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Proceedings International Conference on Shape Modeling and Applications最新文献

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Modelling flexible parts for virtual reality assembly simulations which interact with their environment 为与环境相互作用的虚拟现实装配仿真建模柔性零件
Pub Date : 2001-05-07 DOI: 10.1109/SMA.2001.923405
J. Léon, U. Gandiaga, D. Dupont
Within the scope of simulation of assembly/disassembly operations, flexible modelling for virtual reality environments is described. The study analyzes the adequacy of various mechanical models in the specific context of oil hoses. The model behaviour is checked against experiments for validation. As an issue of this comparison, a mechanical model is proposed through the concept of a dual mechanical approach. The adequacy of this last model is deduced from the experimental data. The mechanical model is coupled with a geometric model for free-form surfaces. The deformation criterion uses a functional based on the external forces applied to the mechanical model. This model is expressed as a prescribed displacement problem in order to obtain a more accurate model. The model proposed is also capable of handling interaction between the flexible area of the hose and rigid parts of its environment which model other components of an engine bay. To this end, the mechanical model is enriched with a contact boundary condition which preserves the coherence of the approach. The proposed approach is also a proposal for a methodology to model mechanical flexible parts for virtual reality applications. The model set up has been inserted into a virtual reality environment for efficiency evaluation.
在装配/拆卸操作仿真的范围内,描述了虚拟现实环境的灵活建模。研究分析了各种力学模型在油软管具体情况下的充分性。模型的行为是通过实验来验证的。作为这种比较的一个问题,通过双力学方法的概念提出了一个力学模型。最后一个模型的充分性是由实验数据推断出来的。力学模型与自由曲面的几何模型相结合。变形准则使用基于施加在力学模型上的外力的泛函。为了得到更精确的模型,将该模型表示为规定位移问题。所提出的模型还能够处理软管的柔性区域与其环境的刚性部分之间的相互作用,从而模拟发动机舱的其他部件。为此,在力学模型中加入了一个接触边界条件,以保持方法的一致性。该方法也为虚拟现实应用中的机械柔性部件建模提供了一种方法。将所建立的模型应用到虚拟现实环境中进行效率评价。
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引用次数: 14
Shape matching: similarity measures and algorithms 形状匹配:相似性度量和算法
Pub Date : 2001-05-07 DOI: 10.1109/SMA.2001.923389
R. Veltkamp
Shape matching is an important ingredient in shape retrieval, recognition and classification, alignment and registration, and approximation and simplification. This paper treats various aspects that are needed to solve shape matching problems: choosing the precise problem, selecting the properties of the similarity measure that are needed for the problem, choosing the specific similarity measure, and constructing the algorithm to compute the similarity. The focus is on methods that lie close to the field of computational geometry.
形状匹配是形状检索、识别与分类、对准与配准、逼近与简化的重要组成部分。本文讨论了解决形状匹配问题所需要的几个方面:选择精确的问题,选择问题所需的相似测度的性质,选择具体的相似测度,构造计算相似度的算法。重点是接近计算几何领域的方法。
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引用次数: 510
On evolute cusps and skeleton bifurcations 关于演化尖和骨架分叉
Pub Date : 2001-05-07 DOI: 10.1109/SMA.2001.923384
A. Belyaev, S. Yoshizawa
Consider a 2D smooth closed curve evolving in time, the skeleton (medial axis) of the figure bounded by the curve, and the evolute of the curve. A new branch of the skeleton can appear/disappear when an evolute cusp intersects the skeleton. In this paper, we describe exact conditions of the skeleton bifurcations corresponding to such intersections. Similar results are also obtained for 3D surfaces evolving in time.
考虑一条随时间演化的二维光滑封闭曲线,曲线所限定的图形骨架(中轴线),以及曲线的演化曲线。当演化尖与骨架相交时,骨架的新分支可以出现/消失。在本文中,我们描述了这种交点对应的骨架分岔的确切条件。对于随时间变化的三维曲面,也得到了类似的结果。
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引用次数: 13
Efficient use of the BlobTree for rendering purposes 高效地使用BlobTree进行渲染
Pub Date : 2001-05-07 DOI: 10.1109/SMA.2001.923402
M. Fox, C. Galbraith, B. Wyvill
One of the major applications of implicit surface modeling systems has been the generation of cartoon-like characters. Recently, additional modeling methods have been combined with implicit surfaces to create much more complex models. These methods include constructive solid geometry (CSG), warping, and two-dimensional texture mapping (among others). The BlobTree has been introduced to organize all of these elements into a single structure which allows both local and global applications of each of these techniques in a general and intuitive fashion. The BlobTree lends itself well to rapid and direct specification of complex models, however current implementations of the BlobTree have not been engineered for efficiency, and perform poorly when attempting to render large models. In this work we apply established techniques, such as spatial subdivision and tree optimization, to the BlobTree. The objective is to increase efficiency during rendering without restricting the functionality of the BlobTree as a modeling tool.
隐式曲面建模系统的主要应用之一是生成卡通人物。最近,附加的建模方法已经与隐式曲面相结合,以创建更复杂的模型。这些方法包括构造实体几何(CSG)、翘曲和二维纹理映射(等等)。引入BlobTree是为了将所有这些元素组织到一个单一的结构中,该结构允许以通用和直观的方式对这些技术中的每一种进行本地和全局应用。BlobTree可以很好地快速和直接地规范复杂的模型,但是当前的BlobTree实现并没有为效率而设计,并且在尝试渲染大型模型时表现不佳。在这项工作中,我们将既定的技术,如空间细分和树优化,应用于BlobTree。目标是在不限制BlobTree作为建模工具的功能的情况下提高渲染效率。
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引用次数: 12
The 'thermodynamics' of shape 形状的热力学
Pub Date : 2001-05-07 DOI: 10.1109/SMA.2001.923369
G. Wyvill, C. Handley
Shape modeling is still in its infancy. Fifty years of research has produced only a few isolated techniques that describe a tiny subset of shapes usefully. We need to find some more general principles that coordinate shape description just as scientific laws coordinate a description of nature. Underlying the laws of science are even more general principles of thermodynamics. Although we are not yet ready to describe the 'laws of shape', we can begin to establish some underlying principles that these laws must follow. In trying to do this we have uncovered some interesting inconsistencies in existing practice.
形状建模仍处于起步阶段。50年的研究只产生了一些孤立的技术,可以有效地描述一小部分形状。我们需要找到一些更普遍的原理来协调形状的描述,就像科学定律协调对自然的描述一样。科学定律的基础是更为普遍的热力学原理。虽然我们还没有准备好描述“形状定律”,但我们可以开始建立这些定律必须遵循的一些基本原则。在尝试这样做的过程中,我们发现了现有实践中一些有趣的矛盾之处。
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引用次数: 9
Automatic knot determination of NURBS for interactive geometric design 面向交互式几何设计的NURBS自动打结方法
Pub Date : 2001-05-07 DOI: 10.1109/SMA.2001.923398
Hui Xie, Hong Qin
This paper presents a novel modeling technique and develops an interactive algorithm that facilitates the automatic determination of non-uniform knot vectors as well as other control variables for NURBS curves and surfaces through the unified methodology of energy minimization, variational principle, and numerical techniques. Many geometric algorithms have been developed for NURBS during the past three decades. Recently, the optimization principle has been widely studied, which affords designers to interactively manipulate NURBS via energy functionals, simulated forces, qualitative and quantitative constraints, etc. The existing techniques primarily concentrate on NURBS control points. In this paper we further augment our NURBS modeling capabilities by incorporating NURBS' non-uniform knot sequence into our shape parameter set. The automatic determination of NURBS knots will facilitate the realization of the full geometric potential of NURBS. We also have developed a modeling framework which supports a large variety of functionals ranging from simple quadratic energy forms to non-linear curvature-based (or area-based) objective functionals.
本文提出了一种新的建模技术,并开发了一种交互式算法,该算法通过能量最小化、变分原理和数值技术的统一方法,促进了NURBS曲线和曲面的非均匀结矢量以及其他控制变量的自动确定。在过去的三十年中,已经为NURBS开发了许多几何算法。近年来,优化原理得到了广泛的研究,它为设计人员提供了通过能量泛函、模拟力、定性和定量约束等交互操作NURBS的方法。现有技术主要集中在NURBS控制点上。在本文中,我们通过将NURBS的非均匀结序列纳入我们的形状参数集,进一步增强了我们的NURBS建模能力。自动确定NURBS节将有助于实现NURBS的全部几何潜力。我们还开发了一个建模框架,它支持从简单的二次能量形式到非线性基于曲率(或基于面积)的目标函数的各种函数。
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引用次数: 29
Shape representation using space filled sub-voxel distance fields 形状表示使用空间填充子体素距离场
Pub Date : 2001-05-07 DOI: 10.1109/SMA.2001.923403
Mark W. Jones, Richard Satherley
Voxelisation is the process of converting a source object of any data type into a three-dimensional grid of voxel values. This voxel grid should represent the original object as closely as possible, although some inaccuracies will occur due to the discrete nature of the voxel grid representation. In this paper we report our ongoing research into methods for representing objects as voxelised distance fields, in particular we report fast methods for accurate distance field production. A review of current alternative voxelisation methods is also given.
体素化是将任何数据类型的源对象转换为体素值的三维网格的过程。尽管由于体素网格表示的离散性,会出现一些不准确的情况,但这个体素网格应该尽可能接近地表示原始对象。在本文中,我们报告了我们正在进行的将物体表示为体素化距离场的方法的研究,特别是我们报告了精确距离场生成的快速方法。回顾了目前的替代体素化方法。
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引用次数: 31
Mechanically based design: adaptive refinement for B-spline finite element 基于机械的设计:b样条有限元的自适应细化
Pub Date : 2001-05-07 DOI: 10.1109/SMA.2001.923406
P. Kagan, A. Fischer, P. Bar-Yoseph
This paper presents a method for adaptive refinement within an integrated mechanically based CAE system. The system uses a mechanical B-spline finite element model for both geometric design and mechanical analysis. A technique for locally refining a solution by B-spline finite elements is presented. The key component in the proposed method is the linear coordinate transformation introduced into the refined element. The transformation is constructed in such a way that the transformed nodal configuration of the refined element is identical to the nodal configuration of the neighbor elements. Therefore, the assembly proceeds in the regular fashion, while the C/sup 0/ continuity is forced along the inter-element boundary exactly. The proposed adaptive refinement method has been implemented both for surface and solid design without substantial differences in technical complexity. Its feasibility as applied to sculptured surface and solid objects is demonstrated by several examples.
提出了一种集成机械CAE系统的自适应细化方法。系统采用机械b样条有限元模型进行几何设计和力学分析。提出了一种用b样条有限元局部细化解的方法。该方法的关键部分是在精化单元中引入线性坐标变换。以这样一种方式构造转换,即经过转换的精化元素的节点配置与相邻元素的节点配置相同。因此,装配以规则的方式进行,而C/sup 0/连续性恰好沿着元素间边界被强制。所提出的自适应细化方法在曲面和实体设计中均得到了实现,在技术复杂度上没有实质性的差异。通过实例验证了该方法在雕刻表面和固体物体上的可行性。
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引用次数: 3
Local control for mesh morphing 网格变形的局部控制
Pub Date : 2001-05-07 DOI: 10.1109/SMA.2001.923392
M. Alexa
Mesh morphing techniques are capable of producing a sequence of meshes, gradually changing from a source to a target shape. However, current techniques do not allow to describe the local behavior of the morph. A solution to this problem is presented. The main idea is to describe mesh geometry in a differential way, thus, insertion of local features from one shape into another does not suffer from difference in absolute coordinates. Besides interesting possibilities for animation the technique proves to be a powerful modeling tool.
网格变形技术能够产生一系列网格,从源到目标形状逐渐变化。然而,目前的技术不允许描述变形的局部行为。提出了解决这一问题的方法。主要思想是以微分的方式描述网格几何,因此,从一个形状插入到另一个形状的局部特征不会受到绝对坐标差异的影响。除了有趣的动画可能性,该技术被证明是一个强大的建模工具。
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引用次数: 59
Machining feature-based comparisons of mechanical parts 基于机械零件加工特征的比较
Pub Date : 2001-05-07 DOI: 10.1109/SMA.2001.923388
V. Cicirello, W. Regli
Solid models are the critical data elements in modern computer-aided design (CAD) environments, describing the shape and form of manufactured artifacts. Their growing ubiquity has created new problems in how to effectively manage the many models that are now stored in the digital libraries of large design and manufacturing enterprises. Existing techniques from the engineering literature and from industrial practice, such as group technology, rely on human-supervised encoding and classification, while techniques from the multimedia database and computer graphics/vision communities often ignore the manufacturing attributes most significant in the classification of models. This paper presents our approach to the manufacturing similarly assessment of solid models of mechanical parts based on machining features. Our technical approach is three-fold: (1) perform machining feature extraction to map the solid model to a set of STEP AP 224 machining features; (2) construct a model dependency graph from the set of machining features; and (3) find the nearest neighbors to the query graph using an iterative improvement search across a database of other models. We also present empirical experiments to validate our approach using our testbed, the National Design Repository (). The contribution of this research is the first fully automated technique for machining feature-based comparisons of mechanical artifacts. We believe that this work can lead to radical changes in the way in which design data is managed in modern engineering enterprises.
实体模型是现代计算机辅助设计(CAD)环境中的关键数据元素,描述了制造工件的形状和形式。它们的日益普及产生了新的问题,即如何有效地管理现在存储在大型设计和制造企业数字图书馆中的许多模型。来自工程文献和工业实践的现有技术,如成组技术,依赖于人类监督的编码和分类,而来自多媒体数据库和计算机图形学/视觉社区的技术往往忽略了模型分类中最重要的制造属性。本文介绍了基于加工特征的机械零件实体模型的制造类似评估方法。我们的技术方法有三个方面:(1)进行加工特征提取,将实体模型映射到STEP AP 224加工特征集;(2)从加工特征集构造模型依赖图;(3)在其他模型的数据库中使用迭代改进搜索找到查询图的最近邻居。我们还提出了经验实验来验证我们的方法,使用我们的测试平台,国家设计存储库()。这项研究的贡献是第一个完全自动化的技术加工特征为基础的机械工件的比较。我们相信,这项工作可以彻底改变现代工程企业管理设计数据的方式。
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引用次数: 125
期刊
Proceedings International Conference on Shape Modeling and Applications
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