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1.
Digital fabrication devices exploit basic technologies in order to create tangible reproductions of 3D digital models. Although current 3D printing pipelines still suffer from several restrictions, accuracy in reproduction has reached an excellent level. The manufacturing industry has been the main domain of 3D printing applications over the last decade. Digital fabrication techniques have also been demonstrated to be effective in many other contexts, including the consumer domain. The Cultural Heritage is one of the new application contexts and is an ideal domain to test the flexibility and quality of this new technology. This survey overviews the various fabrication technologies, discussing their strengths, limitations and costs. Various successful uses of 3D printing in the Cultural Heritage are analysed, which should also be useful for other application contexts. We review works that have attempted to extend fabrication technologies in order to deal with the specific issues in the use of digital fabrication in the Cultural Heritage. Finally, we also propose areas for future research.  相似文献   

2.
Most surfaces, be it from a fine‐art artifact or a mechanical object, are characterized by a strong self‐similarity. This property finds its source in the natural structures of objects but also in the fabrication processes: regularity of the sculpting technique, or machine tool. In this paper, we propose to exploit the self‐similarity of the underlying shapes for compressing point cloud surfaces which can contain millions of points at a very high precision. Our approach locally resamples the point cloud in order to highlight the self‐similarity of the shape, while remaining consistent with the original shape and the scanner precision. It then uses this self‐similarity to create an ad hoc dictionary on which the local neighborhoods will be sparsely represented, thus allowing for a light‐weight representation of the total surface. We demonstrate the validity of our approach on several point clouds from fine‐arts and mechanical objects, as well as a urban scene. In addition, we show that our approach also achieves a filtering of noise whose magnitude is smaller than the scanner precision.  相似文献   

3.
Level set models combine a low‐level volumetric representation, the mathematics of deformable implicit surfaces and powerful, robust numerical techniques to produce a novel approach to shape design. While these models offer many benefits, their large‐scale representation and numerical requirements create significant challenges when developing an interactive system. This paper describes the collection of techniques and algorithms (some new, some pre‐existing) needed to overcome these challenges and to create an interactive editing system for this new type of geometric model. We summarize the algorithms for producing level set input models and, more importantly, for localizing/minimizing computation during the editing process. These algorithms include distance calculations, scan conversion, closest point determination, fast marching methods, bounding box creation, fast and incremental mesh extraction, numerical integration and narrow band techniques. Together these algorithms provide the capabilities required for interactive editing of level set models.  相似文献   

4.
We propose a novel method to synthesize geometric models from a given class of context‐aware structured shapes such as buildings and other man‐made objects. The central idea is to leverage powerful machine learning methods from the area of natural language processing for this task. To this end, we propose a technique that maps shapes to strings and vice versa, through an intermediate shape graph representation. We then convert procedurally generated shape repositories into text databases that, in turn, can be used to train a variational autoencoder. The autoencoder enables higher level shape manipulation and synthesis like, for example, interpolation and sampling via its continuous latent space. We provide project code and pre‐trained models.  相似文献   

5.
Rapid prototyping technologies can create the physical part directly from the digital model by accumulating layers of a given material. Providing a tremendous flexibility of a part geometry that they can fabricate, these technologies present an opportunity for the creation of new products that cannot be made with existing technologies. One of its capabilities is to fabricate surface texture, which denotes a set of tiny repetitive geometric features on an object surface. In this paper we propose a visual simulation technique involving development of an intermediate geometric model of the surface texture design prior to fabricating the physical model. Careful examination of the visually simulated model before the actual fabrication can help minimize unwanted design iterations. The proposed technique demonstrated visualization capability by comparing the virtual model with the physical model for several test cases.  相似文献   

6.
Abstract— A non‐contact jet‐printed mask‐patterning process is described. By combining digital imaging with jet printing, digital lithography was used to pattern a‐Si:H‐based electronics on glass and plastic substrates in place of conventional photolithography. This digital lithographic process is capable of layer‐to‐layer registration of ±5 μm using electronic mask files that are directly jet printed onto a surface. Aminimum feature size of 50 μm was used to create 180 × 180 element backplanes having 75‐dpi resolution for display and image‐sensor applications. By using a secondary mask process, the minimum feature size can be reduced down to ~15 μm for fabrication of short‐channel thin‐film transistors. The same process was also used to pattern black‐matrix wells in fabricating color‐filter top plates in LCD panels.  相似文献   

7.
Surface Capture for Performance-Based Animation   总被引:2,自引:0,他引:2  
Creating realistic animated models of people is a central task in digital content production. Traditionally, highly skilled artists and animators construct shape and appearance models for digital character. They then define the character's motion at each time frame or specific key-frames in a motion sequence to create a digital performance. Increasingly, producers are using motion capture technology to record animations from an actor's performance. This technology reduces animation production time and captures natural movements to create a more believable production. However, motion capture requires the use of specialist suits and markers and only records skeletal motion. It lacks the detailed secondary surface dynamics of cloth and hair that provide the visual realism of a live performance. Over the last decade, we have investigated studio capture technology with the objective of creating models of real people that accurately reflect the time-varying shape and appearance of the whole body with clothing. Surface capture is a fully automated system for capturing a human's shape and appearance as well as motion from multiple video cameras to create highly realistic animated content from an actor's performance in full wardrobe. Our system solves two key problems in performance capture: scene capture from a limited number of camera views and efficient scene representation for visualization  相似文献   

8.
Prototypes of a special conformal load‐bearing antenna array (CLAA) which has nondevelopable surface, are designed, fabricated, and tested, and the effect of the substrate curvature radius on its EM performance is also researched in this work. A novel three‐dimensional (3‐D) printing technology and fabrication equipment based on micro‐droplet spraying and metal laser sintering are proposed to create patch array and divider network on a non‐developable curved rigid substrate. In order to compare with conventional technology (such as chemical etching), a planar CLAA prototype with two patches, operating frequency at 5GHz, is designed and fabricated by two different technologies, the surface roughness, fabrication tolerance, and EM performance are tested and compared. Finally, a spherical CLAA prototype with eight patches, operating frequency at 13GHz, is designed and fabricated by the novel 3D printing, measured EM performance demonstrate the applicability of additive manufacturing for this special CLAA.  相似文献   

9.
We present a new method for non‐rigid shape matching designed to enforce continuity of the resulting correspondence. Our method is based on the recently proposed functional map representation, which allows efficient manipulation and inference but often fails to provide a continuous point‐to‐point mapping. We address this problem by exploiting the connection between the operator representation of mappings and flows of vector fields. In particular, starting from an arbitrary continuous map between two surfaces we find an optimal flow that makes the final correspondence operator as close as possible to the initial functional map. Our method also helps to address the symmetric ambiguity problem inherent in many intrinsic correspondence methods when matching symmetric shapes. We provide practical and theoretical results showing that our method can be used to obtain an orientation preserving or reversing map starting from a functional map that represents the mixture of the two. We also show how this method can be used to improve the quality of maps produced by existing shape matching methods, and compare the resulting map's continuity with results obtained by other operator‐based techniques.  相似文献   

10.
In this paper, we present an inexpensive approach to create highly detailed reconstructions of the landscape surrounding a road. Our method is based on a space‐efficient semi‐procedural representation of the terrain and vegetation supporting high‐quality real‐time rendering not only for aerial views but also at road level. We can integrate photographs along selected road stretches. We merge the point clouds extracted from these photographs with a low‐resolution digital terrain model through a novel algorithm which is robust against noise and missing data. We pre‐compute plausible locations for trees through an algorithm which takes into account perceptual cues. At runtime we render the reconstructed terrain along with plants generated procedurally according to pre‐computed parameters. Our rendering algorithm ensures visual consistency with aerial imagery and thus it can be integrated seamlessly with current virtual globes.  相似文献   

11.
12.
Abstract— In this paper, we present results from a new liquid crystal over plastic printed thin‐film‐transistor (TFT) display. The display demonstrator shows that the processing incompatibilities between the plastic TFT backplane and the liquid‐crystal materials can be addressed to make a stable twisted‐nematic structure. New fabrication processes such as the photo‐alignment of liquid crystals have made it possible to create a new generation of displays, which pave the way towards fully integrated plastic liquid‐crystal‐display technologies.  相似文献   

13.
The advance in digital fabrication technologies and additive manufacturing allows for the fabrication of complex truss structure designs but at the same time posing challenging structural optimization problems to capitalize on this new design freedom. In response to this, an iterative approach in which Sequential Linear Programming (SLP) is used to simultaneously solve a size and shape optimization sub-problem subject to local stress and Euler buckling constraints is proposed in this work. To accomplish this, a first order Taylor expansion for the nodal movement and the buckling constraint is derived to conform to the SLP problem formulation. At each iteration a post-processing step is initiated to map a design vector to the exact buckling constraint boundary in order to facilitate the overall efficiency. The method is verified against an exact non-linear optimization problem formulation on a range of benchmark examples obtained from the literature. The results show that the proposed method produces optimized designs that are either close or identical to the solutions obtained by the non-linear problem formulation while significantly decreasing the computational time. This enables more efficient size and shape optimization of truss structures considering practical engineering constraints.  相似文献   

14.
智能软件Agent的中间件模型   总被引:6,自引:0,他引:6  
袁方  王惠芳 《计算机工程》2002,28(8):92-93,148
Agent技术的应用潜力是巨大的,已经在许多领域尝试使用,解决一些复杂问题,但要开发智能软件Agent要求具有多方面的先进技术,如知识表达、推理、网络通信等技术,开发者难以使用。为了减少开发时间和代价,文章提出了智能软件Agent的一种中间件模型,并且介绍了这个模型如何创建Agent.  相似文献   

15.
Abstract— In this work, alternative approaches to existing technologies for the fabrication of large‐sized AMOLEDs, such as non‐laser crystallization methods for poly‐Si TFT fabrication and color patterning using laser‐induced thermal imaging (LITI), is proposed. In particular, it was found that the super grain crystallization (SGS) method resulted in high‐performance TFTs in terms of mobility and off‐current. The feasibility of these techniques for large‐sized AMOLEDs is demonstrated by 17‐in. UXGA AMOLED displays which show good brightness uniformity.  相似文献   

16.
This paper reports an empirical study that takes a multimodal analytical approach to examine how mobile technologies shape students' exploration and experience of place during a history learning activity in situ. In history education, mobile technologies provide opportunities for authentic experiential learning activities that have the potential to re‐mediate students' understanding of space and place through enacted interaction, and to make the learning more memorable. A key question is how learners work with the physical and digital information in the context of that learning experience, and how this supports new experiences and understanding of space and place. Findings suggest that embodied mobile experiences foster the creation of both physical and digital markers, which were instrumental in concretizing the history experience and developing new narratives. The findings also show how different representational forms of digital information mediated interaction in specific ways and how digital augmentation can lead to conflation in student understanding of space and time. These findings inform our understanding of the value of mobile applications in supporting embodied learning experiences and provide key implications for pedagogical design, both in situ and back in the classroom.  相似文献   

17.
Free-form sketching with variational implicit surfaces   总被引:12,自引:0,他引:12  
  相似文献   

18.
The paper describes the process of building Internet‐transmittable, 3‐D digital virtual models of ancient heritage monuments from on‐site data, focusing especially on 3‐D dimensional data acquisition techniques and color processing methods. Section 1 considers project goals and the attendant problems; Section 2 provides a brief summary of state‐of‐the‐art experience and the technologies adopted by the Authors; Section 3 illustrates the key features of the 3‐D color data acquisition methods used as well as the shape and color processing pipeline; Section 4 describes the specific study conducted on single elements and faades of the Coliseum in Rome, while Section 6 outlines future work.  相似文献   

19.
This paper introduces a design and fabrication pipeline for creating floating forms. Our method optimizes for buoyant equilibrium and stability of complex 3D shapes, applying a voxel‐carving technique to control the mass distribution. The resulting objects achieve a desired floating pose defined by a user‐specified waterline height and orientation. In order to enlarge the feasible design space, we explore novel ways to load the interior of a design using prefabricated components and casting techniques. 3D printing is employed for high‐precision fabrication. For larger scale designs we introduce a method for stacking lasercut planar pieces to create 3D objects in a quick and economic manner. We demonstrate fabricated designs of complex shape in a variety of floating poses.  相似文献   

20.
Recently there has been an increasing demand for software that can help designers create functional 3D objects with required physical strength. We introduce a generic and extensible method that directly optimizes a shape subject to physical and geometric constraints. Given an input shape, our method optimizes directly its input mesh representation until it can withstand specified external forces, while remaining similar to the original shape. Our method performs physics simulation and shape optimization together in a unified framework, where the physics simulator is an integral part of the optimizer. We employ geometric constraints to preserve surface details and shape symmetry, and adapt a second‐order method with analytic gradients to improve convergence and computation time. Our method provides several advantages over previous work, including the ability to handle general shape deformations, preservation of surface details, and incorporation of user‐defined constraints. We demonstrate the effectiveness of our method on a variety of prinTable 3D objects through detailed simulations as well as physical validations.  相似文献   

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