Computer Aided Design
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Open Inventor Toolkit ACADEMIC PROGRAM FAQ Updated June 2018
Open Inventor Toolkit ACADEMIC PROGRAM FAQ Updated June 2018 • How can my organization qualify for this program ? • What support will my organization get under this program ? • How can I make an application available to collaborators • Can I use Open Inventor Toolkit in an open source project ? • What can I do with Open Inventor Toolkit under this program ? • What are some applications of Open Inventor Toolkit ? • What's the value of using Open Inventor Toolkit ? • What is Thermo Fisher expecting from my organization in exchange for the ability to use Open Inventor Toolkit free of charge ? • How does Open Inventor Toolkit relate to visualization applications ? • Can I use Open Inventor Toolkit to extend visualization applications ? • What languages, platforms and compilers are supported by Open Inventor Toolkit ? • What are some key features of Open Inventor Toolkit ? How can my organization qualify for this program ? Qualified academic and non-commercial organizations can apply for the Open Inventor Toolkit Academic Program. Through this program, individuals in your organization can be granted Open Inventor Toolkit development and runtime licenses, at no charge, for non-commercial use. Licenses provided under the Open Inventor Toolkit Academic Program allow you to both create and distribute software applications based on Open Inventor Toolkit. However, your application must be distributed free-of-charge for educational or research purposes. Your application must not generate commercial revenue nor be deployed by a corporation for in-house use nor be used in any other commercial manner Contact your account manager and we will provide you with more information on the details to qualify for this program. -
Top-Down Archaeology with a Geometric Language
483 Computer-Aided Design and Applications © 2008 CAD Solutions, LLC http://www.cadanda.com Top-Down Archaeology with a Geometric Language Dario Lucia*, Francesco Martire*, Alberto Paoluzzi* and Giorgio Scorzelli* *Università degli Studi “Roma Tre”, {lucia, martire, paoluzzi, scorzell}@dia.uniroma3.it Fig. 1: (a) 2D map of the Palatino hill in Rome; (b) the 3D PLaSM reconstruction of the emperor’s palace (Domus Flavia, Domus Augustana and Hippodrome of Domitian). ABSTRACT In this paper we discuss a fast reconstruction of an archaeological site consisting of many different and connected parts. In particular, we discuss the geometric reconstruction of the Domus Flavia and the Domus Augustana, both built by Emperor Domitian on the Palatine hill in Rome, including the adjacent Hippodromus. The Domus Flavia was the official part of the palace, while the Domus Augustana was the emperor’s luxurious private residence. They are the most impressive ruins remaining today on the Palatine. The aim of this paper is to introduce the reader to the power of generative semantics, and to show how fast and easy is the generation of complex VR models if using a generative language. For this purpose, we capitalize on a novel parallel framework for high- performance solid and geometric modeling, that (a) compiles the generating expressions of the model into a dataflow network of concurrent threads, and (b) splits the model into fragments to be distributed to computational nodes and generated independently. We trust that both the language and its kernel are suitable for Cell-BE (Broadband Engine) implementation, that someone believes the reference architecture for advanced modeling, imaging and simulation of next years. -
Open Inventor® 3D Graphics Toolkit for Industrial-Strength Application Development
DataSheet Open Inventor® 3D Graphics Toolkit for Industrial-Strength Application Development • Speed up your application design, development and maintenance cycles • Increase your performance with advanced 3D visualization and programming • Protect your investment by abstracting low-level, underlying graphics technology • Rely on advanced support of leading open standards Open Inventor® is an object-oriented, cross-platform 3D Open Inventor® delivers enhanced productivity, performance, graphics toolkit for the development of industrial-strength, flexibility and reliability for development of your most demanding interactive, 3D graphics applications using C++, .NET or Java. applications that require robust and evolutionary technologies to meet the highest challenges in 3D visualization. Open Inventor® provides the power and functionality of OpenGL® at an object-oriented level. The easy-to-use API, extensible architecture, and large set of advanced components provide developers with a high-level platform for rapid prototyping and development of high-end, advanced 3D graphics applications. Core Features Object-Oriented 3D API Open Inventor® offers a comprehensive object-oriented set (more than 1300 ready- to-use classes) integrated in a user-friendly framework for rapid development. The scene graph paradigm provides ready-to-use graphics programming patterns, and the object-oriented design encourages extensibility and customization to satisfy specific requirements. Open Inventor® is the most widely used scene graph API in the developer community. Optimized 3D Rendering Open Inventor® has been tuned for improved performance by utilizing the latest relevant OpenGL® features and extensions, automatically taking care of OpenGL® optimization techniques to provide a much higher-level programming interface. Advanced Support of OpenGL® Shaders OpenGL® shader rendering techniques can be applied to any Open Inventor® shape to further enhance the 3D visual experience by using special effects. -
Algebraic Methods for Geometric Modeling Julien Wintz
Algebraic Methods for Geometric Modeling Julien Wintz To cite this version: Julien Wintz. Algebraic Methods for Geometric Modeling. Mathematics [math]. Université Nice Sophia Antipolis, 2008. English. tel-00347162 HAL Id: tel-00347162 https://tel.archives-ouvertes.fr/tel-00347162 Submitted on 14 Dec 2008 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. Universit´ede Nice Sophia-Antipolis Ecole´ Doctorale STIC THESE` Pr´esent´ee pour obtenir le titre de : Docteur en Sciences de l’Universit´ede Nice Sophia-Antipolis Sp´ecialit´e: Informatique par Julien Wintz Algebraic Methods for Geometric Modeling Soutenue publiquement `al’INRIA le 5 Mai 2008 devant le jury compos´ede : Pr´esident : Andr´e Galligo Universit´ede Nice, France Rapporteurs : Gershon Elber Technion, Israel Tor Dokken Sintef, Norway Examinateurs : Pascal Schreck Universit´eLouis Pasteur, France Christian Arber Missler, France Directeur : Bernard Mourrain Inria Sophia-Antipolis, France Algebraic methods for geometric modeling Julien Wintz Abstract The two fields of algebraic geometry and algorithmic geometry, though closely related, are traditionally represented by almost disjoint communi- ties. Both fields deal with curves and surfaces but objects are represented in different ways. While algebraic geometry defines objects by the mean of equations, algorithmic geometry use to work with linear models. -
NX for Mechanical Design Fact Sheet
NX for Mechanical Design Benefits Summary t Facilitates design control, The NX™ software for mechanical design provides a comprehensive set of speeds the design process, leading-edge CAD modeling tools that enable companies to design higher increases designer and quality products faster and less expensively. The NX comprehensive design team productivity and mechanical design solution lets you choose the tools and methodologies that improves design throughput best suit your design challenge. Innovative technologies deliver breakthrough t Improves design team mechanical design capabilities that set new standards for speed, performance performance, especially for and ease-of-use. handling large, complex models Transforming product development by delivering greater power, speed, t Raises product quality by quality, productivity and efficiency for mechanical design minimizing design errors NX mechanical design capabilities are unmatched in terms of the power, t Produces faster, more versatility, flexibility and productivity they deliver to your digital product accurate and complete development environment. NX enables you to establish a complete design product documentation solution for your environment, including leading-edge tools and t Produces significant time, methodologies for: effort and cost savings by t Comprehensive high-performance modeling, which enables you to facilitating design re-use seamlessly use the most productive modeling approaches – from explicit t Facilitates better integration solid and surface modeling to parametric, process-specific and history-free and coordination between direct modeling that works with models from any CAD system. multiple design disciplines, t Active mockup and assembly design, which enables you to work design teams and their interactively with massive multi-CAD assemblies while leveraging leading related CAD systems assembly management and engineering tools. -
Model Synthesis: a General Procedural Modeling Algorithm Paul Merrell and Dinesh Manocha University of North Carolina at Chapel Hill
IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 1 Model Synthesis: A General Procedural Modeling Algorithm Paul Merrell and Dinesh Manocha University of North Carolina at Chapel Hill Abstract—We present a method for procedurally modeling general complex 3D shapes. Our approach can automatically generate complex models of buildings, man-made structures, or urban datasets in a few minutes based on user-defined inputs. The algorithm attempts to generate complex 3D models that resemble a user-defined input model and that satisfy various dimensional, geometric, and algebraic constraints to control the shape. These constraints are used to capture the intent of the user and generate shapes that look more natural. We also describe efficient techniques to handle complex shapes, highlight its performance on many different types of models. We compare model synthesis algorithms with other procedural modeling techniques, discuss the advantages of different approaches, and describe as close connection between model synthesis and context-sensitive grammars. Index Terms—model synthesis, procedural modeling F 1 INTRODUCTION guidance. In this paper, we address the problem of generating REATING 3D digital content for computer games, complex models using model synthesis. Model synthesis C movies, and virtual environments is an important is a simple technique [26], [28] proposed to automatically and challenging problem. It is difficult because objects generate complex shapes. The model synthesis algorithm in the real-world are complex and have widely varying accepts a simple 3D shape as an input and then gener- shapes and styles. Consider the problem of generating ates a larger and more complex model that resembles a realistic 3D model of an outdoor scene. -
Volumetric Real-Time Smoke and Fog Effects in the Unity Game Engine
Volumetric Real-Time Smoke and Fog Effects in the Unity Game Engine A Technical Report presented to the faculty of the School of Engineering and Applied Science University of Virginia by Jeffrey Wang May 6, 2021 On my honor as a University student, I have neither given nor received unauthorized aid on this assignment as defined by the Honor Guidelines for Thesis-Related Assignments. Jeffrey Wang Technical advisor: Luther Tychonievich, Department of Computer Science Volumetric Real-Time Smoke and Fog Effects in the Unity Game Engine Abstract Real-time smoke and fog volumetric effects were created in the Unity game engine by combining volumetric lighting systems and GPU particle systems. A variety of visual effects were created to demonstrate the features of these effects, which include light scattering, absorption, high particle count, and performant collision detection. The project was implemented by modifying the High Definition Render Pipeline and Visual Effect Graph packages for Unity. 1. Introduction Digital media is constantly becoming more immersive, and our simulated depictions of reality are constantly becoming more realistic. This is thanks, in large part, due to advances in computer graphics. Artists are constantly searching for ways to improve the complexity of their effects, depict more realistic phenomena, and impress their audiences, and they do so by improving the quality and speed of rendering – the algorithms that computers use to transform data into images (Jensen et al. 2010). There are two breeds of rendering: real-time and offline. Offline renders are used for movies and other video media. The rendering is done in advance by the computer, saved as images, and replayed later as a video to the audience. -
The Design and Evolution of the Uberbake Light Baking System
The design and evolution of the UberBake light baking system DARIO SEYB∗, Dartmouth College PETER-PIKE SLOAN∗, Activision Publishing ARI SILVENNOINEN, Activision Publishing MICHAŁ IWANICKI, Activision Publishing WOJCIECH JAROSZ, Dartmouth College no door light dynamic light set off final image door light only dynamic light set on Fig. 1. Our system allows for player-driven lighting changes at run-time. Above we show a scene where a door is opened during gameplay. The image on the left shows the final lighting produced by our system as seen in the game. In the middle, we show the scene without the methods described here(top).Our system enables us to efficiently precompute the associated lighting change (bottom). This functionality is built on top of a dynamic light setsystemwhich allows for levels with hundreds of lights who’s contribution to global illumination can be controlled individually at run-time (right). ©Activision Publishing, Inc. We describe the design and evolution of UberBake, a global illumination CCS Concepts: • Computing methodologies → Ray tracing; Graphics system developed by Activision, which supports limited lighting changes in systems and interfaces. response to certain player interactions. Instead of relying on a fully dynamic solution, we use a traditional static light baking pipeline and extend it with Additional Key Words and Phrases: global illumination, baked lighting, real a small set of features that allow us to dynamically update the precomputed time systems lighting at run-time with minimal performance and memory overhead. This ACM Reference Format: means that our system works on the complete set of target hardware, ranging Dario Seyb, Peter-Pike Sloan, Ari Silvennoinen, Michał Iwanicki, and Wo- from high-end PCs to previous generation gaming consoles, allowing the jciech Jarosz. -
"How to Prepare Your Solid Model for Manufacturing
How to Prepare Your Solid Model for Rapid Machining by Montie Roland, Montie Design, [email protected] Solid modelers have allowed us, as mechanical engineers and industrial designers, to design better products, quicker. Toolmakers now create complex tools directly from solid models of the end product. Clients can view visualizations of products before the first prototype is made. One thing that has not changed however, is how most machine shops receive design information. The standard line is “send me a drawing and I’ll get you a quote.” Solid models are very precise. Solid modeling programs allows us as engineers, and industrial designers, to take design intent and turn it into a design that can be communicated to others. Why should your local machine shop not be able to accept your solid model and make you a part? What can be that complicated? Many local machine shops should be able take your solid model and give you back a functioning, accurate part. We, as engineers and designers, just need to make sure that we give them all the information that they need. They, as shop owners and operators, need to have the software and skills necessary to work with the digital file that you send. Traditional Process to Source Machined Parts The traditional path from concept to part looks like this 1) product concept is developed by the industrial designer who generates ideations and renderings 2) engineer works with the designer to understand the design intent of the concept 3) engineer translates the concept into a cad model(s) 4) engineer creates -
Basic to Advanced CAD Using NX 12-Sample
Basic to Advanced Computer Aided Design Using NX 12 Modeling, Drafting, Assemblies, and Sheet Metal A Project Oriented Learning Manual By: Stephen M. Samuel, PE Adam Ericksen, Ph.D. 2 SAMPLE Introduction COPYRIGHT © 2018 BY DESIGN VISIONARIES, INC All rights reserved. No part of this book shall be reproduced or transmitted in any form or by any means, electronic, mechanical, magnetic, and photographic including photocopying, recording or by any information storage and retrieval system, without prior written permission of the publisher. No patent liability is assumed with respect to the use of the information contained herein. Although every precaution has been taken in the preparation of this book, the publisher and authors assume no responsibility for errors or omissions. Neither is any liability assumed for damages resulting from the use of the information contained herein. ISBN: 978-1-935951-12-4 Published by: Design Visionaries 7034 Calcaterra Drive San Jose, CA 95120 [email protected] www.designviz.com www.nxtutorials.com Phone: (408) 997-6323 Proudly Printed in the United States of America Published April 2018 3 Dedication We dedicate this work to those folks who fight the good fight in classrooms all over the world. Teachers quietly raise our level of civilization and are in many cases under appreciated for it. Teachers are heroes. 4 SAMPLE Introduction About the Authors Stephen M. Samuel PE, Founder and President of Design Visionaries, has over 25 years of experience developing and using high-end CAD tools and mentoring its users. During a ten-year career at Pratt & Whitney Aircraft, he was responsible for implementing advanced CAD/CAM technology in a design/manufacturing environment. -
The Ultimate 3D Scan-To-CAD Solution
The Ultimate 3D Scan-to-CAD Solution Geomagic Design X, the industry’s most comprehensive reverse engineering software, combines history-based CAD with 3D scan data processing so you can create feature-based, editable solid models compatible with your existing CAD software. Broaden Your Design Capabilities Leverage Existing Assets Instead of starting from a blank screen, start from data created by the real Many design are inspired by another. Make use of the intellectual property world. Geomagic Design X is the easiest way to create editable, feature- that’s locked up in every physical object. Learn from it. Reuse it. Improve on based CAD models from a 3D scanner and integrate them into your existing it. Easily rebuild your old parts into current CAD data, create drawings and engineering design workflow. production designs. Accelerate Time to Market Do the Impossible Shave days or weeks from product idea to finished design. Scan Create products that cannot be designed without reverse engineering. prototypes, existing parts, tooling or related objects, and create designs in Customize parts that require a perfect fit with the human body. Create a fraction of the time it would take to manually measure and create CAD components that integrate perfectly with existing products. models from scratch. Recreate complex geometry that cannot be measured any other way. Enhance Your CAD Environment Reduce Costs Seamlessly add 3D scanning into your regular design process so you can do Save money and time when modeling as-built parts. Deform an existing CAD more and work faster. Geomagic Design X complements your entire design model to fit your 3d Scans. -
Fast Rendering of Irregular Grids
Fast Rendering of Irregular Grids Cl´audio T. Silva Joseph S. B. Mitchell Arie E. Kaufman State University of New York at Stony Brook Stony Brook, NY 11794 Abstract Definitions and Terminology 3 A polyhedron is a closed subset of < whose boundary consists We propose a fast algorithm for rendering general irregular grids. of a finite collection of convex polygons (2-faces,orfacets) whose Our method uses a sweep-plane approach to accelerate ray casting, union is a connected 2-manifold. The edges (1-faces)andvertices and can handle disconnected and nonconvex (even with holes) un- (0-faces) of a polyhedron are simply the edges and vertices of the structured irregular grids with a rendering cost that decreases as the polygonal facets. A convex polyhedron is called a polytope.A “disconnectedness” decreases. The algorithm is carefully tailored polytope having exactly four vertices (and four triangular facets) is to exploit spatial coherence even if the image resolution differs sub- called a simplex (tetrahedron). A finite set S of polyhedra forms a stantially from the object space resolution. mesh (or an unstructured, irregular grid) if the intersection of any In this paper, we establish the practicality of our method through two polyhedra from S is either empty, a single common edge, a sin- experimental results based on our implementation, and we also pro- gle common vertex, or a single common facet of the two polyhedra; vide theoretical results, both lower and upper bounds, on the com- such a set S is said to form a cell complex. The polyhedra of a mesh plexity of ray casting of irregular grids.