1,978 research outputs found
Revisión de literatura de jerarquía volúmenes acotantes enfocados en detección de colisiones
(Eng) A bounding volume is a common method to simplify object representation by using the composition of geometrical shapes that enclose the object; it encapsulates complex objects by means of simple volumes and it is widely useful in collision detection applications and ray tracing for rendering algorithms. They are popular in computer graphics and computational geometry. Most popular bounding volumes are spheres, Oriented-Bounding Boxe s (OBB’ s), Axis-Align ed Bound ing Boxes (AABB’ s); moreover , the literature review includes ellipsoids, cylinders, sphere packing, sphere shells , k-DOP’ s, convex hulls, cloud of points, and minimal bounding boxe s, among others. A Bounding Volume Hierarchy is ussualy a tree in which the complete object is represented thigter fitting every level of the hierarchy. Additionally, each bounding volume has a cost associated to construction, update, and interference te ts. For instance, spheres are invariant to rotation and translations, then they do not require being updated ; their constructions and interference tests are more straightforward then OBB’ s; however, their tightness is lower than other bounding volumes. Finally , three comparisons between two polyhedra; seven different algorithms were used, of which five are public libraries for collision detection.(Spa) Un volumen acotante es un método común para simplificar la representación de los objetos por medio de composición
de formas geométricas que encierran el objeto; estos encapsulan objetos complejos por medio de volúmenes simples y
son ampliamente usados en aplicaciones de detección de colisiones y trazador de rayos para algoritmos de renderización.
Los volúmenes acotantes son populares en computación gráfica y en geometría computacional; los más populares son las
esferas, las cajas acotantes orientadas (OBB’s) y las cajas acotantes alineadas a los ejes (AABB’s); no obstante, la literatura
incluye elipses, cilindros empaquetamiento de esferas, conchas de esferas, k-DOP’s, convex hulls, nubes de puntos y cajas
acotantes mínimas, entre otras. Una jerarquía de volúmenes acotantes es usualmente un árbol, en el cual la representación
de los objetos es más ajustada en cada uno de los niveles de la jerarquía. Adicionalmente, cada volumen acotante tiene
asociado costos de construcción, actualización, pruebas de interferencia. Por ejemplo, las esferas so invariantes a rotación
y translación, por lo tanto no requieren ser actualizadas en comparación con los AABB no son invariantes a la rotación.
Por otro lado la construcción y las pruebas de solapamiento de las esferas son más simples que los OBB’s; sin embargo, el
ajuste de las esferas es menor que otros volúmenes acotantes. Finalmente, se comparan dos poliedros con siete algoritmos
diferentes de los cuales cinco son librerías públicas para detección de colisiones
Volumetric Untrimming: Precise decomposition of trimmed trivariates into tensor products
3D objects, modeled using Computer Aided Geometric Design tools, are
traditionally represented using a boundary representation (B-rep), and
typically use spline functions to parameterize these boundary surfaces.
However, recent development in physical analysis, in isogeometric analysis
(IGA) in specific, necessitates a volumetric parametrization of the interior of
the object. IGA is performed directly by integrating over the spline spaces of
the volumetric spline representation of the object. Typically, tensor-product
B-spline trivariates are used to parameterize the volumetric domain. A general
3D object, that can be modeled in contemporary B-rep CAD tools, is typically
represented using trimmed B-spline surfaces. In order to capture the generality
of the contemporary B-rep modeling space, while supporting IGA needs, Massarwi
and Elber (2016) proposed the use of trimmed trivariates volumetric elements.
However, the use of trimmed geometry makes the integration process more
difficult since integration over trimmed B-spline basis functions is a highly
challenging task. In this work, we propose an algorithm that precisely
decomposes a trimmed B-spline trivariate into a set of (singular only on the
boundary) tensor-product B-spline trivariates, that can be utilized to simplify
the integration process in IGA. The trimmed B-spline trivariate is first
subdivided into a set of trimmed B\'ezier trivariates, at all its internal
knots. Then, each trimmed B\'ezier trivariate, is decomposed into a set of
mutually exclusive tensor-product B-spline trivariates, that precisely cover
the entire trimmed domain. This process, denoted untrimming, can be performed
in either the Euclidean space or the parametric space of the trivariate. We
present examples on complex trimmed trivariates' based geometry, and we
demonstrate the effectiveness of the method by applying IGA over the
(untrimmed) results.Comment: 18 pages, 32 figures. Contribution accepted in International
Conference on Geometric Modeling and Processing (GMP 2019
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Direct Slicing of STEP Based NURBS Models for Solid Freeform Fabrication
Direct slicing of CAD models to generate process planning instructions for solid freeform
fabrication may overcome inherent disadvantages of using STL format in terms of the process
accuracy, ease of file management, and incorporation of multiple materials. This paper will
present the results of our development of a direct slicing algorithm for layered freeform
fabrication. The direct slicing algorithm was based on a neutral, international standard (ISO
10303) STEP-formatted NURBS geometric representation and is intended to be independent of
any commercial CAD software. The following aspects of the development effort will be
presented: 1) Determination of optimal build direction based upon STEP-based NURBS models;
2) Adaptive subdivision of NURBS data for geometric refinement; and 3) Ray-casting slice
generation into sets of raster patterns. Feasibility studies applying the direct slicing algorithm to
example models and the generation of fabrication planning instructions involving multi-material
structures will also be presented.Mechanical Engineerin
An Output-sensitive Algorithm for Computing Projections of Resultant Polytopes
We develop an incremental algorithm to compute the Newton polytope
of the resultant, aka resultant polytope, or its
projection along a given direction.
The resultant is fundamental in algebraic elimination and
in implicitization of parametric hypersurfaces.
Our algorithm exactly computes vertex- and halfspace-representations
of the desired polytope using an oracle producing resultant vertices in a
given direction.
It is output-sensitive as it uses one oracle call per vertex.
We overcome the bottleneck of determinantal predicates
by hashing, thus accelerating execution from to times.
We implement our algorithm using the experimental CGAL package {\tt
triangulation}.
A variant of the algorithm computes successively tighter inner and outer
approximations: when these polytopes have, respectively,
90\% and 105\% of the true volume, runtime is reduced up to times.
Our method computes instances of -, - or -dimensional polytopes
with K, K or vertices, resp., within hr.
Compared to tropical geometry software, ours is faster up to
dimension or , and competitive in higher dimensions
Bounding Volume Hierarchies for Collision Detection
In virtual environment world, performing collision detection between various 3D objects requires sophisticated steps to be followed in order to properly visualize their effect. It is challenging due to the fact that multiple objects undergo various motion depending on the application’s genre. It is however an essential challenge to be resolved since it’s many use in the computer animation, simulation and robotic industry. Thus, object intersection between rigid bodies has become one of the most important areas in order to bring realism to simulation and animation
Bounding Volume Hierarchies for Collision Detection
In virtual environment world, performing collision detection between various 3D objects requires sophisticated steps to be followed in order to properly visualize their effect. It is challenging due to the fact that multiple objects undergo various motion depending on the application’s genre. It is however an essential challenge to be resolved since it’s many use in the computer animation, simulation and robotic industry. Thus, object intersection between rigid bodies has become one of the most important areas in order to bring realism to simulation and animation
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