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From on-line sketching to 2D and 3D geometry: A fuzzy knowledge based system
The paper describes the development of a fuzzy knowledge based prototype system for conceptual design. This real time system is designed to infer userâs sketching intentions, to segment sketched input and generate corresponding geometric primitives: straight lines, circles, arcs, ellipses, elliptical arcs, and B-spline curves. Topology information (connectivity, unitary constraints and pairwise constraints) is received dynamically from 2D sketched input and primitives. From the 2D topology information, a more accurate 2D geometry can be built up by applying a 2D geometric constraint solver. Subsequently, 3D geometry can be received feature by feature incrementally. Each feature can be recognised by inference knowledge in terms of matching its 2D primitive configurations and connection relationships. The system accepts not only sketched input, working as an automatic design tools, but also accepts userâs interactive input of both 2D primitives and special positional 3D primitives. This makes it easy and friendly to use. The system has been tested with a number of sketched inputs of 2D and 3D geometry
Solid reconstruction using recognition of quadric surfaces from orthographic views
International audienceThe reconstruction of 3D objects from 2D orthographic views is crucial for maintaining and further developing existing product designs. A B-rep oriented method for reconstructing curved objects from three orthographic views is presented by employing a hybrid wire-frame in place of an intermediate wire-frame. The Link-Relation Graph (LRG) is introduced as a multi-graph representation of orthographic views, and quadric surface features (QSFs) are defined by special basic patterns of LRG as well as aggregation rules. By hint-based pattern matching in the LRGs of three orthographic views in an order of priority, the corresponding QSFs are recognized, and the geometry and topology of quadric surfaces are recovered simultaneously. This method can handle objects with interacting quadric surfaces and avoids the combinatorial search for tracing all the quadric surfaces in an intermediate wire-frame by the existing methods. Several examples are provided
Subspace procrustes analysis
Postprint (author's final draft
3D reconstruction of point clouds using multi-view orthographic projections
Cataloged from PDF version of article.A method to reconstruct 3D point clouds using multi-view orthographic projections is
examined. Point clouds are generated by means of a stochastic process. This stochastic
process is designed to generate point clouds that mimic microcalcification formation in
breast tissue. Point clouds are generated using a Gibbs sampler algorithm. Orthographic
projections of point clouds from any desired orientation are generated. Volumetric
intersection method is employed to perform the reconstruction from these orthographic
projections. The reconstruction may yield erroneous reconstructed points. The types of
these erroneous points are analyzed along with their causes and a performance measure
based on linear combination is devised. Experiments have been designed to investigate
the effect of the number of projections and the number of points to the performance of
reconstruction. Increasing the number of projections and decreasing the number of points
resulted in better reconstructions that are more similar to the original point clouds.
However, it is observed that reconstructions do not improve considerably upon increasing
the number of projections after some number. This method of reconstruction serves well
to find locations of original points.Topçu, OsmanM.S
Community Engagement in Cultural Heritage A Digital Context
A series of case studies outlining the application of virtual reality and digital technologies for cultural heritage is presented in this article with an aim to examine the role for community engagement and SMEs in cultural heritage within a digital context. Digital technologies can be a repository and tool for telling local stories in relation to place and time on site and virtually off-site. In a series of case studies, tools and technologies for virtual reality experiences are outlined to identify the appropriate tools which can best facilitate this community engagement. In addition, community-based digital heritage initiatives will be discussed with reference to the Faro Convention. These technologies include applying BIM or GIS for historic structures involves initially data capture of the geometry and texture using laser scanning or digital photogrammetry, and then converting the digital survey data to solid Building Information Models (BIM). The process is described as Historic BIM or Historic GIS and, in this paper, several virtual reconstruction case studies of Irish Megalithic and Romanesque structures are presented
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