in identity, visual appearance, speech, and timing between source and target videos. Unlike prior work, it does not require substantial manual operation or complex acquisition hardware, only single-camera video. We use a 3D multilinear model to track the facial performance in both videos. Using the corresponding 3D geometry, we warp the source to the target face and retime the source to match the target performance. We then compute an optimal seam through the video volume that maintains temporal consistency in the final composite. We showcase the use of our method on a variety of examples and present the result of a user study that suggests our results are difficult to distinguish from real video footage.National Science Foundation (U.S.) (Grant PHY-0835713)National Science Foundation (U.S.) (Grant DMS-0739255

    Latent Disentanglement for the Analysis and Generation of Digital Human Shapes

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    Analysing and generating digital human shapes is crucial for a wide variety of applications ranging from movie production to healthcare. The most common approaches for the analysis and generation of digital human shapes involve the creation of statistical shape models. At the heart of these techniques is the definition of a mapping between shapes and a low-dimensional representation. However, making these representations interpretable is still an open challenge. This thesis explores latent disentanglement as a powerful technique to make the latent space of geometric deep learning based statistical shape models more structured and interpretable. In particular, it introduces two novel techniques to disentangle the latent representation of variational autoencoders and generative adversarial networks with respect to the local shape attributes characterising the identity of the generated body and head meshes. This work was inspired by a shape completion framework that was proposed as a viable alternative to intraoperative registration in minimally invasive surgery of the liver. In addition, one of these methods for latent disentanglement was also applied to plastic surgery, where it was shown to improve the diagnosis of craniofacial syndromes and aid surgical planning
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