9 research outputs found
Tactile mesh saliency
While the concept of visual saliency has been previously explored in the areas of mesh and image processing, saliency detection also applies to other sensory stimuli. In this paper, we explore the problem of tactile mesh saliency, where we define salient points on a virtual mesh as those that a human is more likely to grasp, press, or touch if the mesh were a real-world object. We solve the problem of taking as input a 3D mesh and computing the relative tactile saliency of every mesh vertex. Since it is difficult to manually define a tactile saliency measure, we introduce a crowdsourcing and learning framework. It is typically easy for humans to provide relative rankings of saliency between vertices rather than absolute values. We thereby collect crowdsourced data of such relative rankings and take a learning-to-rank approach. We develop a new formulation to combine deep learning and learning-to-rank methods to compute a tactile saliency measure. We demonstrate our framework with a variety of 3D meshes and various applications including material suggestion for rendering and fabricatio
Dr. KID: Direct Remeshing and K-set Isometric Decomposition for Scalable Physicalization of Organic Shapes
Dr. KID is an algorithm that uses isometric decomposition for the
physicalization of potato-shaped organic models in a puzzle fashion. The
algorithm begins with creating a simple, regular triangular surface mesh of
organic shapes, followed by iterative k-means clustering and remeshing. For
clustering, we need similarity between triangles (segments) which is defined as
a distance function. The distance function maps each triangle's shape to a
single point in the virtual 3D space. Thus, the distance between the triangles
indicates their degree of dissimilarity. K-means clustering uses this distance
and sorts of segments into k classes. After this, remeshing is applied to
minimize the distance between triangles within the same cluster by making their
shapes identical. Clustering and remeshing are repeated until the distance
between triangles in the same cluster reaches an acceptable threshold. We adopt
a curvature-aware strategy to determine the surface thickness and finalize
puzzle pieces for 3D printing. Identical hinges and holes are created for
assembling the puzzle components. For smoother outcomes, we use triangle
subdivision along with curvature-aware clustering, generating curved triangular
patches for 3D printing. Our algorithm was evaluated using various models, and
the 3D-printed results were analyzed. Findings indicate that our algorithm
performs reliably on target organic shapes with minimal loss of input geometry
State of the Art on Stylized Fabrication
© 2018 The Authors Computer Graphics Forum © 2018 The Eurographics Association and John Wiley & Sons Ltd. Digital fabrication devices are powerful tools for creating tangible reproductions of 3D digital models. Most available printing technologies aim at producing an accurate copy of a tridimensional shape. However, fabrication technologies can also be used to create a stylistic representation of a digital shape. We refer to this class of methods as ‘stylized fabrication methods’. These methods abstract geometric and physical features of a given shape to create an unconventional representation, to produce an optical illusion or to devise a particular interaction with the fabricated model. In this state-of-the-art report, we classify and overview this broad and emerging class of approaches and also propose possible directions for future research
Multi-Panel Unfolding with Physical Mesh Data Structures
In this thesis, I demonstrate that existing mesh data structures in computer graphics can be used to categorize and construct physical polygonal models. In this work, I present several methods based on mesh data structures for transforming 3D polygonal meshes into developable multi-panels that can be used in physical construction. Using mesh data structures, I developed a system which provides a variety of construction methods. In order to demonstrate that mesh data structures can be used to categorize and construct physical polygonal models, this system visualizes the mathematical theory and generates developable multi-panels that can be printed and assembled to shapes similar to original virtual shapes. The mesh data structures include ones that are orientable: Quad-Edge, Half-Edge, Winged-Edge; and also one that is non-orientable: Extended GRS.
The advantages of using mesh data structures as guides for physical construction include: There is no restriction on input design model as long as it is manifold, it can be of any genus with n-sided polygon faces; Different mesh data structures provide more options to better fit the input design while taking the physical constraints and material properties in consideration; Developable panels are easy to obtain from thin planar materials using a laser-cutter; When we use mesh data structures, it is also intuitive to assemble such planar panels using mesh information.
Laser-cut developable panels based on mesh data structures provide, therefore, a cost-efficient alternative to 3D printing when dealing with large structures
State of the art on stylized fabrication
© 2019 Copyright held by the owner/author(s). Digital fabrication devices are powerful tools for creating tangible reproductions of 3D digital models. Most available printing technologies aim at producing an accurate copy of a tridimensional shape. However, fabrication technologies can also be used to create a stylistic representation of a digital shape. We refer to this class of methods as stylized fabrication methods. These methods abstract geometric and physical features of a given shape to create an unconventional representation, to produce an optical illusion, or to devise a particular interaction with the fabricated model. In this course, we classify and overview this broad and emerging class of approaches and also propose possible directions for future research
Propuesta del proceso de creación de un Bibliomaker ideal
El propósito de este trabajo es analizar el futuro de la biblioteca pública como institución, su espacio y su relevancia para la sociedad del siglo XXI, muy marcada por la era digital y las Tecnologías de la Información y la Comunicación (TIC). Nos centramos en concreto en la vigencia actual de sus servicios y presentamos un nuevo uso en su espacio. Para ello, se propone crear e integrar makerspaces en las bibliotecas públicas. Se exponen algunos ejemplos de buenas prácticas de makerspaces, a nivel internacional y nacional. Finalmente, se realiza una propuesta de diseño de espacio maker ideal, adaptable a cualquier biblioteca pública española de más de 3.000 habitantes
Zometool shape approximation
International audienceWe present an algorithm that approximates 2-manifold surfaces with Zometool models while preserving their topology. Zometool is a~popular hands-on mathematical modeling system used in teaching, research and for recreational model assemblies at home. This construction system relies on a single node type with a small, fixed set of directions and only 9 different edge types in its basic form. While being naturally well suited for modeling symmetries, various polytopes or visualizing molecular structures, the inherent discreteness of the system poses difficult constraints on any algorithmic approach to support the modeling of freeform shapes. We contribute a set of local, topology preserving Zome mesh modification operators enabling the efficient exploration of the space of 2-manifold Zome models around a given input shape. Starting from a rough initial approximation, the operators are iteratively selected within a stochastic framework guided by an energy functional measuring the quality of the approximation. We demonstrate our approach on a number of designs and also describe parameters which are used to explore different complexities and enable coarse approximations