219 research outputs found

    Design of decorative 3D models: from geodesic ornaments to tangible assemblies

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    L'obiettivo di questa tesi è sviluppare strumenti utili per creare opere d'arte decorative digitali in 3D. Uno dei processi decorativi più comunemente usati prevede la creazione di pattern decorativi, al fine di abbellire gli oggetti. Questi pattern possono essere dipinti sull'oggetto di base o realizzati con l'applicazione di piccoli elementi decorativi. Tuttavia, la loro realizzazione nei media digitali non è banale. Da un lato, gli utenti esperti possono eseguire manualmente la pittura delle texture o scolpire ogni decorazione, ma questo processo può richiedere ore per produrre un singolo pezzo e deve essere ripetuto da zero per ogni modello da decorare. D'altra parte, gli approcci automatici allo stato dell'arte si basano sull'approssimazione di questi processi con texturing basato su esempi o texturing procedurale, o con sistemi di riproiezione 3D. Tuttavia, questi approcci possono introdurre importanti limiti nei modelli utilizzabili e nella qualità dei risultati. Il nostro lavoro sfrutta invece i recenti progressi e miglioramenti delle prestazioni nel campo dell'elaborazione geometrica per creare modelli decorativi direttamente sulle superfici. Presentiamo una pipeline per i pattern 2D e una per quelli 3D, e dimostriamo come ognuna di esse possa ricreare una vasta gamma di risultati con minime modifiche dei parametri. Inoltre, studiamo la possibilità di creare modelli decorativi tangibili. I pattern 3D generati possono essere stampati in 3D e applicati a oggetti realmente esistenti precedentemente scansionati. Discutiamo anche la creazione di modelli con mattoncini da costruzione, e la possibilità di mescolare mattoncini standard e mattoncini custom stampati in 3D. Ciò consente una rappresentazione precisa indipendentemente da quanto la voxelizzazione sia approssimativa. I principali contributi di questa tesi sono l'implementazione di due diverse pipeline decorative, un approccio euristico alla costruzione con mattoncini e un dataset per testare quest'ultimo.The aim of this thesis is to develop effective tools to create digital decorative 3D artworks. Real-world art often involves the use of decorative patterns to enrich objects. These patterns can be painted on the base or might be realized with the application of small decorative elements. However, their creation in digital media is not trivial. On the one hand, users can manually perform texture paint or sculpt each decoration, in a process that can take hours to produce a single piece and needs to be repeated from the ground up for every model that needs to be decorated. On the other hand, automatic approaches in state of the art rely on approximating these processes with procedural or by-example texturing or with 3D reprojection. However, these approaches can introduce significant limitations in the models that can be used and in the quality of the results. Instead, our work exploits the recent advances and performance improvements in the geometry processing field to create decorative patterns directly on surfaces. We present a pipeline for 2D and one for 3D patterns and demonstrate how each of them can recreate a variety of results with minimal tweaking of the parameters. Furthermore, we investigate the possibility of creating decorative tangible models. The 3D patterns we generate can be 3D printed and applied to previously scanned real-world objects. We also discuss the creation of models with standard building bricks and the possibility of mixing standard and custom 3D-printed bricks. This allows for a precise representation regardless of the coarseness of the voxelization. The main contributions of this thesis are the implementation of two different decorative pipelines, a heuristic approach to brick construction, and a dataset to test the latter

    Hierarchical case-based reasoning to support knitwear design

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    Knitwear design is a creative activity that is hard to automate using the computer. The production of the associated knitting pattern, however, is repetitive, time-consuming and error-prone, calling for automation. Our objectives are two-fold: to facilitate the design and to ease the burden of calculations and checks in pattern production. We conduct a feasibility study for applying case-based reasoning in knitwear design: we describe appropriate methods and show their application

    A Two-Stage Real-Time Path Planning: Application to the Overtaking Manuever

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    This paper proposes a two-stage local path planning approach to deal with all kinds of scenarios (i.e. intersections, turns, roundabouts). The first stage carries out an off-line optimization, considering vehicle kinematics and road constraints. The second stage includes all dynamic obstacles in the scene, generating a continuous path in real-time. Human-like driving style is provided by evaluating the sharpness of the road bends and the available space among them, optimizing the drivable area. The proposed approach is validated on overtaking scenarios where real-time path planning generation plays a key role. Simulation and real results on an experimental automated platform provide encouraging results, generating real-time collision-free paths while maintaining the defined smoothness criteria.INRIA and VEDECOM Institutes under the Ph.D. Grant; 10.13039/501100011688-Electronic Components and Systems for European Leadership (ECSEL) Project AutoDriv

    Case based design of knitwear

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    In the developed world we are surrounded by man-made objects, but most people give little thought to the complex processes needed for their design. The design of hand knitting is complex because much of the domain knowledge is tacit. The objective of this thesis is to devise a methodology to help designers to work within design constraints, whilst facilitating creativity. A hybrid solution including computer aided design (CAD) and case based reasoning (CBR) is proposed. The CAD system creates designs using domain-specific rules and these designs are employed for initial seeding of the case base and the management of constraints. CBR reuses the designer's previous experience. The key aspects in the CBR system are measuring the similarity of cases and adapting past solutions to the current problem. Similarity is measured by asking the user to rank the importance of features; the ranks are then used to calculate weights for an algorithm which compares the specifications of designs. A novel adaptation operator called rule difference replay (RDR) is created. When the specifications to a new design is presented, the CAD program uses it to construct a design constituting an approximate solution. The most similar design from the case-base is then retrieved and RDR replays the changes previously made to the retrieved design on the new solution. A measure of solution similarity that can validate subjective success scores is created. Specification similarity can be used as a guide whether to invoke CBR, in a hybrid CAD-CBR system. If the newly resulted design is suffciently similar to a previous design, then CBR is invoked; otherwise CAD is used. The application of RDR to knitwear design has demonstrated the flexibility to overcome deficiencies in rules that try to automate creativity, and has the potential to be applied to other domains such as interior design

    Collision Detection and Merging of Deformable B-Spline Surfaces in Virtual Reality Environment

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    This thesis presents a computational framework for representing, manipulating and merging rigid and deformable freeform objects in virtual reality (VR) environment. The core algorithms for collision detection, merging, and physics-based modeling used within this framework assume that all 3D deformable objects are B-spline surfaces. The interactive design tool can be represented as a B-spline surface, an implicit surface or a point, to allow the user a variety of rigid or deformable tools. The collision detection system utilizes the fact that the blending matrices used to discretize the B-spline surface are independent of the position of the control points and, therefore, can be pre-calculated. Complex B-spline surfaces can be generated by merging various B-spline surface patches using the B-spline surface patches merging algorithm presented in this thesis. Finally, the physics-based modeling system uses the mass-spring representation to determine the deformation and the reaction force values provided to the user. This helps to simulate realistic material behaviour of the model and assist the user in validating the design before performing extensive product detailing or finite element analysis using commercially available CAD software. The novelty of the proposed method stems from the pre-calculated blending matrices used to generate the points for graphical rendering, collision detection, merging of B-spline patches, and nodes for the mass spring system. This approach reduces computational time by avoiding the need to solve complex equations for blending functions of B-splines and perform the inversion of large matrices. This alternative approach to the mechanical concept design will also help to do away with the need to build prototypes for conceptualization and preliminary validation of the idea thereby reducing the time and cost of concept design phase and the wastage of resources

    Rationalization with ruled surfaces in architecture

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    Isogeometric treatment of large deformation contact and debonding problems with T-splines: a review

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    AbstractWithin a setting where the isogeometric analysis (IGA) has been successful at bringing two different research fields together, i.e. Computer Aided Design (CAD) and numerical analysis, T-spline IGA is applied in this work to frictionless contact and mode-I debonding problems between deformable bodies in the context of large deformations. Based on the concept of IGA, the smooth basis functions are adopted to describe surface geometries and approximate the numerical solutions, leading to higher accuracy in the contact integral evaluation. The isogeometric discretizations are here incorporated into an existing finite element framework by using Bézier extraction, i.e. a linear operator which maps the Bernstein polynomial basis on Bézier elements to the global isogeometric basis. A recently released commercial T-spline plugin for Rhino is herein used to build the analysis models adopted in this study.In such context, the continuum is discretized with cubic T-splines, as well as with Non Uniform Rational B-Splines (NURBS) and Lagrange polynomial elements for comparison purposes, and a Gauss-point-to-surface (GPTS) formulation is combined with the penalty method to treat the contact constraints. The purely geometric enforcement of the non-penetration condition in compression is generalized to encompass both contact and mode-I debonding of interfaces which is approached by means of cohesive zone (CZ) modeling, as commonly done by the scientific community to analyse the progressive damage of materials and interfaces. Based on these models, non-linear relationships between tractions and relative displacements are assumed. These relationships dictate both the work of separation per unit fracture surface and the peak stress that has to be reached for the crack formation. In the generalized GPTS formulation an automatic switching procedure is used to choose between cohesive and contact models, depending on the contact status. Some numerical results are first presented and compared in 2D for varying resolutions of the contact and/or cohesive zone, including frictionless sliding and cohesive debonding, all featuring the competitive accuracy and performance of T-spline IGA. The superior accuracy of T-spline interpolations with respect to NURBS and Lagrange interpolations for a given number of degrees of freedom (Dofs) is always verified. The isogeometric formulation is also extended to 3D bodies, where some examples in large deformations based on T-spline discretizations show an high smoothness of the reaction history curves

    Automatic Mesh Repair and Optimization for Quality Mesh Generation

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    Ph.DDOCTOR OF PHILOSOPH

    2D and 3D surface image processing algorithms and their applications

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    This doctoral dissertation work aims to develop algorithms for 2D image segmentation application of solar filament disappearance detection, 3D mesh simplification, and 3D image warping in pre-surgery simulation. Filament area detection in solar images is an image segmentation problem. A thresholding and region growing combined method is proposed and applied in this application. Based on the filament area detection results, filament disappearances are reported in real time. The solar images in 1999 are processed with this proposed system and three statistical results of filaments are presented. 3D images can be obtained by passive and active range sensing. An image registration process finds the transformation between each pair of range views. To model an object, a common reference frame in which all views can be transformed must be defined. After the registration, the range views should be integrated into a non-redundant model. Optimization is necessary to obtain a complete 3D model. One single surface representation can better fit to the data. It may be further simplified for rendering, storing and transmitting efficiently, or the representation can be converted to some other formats. This work proposes an efficient algorithm for solving the mesh simplification problem, approximating an arbitrary mesh by a simplified mesh. The algorithm uses Root Mean Square distance error metric to decide the facet curvature. Two vertices of one edge and the surrounding vertices decide the average plane. The simplification results are excellent and the computation speed is fast. The algorithm is compared with six other major simplification algorithms. Image morphing is used for all methods that gradually and continuously deform a source image into a target image, while producing the in-between models. Image warping is a continuous deformation of a: graphical object. A morphing process is usually composed of warping and interpolation. This work develops a direct-manipulation-of-free-form-deformation-based method and application for pre-surgical planning. The developed user interface provides a friendly interactive tool in the plastic surgery. Nose augmentation surgery is presented as an example. Displacement vector and lattices resulting in different resolution are used to obtain various deformation results. During the deformation, the volume change of the model is also considered based on a simplified skin-muscle model
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