1,027 research outputs found
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Layout synthesis of fluid channels using generative graph grammars
This paper presents a new technique for shape and topology optimization of fluid channels using generative design synthesis methods. The proposed method uses the generative abilities of graph grammars with simulation and analysis power of conventional CFD methods. The graph grammar interpreter GraphSynth is used to carry out graph transformations, which define different topologies for a given multi-inlet multi-outlet problem. After evaluating and optimizing the generated graphs, they are first transformed into meaningful 3D shapes. These solutions are then analyzed by a CFD solver for final evaluation of the possible solutions. The effectiveness of the proposed method is checked by solving a variety of available test problems and comparing them with those found in the literature. Furthermore by solving very complex large scale problems the robustness and effectiveness of the method is tested. To extend the work future research directions are presented.Keywords: Design automation, Fluid channel layout synthesis, Topology optimization, Computational design synthesis, Graph grammarKeywords: Design automation, Fluid channel layout synthesis, Topology optimization, Computational design synthesis, Graph gramma
Learning to design without prior data: Discovering generalizable design strategies using deep learning and tree search
Building an AI agent that can design on its own has been a goal since the
1980s. Recently, deep learning has shown the ability to learn from large-scale
data, enabling significant advances in data-driven design. However, learning
over prior data limits us only to solve problems that have been solved before
and biases data-driven learning towards existing solutions. The ultimate goal
for a design agent is the ability to learn generalizable design behavior in a
problem space without having seen it before. We introduce a self-learning agent
framework in this work that achieves this goal. This framework integrates a
deep policy network with a novel tree search algorithm, where the tree search
explores the problem space, and the deep policy network leverages
self-generated experience to guide the search further. This framework first
demonstrates an ability to discover high-performing generative strategies
without any prior data, and second, it illustrates a zero-shot generalization
of generative strategies across various unseen boundary conditions. This work
evaluates the effectiveness and versatility of the framework by solving
multiple versions of two engineering design problems without retraining.
Overall, this paper presents a methodology to self-learn high-performing and
generalizable problem-solving behavior in an arbitrary problem space,
circumventing the needs for expert data, existing solutions, and
problem-specific learning.Comment: ASME. J. Mech. De
Recommended from our members
Formalizing graphical notations
The thesis describes research into graphical notations for software engineering, with a principal interest in ways of formalizing them. The research seeks to provide a theoretical basis that will help in designing both notations and the software tools that process them.
The work starts from a survey of literature on notation, followed by a review of techniques for formal description and for computational handling of notations. The survey concentrates on collecting views of the benefits and the problems attending notation use in software development; the review covers picture description languages, grammars and tools such as generic editors and visual programming environments. The main problem of notation is found to be a lack of any coherent, rigorous description methods. The current approaches to this problem are analysed as lacking in consensus on syntax specification and also lacking a clear focus on a defined concept of notated expression.
To address these deficiencies, the thesis embarks upon an exploration of serniotic, linguistic and logical theory; this culminates in a proposed formalization of serniosis in notations, using categorial model theory as a mathematical foundation. An argument about the structure of sign systems leads to an analysis of notation into a layered system of tractable theories, spanning the gap between expressive pictorial medium and subject domain. This notion of 'tectonic' theory aims to treat both diagrams and formulae together.
The research gives details of how syntactic structure can be sketched in a mathematical sense, with examples applying to software development diagrams, offering a new solution to the problem of notation specification. Based on these methods, the thesis discusses directions for resolving the harder problems of supporting notation design, processing and computer-aided generic editing. A number of future research areas are thereby opened up. For practical trial of the ideas, the work proceeds to the development and partial implementation of a system to aid the design of notations and editors. Finally the thesis is evaluated as a contribution to theory in an area which has not attracted a standard approach
ComputableViz: Mathematical Operators as a Formalism for Visualization Processing and Analysis
Data visualizations are created and shared on the web at an unprecedented
speed, raising new needs and questions for processing and analyzing
visualizations after they have been generated and digitized. However, existing
formalisms focus on operating on a single visualization instead of multiple
visualizations, making it challenging to perform analysis tasks such as sorting
and clustering visualizations. Through a systematic analysis of previous work,
we abstract visualization-related tasks into mathematical operators such as
union and propose a design space of visualization operations. We realize the
design by developing ComputableViz, a library that supports operations on
multiple visualization specifications. To demonstrate its usefulness and
extensibility, we present multiple usage scenarios concerning processing and
analyzing visualization, such as generating visualization embeddings and
automatically making visualizations accessible. We conclude by discussing
research opportunities and challenges for managing and exploiting the massive
visualizations on the web.Comment: 15 pages, 12 figures. In the ACM Conference on Human Factors in
Computing Systems (CHI) 202
Proceedings of the 9th Arab Society for Computer Aided Architectural Design (ASCAAD) international conference 2021 (ASCAAD 2021): architecture in the age of disruptive technologies: transformation and challenges.
The ASCAAD 2021 conference theme is Architecture in the age of disruptive technologies: transformation and challenges. The theme addresses the gradual shift in computational design from prototypical morphogenetic-centered associations in the architectural discourse. This imminent shift of focus is increasingly stirring a debate in the architectural community and is provoking a much needed critical questioning of the role of computation in architecture as a sole embodiment and enactment of technical dimensions, into one that rather deliberately pursues and embraces the humanities as an ultimate aspiration
Towards a unified method to synthesising scenarios and solvers in combinatorial optimisation via graph-based approaches
Hyper-heuristics is a collection of search methods for selecting, combining and generating heuristics used to solve combinatorial optimisation problems. The primary objective of hyper-heuristics research is to develop more generally applicable search procedures that can be easily applied to a wide variety of problems. However, current hyper-heuristic architectures assume the existence of a domain barrier that does not allow low-level heuristics or operators to be applied outside their designed problem domain. Additionally the representation used to encode solvers differs from the one used to encode solutions. This means that hyper-heuristic internal components can not be optimised by the system itself. In this thesis we address these issues by using graph reformulations of selected problems and search in the space of operators by using Grammatical Evolution techniques to evolve new perturbative and constructive heuristics. The low-level heuristics (representing graph transformations) are evolved using a single grammar which is capable of adapting to multiple domains. We test our generators of heuristics on instances of the Travelling Salesman Problem, Knapsack Problem and Load Balancing Problem and show that the best evolved heuristics can compete with human written heuristics and representations designed for each problem domain. Further we propose a conceptual framework for the production and combination of graph structures. We show how these concepts can be used to describe and provide a representation for problems in combinatorics and the inner mechanics of hyper-heuristic systems. The final contribution is a new benchmark that can generate problem instances for multiple problem domains that can be used for the assessment of multi-domain problem solvers
Improving Usability in Procedural Modeling
This work presents new approaches and algorithms for procedural modeling geared towards user convenience and improving usability, in order to increase artists’ productivity. Procedural models create geometry for 3D models from sets of rules. Existing approaches that allow to model trees, buildings, and terrain are reviewed and possible improvements are discussed. A new visual programming language for procedural modeling is discussed, where the user connects operators to visual programs called model graphs. These operators create geometry with textures, assign or evaluate variables or control the sequence of operations. When the user moves control points using the mouse in 3D space, the model graph is executed to change the geometry interactively. Thus, model graphs combine the creativity of freehand modeling with the power of programmed modeling while displaying the program structure more clearly than textbased approaches. Usability is increased as a result of these advantages. Also, an interactive editor for botanical trees is demonstrated. In contrast to previous tree modeling systems, we propose linking rules, parameters and geometry to semantic entities. This has the advantage that problems of associating parameters and instances are completely avoided. When an entity is clicked in the viewport, its parameters are displayed immediately, changes are applied to selected entities, and viewport editing operations are reflected in the parameter set. Furthermore, we store the entities in a hierarchical data structure and allow the user to activate recursive traversal via selection options for all editing operations. The user may choose to apply viewport or parameter changes to a single entity or many entities at once, and only the geometry for the affected entities needs to be updated. The proposed user interface simplifies the modeling process and increases productivity. Interactive editing approaches for 3D models often allow more precise control over a model than a global set of parameters that is used to generate a shape. However, usually scripted procedural modeling generates shapes directly from a fixed set of parameters, and interactive editing mostly uses a fixed set of tools. We propose to use scripts not only to generate models, but also for manipulating the models. A base script would set up the state of an object, and tool scripts would modify that state. The base script and the tool scripts generate geometry when necessary. Together, such a collection of scripts forms a template, and templates can be created for various types of objects. We examine how templates simplify the procedural modeling workflow by allowing for editing operations that are context-sensitive, flexible and powerful at the same time. Many algorithms have been published that produce geometry for fictional landscapes. There are algorithms which produce terrain with minimal setup time, allowing to adapt the level of detail as the user zooms into the landscape. However, these approaches lack plausible river networks, and algorithms that create eroded terrain with river networks require a user to supervise creation and minutes or hours of computation. In contrast to that, this work demonstrates an algorithm that creates terrain with plausible river networks and adaptive level of detail with no more than a few seconds of preprocessing. While the system can be configured using parameters, this text focuses on the algorithm that produces the rivers. However, integrating more tools for user-controlled editing of terrain would be possible.Verbesserung der Usability bei prozeduraler Modellierung Ziel der vorliegenden Arbeit ist es, prozedurale Modellierung durch neue neue Ansätze und Algorithmen einfacher, bequemer und anwendungsfreundlicher zu machen, und damit die Produktivität der Künstler zu erhöhen. Diese Anforderungen werden häufig unter dem Stichwort Usability zusammengefasst. Prozedurale Modelle spezifizieren 3D-Modelle über Regeln. Existierende Ansätze für Bäume, Gebäude und Terrain werden untersucht und es werden mögliche Verbesserungen diskutiert. Eine neue visuelle Programmiersprache für prozedurale Modelle wird vorgestellt, bei der Operatoren zu Modellgraphen verschaltet werden. Die Operatoren erzeugen texturierte Geometrie, weisen Variablen zu und werten sie aus, oder sie steuern den Ablauf der Operationen. Wenn der Benutzer Kontrollpunkte im Viewport mit der Maus verschiebt, wird der Modellgraph ausgeführt, um interaktiv neue Geometrie für das Modell zu erzeugen. Modellgraphen kombinieren die kreativen Möglichkeiten des freihändigen Editierens mit der Mächtigkeit der prozeduralen Modellierung. Darüber hinaus sind Modellgraphen eine visuelle Programmiersprache und stellen die Struktur der Algorithmen deutlicher dar als textbasierte Programmiersprachen. Als Resultat dieser Verbesserungen erhöht sich die Usability. Ein interaktiver Editor für botanische Bäume wird ebenfalls vorgestellt. Im Gegensatz zu früheren Ansätzen schlagen wir vor, Regeln, Parameter und Geometrie zu semantischen Entitäten zu verschmelzen. Auf diese Weise werden Zuordnungsprobleme zwischen Parametern und deren Instanzen komplett vermieden. Wenn im Viewport eine Instanz angeklickt wird, werden sofort ihre Parameter angezeigt, alle Änderungen wirken sich direkt auf die betroffenen Instanzen aus, und Änderungen im Viewport werden sofort in den Parametern reflektiert. Darüber hinaus werden die Entitäten in einer hierarchischen Datenstruktur gespeichert und alle Änderungen können rekursiv auf der Hierarchie ausgeführt werden. Dem Benutzer werden Selektionsoptionen zur Verfügung gestellt, über die er Änderungen an den Parametern oder Änderungen im Viewport an einzelnen oder vielen Instanzen gleichzeitig vornehmen kann. Anschließend muss das System nur die Geometrie der betroffenen Instanzen aktualisieren. Auch hier ist das Ziel, das User Interface möglichst an den Bedürfnissen des Benutzers auszurichten, um Vereinfachungen und eine Erhöhung der Produktivität zu erreichen. Interaktive Editieransätze für 3D-Modelle erlauben häufig eine präzisere Kontrolle über ein Modell als ein globaler Parametersatz, der für die Erzeugung des Modells genutzt wird. Trotzdem erzeugen prozedurale Modellierskripte ihre Modelle meist direkt aus einem festen Parametersatz, während interaktive Tools meist mit hartkodierten Operationen arbeiten. Wir schlagen vor, Skripte nicht nur zur Erzeugung der Modelle zu verwenden, sondern auch um die erzeugten Modelle zu editieren. Ein Basisskript soll die Statusinformationen eines Objekts anlegen, während weitere Skripte diesen Status verändern und passende Geometrie erzeugen. Diese Skripte bilden dann ein Template zum Erzeugen einer Klasse von Objekten. Verschiedene Objekttypen können jeweils ihr eigenes Template haben. Wir zeigen, wie Templates den Workflow mit prozeduralen Modellen vereinfachen können, indem Operationen geschaffen werden, die gleichzeitig kontext-sensitiv, mächtig und flexibel sind. Es existiert eine Reihe von Verfahren, um Geometrie für synthetische Landschaften zu erzeugen. Ein Teil der Algorithmen erzeugt Geometrie mit minimaler Vorberechnung und erlaubt es, den Detailgrad der Landschaft interaktiv an die Perspektive anzupassen. Leider fehlen den so erzeugten Landschaften plausible Flussnetze. Algorithmen, die erodiertes Terrain mit Flussnetzen erzeugen, müssen aufwendig vom Benutzer überwacht werden und brauchen Minuten oder Stunden Rechenzeit. Im Gegensatz dazu stellen wir einen Algorithmus vor, der plausible Flussnetze erzeugt, während sich der Betrachter interaktiv durch die Szene bewegt. Das System kann über Parameter gesteuert werden, aber der Fokus liegt auf dem Algorithmus zur Erzeugung der Flüsse. Dennoch wäre es möglich, Tools zum benutzergesteuerten Editieren von Terrain zu integrieren
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