• Title/Summary/Keyword: Polygonal model

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Rapid Die Surface Modification for Sheet Metal Forming (박판성형을 위한 신속한 금형곡면의 수정)

  • Yoo, D.J.
    • Transactions of Materials Processing
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    • v.16 no.7
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    • pp.538-548
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    • 2007
  • In this paper, a novel approach which enables rapid die surface modification for sheet metal forming process is proposed. In this method an implicit surface which interpolates a given set of control points and displacement constraints is generated to compute the displacements at arbitrary points located on die surface. The proposed method does not depend on the underlying surface representation type and is affected neither by its complexity nor by its quality. In addition, the domain decomposition method is introduced in order to treat large surface model. The global domain of interest is divided into smaller domains where the problem can be solved locally. And then the local solutions are combined together to obtain a global solution. In order to verify the validity and effectiveness of the proposed method, various surface modifications are carried out fur three kinds of die surface model including polygonal surface composed of triangular and rectangular meshes, polynomial surface and NURBS surface.

Numerical Simulation for Characteristics of Rock Strength and Deformation Using Grain-Based Distinct Element Model (입자 기반 개별요소모델을 통한 암석의 강도 및 변형 특성 모사)

  • Park, Jung-Wook;Lee, Yun-Su;Park, Chan;Park, Eui-Seob
    • Tunnel and Underground Space
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    • v.24 no.3
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    • pp.243-254
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    • 2014
  • The present study introduces a numerical technique to simulate the mechanical behavior of brittle rock, based on a grain-based model combined with Universal Distinct Element Code (GBM-UDEC). Using the technique, the microstructure of rock sample was represented as an assembly of deformable polygonal grains, and the failure process with the evolution of micro tensile cracks under compression was examined. In terms of the characteristics of strength and deformation, the behaviors of the simulated model showed good agreement with the observations in the laboratory-scale experiments of rock.

A review on modelling and monitoring of railway ballast

  • Ngamkhanong, Chayut;Kaewunruen, Sakdirat;Baniotopoulos, Charalampos
    • Structural Monitoring and Maintenance
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    • v.4 no.3
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    • pp.195-220
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    • 2017
  • Nowadays, railway system plays a significant role in transportation, conveying cargo, passengers, minerals, grains, and so forth. Railway ballasted track is a conventional railway track as can be seen all over the world. Ballast, located underneath the sleepers, is the most important elements on ballasted track, which has many functions and requires routine maintenance. Ballast needs to be maintained frequently to prevent rail buckling, settlement, misalignment so that ballast has to be modelled accurately. Continuum model was introduced to model granular material and was extended in ballast. However, ballast is a heterogeneous material with highly nonlinear behaviour. Hence, ballast could not be modelled accurately in continuum model due to the discontinuities nature and material degradation of ballast. Discrete element modelling (DEM) is proposed as an alternative approach that provides insight into constitutive model, realistic particle, and contact algorithm between each particle. DEM has been studied in many recent decades. However, there are limitations due to the high computational time and memory consumption, which cause the lack of using in high range. This paper presents a review of recent ballast modelling with benefits and drawbacks. Ballast particles are illustrated either circular, circular crump, spherical, spherical crump, super-quadric, polygonal and polyhedral. Moreover, the gaps and limitations of previous studies are also summarized. The outcome of this study will help the understanding into different ballast modelling and particle. The insight information can be used to improve ballast modelling and monitoring for condition-based track maintenance.

Simplification of 3D Polygonal Mesh Using Non-Uniform Subdivision Vertex Clustering (비균일 분할 정점 군집화를 이용한 3차원 다각형 메쉬의 단순화)

  • 김형석;박진우;김희수;한규필;하영호
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.24 no.10B
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    • pp.1937-1945
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    • 1999
  • In paper, we propose a 3D polygonal mesh simplification technique based on vertex clustering. The proposed method differentiates the size of each cluster according to the local property of a 3D object. We determine the size of clusters by considering the normal vector of triangles and the vertex distribution. The subdivisions of cluster are represented by octree. In this paper, we use the Harsdorff distance between the original mesh and the simplified one as a meaningful error value. Because proposed method adaptively determine the size of cluster according to the local property of the mesh, it has smaller error as compared with the previous methods and represent the small regions on detail. Also it can generate a multiresolution model and selectively refine the local regions.

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Triangulation Based Skeletonization and Trajectory Recovery for Handwritten Character Patterns

  • Phan, Dung;Na, In-Seop;Kim, Soo-Hyung;Lee, Guee-Sang;Yang, Hyung-Jeong
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.9 no.1
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    • pp.358-377
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    • 2015
  • In this paper, we propose a novel approach for trajectory recovery. Our system uses a triangulation procedure for skeletonization and graph theory to extract the trajectory. Skeletonization extracts the polyline skeleton according to the polygonal contours of the handwritten characters, and as a result, the junction becomes clear and the characters that are touching each other are separated. The approach for the trajectory recovery is based on graph theory to find the optimal path in the graph that has the best representation of the trajectory. An undirected graph model consisting of one or more strokes is constructed from a polyline skeleton. By using the polyline skeleton, our approach accelerates the process to search for an optimal path. In order to evaluate the performance, we built our own dataset, which includes testing and ground-truth. The dataset consist of thousands of handwritten characters and word images, which are extracted from five handwritten documents. To show the relative advantage of our skeletonization method, we first compare the results against those from Zhang-Suen, a state-of-the-art skeletonization method. For the trajectory recovery, we conduct a comparison using the Root Means Square Error (RMSE) and Dynamic Time Warping (DTW) in order to measure the error between the ground truth and the real output. The comparison reveals that our approach has better performance for both the skeletonization stage and the trajectory recovery stage. Moreover, the processing time comparison proves that our system is faster than the existing systems.

Digital Watermarking for Three-Dimensional Polygonal Mesh Models in the DCT Framework (DCT영역에서 3차원 다각형 메쉬 모델의 디지헐 워터마킹 방법)

  • Jeon, Jeong-Hee;Ho, Yo-Sung
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.40 no.3
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    • pp.156-163
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    • 2003
  • Most watermarking techniques insert watermarks into transform coefficients in the frequency domain because we can consider robust or imperceptible frequency bands against malicious attacks to remove them. However, parameterization of 3-D data is not easy because of irregular attribution of connectivity information, while 1-I) or 2-D data is regular. In this paper we propose a new watermarking scheme for 3-D polygonal mesh models in the DCT domain. After we generate triangle strips by traversing the 3-D model and transform its vertex coordinates into the DCT domain, watermark signals are inserted into mid-frequency bands of AC coefficients for robustness and imperceptibility. We demonstrate that our scheme is robust against additive random noise, the affine transformation, and geometry compression by the MPEG-4 SNHC standard.

A 2-D numerical research on spatial variability of concrete carbonation depth at meso-scale

  • Pan, Zichao;Ruan, Xin;Chen, Airong
    • Computers and Concrete
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    • v.15 no.2
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    • pp.231-257
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    • 2015
  • This paper discusses the spatial variability of the carbonation depth caused by the mesoscopic structure of the concrete and the influence of the spatial variability on the thickness of the concrete cover. To conduct the research, a method to generate the random aggregate structure (RAS) based on polygonal particles and a simplified numerical model of the concrete carbonation at meso-scale are firstly developed. Based on the method and model, the effect of the aggregate properties including shape, content and gradation on the spatial variability of the carbonation depth is comprehensively studied. The results show that a larger degree of the spatial variability will be obtained by using (1) the aggregates with a larger aspect ratio; (2) a larger aggregate content; (3) the gradation which has more large particles. The proper sample size and model size used in the analysis are also studied. Finally, a case study is conducted to demonstrate the influence of the spatial variability of the carbonation depth on the proper thickness of the concrete cover. The research in this paper not only provides suggestions on how to decrease the spatial variability, but also proposes the method to consider the effect of the spatial variability in designing the thickness of the concrete cover.

A Study on the Efficient Occlusion Culling Using Z-Buffer and Simplified Model (Z-Buffer와 간략화된 모델을 이용한 효율적인 가려지는 물체 제거 기법(Occlusion Culling)에 관한 연구)

  • 정성준;이규열;최항순;성우제;조두연
    • Korean Journal of Computational Design and Engineering
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    • v.8 no.2
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    • pp.65-74
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    • 2003
  • For virtual reality, virtual manufacturing system, or simulation based design, we need to visualize very large and complex 3D models which are comprising of very large number of polygons. To overcome the limited hardware performance and to attain smooth realtime visualization, there have been many researches about algorithms which reduce the number of polygons to be processed by graphics hardware. One of these algorithms, occlusion culling is a method of rejecting the objects which are not visible because they are occluded by other objects, and then passing only the visible objects to graphics hardware. Existing occlusion culling algorithms have some shortcomings such as the required long preprocessing time, the limitation of occluder shape, or the need for special hardware implementation. In this study, an efficient occlusion culling algorithm is proposed. The proposed algorithm reads and analyzes Z-buffer of graphics hardware using Microsoft DirectX, and then determines each object's visibility. This proposed algorithm can speed up visualization by reading Z-buffer using DirectX which can access hardware directly compared to OpenGL, by reading only the region to which each object is projected instead of reading the whole Z-Buffer, and the proposed algorithm can perform more exact visibility test by using simplified model instead of using bounding box. For evaluation, the proposed algorithm was applied to very large polygonal models. And smooth realtime visualization was attained.

Finite Element Modeling of the Rat Cervical Spine and Adjacent Tissues from MRI Data (MRI 데이터를 이용한 쥐의 경추와 인접한 조직의 유한요소 모델화)

  • Chung, Tae-Eun
    • Korean Journal of Computational Design and Engineering
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    • v.17 no.6
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    • pp.436-442
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    • 2012
  • Traumatic loading during car accidents or sports activities can lead to cervical spinal cord injury. Experiments in spinal cord injury research are mainly carried out on rabbit or rat. Finite element models that include the rat cervical spinal cord and adjacent soft tissues should be developed for efficient studies of mechanisms of spinal cord injury. Images of a rat were obtained from high resolution MRI scanner. Polygonal surfaces were extracted structure by structure from the MRI data using the ITK-SNAP volume segmentation software. These surfaces were converted to Non-uniform Rational B-spline surfaces by the INUS Rapidform rapid prototyping software. Rapidform was also used to generate a thin shell surface model for the dura mater which sheathes the spinal cord. Altair's Hypermesh pre-processor was used to generate finite element meshes for each structure. These processes in this study can be utilized in modeling of other biomedical tissues and can be one of examples for reverse engineering on biomechanics.

Bump mapping algorithm for polygonal model and its hardware implementation (다각형 모델에서 범프 맵핑을 수행하기 위한 알고리즘과 하드웨어 구현)

  • Choi, Seung-Hak;Mun, Byung-In;Eo, Kil-Su;Lee, Hong-Youl
    • Journal of the Korea Computer Graphics Society
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    • v.2 no.1
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    • pp.15-23
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    • 1996
  • Bump mapping is an elegant rendering technique to simulate wrinkled surfaces such as bark, which enables to produce more realistic image than texture-mapped one. This paper presents a new algorithm for bump mapping along with a hardware architecture to run our algorithm in real-time. The proposed approach is more efficient than previous one, and in particular, our hardware architecture is simpler to implement.

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