3,439 research outputs found

    Doctor of Philosophy

    Get PDF
    dissertationOne of the fundamental building blocks of many computational sciences is the construction and use of a discretized, geometric representation of a problem domain, often referred to as a mesh. Such a discretization enables an otherwise complex domain to be represented simply, and computation to be performed over that domain with a finite number of basis elements. As mesh generation techniques have become more sophisticated over the years, focus has largely shifted to quality mesh generation techniques that guarantee or empirically generate numerically well-behaved elements. In this dissertation, the two complementary meshing subproblems of vertex placement and element creation are analyzed, both separately and together. First, a dynamic particle system achieves adaptivity over domains by inferring feature size through a new information passing algorithm. Second, a new tetrahedral algorithm is constructed that carefully combines lattice-based stenciling and mesh warping to produce guaranteed quality meshes on multimaterial volumetric domains. Finally, the ideas of lattice cleaving and dynamic particle systems are merged into a unified framework for producing guaranteed quality, unstructured and adaptive meshing of multimaterial volumetric domains

    An Interactive Concave Volume Clipping Method Based on GPU Ray Casting with Boolean Operation

    Get PDF
    Volume clipping techniques can display inner structures and avoid difficulties in specifying an appropriate transfer function. We present an interactive concave volume clipping method by implementing both rendering and Boolean operation on GPU. Common analytical convex objects, such as polyhedrons and spheres, are determined by parameters. So it consumes very little video memory to implement concave volume clipping with Boolean operations on GPU. The intersection, subtraction and union operations are implemented on GPU by converting 3D Boolean operation into 1D Boolean operation. To enhance visual effects, a pseudo color based rendering model is proposed and the Phong illumination model is enabled on the clipped surfaces. Users are allowed to select a color scheme from several schemes that are pre-defined or specified by users, to obtain clear views of inner anatomical structures. At last, several experiments were performed on a standard PC with a GeForce FX8600 graphics card. Experimental results show that the three basic Boolean operations are correctly performed, and our approach can freely clip and visualize volumetric datasets at interactive frame rates

    Integration between Creativity and Engineering in Industrial Design

    Get PDF
    The objective of the paper is to illustrate which are the key issues today in the industrial design workflow, paying particular attention to the most creative part of the workflow, highlighting those nodes which still make hard the styling activities and giving a brief survey of the researches aimed at smoothing the transfer of the design intent along the whole design cycle and at providing tools even more adhering at the mentality of creative people. Based on the experience gained working in two different European projects, through the collaboration with industrial designers in the automotive and the household supplies fields, a general industrial design workflow will be depicted, highlighting the main differences between the automotive and non-automotive sectors; the problems still present in the design activity will be also illustrated. The paper includes short surveys, in relation to the aesthetic design, in matter of research activities aimed at - identifying the links between shape characteristics of a product and the transmitted emotions - better supporting, in a digital way, the 2D sketching phase and the automatic interpretation and transfer of the 2D sketches into a 3D surface model - improving the 3D Modeling phase

    Automatic 3D model creation with velocity-based surface deformations

    Get PDF
    The virtual worlds of Computer Graphics are populated by geometric objects, called models. Researchers have addressed the problem of synthesizing models automatically. Traditional modeling approaches often require a user to guide the synthesis process and to look after the geometry being synthesized, but user attention is expensive, and reducing user interaction is therefore desirable. I present a scheme for the automatic creation of geometry by deforming surfaces. My scheme includes a novel surface representation; it is an explicit representation consisting of points and edges, but it is not a traditional polygonal mesh. The novel surface representation is paired with a resampling policy to control the surface density and its evolution during deformation. The surface deforms with velocities assigned to its points through a set of deformation operators. Deformation operators avoid the manual computation and assignment of velocities, the operators allow a user to interactively assign velocities with minimal effort. Additionally, Petri nets are used to automatically deform a surface by mimicking a user assigning deformation operators. Furthermore, I present an algorithm to translate from the novel surface representations to a polygonal mesh. I demonstrate the utility of my model generation scheme with a gallery of models created automatically. The scheme's surface representation and resampling policy enables a surface to deform without requiring a user to control the deformation; self-intersections and hole creation are automatically prevented. The generated models show that my scheme is well suited to create organic-like models, whose surfaces have smooth transitions between surface features, but can also produce other kinds of models. My scheme allows a user to automatically generate varied instances of richly detailed models with minimal user interaction

    Unstructured Grid Generation Techniques and Software

    Get PDF
    The Workshop on Unstructured Grid Generation Techniques and Software was conducted for NASA to assess its unstructured grid activities, improve the coordination among NASA centers, and promote technology transfer to industry. The proceedings represent contributions from Ames, Langley, and Lewis Research Centers, and the Johnson and Marshall Space Flight Centers. This report is a compilation of the presentations made at the workshop

    Quad Meshing

    Get PDF
    Triangle meshes have been nearly ubiquitous in computer graphics, and a large body of data structures and geometry processing algorithms based on them has been developed in the literature. At the same time, quadrilateral meshes, especially semi-regular ones, have advantages for many applications, and significant progress was made in quadrilateral mesh generation and processing during the last several years. In this State of the Art Report, we discuss the advantages and problems of techniques operating on quadrilateral meshes, including surface analysis and mesh quality, simplification, adaptive refinement, alignment with features, parametrization, and remeshing

    Embedding interactive, three-dimensional content in portable document format to deliver gross anatomy information and knowledge

    Get PDF
    The Portable Document Format (PDF) is likely the most widely used digital file format for scholarly and scientific electronic publishing. Since format specification version 1.6, three-dimensional (3D) models in Universal 3D (U3D) format can be embedded into PDF files. The present study demonstrates a repertoire of graphic strategies and modes of presentation that exploit the potentials of 3D models embedded in PDF to deliver anatomical information and knowledge. Three-dimensional models and scenes representing anatomical structures generated by 3D surface scanning or by segmentation from either clinical imaging data or cadaver sectional images were converted into U3D format and then embedded into PDF files using both freely and commercially available software. The relevant steps and required software tools are described. Built-in tools in Adobe Acrobat and JavaScript scripting both were used to pre-configure user interaction with 3D contents. Eight successive proof-of-concept examples of increasing complexity are presented and provided as supplementary material, including both unannotated and annotated 3D specimens, use of bitmap-textures, guided navigation through predetermined 3D scenes, 3D animation, and interactive navigation through tri-planar sectional human cadaver images. Three-dimensional contents embedded in PDF files are generally comparable to multimedia and dedicated 3D software in terms of quality, flexibility, and convenience, and offer new unprecedented opportunities to deliver anatomical information and knowledg
    • …
    corecore