• Title/Summary/Keyword: Detail Simplification

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Accuracy of structural computation on simplified shape

  • Marin, P.
    • Structural Engineering and Mechanics
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    • v.35 no.2
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    • pp.127-140
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    • 2010
  • This paper focuses on a number of criteria that enable controlling the influence of geometric simplification on the quality of finite element (FE) computations. To perform the mechanical simulation of a component, the corresponding geometric model typically needs to be simplified in accordance with hypotheses adopted regarding the component's mechanical behaviour. The method presented herein serves to compute an a posteriori indicator for the purpose of estimating the significance of each feature removal. This method can be used as part of an adaptive process of geometric simplification. If a shape detail removed during the shape simplification process proves to be influential on mechanical behaviour, the particular detail can then be reinserted into the simplified model, thus making it possible to readapt the initial simulation model. The fields of application for such a method are: static problems involving linear elastic behaviour, and linear thermal problems with stationary conduction.

Simplification of a Feature-based 3D CAD Assembly Model Considering the Allowable Highest and Lowest Limits of the LOD (허용 가능한 LOD의 상하한을 고려한 특징형상 3D CAD 조립체 모델의 단순화)

  • Yu, Eun-seop;Lee, Hyunoh;Kwon, Soonjo;Lee, Jeong-youl;Mun, Duhwan
    • Journal of the Korean Society of Manufacturing Process Engineers
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    • v.19 no.7
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    • pp.22-34
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    • 2020
  • Three-dimensional (3D) computer-aided design (CAD) models require different levels of detail (LODs) depending on their purpose. Therefore, it is beneficial to automatically simplify 3D CAD assembly models to meet the desired LOD. Feature-based 3D CAD assembly models typically have the lowest and highest feasible limits of LOD during simplification. In order to help users obtain a feasible simplification result, we propose a method to simplify feature-based 3D CAD assembly models by determining the lowest and highest limits of LOD. The proposed method is verified through experiments using a simplification prototype implemented as a plug-in type module on Siemens NX.

Mesh Simplification and Adaptive LOD for Finite Element Mesh Generation

  • Date, Hiroaki;Kanai, Satoshi;Kishinami, Takeshi;Nishigaki, Ichiro
    • International Journal of CAD/CAM
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    • v.6 no.1
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    • pp.73-79
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    • 2006
  • In this paper, we propose a new triangular finite element mesh generation method based on simplification of high-density mesh and adaptive Level-of-Detail (LOD) methods for efficient CAE. In our method, mesh simplification is used to control the mesh properties required for FE mesh, such as the number of triangular elements, element shape quality and size while keeping the specified approximation tolerance. Adaptive LOD methods based on vertex hierarchy according to curvature and region of interest, and global LOD method preserving density distributions are also proposed in order to construct a mesh more appropriate for CAE purpose. These methods enable efficient generation of FE meshes with properties appropriate for analysis purpose from a high-density mesh. Finally, the effectiveness of our approach is shown through evaluations of the FE meshes for practical use.

3D Mesh Simplification Using Subdivided Edge Classification (세분화된 에지 분류 방법을 이용한 삼차원 메쉬 단순화)

  • 장은영;호요성
    • Proceedings of the IEEK Conference
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    • 2000.11c
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    • pp.109-112
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    • 2000
  • Many applications in computer graphics require highly detailed complex models. However, the level of detail may vary considerably according to applications. It is often desirable to use approximations in place of excessively detailed models. We have developed a surface simplification algorithm which uses iterative contractions of edges to simplify models and maintains surface error approximations using a quadric metric. In this paper, we present an improved quadric error metric for simplifying meshes. The new metric, based on subdivided edge classification, results in more accurate simplified meshes. We show that a subdivided edge classification captures discontinuities efficiently. The new scheme is demonstrated on a variety of meshes.

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3D Mesh Simplification from Range Image Considering Texture Mapping (Texture Mapping을 고려한 Rang Image의 3차원 형상 간략화)

  • Kong, Changhwan;Kim, Changhun
    • Journal of the Korea Computer Graphics Society
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    • v.3 no.1
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    • pp.23-28
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    • 1997
  • We reconstruct 3D surface from range image that consists of range map and texture map, and simplify the reconstructed triangular mesh. In this paper, we introduce fast simplification method that is able to glue texture to 3D surface model and adapt to real-time multipled level-of detail. We will verify the efficiency by applying to the scanned data of Korean relics.

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Performance Analysis of Grid Resolution and Storm Sewage Network for Urban Flood Forecasting (지표격자해상도 및 우수관망 간소화 수준에 따른 도시홍수 예측 성능검토)

  • Sang Bo Sim;Hyung-Jun Kim
    • Journal of the Korean Society of Safety
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    • v.39 no.1
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    • pp.70-81
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    • 2024
  • With heavy rainfall due to extreme weather causing increasing damage, the importance of urban flood forecasting continues to grow. To forecast urban flooding accurately and promptly, a sewer network and surface grid with appropriate detail are necessary. However, for urban areas with complex storm sewer networks and terrain structures, high-resolution grids and detailed networks can significantly prolong the analysis. Therefore, determining an appropriate level of network simplification and a suitable surface grid resolution is essential to secure the golden time for urban flood forecasting. In this study, InfoWorks ICM, a software program capable of 1D-2D coupled simulation, was used to examine urban flood forecasting performance for storm sewer networks with various levels of simplification and different surface grid resolutions. The inundation depth, inundation area, and simulation time were analyzed for each simplification level. Based on the analysis, the simulation time was reduced by up to 65% upon simplifying the storm sewer networks and by up to 96% depending on the surface grid resolution; further, the inundation area was overestimated as the grid resolution increased. This study provides insights into optimizing the simplification level and surface grid resolution for storm sewer networks to ensure efficient and accurate urban flood forecasting.

Simplification of Boundary Representation Models Based on Stepwise Volume Decomposition (단계적 볼륨분해에 기반한 경계표현 모델의 단순화)

  • Kim, Byung Chul;Mun, Duhwan
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.37 no.10
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    • pp.1305-1313
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    • 2013
  • In this study, a method to apply feature-based simplification to boundary representation models is proposed. For feature-based simplification, a volume decomposition tree is created from a boundary representation model. The volume decomposition tree is represented by regularized Boolean operations of additive volumes, subtractive volumes, and fillet/round/chamfer volumes, and it is generated by stepwise volume decomposition, which consists of fillet/round/chamfer decomposition, wrap-around decomposition, volume split decomposition, and cell-based decomposition. After the volume decomposition tree is transformed to an infix expression, the CAD model can be simplified by reordering the volumes. To verify the proposed method, a prototype system was implemented, and experiments on test cases were conducted. From the results of the experiments, it is verified that the proposed method is useful for simplifying CAD models based on boundary representation.

Study on Algorithms of Mobile Vector Map Generalization Operators for Location Information Search (위치 정보 검색을 위한 모바일 벡터 지도 일반화 연산 알고리즘 연구)

  • Kim, Hyun-Woo;Choi, Jin-Oh
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • v.9 no.1
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    • pp.167-170
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    • 2005
  • In the mobile environments for the vector map services, a map simplification work through the map generalization steps helps improve the readability of the map on a large scale. The generalization operations are various such as selection, aggregation, simplification, displacement, and so on, the formal operation algorithms have not been built yet. Because the algorithms require deep special knowledge and heuristic, which make it hard to automate the processes. This thesis proposes some map generalization algorithms specialized in mobile vector map services, based on previous works. We will show the detail to adapt the approaches on the mobile environment, to display complex spatial objects efficiently on the mobile devices which have restriction on the resources

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Cartoon Rendering with Level-of-Detail (세분화 단계(LOD)를 적용한 카툰렌더링)

  • Park, Jung-Hyun;Ryoo, Seung-Teak;Park, Jin-Wan
    • The Journal of the Korea Contents Association
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    • v.7 no.9
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    • pp.26-33
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    • 2007
  • NPR is the area of research which does the image creation of the impression where the hazard person who creates made a human intimate image by the hand in objective. NPR in Cartoon-Rendering when the human being recognizes a thing, it is a technique which expresses a thing to use an appearance and the line which are a means of basic and intuitional expression. Also Cartoon the person probably is, the hazard which helps, raises the efficiency of namely meaning delivery and a simplification technique with the means for it uses. Is like this cartoon basic rules where the simplification and omission are life, from modeling, the low of LOD technique which it is using specially actively from game and one pulse communication is having a common point. The research which it sees Cartoon effects of GPU bases which use DirectX Shader programs LOD it leads and it applies the method for about under presenting it expresses Cartoon effects in exterior.

Motion Simplification of Virtual Character (가상 캐릭터의 동작 단순화 기법)

  • Ahn, Jung-Hyun;Oh, Seung-Woo;Wohn, Kwang-Yun
    • Journal of KIISE:Computer Systems and Theory
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    • v.33 no.10
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    • pp.759-767
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    • 2006
  • The level-of-detail (LoD), which is a method of reducing polygons on mesh, is one of the most fundamental techniques in real-time rendering. In this paper, we propose a novel level-of-detail technique applied to the virtual character's motion (Motion LoD). The movement of a virtual character can be defined as the transformation of each joint and it's relation to the mesh. The basic idea of the proposed 'Motion LoD' method is to reduce number of joints in an articulated figure and minimize the error between original and simplified motion. For the motion optimization, we propose an error estimation method and a linear system reconstructed from this error estimation for a fast optimization. The proposed motion simplification method is effectively useful for motion editing and real-time crowd animation.