864 research outputs found

    Textile Forms’ Computer Simulation Techniques

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    Computer simulation techniques of textile forms already represent an important tool for textile and garment designers, since they offer numerous advantages, such as quick and simple introduction of changes while developing a model in comparison with conventional techniques. Therefore, the modeling and simulation of textile forms will always be an important issue and challenge for the researchers, since close‐to‐reality models are essential for understanding the performance and behavior of textile materials. This chapter deals with computer simulation of different textile forms. In the introductory part, it reviews the development of complex modeling and simulation techniques related to different textile forms. The main part of the chapter focuses on study of the fabric and fused panel drape by using the finite element method and on development of some representative textile forms, above all, on functional and protective clothing for persons who are sitting during performing different activities. Computer simulation techniques and scanned 3D body models in a sitting posture are used for this purpose. Engineering approaches to textile forms’ design for particular purposes, presented in this chapter, show benefits and limitations of specific 3D body scanning and computer simulation techniques and outline the future research challenges

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion

    Visual Prototyping of Cloth

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    Realistic visualization of cloth has many applications in computer graphics. An ongoing research problem is how to best represent and capture appearance models of cloth, especially when considering computer aided design of cloth. Previous methods can be used to produce highly realistic images, however, possibilities for cloth-editing are either restricted or require the measurement of large material databases to capture all variations of cloth samples. We propose a pipeline for designing the appearance of cloth directly based on those elements that can be changed within the production process. These are optical properties of fibers, geometrical properties of yarns and compositional elements such as weave patterns. We introduce a geometric yarn model, integrating state-of-the-art textile research. We further present an approach to reverse engineer cloth and estimate parameters for a procedural cloth model from single images. This includes the automatic estimation of yarn paths, yarn widths, their variation and a weave pattern. We demonstrate that we are able to match the appearance of original cloth samples in an input photograph for several examples. Parameters of our model are fully editable, enabling intuitive appearance design. Unfortunately, such explicit fiber-based models can only be used to render small cloth samples, due to large storage requirements. Recently, bidirectional texture functions (BTFs) have become popular for efficient photo-realistic rendering of materials. We present a rendering approach combining the strength of a procedural model of micro-geometry with the efficiency of BTFs. We propose a method for the computation of synthetic BTFs using Monte Carlo path tracing of micro-geometry. We observe that BTFs usually consist of many similar apparent bidirectional reflectance distribution functions (ABRDFs). By exploiting structural self-similarity, we can reduce rendering times by one order of magnitude. This is done in a process we call non-local image reconstruction, which has been inspired by non-local means filtering. Our results indicate that synthesizing BTFs is highly practical and may currently only take a few minutes for small BTFs. We finally propose a novel and general approach to physically accurate rendering of large cloth samples. By using a statistical volumetric model, approximating the distribution of yarn fibers, a prohibitively costly, explicit geometric representation is avoided. As a result, accurate rendering of even large pieces of fabrics becomes practical without sacrificing much generality compared to fiber-based techniques

    A Mechanical Mapping Model for Real-Time Control of a Complex Physical Modelling Synthesis Engine with a Simple Gesture

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    This paper describes the design and control of a digital synthesis engine developed to imitate the sound of an acoustic wind machine, a historical theatre sound effect first designed inthe nineteenth century. This work is part of an exploration of the potential of historical theatre sound effects as a resource for Sonic Interaction Design (SID). The synthesis engine is based on a physical model of frictionand is programmed using the Sound Designer’s Toolkit (SDT) suite of physical modelling objects in Max/MSP. The program is controlled in real-time with a single stream of rotation data from a rotary encoder and Arduino, with complexity achieved through a mapping strategy that recreates the mechanical process at the heart of the acoustic wind machine’s sound production. The system is outlined, along with a discussion of the possible application of this approach to the modeling of other historical theatre sound effect

    Micro-mechanical predictive modelling as an aid to CAD based analysis of composite sporting equipment

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    The sport and leisure industry in New Zealand (NZ) has the potential to become a major user of composite materials. Given the size of NZ industry, design and manufacturing strategies based on virtual engineering should be developed to suit NZ requirements. Virtual methods use computer aided engineering capabilities to find faults, explore alternatives and optimise product performance before detailed design or prototyping. When doing computer aided simulation the required mechanical properties of individual reinforcement and matrix components are well documented. However, the mechanical properties of composite materials are not as simple to obtain. Micro-mechanical modelling could therefore be used to aid the design and development of composite equipment, where mechanical properties are unknown. In this study, solids modelling was used to produce an analog model of a composite, and it was found that it lead to reductions in file size and simulation time. Representing a composite with an analog model implies that the behavioural characteristics are modelled, but not the physical characteristics of the individual components. Three micro-mechanical models were developed to predict the flexural modulus of composite materials, based on perfect, partial and no adhesion. It was found that the partial adhesion model was both practical and consistently accurate. The partial adhesion model accounted for adhesion between components by considering an 'effective shear value' at the interface. Validation of the models was done by flexural testing injection moulded samples of glass, wood and carbon fibre reinforced polyethylene. It was shown that the adhesion coefficient range was 0.1 for carbon fibre, 0.5 for glass fibre and 0.9 for the wood fibre composites. It was concluded that the adhesion coefficient is crucial and it is recommended that further work is done to validate effective shear values by empirical means. The predicted flexural modulus values were used to enable finite element simulation of modelled analog beams as well as commercial kayak paddles. It was determined that accurate simulation is possible for composite equipment using the partial adhesion model

    Optimising additive manufacturing for fine art sculpture and digital restoration of archaeological artefacts

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    Additive manufacturing (AM) has shown itself to be beneficial in many application areas, including product design and manufacture, medical models and prosthetics, architectural modelling and artistic endeavours. For some of these applications, coupling AM with reverse engineering (RE) enables the utilisation of data from existing 3D shapes. This thesis describes the application of AM and RE within sculpture manufacture, in order to optimise the process chains for sculpture reproduction and relic conservation and restoration. This area poses particular problems since the original artefacts can often be fragile and inaccessible, and the finishing required on the AM replicas is both complex and varied. Several case studies within both literature and practical projects are presented, which cover essential knowledge of producing large scale sculptures from an original models as well as a wide range of artefact shapes and downstream finishing techniques. The combination of digital technologies and traditional art requires interdisciplinary knowledge across engineering and fine art. Also, definitions and requirements (e.g. ‘accuracy’), can be applied as both engineering and artistic terms when specifications and trade-offs are being considered. The thesis discusses the feasibility for using these technologies across domains, and explores the potential for developing new market opportunities for AM. It presents and analyses a number of case study projects undertaken by the author with a view to developing cost and time models for various processes used. These models have then been used to develop a series of "process maps", which enable users of AM in this area to decide upon the optimum process route to follow, under various circumstances. The maps were validated and user feedback obtained through the execution of two further sculpture manufacturing projects. The thesis finishes with conclusions about the feasibility of the approach, its constraints, the pros and cons of adopting AM in this area and recommendations for future research
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