3,148 research outputs found

    Sensor system and related models to determine irregular shaped 3-D objects

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    This work comprises several parts, the initial part o f which is a review o f the techniques in use at present for measuring shape and characterising products. The major work details a ring sensor system, which consists o f a large number o f transmitters and receivers alternately arranged on the circumference o f a metal annulus. Using a modified polar co-ordinate system and trigonometric functions, two enveloping spirals o f an object can be determined. One or both spirals can then be used for further data analysis. Each spiral consists o f intersections between enveloping chords and parts o f the chords. The area surrounding the object is segmented and properties such as volume and axis measurements can be determined. A mode! was developed to simulate artificial objects o f various shapes. Simulation tests were carried out to determine the limits o f the system concerning position within the ring, shape and speed o f the object and resolution o f the ring. A ring was manufactured for actual tests, which were carried out mainly on potatoes to confirm the possible use in practice and to show the relative merits compared with existing systems. Interesting side issues are introduced, such as the low number of primary data, possibilities of further reduction using differential coding, and the consumption time of the algorithms. Finally, a model for the simulation o f more than one object in the ring at the same time is introduced and a possible way o f separation is investigated

    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

    Lazy visibility evaluation for exact soft shadows

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    PrĂ©sentation invitĂ©e de l'article du mĂȘme nom publiĂ© en 2012 dans la revue Computer Graphics Forum.International audienceThis paper presents a novel approach to compute high quality and noise-free soft shadows using exact visibility computations. This work relies on a theoretical framework allowing to group lines according to the geometry they intersect. From this study, we derive a new algorithm encoding lazily the visibility from a polygon. Contrary to previous works on from-polygon visibility, our approach is very robust and straightforward to implement. We apply this algorithm to solve exactly and efficiently the visibility of an area light source from any point in a scene. As a consequence, results are not sensitive to noise, contrary to soft shadows methods based on area light source sampling. We demonstrate the reliability of our approach on different scenes and configurations

    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

    An Unsupervised Method for Estimating the Global Horizontal Irradiance from Photovoltaic Power Measurements

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    In this paper, we present a method to determine the global horizontal irradiance (GHI) from the power measurements of one or more PV systems, located in the same neighborhood. The method is completely unsupervised and is based on a physical model of a PV plant. The precise assessment of solar irradiance is pivotal for the forecast of the electric power generated by photovoltaic (PV) plants. However, on-ground measurements are expensive and are generally not performed for small and medium-sized PV plants. Satellite-based services represent a valid alternative to on site measurements, but their space-time resolution is limited. Results from two case studies located in Switzerland are presented. The performance of the proposed method at assessing GHI is compared with that of free and commercial satellite services. Our results show that the presented method is generally better than satellite-based services, especially at high temporal resolutions

    Shadow Techniques for Interactive and Real-Time Applications

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    Shadows provide important visual cues for the relative position of objects in threedimensional space. For interactive and real-time applications, e.g. in virtual reality systems or games, the shadow computation needs to be extremely fast, usually synchronized with the displays refresh rate. Using dynamic scenes with many, movable light sources, shadow computation is therefore often the main bottleneck in a rendering system. In this thesis we will discuss this problem in detail: Originating from Williams shadow maps and Crows shadow volumes, we will present hardware accelerated shadow techniques that are able to generate shadows of high-quality while still being fast enough to be used in real-time or interactive applications. We will show algorithms for the computation of hard shadows as well as for the more complex problem of approximating soft shadows caused by area light sources.Schatten sind wichtige visuelle Merkmale die ĂŒber die relative Position eines Objektes in einem drei-dimensionalen Raum Aufschluss geben. Die Schattenberechnung muss fĂŒr interaktive und Echtzeit-Anwendungen, wie z.B. Virtual Reality Systeme oder in Spielen, extrem schnell erfolgen, idealerweise synchronisiert mit der Bildwiederholfrequenz. Im Fall von dynamischen Szenen mit vielen, beweglichen Lichtquellen, ist die Berechnung von Schatten oftmals der zeitkritischste Teil innerhalb eines Rendering-Systems. In dieser Dissertation behandeln wir genau dieses Problem im Detail. Ausgehend vonWilliams\u27; Shadow Maps und Crow\u27;s Shadow Volumes werden Hardwarebeschleunigte Schattentechniken vorgestellt, die Schatten von hoher QualitĂ€t erzeugen können, aber trotzdem so effizient sind, dass sie fĂŒr Echtzeit- und interaktive Anwendungen eingesetzt werden können. Wir werden sowohl Algorithmen zur Berechnung harter Schatten beschreiben, als auch das schwierigere Problem der Approximation von sanften Schatten, wie sie z.B. bei FlĂ€chenlichtquellen entstehen, behandeln
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