390 research outputs found

    Spatial models in computer-based information systems

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    From a series of initial studies in the area of computer cartography a dual data structure was evolved based on matrix representation of graphs and the use of boolean expressions. This data structure was used principally to represent zones in space though, by using boundaries of zones, it was possible to create line networks. The original idea was to use the boolean expressions as an input language for creating volume and area descriptions and to use the graph matrices for internal manipulation and creating graphic output. However, a way was found to interpret the boolean expression directly into the form of graphic output suitable for the raster scan displays given by television monitors. The software implementation of this process was very slow but, with the current developments in integrated circuitry, it suggested a way of creating a new form of parallel display processor. This possibility was investigated initially as a general processor to carry out several related spatial operations and then, finally, merely to create displays. The applications depend on (t) the general nature of the data structure used and the possible graphic languages it makes possible and (2) the real time manipulation of displays. In the case of three-dimensional scenes, this includes an automatic hidden line and hidden area removal capability. The particular applications which have been considered include the fast access and display of maps and technical drawings from planning, archi¬ tectural and engineering data bases; the real time generation of displays for training simulation; the preparation of animated films for teaching and entertainment; the control of numerically-controlled machine tools; and solving the placement problem in computer-aided design work and overlap problems in type setting and map annotation

    Computer-Aided Geometry Modeling

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    Techniques in computer-aided geometry modeling and their application are addressed. Mathematical modeling, solid geometry models, management of geometric data, development of geometry standards, and interactive and graphic procedures are discussed. The applications include aeronautical and aerospace structures design, fluid flow modeling, and gas turbine design

    Late Archaic Landscapes

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    Traditional research into the Late Archaic period in the Southeastern United States has focused on matters related to subsistence and procurement, carried out under such paradigms as Cultural Ecology, Optimal Foraging Theory, and settlement/subsistence studies. The Landscape Archaeology approach is able to unify a number of these traditionally separate avenues of research into a holistic approach, while incorporating recent revisionist models such as Social Territories, Boundary/Center studies, and the dialectic between the physical/cultural landscape and individual perceptions of it. When the Landscape Archaeology approach is operationalized through Geographic Information Systems methodology, a truly powerful theory and method may be applied to the study of past cultural systems. Here, that combination is used to explore the existence of Late Archaic maximum band social territories and minimum band subsistence territories (Habitual Use Areas) in the Savannah River Valley of Georgia and South Carolina.https://scholarcommons.sc.edu/archanth_anthro_studies/1005/thumbnail.jp

    A CAD/CAM concept for High Speed Cutting compatible rough machining in die, mould and pattern manufacturing

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    Die, mould and pattern manufacturing plays a central role in the production of capital and consumer goods. Ever-shorter product life cycles and the expanding diversity of features require continued cuts in production lead times. Recently, these developments in the market, accompanied by a simultaneous demand for improved quality at a lower cost, are becoming clearly noticeable. Along with the streamlining of organizational structures and advanced technological developments, it is above all the introduction of CAD/CAM software that offers great potential for reducing lead times for components with free surfaces. The role of milling in the integrated process chain of die, mould and pattern manufacturing is steadily gaining importance. This is due to the ongoing further development of milling-machine technology, the cutting tools and their coatings, and of the CAD /CAM systems themselves. Generally speaking, the milling process is divided into the operations of roughing and finishing. For rough milling, efficient machining means high stock-removal rates together with close contour approximation and low tool wear. Rough milling is normally carried out layer by layer, i.e. in a 2.SD machining operation with constant depth per cut because the rate of material removal and process reliability are usually highest when this method is used. High-speed cutting (HSC), which has been the subject of extensive university research for far more than ten years, has meanwhile become established as a finishing process in many companies. However, the application of HSC demands the observance of geometric and, above all, technological constraints. A considerable degree of optimization can be achieved when these constraints are applied to rough milling. In the integrated process chain, the CAD/CAM system performs the task of calculating NC programs based on CAD data which meet the requirements posed by rough and finish machining operations. While general interest was focused on the development of CAM strategies for HSC finish machining, advanced development of technology-oriented CAM modules for upstream roughing operations was neglected. The paper at hand deals with the development of a CAM module for rough-machining complex components in die, mould and pattern manufacturing. It provides an insight into the process-technological demands made on HSC operations and their application in rough machining, from which guidelines and requirements on technologically oriented NC functions for CAM software were derived. These encompass both the complete development of an interactive, dialogue-based user guidance function and the algorithmic conversion of the calculation routines. The concept at hand was almost entirely implemented and integrated in the CAD/CAM system developed by Tebis AG, Germany, which was conceived especially for die, mould and pattern manufacturing and is scheduled for introduction to the free market starting in April 2001

    What's the Situation with Intelligent Mesh Generation: A Survey and Perspectives

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    Intelligent Mesh Generation (IMG) represents a novel and promising field of research, utilizing machine learning techniques to generate meshes. Despite its relative infancy, IMG has significantly broadened the adaptability and practicality of mesh generation techniques, delivering numerous breakthroughs and unveiling potential future pathways. However, a noticeable void exists in the contemporary literature concerning comprehensive surveys of IMG methods. This paper endeavors to fill this gap by providing a systematic and thorough survey of the current IMG landscape. With a focus on 113 preliminary IMG methods, we undertake a meticulous analysis from various angles, encompassing core algorithm techniques and their application scope, agent learning objectives, data types, targeted challenges, as well as advantages and limitations. We have curated and categorized the literature, proposing three unique taxonomies based on key techniques, output mesh unit elements, and relevant input data types. This paper also underscores several promising future research directions and challenges in IMG. To augment reader accessibility, a dedicated IMG project page is available at \url{https://github.com/xzb030/IMG_Survey}

    Enabling the Development and Implementation of Digital Twins : Proceedings of the 20th International Conference on Construction Applications of Virtual Reality

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    Welcome to the 20th International Conference on Construction Applications of Virtual Reality (CONVR 2020). This year we are meeting on-line due to the current Coronavirus pandemic. The overarching theme for CONVR2020 is "Enabling the development and implementation of Digital Twins". CONVR is one of the world-leading conferences in the areas of virtual reality, augmented reality and building information modelling. Each year, more than 100 participants from all around the globe meet to discuss and exchange the latest developments and applications of virtual technologies in the architectural, engineering, construction and operation industry (AECO). The conference is also known for having a unique blend of participants from both academia and industry. This year, with all the difficulties of replicating a real face to face meetings, we are carefully planning the conference to ensure that all participants have a perfect experience. We have a group of leading keynote speakers from industry and academia who are covering up to date hot topics and are enthusiastic and keen to share their knowledge with you. CONVR participants are very loyal to the conference and have attended most of the editions over the last eighteen editions. This year we are welcoming numerous first timers and we aim to help them make the most of the conference by introducing them to other participants

    Improving Usability in Procedural Modeling

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    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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