3,589 research outputs found

    QuickCSG: Fast Arbitrary Boolean Combinations of N Solids

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    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

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    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

    Wide-Area Surveillance System using a UAV Helicopter Interceptor and Sensor Placement Planning Techniques

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    This project proposes and describes the implementation of a wide-area surveillance system comprised of a sensor/interceptor placement planning and an interceptor unmanned aerial vehicle (UAV) helicopter. Given the 2-D layout of an area, the planning system optimally places perimeter cameras based on maximum coverage and minimal cost. Part of this planning system includes the MATLAB implementation of Erdem and Sclaroff’s Radial Sweep algorithm for visibility polygon generation. Additionally, 2-D camera modeling is proposed for both fixed and PTZ cases. Finally, the interceptor is also placed to minimize shortest-path flight time to any point on the perimeter during a detection event. Secondly, a basic flight control system for the UAV helicopter is designed and implemented. The flight control system’s primary goal is to hover the helicopter in place when a human operator holds an automatic-flight switch. This system represents the first step in a complete waypoint-navigation flight control system. The flight control system is based on an inertial measurement unit (IMU) and a proportional-integral-derivative (PID) controller. This system is implemented using a general-purpose personal computer (GPPC) running Windows XP and other commercial off-the-shelf (COTS) hardware. This setup differs from other helicopter control systems which typically use custom embedded solutions or micro-controllers. Experiments demonstrate the sensor placement planning achieving \u3e90% coverage at optimized-cost for several typical areas given multiple camera types and parameters. Furthermore, the helicopter flight control system experiments achieve hovering success over short flight periods. However, the final conclusion is that the COTS IMU is insufficient for high-speed, high-frequency applications such as a helicopter control system

    A Heterogeneous High Performance Computing Framework For Ill-Structured Spatial Join Processing

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    The frequently employed spatial join processing over two large layers of polygonal datasets to detect cross-layer polygon pairs (CPP) satisfying a join-predicate faces challenges common to ill-structured sparse problems, namely, that of identifying the few intersecting cross-layer edges out of the quadratic universe. The algorithmic engineering challenge is compounded by GPGPU SIMT architecture. Spatial join involves lightweight filter phase typically using overlap test over minimum bounding rectangles (MBRs) to discard majority of CPPs, followed by refinement phase to rigorously test the join predicate over the edges of the surviving CPPs. In this dissertation, we develop new techniques - algorithms, data structure, i/o, load balancing and system implementation - to accelerate the two-phase spatial-join processing. We present a new filtering technique, called Common MBR Filter (CMF), which changes the overall characteristic of the spatial join algorithms wherein the refinement phase is no longer the computational bottleneck. CMF is designed based on the insight that intersecting cross-layer edges must lie within the rectangular intersection of the MBRs of CPPs, their common MBRs (CMBR). We also address a key limitation of CMF for class of spatial datasets with either large or dense active CMBRs by extended CMF, called CMF-grid, that effectively employs both CMBR and grid techniques by embedding a uniform grid over CMBR of each CPP, but of suitably engineered sizes for different CPPs. To show efficiency of CMF-based filters, extensive mathematical and experimental analysis is provided. Then, two GPU-based spatial join systems are proposed based on two CMF versions including four components: 1) sort-based MBR filter, 2) CMF/CMF-grid, 3) point-in-polygon test, and, 4) edge-intersection test. The systems show two orders of magnitude speedup over the optimized sequential GEOS C++ library. Furthermore, we present a distributed system of heterogeneous compute nodes to exploit GPU-CPU computing in order to scale up the computation. A load balancing model based on Integer Linear Programming (ILP) is formulated for this system. We also provide three heuristic algorithms to approximate the ILP. Finally, we develop MPI-cuda-GIS system based on this heterogeneous computing model by integrating our CUDA-based GPU system into a newly designed distributed framework designed based on Message Passing Interface (MPI). Experimental results show good scalability and performance of MPI-cuda-GIS system

    TetSplat: Real-time Rendering and Volume Clipping of Large Unstructured Tetrahedral Meshes

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    We present a novel approach to interactive visualization and exploration of large unstructured tetrahedral meshes. These massive 3D meshes are used in mission-critical CFD and structural mechanics simulations, and typically sample multiple field values on several millions of unstructured grid points. Our method relies on the pre-processing of the tetrahedral mesh to partition it into non-convex boundaries and internal fragments that are subsequently encoded into compressed multi-resolution data representations. These compact hierarchical data structures are then adaptively rendered and probed in real-time on a commodity PC. Our point-based rendering algorithm, which is inspired by QSplat, employs a simple but highly efficient splatting technique that guarantees interactive frame-rates regardless of the size of the input mesh and the available rendering hardware. It furthermore allows for real-time probing of the volumetric data-set through constructive solid geometry operations as well as interactive editing of color transfer functions for an arbitrary number of field values. Thus, the presented visualization technique allows end-users for the first time to interactively render and explore very large unstructured tetrahedral meshes on relatively inexpensive hardware

    Manufacturability and Analysis of Topologically Optimized Continuous Fiber Reinforced Composites

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    Researchers are unlocking the potential of Continuous Fiber Reinforced Composites for producing components with greater strength-to-weight ratios than state of the art metal alloys and unidirectional composites. The key is the emerging technology of topology optimization and advances in additive manufacturing. Topology optimization can fine tune component geometry and fiber placement all while satisfying stress constraints. However, the technology cannot yet robustly guarantee manufacturability. For this reason, substantial post-processing of an optimized design consisting of manual fiber replacement and subsequent Finite Element Analysis (FEA) is still required. To automate this post-processing in two dimensions, two (2) algorithms were developed. The first one is aimed at filling the space of a topologically optimized component with fibers of prescribed thickness. The objective is to produce flawless fiber paths, meaning no self-intersections, no tight turns, and no overlapping between fibers. It does so by leveraging concepts from elementary geometry and the Signed Distance Function of a topologically optimized domain. The manufacturable fiber paths are represented using Non-Uniform Rational Basis Splines, which can be readily conveyed to a 3D-printer as The second algorithm then calls a meshing routine to spatially discretize the topologically optimized domain. It takes input from the first algorithm to automatically create and append, orientations and material flags to the spatial elements produced by the meshing routine. Finally, it generates output that is then input to FEA software. The software is written in the C-programming language using the PETSc library. A load case is validated against MSC NASTRAN

    An Automated Optimal Design of a Fan Blade Using an Integrated CFD/MDO Computer Environment

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    The objective of the investigation is the development of more efficient design methodologies based on the applications of established design tools including Computational Fluid Dynamics (CFD) and non-linear Multidisciplinary Design Optimization (MDO) algorithms. Well known evolutionary type optimization algorithms include the Particle Swarm Optimization (PSO), Response Surface Optimization (RSO) and Genetic (GA) Algorithms. The benchmark case study is the optimal design of a low speed fan for an industrial air-conditioning application using the Response Surface Optimization (RSO) algorithm. The optimization algorithm controls the variations of parameters that describe the three-dimensional geometry of the blade while applying performance and geometrical constraints on blade shapes that are investigated. The optimal design is defined as the blade geometry which produces the maximum total efficiency subject to specified constraints on the volume flow rate (CFM) and rotational rate (RPM) of the fan

    Surface parameterization over regular domains

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    Surface parameterization has been widely studied and it has been playing a critical role in many geometric processing tasks in graphics, computer-aided design, visualization, vision, physical simulation and etc. Regular domains, such as polycubes, are favored due to their structural regularity and geometric simplicity. This thesis focuses on studying the surface parameterization over regular domains, i.e. polycubes, and develops effective computation algorithms. Firstly, the motivation for surface parameterization and polycube mapping is introduced. Secondly, we briefly review existing surface parameterization techniques, especially for extensively studied parameterization algorithms for topological disk surfaces and parameterizations over regular domains for closed surfaces. Then we propose a polycube parameterization algorithm for closed surfaces with general topology. We develop an efficient optimization framework to minimize the angle and area distortion of the mapping. Its applications on surface meshing, inter-shape morphing and volumetric polycube mapping are also discussed

    Retopology: a comprehensive study of current automation solutions from an artist’s workflow perspective

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    Dissertação de mestrado em Engenharia InformáticaTopology (the density, organization and flow of a 3D mesh’s connectivity) constrains the suitability of a 3D model for any given purpose, be it surface showcasing through renders, use in real-time engines, posing or animation. While some of these use cases might not have very strict topology requirements, others may demand optimized polygon counts for performance reasons, or even specific geometry distribution in order to take deformation directions into account. Many processes for creating 3D models such as sculpting try to make the user unaware of the inner workings of geometry, by providing flexible levels of surface detailing through dynamic geometry allocation. The resulting models have a dense, unorganized topology that is inefficient and unfit for most use cases, with the additional drawback of being hard to work with manually. Retopology is the process of providing a new topology to a model such as these, while maintaining the shape of its surface. It’s a technical and time-consuming process that clashes with the rest of the artist’s workflow, which is mainly composed of creative processes. While there’s abundant research in this area focusing on polygon distribution quality based on surface shape, artists are still left with no options but to resort to manual work when it comes to deformation-optimized topology. This document exposes this disconnect, along with a proposed framework that attempts to provide a more complete retopology solution for 3D artists. This framework combines traditional mesh extraction algorithms with adapting manually-made meshes in a pipeline that tries to understand the input on a higher level, in order to solve deficiencies that are present in current retopology tools. Our results are very positive, presenting an improvement over state of the art solutions, which could possibly steer discussion and research in this area to be more in line with the needs of 3D artists.A topologia (a densidade, organização e direções tomadas pela conectividade de uma mesh 3D) limita a adequação de um modelo 3D para um leque variado de usos, entre os quais, visualização da superfície através de renders, uso em motores real-time, poses ou animações. Embora muitos destes usos não possuam requerimentos de topologia muito rigorosos, outros podem exigir número de polígonos mais baixos por questões de performance, ou até distribuição de geometria específica para acomodar direções de deformação corretamente. Muitos processos de criação de modelos 3D, como escultura, permitem que o utilizador não esteja ciente do que se passa em termos de funcionamento da geometria por debaixo da utilização. Isto é conseguido oferecendo níveis de detalhe flexíveis, alocando geometria de forma dinâmica. Os modelos resultantes têm uma topologia densa e desorganizada, que é ineficiente e pouco apropriada para a maior parte dos casos de uso, com a desvantagem adicional de ser difícil de trabalhar com a mesma manualmente. A retopologia é o processo de gerar uma nova topologia para um modelo, ao mesmo tempo que se mantém a forma da superfície. É um processo técnico e demorado, que entra em conflito com o resto do fluxo de trabalho do artista, que é composto maioritariamente por processos artísticos. Apesar de haver investigação abundante nesta área focada na qualidade da distribuição de polígonos baseada na forma da superfície, os artistas continuam a ter de recorrer ao trabalho manual quando se trata de topologia otimizada para deformações. Este documento expõe esta divergência, propondo, em conjunto, uma framework que tenta oferecer uma solução mais completa para os artistas 3D. Esta framework combina algoritmos de extração de meshes tradicionais com adaptação de meshes feitas manualmente, numa pipeline que tenta compreender o input a um nível superior, resolvendo as deficiências presentes nas ferramentas de retopologia atuais. Os nossos resultados são bastante positivos, apresentando melhorias em relação a soluções de estado da arte, facto que poderá mudar o rumo da discussão e investigação neste campo, para melhor se adequar às necessidades dos artistas 3D
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