375 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

    A Framework for Dynamic Terrain with Application in Off-road Ground Vehicle Simulations

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    The dissertation develops a framework for the visualization of dynamic terrains for use in interactive real-time 3D systems. Terrain visualization techniques may be classified as either static or dynamic. Static terrain solutions simulate rigid surface types exclusively; whereas dynamic solutions can also represent non-rigid surfaces. Systems that employ a static terrain approach lack realism due to their rigid nature. Disregarding the accurate representation of terrain surface interaction is rationalized because of the inherent difficulties associated with providing runtime dynamism. Nonetheless, dynamic terrain systems are a more correct solution because they allow the terrain database to be modified at run-time for the purpose of deforming the surface. Many established techniques in terrain visualization rely on invalid assumptions and weak computational models that hinder the use of dynamic terrain. Moreover, many existing techniques do not exploit the capabilities offered by current computer hardware. In this research, we present a component framework for terrain visualization that is useful in research, entertainment, and simulation systems. In addition, we present a novel method for deforming the terrain that can be used in real-time, interactive systems. The development of a component framework unifies disparate works under a single architecture. The high-level nature of the framework makes it flexible and adaptable for developing a variety of systems, independent of the static or dynamic nature of the solution. Currently, there are only a handful of documented deformation techniques and, in particular, none make explicit use of graphics hardware. The approach developed by this research offloads extra work to the graphics processing unit; in an effort to alleviate the overhead associated with deforming the terrain. Off-road ground vehicle simulation is used as an application domain to demonstrate the practical nature of the framework and the deformation technique. In order to realistically simulate terrain surface interactivity with the vehicle, the solution balances visual fidelity and speed. Accurately depicting terrain surface interactivity in off-road ground vehicle simulations improves visual realism; thereby, increasing the significance and worth of the application. Systems in academia, government, and commercial institutes can make use of the research findings to achieve the real-time display of interactive terrain surfaces

    Parallel Multiscale Contact Dynamics for Rigid Non-spherical Bodies

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    The simulation of large numbers of rigid bodies of non-analytical shapes or vastly varying sizes which collide with each other is computationally challenging. The fundamental problem is the identification of all contact points between all particles at every time step. In the Discrete Element Method (DEM), this is particularly difficult for particles of arbitrary geometry that exhibit sharp features (e.g. rock granulates). While most codes avoid non-spherical or non-analytical shapes due to the computational complexity, we introduce an iterative-based contact detection method for triangulated geometries. The new method is an improvement over a naive brute force approach which checks all possible geometric constellations of contact and thus exhibits a lot of execution branching. Our iterative approach has limited branching and high floating point operations per processed byte. It thus is suitable for modern Single Instruction Multiple Data (SIMD) CPU hardware. As only the naive brute force approach is robust and always yields a correct solution, we propose a hybrid solution that combines the best of the two worlds to produce fast and robust contacts. In terms of the DEM workflow, we furthermore propose a multilevel tree-based data structure strategy that holds all particles in the domain on multiple scales in grids. Grids reduce the total computational complexity of the simulation. The data structure is combined with the DEM phases to form a single touch tree-based traversal that identifies both contact points between particle pairs and introduces concurrency to the system during particle comparisons in one multiscale grid sweep. Finally, a reluctant adaptivity variant is introduced which enables us to realise an improved time stepping scheme with larger time steps than standard adaptivity while we still minimise the grid administration overhead. Four different parallelisation strategies that exploit multicore architectures are discussed for the triad of methodological ingredients. Each parallelisation scheme exhibits unique behaviour depending on the grid and particle geometry at hand. The fusion of them into a task-based parallelisation workflow yields promising speedups. Our work shows that new computer architecture can push the boundary of DEM computability but this is only possible if the right data structures and algorithms are chosen

    Real-time simulation and visualisation of cloth using edge-based adaptive meshes

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    Real-time rendering and the animation of realistic virtual environments and characters has progressed at a great pace, following advances in computer graphics hardware in the last decade. The role of cloth simulation is becoming ever more important in the quest to improve the realism of virtual environments. The real-time simulation of cloth and clothing is important for many applications such as virtual reality, crowd simulation, games and software for online clothes shopping. A large number of polygons are necessary to depict the highly exible nature of cloth with wrinkling and frequent changes in its curvature. In combination with the physical calculations which model the deformations, the effort required to simulate cloth in detail is very computationally expensive resulting in much diffculty for its realistic simulation at interactive frame rates. Real-time cloth simulations can lack quality and realism compared to their offline counterparts, since coarse meshes must often be employed for performance reasons. The focus of this thesis is to develop techniques to allow the real-time simulation of realistic cloth and clothing. Adaptive meshes have previously been developed to act as a bridge between low and high polygon meshes, aiming to adaptively exploit variations in the shape of the cloth. The mesh complexity is dynamically increased or refined to balance quality against computational cost during a simulation. A limitation of many approaches is they do not often consider the decimation or coarsening of previously refined areas, or otherwise are not fast enough for real-time applications. A novel edge-based adaptive mesh is developed for the fast incremental refinement and coarsening of a triangular mesh. A mass-spring network is integrated into the mesh permitting the real-time adaptive simulation of cloth, and techniques are developed for the simulation of clothing on an animated character

    Point based graphics rendering with unified scalability solutions.

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    Standard real-time 3D graphics rendering algorithms use brute force polygon rendering, with complexity linear in the number of polygons and little regard for limiting processing to data that contributes to the image. Modern hardware can now render smaller scenes to pixel levels of detail, relaxing surface connectivity requirements. Sub-linear scalability optimizations are typically self-contained, requiring specific data structures, without shared functions and data. A new point based rendering algorithm 'Canopy' is investigated that combines multiple typically sub-linear scalability solutions, using a small core of data structures. Specifically, locale management, hierarchical view volume culling, backface culling, occlusion culling, level of detail and depth ordering are addressed. To demonstrate versatility further, shadows and collision detection are examined. Polygon models are voxelized with interpolated attributes to provide points. A scene tree is constructed, based on a BSP tree of points, with compressed attributes. The scene tree is embedded in a compressed, partitioned, procedurally based scene graph architecture that mimics conventional systems with groups, instancing, inlines and basic read on demand rendering from backing store. Hierarchical scene tree refinement constructs an image tree image space equivalent, with object space scene node points projected, forming image node equivalents. An image graph of image nodes is maintained, describing image and object space occlusion relationships, hierarchically refined with front to back ordering to a specified threshold whilst occlusion culling with occluder fusion. Visible nodes at medium levels of detail are refined further to rasterization scales. Occlusion culling defines a set of visible nodes that can support caching for temporal coherence. Occlusion culling is approximate, possibly not suiting critical applications. Qualities and performance are tested against standard rendering. Although the algorithm has a 0(f) upper bound in the scene sizef, it is shown to practically scale sub-linearly. Scenes with several hundred billion polygons conventionally, are rendered at interactive frame rates with minimal graphics hardware support

    Development and Application of Computer Graphics Techniques for the Visualization of Large Geo-Related Data-Sets

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    Ziel dieser Arbeit war es, Algorithmen zu entwickeln und zu verbessern, die es gestatten, grosse geographische und andere geo-bezogene DatensĂ€tze mithilfe computergraphischer Techniken visualisieren zu können. Ein Schwerpunkt war dabei die Entwicklung neuer kamera-adaptiver Datenstrukturen fĂŒr digitale Höhenmodelle und Rasterbilder. In der Arbeit wird zunĂ€chst ein neuartiges Multiresolutionmodell fĂŒr Höhenfelder definiert. Dieses Modell braucht nur sehr wenig zusĂ€tzlichen Speicherplatz und ist geeignet, interaktive Anpassungsraten zu gewĂ€hrleisten. Weiterhin werden AnsĂ€tze zur schnellen Bestimmung sichtbarer und verdeckter Teile einer computergraphischen Szene diskutiert, um die Bewegung in grossen und ausgedehnten Szenen wie Stadtmodellen oder GebĂ€uden zu beschleunigen. Im Anschluss daran werden einige Problemstellungen im Zusammenhang mit Texture Mapping erörtert, so werden zum Beispiel eine neue beobachterabhĂ€ngige Datenstruktur fĂŒr Texturdaten und ein neuer Ansatz zur Texturfilterung vorgestellt. Die meisten dieser Algorithmen und Verfahren wurden in ein interaktives System zur GelĂ€ndevisualisierung integriert, das den Projektnamen 'FlyAway' hat und im letzten Kapitel der Arbeit beschrieben wird

    Geometry–aware finite element framework for multi–physics simulations: an algorithmic and software-centric perspective

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    In finite element simulations, the handling of geometrical objects and their discrete representation is a critical aspect in both serial and parallel scientific software environments. The development of codes targeting such envinronments is subject to great development effort and man-hours invested. In this thesis we approach these issues from three fronts. First, stable and efficient techniques for the transfer of discrete fields between non matching volume or surface meshes are an essential ingredient for the discretization and numerical solution of coupled multi-physics and multi-scale problems. In particular L2-projections allows for the transfer of discrete fields between unstructured meshes, both in the volume and on the surface. We present an algorithm for parallelizing the assembly of the L2-transfer operator for unstructured meshes which are arbitrarily distributed among different processes. The algorithm requires no a priori information on the geometrical relationship between the different meshes. Second, the geometric representation is often a limiting factor which imposes a trade-off between how accurately the shape is described, and what methods can be employed for solving a system of differential equations. Parametric finite-elements and bijective mappings between polygons or polyhedra allow us to flexibly construct finite element discretizations with arbitrary resolutions without sacrificing the accuracy of the shape description. Such flexibility allows employing state-of-the-art techniques, such as geometric multigrid methods, on meshes with almost any shape.t, the way numerical techniques are represented in software libraries and approached from a development perspective, affect both usability and maintainability of such libraries. Completely separating the intent of high-level routines from the actual implementation and technologies allows for portable and maintainable performance. We provide an overview on current trends in the development of scientific software and showcase our open-source library utopia
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