581 research outputs found

    Assessment of classical database models for representing solids

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    Solid modeling is being explored as a method of representing three dimensional parts for mechanical design and manufacturing. This work analyzes the data storage requirements of the Boundary Representation and Constructive Solid Geometry methods of representing solid models. The ability of the database models (Hierarchical, Network, and Relational) to support solid modeling needs is evaluated. The goal is to determine the database model(s) best suited to store and manage the graphical data for solid model representat ions . Background information about mechanical engineering, graphics, and database models is presented. Entity-Relationship diagrams are used to define data requ irements

    BSP-fields: An Exact Representation of Polygonal Objects by Differentiable Scalar Fields Based on Binary Space Partitioning

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    The problem considered in this work is to find a dimension independent algorithm for the generation of signed scalar fields exactly representing polygonal objects and satisfying the following requirements: the defining real function takes zero value exactly at the polygonal object boundary; no extra zero-value isosurfaces should be generated; C1 continuity of the function in the entire domain. The proposed algorithms are based on the binary space partitioning (BSP) of the object by the planes passing through the polygonal faces and are independent of the object genus, the number of disjoint components, and holes in the initial polygonal mesh. Several extensions to the basic algorithm are proposed to satisfy the selected optimization criteria. The generated BSP-fields allow for applying techniques of the function-based modeling to already existing legacy objects from CAD and computer animation areas, which is illustrated by several examples

    A Method of Rendering CSG-Type Solids Using a Hybrid of Conventional Rendering Methods and Ray Tracing Techniques

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    This thesis describes a fast, efficient and innovative algorithm for producing shaded, still images of complex objects, built using constructive solid geometry ( CSG ) techniques. The algorithm uses a hybrid of conventional rendering methods and ray tracing techniques. A description of existing modelling and rendering methods is given in chapters 1, 2 and 3, with emphasis on the data structures and rendering techniques selected for incorporation in the hybrid method. Chapter 4 gives a general description of the hybrid method. This method processes data in the screen coordinate system and generates images in scan-line order. Scan lines are divided into spans (or segments) using the bounding rectangles of primitives calculated in screen coordinates. Conventional rendering methods and ray tracing techniques are used interchangeably along each scan-line. The method used is detennined by the number of primitives associated with a particular span. Conventional rendering methods are used when only one primitive is associated with a span, ray tracing techniques are used for hidden surface removal when two or more primitives are involved. In the latter case each pixel in the span is evaluated by accessing the polygon that is visible within each primitive associated with the span. The depth values (i. e. z-coordinates derived from the 3-dimensional definition) of the polygons involved are deduced for the pixel's position using linear interpolation. These values are used to determine the visible polygon. The CSG tree is accessed from the bottom upwards via an ordered index that enables the 'visible' primitives on any particular scan-line to be efficiently located. Within each primitive an ordered path through the data structure provides the polygons potentially visible on a particular scan-line. Lists of the active primitives and paths to potentially visible polygons are maintained throughout the rendering step and enable span coherence and scan-line coherence to be fully utilised. The results of tests with a range of typical objects and scenes are provided in chapter 5. These results show that the hybrid algorithm is significantly faster than full ray tracing algorithms

    Volume Sculpting Using the Level-Set Method

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    pClay: A Precise Parallel Algorithm for Comparing Molecular Surfaces

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    Comparing binding sites as geometric solids can reveal conserved features of protein structure that bind similar molecular fragments and varying features that select different partners. Due to the subtlety of these features, algorithmic efficiency and geometric precision are essential for comparison accuracy. For these reasons, this paper presents pClay, the first structure comparison algorithm to employ fine-grained parallelism to enhance both throughput and efficiency. We evaluated the parallel performance of pClay on both multicore workstation CPUs and a 61-core Xeon Phi, observing scaleable speedup in many thread configurations. Parallelism unlocked levels of precision that were not practical with existing methods. This precision has important applications, which we demonstrate: A statistical model of steric variations in binding cavities, trained with data at the level of precision typical of existing work, can overlook 46% of authentic steric influences on specificity (p <= .02). The same model, trained with more precise data from pClay, overlooked 0% using the same standard of statistical significance. These results demonstrate how enhanced efficiency and precision can advance the detection of binding mechanisms that influence specificity

    Information structures and database support for solid modeling

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    The question we are going to investigate is how to map solid representations to DB structures and how to process this information efficiently. Starting from analytical representations based on analytical methods we discuss the use of constructive solid geometry and boundary representation models with various refinements. Furthermore, additional submodels (organizational, technological, physical) are considered in order to obtain an overall product model. This model representing all important aspects of a complex design object may serve to derive special object representations needed by existing engineering tools or by mathematical methods (e.g. finite elements). Today's DBMS are unable to meet the increasing requirements of engineering applications that would prefer to use a DBMS. To alter this situation, a new generation of DBMS architectures tailored to the demands of such enhanced applications have to be developed. As a consequence, the flexibility and expressiveness of data models as well as the handling of application objects must be greatly improved before interactive design work can be supported. We outline our data model concepts and architectural decisions to provide effective data management support. Our DBMS architecture consists of a neutral kernel part running on a server machine and an application layer tailored to solid modeling tasks which together with the application, i.e. the solid modeler is allocated to the workstation

    Machine vision and the OMV

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    The orbital Maneuvering Vehicle (OMV) is intended to close with orbiting targets for relocation or servicing. It will be controlled via video signals and thruster activation based upon Earth or space station directives. A human operator is squarely in the middle of the control loop for close work. Without directly addressing future, more autonomous versions of a remote servicer, several techniques that will doubtless be important in a future increase of autonomy also have some direct application to the current situation, particularly in the area of image enhancement and predictive analysis. Several techniques are presentet, and some few have been implemented, which support a machine vision capability proposed to be adequate for detection, recognition, and tracking. Once feasibly implemented, they must then be further modified to operate together in real time. This may be achieved by two courses, the use of an array processor and some initial steps toward data reduction. The methodology or adapting to a vector architecture is discussed in preliminary form, and a highly tentative rationale for data reduction at the front end is also discussed. As a by-product, a working implementation of the most advanced graphic display technique, ray-casting, is described

    Subdivision Surface based One-Piece Representation

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    Subdivision surfaces are capable of modeling and representing complex shapes of arbi-trary topology. However, methods on how to build the control mesh of a complex surfaceare not studied much. Currently, most meshes of complicated objects come from trian-gulation and simplification of raster scanned data points, like the Stanford 3D ScanningRepository. This approach is costly and leads to very dense meshes.Subdivision surface based one-piece representation means to represent the final objectin a design process with only one subdivision surface, no matter how complicated theobject\u27s topology or shape. Hence the number of parts in the final representation isalways one.In this dissertation we present necessary mathematical theories and geometric algo-rithms to support subdivision surface based one-piece representation. First, an explicitparametrization method is presented for exact evaluation of Catmull-Clark subdivisionsurfaces. Based on it, two approaches are proposed for constructing the one-piece rep-resentation of a given object with arbitrary topology. One approach is to construct theone-piece representation by using the interpolation technique. Interpolation is a naturalway to build models, but the fairness of the interpolating surface is a big concern inprevious methods. With similarity based interpolation technique, we can obtain bet-ter modeling results with less undesired artifacts and undulations. Another approachis through performing Boolean operations. Up to this point, accurate Boolean oper-ations over subdivision surfaces are not approached yet in the literature. We presenta robust and error controllable Boolean operation method which results in a one-piecerepresentation. Because one-piece representations resulting from the above two methodsare usually dense, error controllable simplification of one-piece representations is needed.Two methods are presented for this purpose: adaptive tessellation and multiresolutionanalysis. Both methods can significantly reduce the complexity of a one-piece represen-tation and while having accurate error estimation.A system that performs subdivision surface based one-piece representation was im-plemented and a lot of examples have been tested. All the examples show that our ap-proaches can obtain very good subdivision based one-piece representation results. Eventhough our methods are based on Catmull-Clark subdivision scheme, we believe they canbe adapted to other subdivision schemes as well with small modifications

    Robust event-driven particle tracking in complex geometries

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    The authors gratefully acknowledge the support of the German Research Foundation (DFG) through Grants PO 472/20 and SFB-814. FPS and ZISC are thanked for support. We would like to thank Prapanch Nair for helpful discussions.Peer reviewedPostprin
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