456 research outputs found

    QuickCSG: Fast Arbitrary Boolean Combinations of N Solids

    Get PDF
    QuickCSG computes the result for general N-polyhedron boolean expressions without an intermediate tree of solids. We propose a vertex-centric view of the problem, which simplifies the identification of final geometric contributions, and facilitates its spatial decomposition. The problem is then cast in a single KD-tree exploration, geared toward the result by early pruning of any region of space not contributing to the final surface. We assume strong regularity properties on the input meshes and that they are in general position. This simplifying assumption, in combination with our vertex-centric approach, improves the speed of the approach. Complemented with a task-stealing parallelization, the algorithm achieves breakthrough performance, one to two orders of magnitude speedups with respect to state-of-the-art CPU algorithms, on boolean operations over two to dozens of polyhedra. The algorithm also outperforms GPU implementations with approximate discretizations, while producing an output without redundant facets. Despite the restrictive assumptions on the input, we show the usefulness of QuickCSG for applications with large CSG problems and strong temporal constraints, e.g. modeling for 3D printers, reconstruction from visual hulls and collision detection

    QuickCSG: Fast Arbitrary Boolean Combinations of N Solids

    Full text link
    QuickCSG computes the result for general N-polyhedron boolean expressions without an intermediate tree of solids. We propose a vertex-centric view of the problem, which simplifies the identification of final geometric contributions, and facilitates its spatial decomposition. The problem is then cast in a single KD-tree exploration, geared toward the result by early pruning of any region of space not contributing to the final surface. We assume strong regularity properties on the input meshes and that they are in general position. This simplifying assumption, in combination with our vertex-centric approach, improves the speed of the approach. Complemented with a task-stealing parallelization, the algorithm achieves breakthrough performance, one to two orders of magnitude speedups with respect to state-of-the-art CPU algorithms, on boolean operations over two to dozens of polyhedra. The algorithm also outperforms GPU implementations with approximate discretizations, while producing an output without redundant facets. Despite the restrictive assumptions on the input, we show the usefulness of QuickCSG for applications with large CSG problems and strong temporal constraints, e.g. modeling for 3D printers, reconstruction from visual hulls and collision detection

    A Survey of Methods for Converting Unstructured Data to CSG Models

    Full text link
    The goal of this document is to survey existing methods for recovering CSG representations from unstructured data such as 3D point-clouds or polygon meshes. We review and discuss related topics such as the segmentation and fitting of the input data. We cover techniques from solid modeling and CAD for polyhedron to CSG and B-rep to CSG conversion. We look at approaches coming from program synthesis, evolutionary techniques (such as genetic programming or genetic algorithm), and deep learning methods. Finally, we conclude with a discussion of techniques for the generation of computer programs representing solids (not just CSG models) and higher-level representations (such as, for example, the ones based on sketch and extrusion or feature based operations).Comment: 29 page

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

    Get PDF
    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

    An evolutionary approach to the extraction of object construction trees from 3D point clouds

    Get PDF
    In order to extract a construction tree from a finite set of points sampled on the surface of an object, we present an evolutionary algorithm that evolves set-theoretic expressions made of primitives fitted to the input point-set and modeling operations. To keep relatively simple trees, we use a penalty term in the objective function optimized by the evolutionary algorithm. We show with experiments successes but also limitations of this approach

    A knowledge-based approach for the extraction of machining features from solid models

    Get PDF
    Computer understanding of machining features such as holes and pockets is essential for bridging the communication gap between Computer Aided Design and Computer Aided Manufacture. This thesis describes a prototype machining feature extraction system that is implemented by integrating the VAX-OPS5 rule-based artificial intelligence environment with the PADL-2 solid modeller. Specification of original stock and finished part geometry within the solid modeller is followed by determination of the nominal surface boundary of the corresponding cavity volume model by means of Boolean subtraction and boundary evaluation. The boundary model of the cavity volume is managed by using winged-edge and frame-based data structures. Machining features are extracted using two methods : (1) automatic feature recognition, and (2) machine learning of features for subsequent recognition. [Continues.

    CSG based automatic mesh generation using multiple element types

    Get PDF
    The objective of this thesis project is to explore a unique approach toward automatic mesh generation for finite element analysis. Current mesh generation algorithms are only applicable to a single type of domain. Countless mesh generators exist for meshing 2D regions with triangles and quadrilaterals, and mesh generators also exist which can mesh 3D regions with tetrahedra and other element types. However, not all structures are strictly 2D or 3D , and not all structures are best modeled with a single type of element. An experienced finite element analyst typically uses many types of elements when modeling a real problem. This thesis addresses this approach to meshing in an automatic manner. However, at various stages, the user has the ability to change the course of the modeler. In this thesis project, a program for automatic mesh generation has been developed on a constructive solid geometry (CSG) foundation. This program was written in object-oriented Pascal, and consists of well over 25,000 lines of code. The CSG system used was developed with PADL-2 as the guide, and allows complex geometries to be modeled as combinations of blocks and cylinders. This solid model is then broken into ID, 2D and 3D regions, or segments , using CSG-Tree segmentation logic. Each segment can then be meshed using an appropriate mesh generation technique. Thus, a single model can be meshed with multiple element types, just as an experienced analyst would do it

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

    Get PDF
    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

    Process capability modelling: a review report of feature representation methodologies

    Get PDF
    Approximately 150 technical papers on the features methodology have been carefully studied and some selected papers have been commented upon. The abstracts of the comments are documented and attached to this report. The methodologies reviewed are mainly divided into two approaches, ie. feature recognition and design by features. Papers which deal with some specific topics such as feature taxonomies, dimensions and tolerances, feature concepts, etc. are also included in the document
    corecore