1,319 research outputs found

    Efficient and robust reconstruction of botanical branching structure from laser scanned points

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    This paper presents a reconstruction pipeline for recovering branching structure of trees from laser scanned data points. The process is made up of two main blocks: segmentation and reconstruction. Based on a variational k-means clustering algorithm, cylindrical components and ramified regions of data points are identified and located. An adjacency graph is then built from neighborhood information of components. Simple heuristics allow us to extract a skeleton structure and identify branches from the graph. Finally, a B-spline model is computed to give a compact and accurate reconstruction of the branching system. © 2009 IEEE.published_or_final_versionThe 11th IEEE International Conference on Computer-Aided Design and Computer Graphics (CAD/Graphics '09), Huangshan, China, 19-21 August 2009. In Proceedings of 11th CAD/Graphics, 2009, p. 572-57

    A framework for hull form reverse engineering and geometry integration into numerical simulations

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    The thesis presents a ship hull form specific reverse engineering and CAD integration framework. The reverse engineering part proposes three alternative suitable reconstruction approaches namely curves network, direct surface fitting, and triangulated surface reconstruction. The CAD integration part includes surface healing, region identification, and domain preparation strategies which used to adapt the CAD model to downstream application requirements. In general, the developed framework bridges a point cloud and a CAD model obtained from IGES and STL file into downstream applications

    Weighted Quasi Interpolant Spline Approximations: Properties and Applications

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    Continuous representations are fundamental for modeling sampled data and performing computations and numerical simulations directly on the model or its elements. To effectively and efficiently address the approximation of point clouds we propose the Weighted Quasi Interpolant Spline Approximation method (wQISA). We provide global and local bounds of the method and discuss how it still preserves the shape properties of the classical quasi-interpolation scheme. This approach is particularly useful when the data noise can be represented as a probabilistic distribution: from the point of view of nonparametric regression, the wQISA estimator is robust to random perturbations, such as noise and outliers. Finally, we show the effectiveness of the method with several numerical simulations on real data, including curve fitting on images, surface approximation and simulation of rainfall precipitations

    A novel process chain for the automated repair of leading edges in aircraft engines

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    Due to impacts and constant stress, the leading edges of aircraft engine blades often lose their shape, while the other parts of the blade are still functional. This results in unnecessary performance losses. Currently, there is no method for a fast and effective repair process as the initial shape of the blade cannot be restored. This paper presents an automated re-contouring process chain for leading edges without prior material application. Thus, it is a sustainable approach to extend the lifespan until an energy-consuming welding process can be performed. It consists of an in-machine scanning process to obtain information about the worn shape, a subsequent target model generation based on the worn shape, and an automated process planning. The process chain is evaluated using a universal, leading edge workpiece. The results show that the target requirements for shape and smoothness are fulfilled

    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

    Enhancing In-Memory Spatial Indexing with Learned Search

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    Spatial data is ubiquitous. Massive amounts of data are generated every day from a plethora of sources such as billions of GPS-enableddevices (e.g., cell phones, cars, and sensors), consumer-based applications (e.g., Uber and Strava), and social media platforms (e.g.,location-tagged posts on Facebook, Twitter, and Instagram). This exponential growth in spatial data has led the research communityto build systems and applications for efficient spatial data processing.In this study, we apply a recently developed machine-learned search technique for single-dimensional sorted data to spatial indexing.Specifically, we partition spatial data using six traditional spatial partitioning techniques and employ machine-learned search withineach partition to support point, range, distance, and spatial join queries. Adhering to the latest research trends, we tune the partitioningtechniques to be instance-optimized. By tuning each partitioning technique for optimal performance, we demonstrate that: (i) grid-basedindex structures outperform tree-based index structures (from 1.23Ă— to 2.47Ă—), (ii) learning-enhanced variants of commonly used spatialindex structures outperform their original counterparts (from 1.44Ă— to 53.34Ă— faster), (iii) machine-learned search within a partitionis faster than binary search by 11.79% - 39.51% when filtering on one dimension, (iv) the benefit of machine-learned search diminishesin the presence of other compute-intensive operations (e.g. scan costs in higher selectivity queries, Haversine distance computation, andpoint-in-polygon tests), and (v) index lookup is the bottleneck for tree-based structures, which could potentially be reduced by linearizingthe indexed partitions.Additional Key Words and Phrases: spatial data, indexing, machine-learning, spatial queries, geospatia

    Appearance Preserving Rendering of Out-of-Core Polygon and NURBS Models

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    In Computer Aided Design (CAD) trimmed NURBS surfaces are widely used due to their flexibility. For rendering and simulation however, piecewise linear representations of these objects are required. A relatively new field in CAD is the analysis of long-term strain tests. After such a test the object is scanned with a 3d laser scanner for further processing on a PC. In all these areas of CAD the number of primitives as well as their complexity has grown constantly in the recent years. This growth is exceeding the increase of processor speed and memory size by far and posing the need for fast out-of-core algorithms. This thesis describes a processing pipeline from the input data in the form of triangular or trimmed NURBS models until the interactive rendering of these models at high visual quality. After discussing the motivation for this work and introducing basic concepts on complex polygon and NURBS models, the second part of this thesis starts with a review of existing simplification and tessellation algorithms. Additionally, an improved stitching algorithm to generate a consistent model after tessellation of a trimmed NURBS model is presented. Since surfaces need to be modified interactively during the design phase, a novel trimmed NURBS rendering algorithm is presented. This algorithm removes the bottleneck of generating and transmitting a new tessellation to the graphics card after each modification of a surface by evaluating and trimming the surface on the GPU. To achieve high visual quality, the appearance of a surface can be preserved using texture mapping. Therefore, a texture mapping algorithm for trimmed NURBS surfaces is presented. To reduce the memory requirements for the textures, the algorithm is modified to generate compressed normal maps to preserve the shading of the original surface. Since texturing is only possible, when a parametric mapping of the surface - requiring additional memory - is available, a new simplification and tessellation error measure is introduced that preserves the appearance of the original surface by controlling the deviation of normal vectors. The preservation of normals and possibly other surface attributes allows interactive visualization for quality control applications (e.g. isophotes and reflection lines). In the last part out-of-core techniques for processing and rendering of gigabyte-sized polygonal and trimmed NURBS models are presented. Then the modifications necessary to support streaming of simplified geometry from a central server are discussed and finally and LOD selection algorithm to support interactive rendering of hard and soft shadows is described

    Applied Nonparametric Methods

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