8,392 research outputs found

    Mesh generation for voxel -based objects

    Get PDF
    A new physically-based approach to unstructured mesh generation via Monte-Carlo simulation is proposed. Geometrical objects to be meshed are represented by systems of interacting particles with a given interaction potential. A new way of distributing nodes in complex domains is proposed based on a concept of dynamic equilibrium ensemble, which represents a liquid state of matter. The algorithm is simple, numerically stable and produces uniform node distributions in domains of complex geometries and different dimensions. Well-shaped triangles or tetrahedra can be created by connecting a set of uniformly-spaced nodes. The proposed method has many advantages and potential applications.;The new method is applied to the problem of meshing of voxel-based objects. By customizing system potential energy function to reflect surface features, particles can be distributed into desired locations, such as sharp corners and edges. Feature-preserved surface mesh can then be constructed by connecting the node set.;A heuristic algorithm using an advancing front approach is proposed to generate triangulated surface meshes on voxel-based objects. The resultant surface meshes do not inherit the anisotropy of the underlying hexagonal grid. However, the important surface features, such as edges and corners may not be preserved in the mesh.;To overcome this problem, surface features such as edges, corners need to be detected. A new approach of edge capturing is proposed and demonstrated. The approach is based on a Laplace solver with incomplete Jacobi iterations, and as such is very simple and efficient. This edge capturing approach combined with the mesh generation methods above forms a simple and robust technique of unstructured mesh generation on voxel-based objects.;A graphical user interface (GUI) capable of complex geometric design and remote simulation control was implemented. The GUI was used in simulations of large fuel-cell stacks. It enables one to setup, run and monitor simulations remotely through secure shell (SSH2) connections. A voxel-based 3D geometrical modeling module is built along with the GUI. The flexibility of voxel-based geometry representation enables one to use this technique for both geometric design and visualization of volume data

    Multi-scale space-variant FRep cellular structures

    Get PDF
    Existing mesh and voxel based modeling methods encounter difficulties when dealing with objects containing cellular structures on several scale levels and varying their parameters in space. We describe an alternative approach based on using real functions evaluated procedurally at any given point. This allows for modeling fully parameterized, nested and multi-scale cellular structures with dynamic variations in geometric and cellular properties. The geometry of a base unit cell is defined using Function Representation (FRep) based primitives and operations. The unit cell is then replicated in space using periodic space mappings such as sawtooth and triangle waves. While being replicated, the unit cell can vary its geometry and topology due to the use of dynamic parameterization. We illustrate this approach by several examples of microstructure generation within a given volume or along a given surface. We also outline some methods for direct rendering and fabrication not involving auxiliary mesh and voxel representations

    Combined 3D thinning and greedy algorithm to approximate realistic particles with corrected mechanical properties

    Full text link
    The shape of irregular particles has significant influence on micro- and macro-scopic behavior of granular systems. This paper presents a combined 3D thinning and greedy set-covering algorithm to approximate realistic particles with a clump of overlapping spheres for discrete element method (DEM) simulations. First, the particle medial surface (or surface skeleton), from which all candidate (maximal inscribed) spheres can be generated, is computed by the topological 3D thinning. Then, the clump generation procedure is converted into a greedy set-covering (SCP) problem. To correct the mass distribution due to highly overlapped spheres inside the clump, linear programming (LP) is used to adjust the density of each component sphere, such that the aggregate properties mass, center of mass and inertia tensor are identical or close enough to the prototypical particle. In order to find the optimal approximation accuracy (volume coverage: ratio of clump's volume to the original particle's volume), particle flow of 3 different shapes in a rotating drum are conducted. It was observed that the dynamic angle of repose starts to converge for all particle shapes at 85% volume coverage (spheres per clump < 30), which implies the possible optimal resolution to capture the mechanical behavior of the system.Comment: 34 pages, 13 figure

    Neural 3D Mesh Renderer

    Full text link
    For modeling the 3D world behind 2D images, which 3D representation is most appropriate? A polygon mesh is a promising candidate for its compactness and geometric properties. However, it is not straightforward to model a polygon mesh from 2D images using neural networks because the conversion from a mesh to an image, or rendering, involves a discrete operation called rasterization, which prevents back-propagation. Therefore, in this work, we propose an approximate gradient for rasterization that enables the integration of rendering into neural networks. Using this renderer, we perform single-image 3D mesh reconstruction with silhouette image supervision and our system outperforms the existing voxel-based approach. Additionally, we perform gradient-based 3D mesh editing operations, such as 2D-to-3D style transfer and 3D DeepDream, with 2D supervision for the first time. These applications demonstrate the potential of the integration of a mesh renderer into neural networks and the effectiveness of our proposed renderer

    Creating Simplified 3D Models with High Quality Textures

    Get PDF
    This paper presents an extension to the KinectFusion algorithm which allows creating simplified 3D models with high quality RGB textures. This is achieved through (i) creating model textures using images from an HD RGB camera that is calibrated with Kinect depth camera, (ii) using a modified scheme to update model textures in an asymmetrical colour volume that contains a higher number of voxels than that of the geometry volume, (iii) simplifying dense polygon mesh model using quadric-based mesh decimation algorithm, and (iv) creating and mapping 2D textures to every polygon in the output 3D model. The proposed method is implemented in real-time by means of GPU parallel processing. Visualization via ray casting of both geometry and colour volumes provides users with a real-time feedback of the currently scanned 3D model. Experimental results show that the proposed method is capable of keeping the model texture quality even for a heavily decimated model and that, when reconstructing small objects, photorealistic RGB textures can still be reconstructed.Comment: 2015 International Conference on Digital Image Computing: Techniques and Applications (DICTA), Page 1 -
    corecore