• Title/Summary/Keyword: mesh morphing

Search Result 12, Processing Time 0.022 seconds

Application of morphing technique with mesh-merging in rapid hull form generation

  • Kang, Ju-Young;Lee, Byung-Suk
    • International Journal of Naval Architecture and Ocean Engineering
    • /
    • v.4 no.3
    • /
    • pp.228-240
    • /
    • 2012
  • Morphing is a geometric interpolation technique that is often used by the animation industry to transform one form into another seemingly seamlessly. It does this by producing a large number of 'intermediate' forms between the two 'extreme' or 'parent' forms. It has already been shown that morphing technique can be a powerful tool for form design and as such can be a useful addition to the armoury of product designers. Morphing procedure itself is simple and consists of straightforward linear interpolation. However, establishing the correspondence between vertices of the parent models is one of the most difficult and important tasks during a morphing process. This paper discusses the mesh-merging method employed for this process as against the already established mesh-regularising method. It has been found that the merging method minimises the need for manual manipulation, allowing automation to a large extent.

A Study on Realtime Mesh Deformation of 3D Avatar Body (3D 아바타의 실시간 체형 변형에 관한 연구 - 메쉬모핑 기법을 이용한 아바타 및 아이템의 체형변형)

  • Shin, In-Sup
    • 한국HCI학회:학술대회논문집
    • /
    • 2008.02a
    • /
    • pp.688-692
    • /
    • 2008
  • All items from the 3d avatar system should be made to fit the avatar's physical form. However this method is not only a disadvantage in an economical perspective, but also it is difficult to satisfy the client's needs of avatar's variety form. To provide various forms of the avatars, the work load naturally increases. This research is about changing the 3d avatar's body shape based on 3d mesh morphing which allows the 3d avatar with smallest data possible. The result mesh could be generated from source and target mesh with the deformation ratio and all 3d items like hair style, pants, shoes and etc, which was made to fit to basic mesh also could be deformed automatically, to fit them to the result mesh as is. Even if the different physical avatar mesh body such as children style is added to 3d avatar system, it is not necessary to make the 3d avatar items which is fit to the new physical body, New avatar mesh body will be adopted to the 3d avatar system in real time.

  • PDF

Five-axis finishing tool path generation for a mesh blade based on linear morphing cone

  • Zhang, Rong;Hu, Pengcheng;Tang, Kai
    • Journal of Computational Design and Engineering
    • /
    • v.2 no.4
    • /
    • pp.268-275
    • /
    • 2015
  • Blisk is an essential component in aero engines. To maintain good aero-dynamic performance, one critical machining requirement for blades on blisk is that the generated five-axis tool path should be boundary-conformed. For a blade discretely modeled as a point cloud or mesh, most existing popular tool path generation methods are unable to meet this requirement. To address this issue, a novel five-axis tool path generation method for a discretized blade on blisk is presented in this paper. An idea called Linear Morphing Cone (LMC) is first proposed, which sets the boundary of the blade as the constraint. Based on this LMC, a CC curve generation and expansion method is then proposed with the specified machining accuracy upheld. Using the proposed tool path generation method, experiments on discretized blades are carried out, whose results show that the generated tool paths are both uniform and boundary-conformed.

Parametric numerical study of wind barrier shelter

  • Telenta, Marijo;Batista, Milan;Biancolini, M.E.;Prebil, Ivan;Duhovnik, Jozef
    • Wind and Structures
    • /
    • v.20 no.1
    • /
    • pp.75-93
    • /
    • 2015
  • This work is focused on a parametric numerical study of the barrier's bar inclination shelter effect in crosswind scenario. The parametric study combines mesh morphing and design of experiments in automated manner. Radial Basis Functions (RBF) method is used for mesh morphing and Ansys Workbench is used as an automation platform. Wind barrier consists of five bars where each bar angle is parameterized. Design points are defined using the design of experiments (DOE) technique to accurately represent the entire design space. Three-dimensional RANS numerical simulation was utilized with commercial software Ansys Fluent 14.5. In addition to the numerical study, experimental measurement of the aerodynamic forces acting on a vehicle is performed in order to define the critical wind disturbance scenario. The wind barrier optimization method combines morphing, an advanced CFD solver, high performance computing, and process automaters. The goal is to present a parametric aerodynamic simulation methodology for the wind barrier shelter that integrates accuracy and an extended design space in an automated manner. In addition, goal driven optimization is conducted for the most influential parameters for the wind barrier shelter.

Feature-based Topological Mesh Metamorphosis (위상 변환을 통한 특징 기반 메쉬 몰핑)

  • An, Min-Su;Lee, Seung-Yong
    • Journal of the Korea Computer Graphics Society
    • /
    • v.7 no.4
    • /
    • pp.1-8
    • /
    • 2001
  • 3D mesh metamorphosis (morphing) deals with two input polyhedral objects and generates an animation in which the source mesh gradually changes to the target through in-between meshes. The basic and common idea of previous mesh morphing techniques can be summarized as the construction and interpolation of a metamesh. However, an approach based on a metamesh has fundamental limitations of complicated in-between meshes and no topology (connectivity) changes in a metamorphosis. This paper presents a novel approach for 3D mesh morphing, which is not based on a metamesh and overcomes the limitations of previous work. The approach simultaneously interpolates the topology and geometry of input meshes. With the approach, an in-between mesh contains only the vertices from the source and target meshes. Since no additional vertices are introduced, the in-between meshes are much simpler than those generated by previous techniques.

  • PDF

Geometric Snakes for Triangular Meshes (삼각 메쉬를 위한 기하학 스네이크)

  • Lee, Yun-Jin;Lee, Seung-Yong
    • Journal of the Korea Computer Graphics Society
    • /
    • v.7 no.3
    • /
    • pp.9-18
    • /
    • 2001
  • Feature detection is important in various mesh processing techniques, such as mesh editing, mesh morphing, mesh compression, and mesh signal processing. In this paper, we propose a geometric snake as an interactive tool for feature detection on a 3D triangular mesh. A geometric snake is an extension of an image snake, which is an active contour model that slithers from its initial position specified by the user to a nearby feature while minimizing an energy functional. To constrain the movement of a geometric snake onto the surface of a mesh, we use the parameterization of the surrounding region of a geometric snake. Although the definition of a feature may vary among applications, we use the normal changes of faces to detect features on a mesh.

  • PDF

A Study on the Fast Removement of Overlaps in Image Morphing Using Mass-Spring System (질량-스프링 시스템을 이용한 이미지 모핑의 빠른 겹침 제거 연구)

  • Choi, Do-Won;Hwang, Chi-Jung
    • Journal of Korea Multimedia Society
    • /
    • v.14 no.10
    • /
    • pp.1262-1274
    • /
    • 2011
  • A fast and stable deformation model is essential for realistic simulation of image morphing. In order to stabilize deformation, we used two internal thin plate mass-spring systems that compute the displacements of the x- and y-components of all nodes on the mesh. The deformation results are globally smoother and more stable due to the direction limitation of thin plate mass-spring systems. One-to-one deformation is one of the important issues in image morphing. We focus on fast removing overlaps in the process of deformation. To rapidly remove overlaps, the external forces are set automatically on four or eight neighboring nodes. The speed of removing overlaps is faster when external forces are set on four or eight neighbouring nodes than when on two neighbouring nodes.

A Mesh Segmentation Reflecting Global and Local Geometric Characteristics (전역 및 국부 기하 특성을 반영한 메쉬 분할)

  • Im, Jeong-Hun;Park, Young-Jin;Seong, Dong-Ook;Ha, Jong-Sung;Yoo, Kwan-Hee
    • The KIPS Transactions:PartA
    • /
    • v.14A no.7
    • /
    • pp.435-442
    • /
    • 2007
  • This paper is concerned with the mesh segmentation problem that can be applied to diverse applications such as texture mapping, simplification, morphing, compression, and shape matching for 3D mesh models. The mesh segmentation is the process of dividing a given mesh into the disjoint set of sub-meshes. We propose a method for segmenting meshes by simultaneously reflecting global and local geometric characteristics of the meshes. First, we extract sharp vertices over mesh vertices by interpreting the curvatures and convexity of a given mesh, which are respectively contained in the local and global geometric characteristics of the mesh. Next, we partition the sharp vertices into the $\kappa$ number of clusters by adopting the $\kappa$-means clustering method [29] based on the Euclidean distances between all pairs of the sharp vertices. Other vertices excluding the sharp vertices are merged into the nearest clusters by Euclidean distances. Also we implement the proposed method and visualize its experimental results on several 3D mesh models.

An Efficient Walkthrough from Two Images using Spidery Mesh Interface and View Morphing (Spidery 매쉬 인터페이스와 뷰 모핑을 이용한 두 이미지로부터의 효율적인 3차원 애니메이션)

  • Cho, Hang-Shin;Kim, Chang-Hun
    • Journal of KIISE:Computing Practices and Letters
    • /
    • v.7 no.2
    • /
    • pp.132-140
    • /
    • 2001
  • This paper proposes an efficient walktlu-ough animation from two images of the same scene. To make animation easily and fast, Tour Into the Picture(TIP) enables walkthrough animation from single image but lacks the reality of its foreground object when the viewpoint moves from side to side, and view morphing uses only 2D transition between two images but restricts its camera path on the line between two views. By combining advantages of these two image-based techniques, this paper suggests a new virtual navigation technique which enable natural scene transformation when the viewpoint changes in the side-to-side direction as well as in the depth direction. In our method, view morphing is employed only in foreground objects , and background scene which is perceived carelessly is mapped into cube-like 3D model as in TIP, so as to save laborious 3D reconstruction costs and improve visual realism simultaneously. To do this, we newly define a camera transformation between two images from the relationship of the spidery mesh transformation and its corresponding 3D view change. The result animation shows that our method creates a realistic 3D virtual navigation using a simple interface.

  • PDF

Hydrodynamics prediction of a ship in static and dynamic states

  • Du, P.;Ouahsine, A.;Sergent, P.
    • Coupled systems mechanics
    • /
    • v.7 no.2
    • /
    • pp.163-176
    • /
    • 2018
  • The ship hydrodynamics in static and dynamic states were investigated using 3-dimensional numerical simulations. The static case simulated a fixed ship, while the dynamic case considered a ship with free sinkage and trim using the mesh morphing technique. High speed was found to increase the wave elevation around the ship. Compared with the static case, the dynamic case seemed to generate higher waves near the bow and after the stern. The frictional resistance was found be to more dominant. However, the pressure resistance became gradually important with the increase of the ship speed. The trim and sinkage were also analyzed to characterize the ship hydrodynamics in the dynamic state.