6 research outputs found

    A heuristic algorithm for determining the part set in a powder-bed additive manufacturing machine.

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    The goal of this research is to develop a procedure for the placement of a priority part into a planned build in a powder-bed additive manufacturing machine. Toward that goal, a heuristic procedure was developed that seeks to maximize the revenue in a scheduled build, subject to due-date constraints; i.e., all parts with the closest due date will not only be included in the build, but will be placed near the bottom of the build. Likewise, any part in the scheduled build that does not have an immediate due date is a candidate for removal in order to accommodate a higher priority part, the order for which arrives after the build is underway. The build volume for this experiment with the SLS2500+ machine is 13-inch x 15-inch x 18-inch rectilinear container. To achieve this optimization of the build, the experiment for this research involved a penalty which is based on failure to meet the due date constraint. The m parts in the build are placed such that are placed the highest priority parts, including those with immediate due date constraints, are positioned near the bottom of the build volume. The focus of this study is to determine which “unbuilt” parts x(i) will be removed to make room for higher priority parts. Toward that end, each part is assigned a priority p(i), i = 1, …,m until the build is full. If an order for a part having a higher priority p(i)than any of the parts in the build, the procedure developed here seeks to replace at least one of the parts in the scheduled build. Hence, the dimensions of the lower priority parts are key, since the part that is removed must provide sufficient space for the new part. Importantly, the enactment of the procedure developed here takes place in real time, with little or no interruption of the progress of the build. The resulting Excel file will be sorted as to place the immediate items at the bottom on the build. The solution is valid for a single and also for a multiple build. Simulations of this heuristic procedure were shown to substantially increase the revenue desired from the planned build by adding higher priority parts

    오프셋 곡선 및 곡면의 자가 교차 검출 및 제거

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    학위논문(박사)--서울대학교 대학원 :공과대학 컴퓨터공학부,2020. 2. 김명수.Offset curves and surfaces have many applications in computer-aided design and manufacturing, but the self-intersections and redundancies must be trimmed away for their practical use. We present a new method for offset curve and surface trimming that detects the self-intersections and eliminates the redundant parts of an offset curve and surface that are closer than the offset distance to the original curve and surface. We first propose an offset trimming method based on constructing geometric constraint equations. We formulate the constraint equations of the self-intersections of an offset curve and surface in the parameter domain of the original curve and surface. Numerical computations based on the regularity and intrinsic properties of the given input curve and surface is carried out to compute the solution of the constraint equations. The method deals with numerical instability around near-singular regions of an offset surface by using osculating tori that can be constructed in a highly stable way, i.e., by offsetting the osculating torii of the given input regular surface. We reveal the branching structure and the terminal points from the complete self-intersection curves of the offset surface. From the observation that the trimming method based on the multivariate equation solving is computationally expensive, we also propose an acceleration technique to trim an offset curve and surface. The alternative method constructs a bounding volume hierarchy specially designed to enclose the offset curve and surface and detects the self-collision of the bounding volumes instead. In the case of an offset surface, the thickness of the bounding volumes is indirectly determined based on the maximum deviations of the positions and the normals between the given input surface patches and their osculating tori. For further acceleration, the bounding volumes are pruned as much as possible during self-collision detection using various geometric constraints imposed on the offset surface. We demonstrate the effectiveness of the new trimming method using several non-trivial test examples of offset trimming. Lastly, we investigate the problem of computing the Voronoi diagram of a freeform surface using the offset trimming technique for surfaces. By trimming the offset surface with a gradually changing offset radius, we compute the boundary of the Voronoi cells that appear in the concave side of the given input surface. In particular, we interpret the singular and branching points of the self-intersection curves of the trimmed offset surfaces in terms of the boundary elements of the Voronoi diagram.오프셋 곡선 및 곡면은 computer-aided design (CAD)와 computer-aided manufacturing (CAM)에서 널리 이용되는 연산들 중 하나이다. 하지만 실용적인 활용을 위해서는 오프셋 곡선 및 곡면에서 생기는 자가 교차를 찾고 이를 기준으로 오프셋 곡선 및 곡면에서 원래의 곡선 및 곡면에 가까운 불필요한 영역을 제거하여야한다. 본 논문에서는 오프셋 곡선 및 곡면에서 생기는 자가 교차를 계산하고, 오프셋 곡선 및 곡면에서 생기는 불필요한 영역을 제거하는 알고리즘을 제안한다. 본 논문은 우선 오프셋 곡선 및 곡면의 자가 교차점들과 그 교차점들이 기인한 원래 곡선 및 곡면의 점들이 이루는 평면 이등변 삼각형 관계로부터 오프셋 곡선 및 곡면의 자가 교차점의 제약 조건을 만족시키는 방정식들을 세운다. 이 제약식들은 원래 곡선 및 곡면의 변수 공간에서 표현되며, 이 방정식들의 해는 다변수 방정식의 해를 구하는 solver를 이용하여 구한다. 오프셋 곡면의 경우, 원래 곡면의 주곡률 중 하나가 오프셋 반지름의 역수와 같을 때 오프셋 곡면의 법선이 정의가 되지 않는 특이점이 생기는데, 오프셋 곡면의 자가 교차 곡선이 이 부근을 지날 때는 자가 교차 곡선의 계산이 불안정해진다. 따라서 자가 교차 곡선이 오프셋 곡면의 특이점 부근을 지날 때는 오프셋 곡면을 접촉 토러스로 치환하여 더 안정된 방법으로 자가 교차 곡선을 구한다. 계산된 오프셋 곡면의 자가 교차 곡선으로부터 교차 곡선의 xyzxyz-공간에서의 말단 점, 가지 구조 등을 밝힌다. 본 논문은 또한 바운딩 볼륨 기반의 오프셋 곡선 및 곡면의 자가 교차 곡선 검출을 가속화하는 방법을 제시한다. 바운딩 볼륨은 기저 곡선 및 곡면을 단순한 기하로 감싸고 기하 연산을 수행함으로써 가속화에 기여한다. 오프셋 곡면의 자가 교차 곡선을 구하기 위하여, 본 논문은 오프셋 곡면의 바운딩 볼륨 구조를 기저 곡면의 바운딩 볼륨과 기저 곡면의 법선 곡면의 바운딩 볼륨의 구조로부터 계산하며 이때 각 바운딩 볼륨의 두께를 계산한다. 또한, 바운딩 볼륨 중에서 실제 오프셋 곡선 및 곡면의 자가 교차에 기여하지 않는 부분을 깊은 재귀 전에 찾아서 제거하는 여러 조건들을 나열한다. 한편, 자가 교차가 제거된 오프셋 곡선 및 곡면은 기저 곡선 및 곡면의 보로노이 구조와 깊은 관련이 있는 것이 알려져 있다. 본 논문에서는 자유 곡면의 연속된 오프셋 곡면들로부터 자유 곡면의 보로노이 구조를 유추하는 방법을 제시한다. 특히, 오프셋 곡면의 자가 교차 곡선 상에서 나타나는 가지 점이나 말단 점과 같은 특이점들이 자유 곡면의 보로노이 구조에서 어떻게 해석되는지 제시한다.1. Introduction 1 1.1 Background and Motivation 1 1.2 Research Objectives and Approach 7 1.3 Contributions and Thesis Organization 11 2. Preliminaries 14 2.1 Curve and Surface Representation 14 2.1.1 Bezier Representation 14 2.1.2 B-spline Representation 17 2.2 Differential Geometry of Curves and Surfaces 19 2.2.1 Differential Geometry of Curves 19 2.2.2 Differential Geometry of Surfaces 21 3. Previous Work 23 3.1 Offset Curves 24 3.2 Offset Surfaces 27 3.3 Offset Curves on Surfaces 29 4. Trimming Offset Curve Self-intersections 32 4.1 Experimental Results 35 5. Trimming Offset Surface Self-intersections 38 5.1 Constraint Equations for Offset Self-Intersections 38 5.1.1 Coplanarity Constraint 39 5.1.2 Equi-angle Constraint 40 5.2 Removing Trivial Solutions 40 5.3 Removing Normal Flips 41 5.4 Multivariate Solver for Constraints 43 5.A Derivation of f(u,v) 46 5.B Relationship between f(u,v) and Curvatures 47 5.3 Trimming Offset Surfaces 50 5.4 Experimental Results 53 5.5 Summary 57 6. Acceleration of trimming offset curves and surfaces 62 6.1 Motivation 62 6.2 Basic Approach 67 6.3 Trimming an Offset Curve using the BVH 70 6.4 Trimming an Offset Surface using the BVH 75 6.4.1 Offset Surface BVH 75 6.4.2 Finding Self-intersections in Offset Surface Using BVH 87 6.4.3 Tracing Self-intersection Curves 98 6.5 Experimental Results 100 6.6 Summary 106 7. Application of Trimming Offset Surfaces: 3D Voronoi Diagram 107 7.1 Background 107 7.2 Approach 110 7.3 Experimental Results 112 7.4 Summary 114 8. Conclusion 119 Bibliography iDocto

    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

    New geometric algorithms and data structures for collision detection of dynamically deforming objects

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    Any virtual environment that supports interactions between virtual objects and/or a user and objects, needs a collision detection system to handle all interactions in a physically correct or plausible way. A collision detection system is needed to determine if objects are in contact or interpenetrates. These interpenetrations are resolved by a collision handling system. Because of the fact, that in nearly all simulations objects can interact with each other, collision detection is a fundamental technology, that is needed in all these simulations, like physically based simulation, robotic path and motion planning, virtual prototyping, and many more. Most virtual environments aim to represent the real-world as realistic as possible and therefore, virtual environments getting more and more complex. Furthermore, all models in a virtual environment should interact like real objects do, if forces are applied to the objects. Nearly all real-world objects will deform or break down in its individual parts if forces are acted upon the objects. Thus deformable objects are becoming more and more common in virtual environments, which want to be as realistic as possible and thus, will present new challenges to the collision detection system. The necessary collision detection computations can be very complex and this has the effect, that the collision detection process is the performance bottleneck in most simulations. Most rigid body collision detection approaches use a BVH as acceleration data structure. This technique is perfectly suitable if the object does not change its shape. For a soft body an update step is necessary to ensure that the underlying acceleration data structure is still valid after performing a simulation step. This update step can be very time consuming, is often hard to implement and in most cases will produce a degenerated BVH after some simulation steps, if the objects generally deform. Therefore, the here presented collision detection approach works entirely without an acceleration data structure and supports rigid and soft bodies. Furthermore, we can compute inter-object and intraobject collisions of rigid and deformable objects consisting of many tens of thousands of triangles in a few milliseconds. To realize this, a subdivision of the scene into parts using a fuzzy clustering approach is applied. Based on that all further steps for each cluster can be performed in parallel and if desired, distributed to different GPUs. Tests have been performed to judge the performance of our approach against other state-of-the-art collision detection algorithms. Additionally, we integrated our approach into Bullet, a commonly used physics engine, to evaluate our algorithm. In order to make a fair comparison of different rigid body collision detection algorithms, we propose a new collision detection Benchmarking Suite. Our Benchmarking Suite can evaluate both the performance as well as the quality of the collision response. Therefore, the Benchmarking Suite is subdivided into a Performance Benchmark and a Quality Benchmark. This approach needs to be extended to support soft body collision detection algorithms in the future.Jede virtuelle Umgebung, welche eine Interaktion zwischen den virtuellen Objekten in der Szene zulässt und/oder zwischen einem Benutzer und den Objekten, benötigt für eine korrekte Behandlung der Interaktionen eine Kollisionsdetektion. Nur dank der Kollisionsdetektion können Berührungen zwischen Objekten erkannt und mittels der Kollisionsbehandlung aufgelöst werden. Dies ist der Grund für die weite Verbreitung der Kollisionsdetektion in die verschiedensten Fachbereiche, wie der physikalisch basierten Simulation, der Pfadplanung in der Robotik, dem virtuellen Prototyping und vielen weiteren. Auf Grund des Bestrebens, die reale Umgebung in der virtuellen Welt so realistisch wie möglich nachzubilden, steigt die Komplexität der Szenen stetig. Fortwährend steigen die Anforderungen an die Objekte, sich realistisch zu verhalten, sollten Kräfte auf die einzelnen Objekte ausgeübt werden. Die meisten Objekte, die uns in unserer realen Welt umgeben, ändern ihre Form oder zerbrechen in ihre Einzelteile, wenn Kräfte auf sie einwirken. Daher kommen in realitätsnahen, virtuellen Umgebungen immer häufiger deformierbare Objekte zum Einsatz, was neue Herausforderungen an die Kollisionsdetektion stellt. Die hierfür Notwendigen, teils komplexen Berechnungen, führen dazu, dass die Kollisionsdetektion häufig der Performance-Bottleneck in der jeweiligen Simulation darstellt. Die meisten Kollisionsdetektionen für starre Körper benutzen eine Hüllkörperhierarchie als Beschleunigungsdatenstruktur. Diese Technik ist hervorragend geeignet, solange sich die Form des Objektes nicht verändert. Im Fall von deformierbaren Objekten ist eine Aktualisierung der Datenstruktur nach jedem Schritt der Simulation notwendig, damit diese weiterhin gültig ist. Dieser Aktualisierungsschritt kann, je nach Hierarchie, sehr zeitaufwendig sein, ist in den meisten Fällen schwer zu implementieren und generiert nach vielen Schritten der Simulation häufig eine entartete Hüllkörperhierarchie, sollte sich das Objekt sehr stark verformen. Um dies zu vermeiden, verzichtet unsere Kollisionsdetektion vollständig auf eine Beschleunigungsdatenstruktur und unterstützt sowohl rigide, wie auch deformierbare Körper. Zugleich können wir Selbstkollisionen und Kollisionen zwischen starren und/oder deformierbaren Objekten, bestehend aus vielen Zehntausenden Dreiecken, innerhalb von wenigen Millisekunden berechnen. Um dies zu realisieren, unterteilen wir die gesamte Szene in einzelne Bereiche mittels eines Fuzzy Clustering-Verfahrens. Dies ermöglicht es, dass alle Cluster unabhängig bearbeitet werden und falls gewünscht, die Berechnungen für die einzelnen Cluster auf verschiedene Grafikkarten verteilt werden können. Um die Leistungsfähigkeit unseres Ansatzes vergleichen zu können, haben wir diesen gegen aktuelle Verfahren für die Kollisionsdetektion antreten lassen. Weiterhin haben wir unser Verfahren in die Physik-Engine Bullet integriert, um das Verhalten in dynamischen Situationen zu evaluieren. Um unterschiedliche Kollisionsdetektionsalgorithmen für starre Körper korrekt und objektiv miteinander vergleichen zu können, haben wir eine Benchmarking-Suite entwickelt. Unsere Benchmarking- Suite kann sowohl die Geschwindigkeit, für die Bestimmung, ob zwei Objekte sich durchdringen, wie auch die Qualität der berechneten Kräfte miteinander vergleichen. Hierfür ist die Benchmarking-Suite in den Performance Benchmark und den Quality Benchmark unterteilt worden. In der Zukunft wird diese Benchmarking-Suite dahingehend erweitert, dass auch Kollisionsdetektionsalgorithmen für deformierbare Objekte unterstützt werden

    6th International Meshing Roundtable '97

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