365 research outputs found

    Shape manipulation using physically based wire deformations

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    This paper develops an efficient, physically based shape manipulation technique. It defines a 3D model with profile curves, and uses spine curves generated from the profile curves to control the motion and global shape of 3D models. Profile and spine curves are changed into profile and spine wires by specifying proper material and geometric properties together with external forces. The underlying physics is introduced to deform profile and spine wires through the closed form solution to ordinary differential equations for axial and bending deformations. With the proposed approach, global shape changes are achieved through manipulating spine wires, and local surface details are created by deforming profile wires. A number of examples are presented to demonstrate the applications of our proposed approach in shape manipulation

    Virtual prototyping with surface reconstruction and freeform geometric modeling using level-set method

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    More and more products with complex geometries are being designed and manufactured by computer aided design (CAD) and rapid prototyping (RP) technologies. Freeform surface is a geometrical feature widely used in modern products like car bodies, airfoils and turbine blades as well as in aesthetic artifacts. How to efficiently design and generate digital prototypes with freeform surfaces is an important issue in CAD. This paper presents the development of a Virtual Sculpting system and addresses the issues of surface reconstruction from dexel data structures and freeform geometric modeling using the level-set method from distance field structure. Our virtual sculpting method is based on the metaphor of carving a solid block into a 3D freeform object using a 3D haptic input device integrated with the computer visualization. This dissertation presents the result of the study and consists primarily of four papers --Abstract, page iv

    Parametric Deformation of Discrete Geometry for Aerodynamic Shape Design

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    We present a versatile discrete geometry manipulation platform for aerospace vehicle shape optimization. The platform is based on the geometry kernel of an open-source modeling tool called Blender and offers access to four parametric deformation techniques: lattice, cage-based, skeletal, and direct manipulation. Custom deformation methods are implemented as plugins, and the kernel is controlled through a scripting interface. Surface sensitivities are provided to support gradient-based optimization. The platform architecture allows the use of geometry pipelines, where multiple modelers are used in sequence, enabling manipulation difficult or impossible to achieve with a constructive modeler or deformer alone. We implement an intuitive custom deformation method in which a set of surface points serve as the design variables and user-specified constraints are intrinsically satisfied. We test our geometry platform on several design examples using an aerodynamic design framework based on Cartesian grids. We examine inverse airfoil design and shape matching and perform lift-constrained drag minimization on an airfoil with thickness constraints. A transport wing-fuselage integration problem demonstrates the approach in 3D. In a final example, our platform is pipelined with a constructive modeler to parabolically sweep a wingtip while applying a 1-G loading deformation across the wingspan. This work is an important first step towards the larger goal of leveraging the investment of the graphics industry to improve the state-of-the-art in aerospace geometry tools

    Automatic generation of dynamic skin deformation for animated characters

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    © 2018 by the authors. Since non-automatic rigging requires heavy human involvements, and various automatic rigging algorithms are less efficient in terms of computational efficiency, especially for current curve-based skin deformation methods, identifying the iso-parametric curves and creating the animation skeleton requires tedious and time-consuming manual work. Although several automatic rigging methods have been developed, but they do not aim at curve-based models. To tackle this issue, this paper proposes a new rigging algorithm for automatic generation of dynamic skin deformation to quickly identify iso-parametric curves and create an animation skeleton in a few milliseconds, which can be seamlessly used in curve-based skin deformation methods to make the rigging process fast enough for highly efficient computer animation applications

    Embodied Interactions for Spatial Design Ideation: Symbolic, Geometric, and Tangible Approaches

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    Computer interfaces are evolving from mere aids for number crunching into active partners in creative processes such as art and design. This is, to a great extent, the result of mass availability of new interaction technology such as depth sensing, sensor integration in mobile devices, and increasing computational power. We are now witnessing the emergence of maker culture that can elevate art and design beyond the purview of enterprises and professionals such as trained engineers and artists. Materializing this transformation is not trivial; everyone has ideas but only a select few can bring them to reality. The challenge is the recognition and the subsequent interpretation of human actions into design intent

    Axial deformation with controllable local coordinate frames.

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    Chow, Yuk Pui.Thesis (M.Phil.)--Chinese University of Hong Kong, 2010.Includes bibliographical references (leaves 83-87).Abstracts in English and Chinese.Chapter 1. --- Introduction --- p.13-16Chapter 1.1. --- Motivation --- p.13Chapter 1.2 --- Objectives --- p.14-15Chapter 1.3 --- Thesis Organization --- p.16Chapter 2. --- Related Works --- p.17-24Chapter 2.1 --- Axial and the Free Form Deformation --- p.17Chapter 2.1.1 --- The Free-Form Deformation --- p.18Chapter 2.1.2 --- The Lattice-based Representation --- p.18Chapter 2.1.3 --- The Axial Deformation --- p.19-20Chapter 2.1.4 --- Curve Pair-based Representation --- p.21-22Chapter 2.2 --- Self Intersection Detection --- p.23-24Chapter 3. --- Axial Deformation with Controllable LCFs --- p.25-46Chapter 3.1 --- Related Methods --- p.25Chapter 3.2 --- Axial Space --- p.26-27Chapter 3.3 --- Definition of Local Coordinate Frame --- p.28-29Chapter 3.4 --- Constructing Axial Curve with LCFs --- p.30Chapter 3.5 --- Point Projection Method --- p.31-32Chapter 3.5.1 --- Optimum Reference Axial Curve Point --- p.33Chapter 3.6 --- Advantages using LCFs in Axial Deformation --- p.34Chapter 3.6.1 --- Deformation with Smooth Interpolated LCFs --- p.34-37Chapter 3.6.2 --- Used in Closed-curve Deformation --- p.38-39Chapter 3.6.3 --- Hierarchy of Axial Curve --- p.40Chapter 3.6.4 --- Applications in Soft Object Deformation --- p.41Chapter 3.7 --- Experiments and Results --- p.42-46Chapter 4. --- Self Intersection Detection of Axial Curve with LCFs --- p.47-76Chapter 4.1 --- Related Works --- p.48-49Chapter 4.2 --- Algorithms for Solving Self-intersection Problem with a set of LCFs --- p.50-51Chapter 4.2.1 --- The Intersection of Two Plane --- p.52Chapter 4.2.1.1 --- Constructing the Normal Plane --- p.53-54Chapter 4.2.1.2 --- A Line Formed by Two Planes Intersection --- p.55-57Chapter 4.2.1.3 --- Problems --- p.58Chapter 4.2.1.4 --- Sphere as Constraint --- p.59-60Chapter 4.2.1.5 --- Intersecting Line between Two Circular Discs --- p.61Chapter 4.2.2 --- Distance between a Mesh Vertex and a Curve Point --- p.62-63Chapter 4.2.2.1 --- Possible Cases of a Line and a Circle --- p.64-66Chapter 4.3 --- Definition Proof --- p.67Chapter 4.3.1 --- Define the Meaning of Self-intersection --- p.67Chapter 4.3.2 --- Cross Product of Two Vectors --- p.68Chapter 4.4 --- Factors Affecting the Accuracy of the Algorithm --- p.69Chapter 4.3.1 --- High Curvature of the Axial Curve --- p.69-70Chapter 4.3.2 --- Mesh Density of an Object. --- p.71-73Chapter 4.5 --- Architecture of the Self Intersection Algorithm --- p.74Chapter 4.6 --- Experimental Results --- p.75- 79Chapter 5. --- Conclusions and Future Development --- p.80-82Chapter 5.1 --- Contribution and Conclusions --- p.80-81Chapter 5.2 --- Limitations and Future Developments --- p.82References --- p.83-8

    Advanced Atomic Force Microscopy: 3D Printed Micro-Optomechanical Sensor Systems

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    3-D Interfaces for Spatial Construction

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    It is becoming increasingly easy to bring the body directly to digital form via stereoscopic immersive displays and tracked input devices. Is this space a viable one in which to construct 3d objects? Interfaces built upon two-dimensional displays and 2d input devices are the current standard for spatial construction, yet 3d interfaces, where the dimensionality of the interactive space matches that of the design space, have something unique to offer. This work increases the richness of 3d interfaces by bringing several new tools into the picture: the hand is used directly to trace surfaces; tangible tongs grab, stretch, and rotate shapes; a handle becomes a lightsaber and a tool for dropping simple objects; and a raygun, analagous to the mouse, is used to select distant things. With these tools, a richer 3d interface is constructed in which a variety of objects are created by novice users with relative ease. What we see is a space, not exactly like the traditional 2d computer, but rather one in which a distinct and different set of operations is easy and natural. Design studies, complemented by user studies, explore the larger space of three-dimensional input possibilities. The target applications are spatial arrangement, freeform shape construction, and molecular design. New possibilities for spatial construction develop alongside particular nuances of input devices and the interactions they support. Task-specific tangible controllers provide a cultural affordance which links input devices to deep histories of tool use, enhancing intuition and affective connection within an interface. On a more practical, but still emotional level, these input devices frame kinesthetic space, resulting in high-bandwidth interactions where large amounts of data can be comfortably and quickly communicated. A crucial issue with this interface approach is the tension between specific and generic input devices. Generic devices are the tradition in computing -- versatile, remappable, frequently bereft of culture or relevance to the task at hand. Specific interfaces are an emerging trend -- customized, culturally rich, to date these systems have been tightly linked to a single application, limiting their widespread use. The theoretical heart of this thesis, and its chief contribution to interface research at large is an approach to customization. Instead of matching an application domain's data, each new input device supports a functional class. The spatial construction task is split into four types of manipulation: grabbing, pointing, holding, and rubbing. Each of these action classes spans the space of spatial construction, allowing a single tool to be used in many settings without losing the unique strengths of its specific form. Outside of 3d interface, outside of spatial construction, this approach strikes a balance between generic and specific suitable for many interface scenarios. In practice, these specific function groups are given versatility via a quick remapping technique which allows one physical tool to perform many digital tasks. For example, the handle can be quickly remapped from a lightsaber that cuts shapes to tools that place simple platonic solids, erase portions of objects, and draw double-helices in space. The contributions of this work lie both in a theoretical model of spatial interaction, and input devices (combined with new interactions) which illustrate the efficacy of this philosophy. This research brings the new results of Tangible User Interface to the field of Virtual Reality. We find a space, in and around the hand, where full-fledged haptics are not necessary for users physically connect with digital form.</p
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