STL-To-PDMSTM User’S Manual Version 2.Xx
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Studio Toolkit for Flexibles 14 User Guide
Studio Toolkit for Flexibles 14 User Guide 06 - 2015 Studio Toolkit for Flexibles Contents 1. Copyright Notice.......................................................................................................................................................................... 4 2. Introduction.....................................................................................................................................................................................6 2.1 About Studio....................................................................................................................................................................... 6 2.2 Workflow and Concepts................................................................................................................................................. 7 2.3 Quick-Start Tutorial...........................................................................................................................................................8 3. Creating a New Bag.................................................................................................................................................................12 3.1 Pillow Bags........................................................................................................................................................................13 3.1.1 Panel Order and Fin vs. Lap Seals.............................................................................................................14 3.2 Gusseted Bags.................................................................................................................................................................15 -
Recent Developments in Microfluidic Large Scale Integration
UC Riverside UC Riverside Previously Published Works Title Recent developments in microfluidic large scale integration. Permalink https://escholarship.org/uc/item/3jh0x2hh Journal Current opinion in biotechnology, 25 ISSN 0958-1669 Authors Araci, Ismail Emre Brisk, Philip Publication Date 2014-02-01 DOI 10.1016/j.copbio.2013.08.014 Peer reviewed eScholarship.org Powered by the California Digital Library University of California Available online at www.sciencedirect.com ScienceDirect Recent developments in microfluidic large scale integration 1 2 Ismail Emre Araci and Philip Brisk In 2002, Thorsen et al. integrated thousands of The on-chip valve is the key component of mLSI, much micromechanical valves on a single microfluidic chip and like the transistor in semiconductor LSI. Typically, demonstrated that the control of the fluidic networks can be microfluidic valves are fabricated by multilayer soft litho- simplified through multiplexors [1]. This enabled realization of graphy (MSL) using PDMS and are actuated by external highly parallel and automated fluidic processes with substantial pneumatic controllers. A valve requires an elastomeric sample economy advantage. Moreover, the fabrication of these membrane that is deflected to control the fluidic resist- devices by multilayer soft lithography was easy and reliable ance; when the valve is open, the fluidic resistance has a hence contributed to the power of the technology; microfluidic minimum value, determined by channel dimensions and large scale integration (mLSI). Since then, mLSI has found use when the valve is closed, the fluidic resistance is increased in wide variety of applications in biology and chemistry. In the to infinity because flow rate is reduced to zero. -
Compression and Streaming of Polygon Meshes
Compression and Streaming of Polygon Meshes by Martin Isenburg A dissertation submitted to the faculty of the University of North Carolina at Chapel Hill in partial fulfillment of the requirements for the degree of Doctor of Philosophy in the Department of Computer Science. Chapel Hill 2005 Approved by: Jack Snoeyink, Advisor Craig Gotsman, Reader Peter Lindstrom, Reader Dinesh Manocha, Committee Member Ming Lin, Committee Member ii iii ABSTRACT MARTIN ISENBURG: Compression and Streaming of Polygon Meshes (Under the direction of Jack Snoeyink) Polygon meshes provide a simple way to represent three-dimensional surfaces and are the de-facto standard for interactive visualization of geometric models. Storing large polygon meshes in standard indexed formats results in files of substantial size. Such formats allow listing vertices and polygons in any order so that not only the mesh is stored but also the particular ordering of its elements. Mesh compression rearranges vertices and polygons into an order that allows more compact coding of the incidence between vertices and predictive compression of their positions. Previous schemes were designed for triangle meshes and polygonal faces were triangulated prior to compression. I show that polygon models can be encoded more compactly by avoiding the initial triangulation step. I describe two compression schemes that achieve better compression by encoding meshes directly in their polygonal representation. I demonstrate that the same holds true for volume meshes by extending one scheme to hexahedral meshes. Nowadays scientists create polygonal meshes of incredible size. Ironically, com- pression schemes are not capable|at least not on common desktop PCs|to deal with giga-byte size meshes that need compression the most. -
Meshes and More CMSC425.01 Fall 2019 Administrivia
Meshes and More CMSC425.01 fall 2019 Administrivia • Google form distributed for grading issues Today’s question How to represent objects Polygonal meshes • Standard representation of 3D assets • Questions: • What data and how stored? • How generate them? • How color and render them? Data structure • Geometric information • Vertices as 3D points • Topology information • Relationships between vertices • Edges and faces Vertex and fragment shaders • Mapping triangle to screen • Map and color vertices • Vertex shaders in 3D • Assemble into fragments • Render fragments • Fragment shaders in 2D Normals and shading – shading equation • Light eQuation • k terms – color of object • L terms – color of light • Ambient term - ka La • Constant at all positions • Diffuse term - kd (n • l) • Related to light direction • Specular term - (v • r)Q • Related to light, viewer direction Phong exponent • Powers of cos (v • r)Q • v and r normalized • Tightness of specular highlights • Shininess of object Normals and shading • Face normal • One per face • Vertex normal • One per vertex. More accurate • Interpolation • Gouraud: Shade at vertices, interpolate • Phong: Interpolate normals, shade Texture mapping • Vary color across figure • ka, kd and ks terms • Interpolate position inside polygon to get color • Not trivial! • Mapping complex Bump mapping • “Texture” map of • Perturbed normals (on right) • Perturbed height (on left) Summary – full polygon mesh asset • Mesh can have vertices, faces, edges plus normals • Material shader can have • Color (albedo) • -
Notes on Polygon Meshes 1 Basic Definitions
CMSC 23700 Introduction to Computer Graphics Handout 2 Autumn 2015 November 12 Notes on polygon meshes 1 Basic definitions Definition 1 A polygon mesh (or polymesh) is a triple (V; E; F ), where V a set of vertices (points in space) E ⊂ (V × V ) a set of edges (line segments) F ⊂ E∗ a set of faces (convex polygons) with the following properties: 1. for any v 2 V , there exists (v1; v2) 2 E such that v = v1 or v = v2. 2. for and e 2 E, there exists a face f 2 F such that e is in f. 3. if two faces intersect in space, then the vertex or edge of intersection is in the mesh. If all of the faces of a polygon mesh are triangles, then we call it a triangle mesh (trimesh). Polygons can be tessellated to form triangle meshes. Definition 2 We classify edges in a mesh based on the number of faces they are part of: • A boundary edge is part of exactly one face. • An interior edge is part of two or more faces. • A manifold edge is part of exactly two faces. • A junction edge is part of three or more faces. Junction edges are to be avoided; they can cause cracks when rendering the mesh. Definition 3 A polymesh is connected if the undirected graph G = (VF ;EE), called the dual graph, is connected, where • VF is a set of graph vertices corresponding to the faces of the mesh and • EE is a set of graph edges connecting adjacent faces. -
Creating Simplified 3D Models with High Quality Textures
University of Wollongong Research Online Faculty of Engineering and Information Sciences - Faculty of Engineering and Information Sciences Papers: Part A 2015 Creating Simplified 3D oM dels with High Quality Textures Song Liu University of Wollongong, [email protected] Wanqing Li University of Wollongong, [email protected] Philip O. Ogunbona University of Wollongong, [email protected] Yang-Wai Chow University of Wollongong, [email protected] Publication Details Liu, S., Li, W., Ogunbona, P. & Chow, Y. (2015). Creating Simplified 3D Models with High Quality Textures. 2015 International Conference on Digital Image Computing: Techniques and Applications, DICTA 2015 (pp. 264-271). United States of America: The Institute of Electrical and Electronics Engineers, Inc.. Research Online is the open access institutional repository for the University of Wollongong. For further information contact the UOW Library: [email protected] Creating Simplified 3D oM dels with High Quality Textures Abstract This paper presents an extension to the KinectFusion algorithm which allows creating simplified 3D models with high quality RGB textures. This is achieved through (i) creating model textures using images from an HD RGB camera that is calibrated with Kinect depth camera, (ii) using a modified scheme to update model textures in an asymmetrical colour volume that contains a higher number of voxels than that of the geometry volume, (iii) simplifying dense polygon mesh model using quadric-based mesh decimation algorithm, and (iv) creating and mapping 2D textures to every polygon in the output 3D model. The proposed method is implemented in real-Time by means of GPU parallel processing. Visualization via ray casting of both geometry and colour volumes provides users with a real-Time feedback of the currently scanned 3D model. -
Modeling: Polygonal Mesh, Simplification, Lod, Mesh
The Modeling-Rendering Paradigm Modeler: Renderer: EECS 487: Interactive Modeling complex shapes Vertex data • no equation For a chair, Face, etc. Fixed function transForm and Vertex shader • instead, achieve complexity using lighting Computer Graphics simple pieces • polygons, parametric surfaces, or Clip, homogeneous divide and viewport Lecture 36: implicit surfaces scene graph Rasterize • Polygonal mesh simplification • with arbitrary precision, in principle Texture stages Fragment shader Fragment merging: stencil, depth 3D Geometry Representations 2D: Range Image Represent different kinds oF inFormation: Image with depth inFormation point data, surface data, volumetric data • acquired From range scanner, incl. MicrosoFt Kinect and Google Tango Points Solids • not a complete 3D description: does not include • 2D: range image • Constructive Solid Geometry part oF object occluded From viewpoint • 3D: point cloud • Voxels Surfaces Procedural • Polygonal mesh • Particle system • Parametric surfaces • Spring-mass system Cyberware • Subdivision surfaces • Fractals • Implicit surfaces Curless Range image Tessellation Range surface Funkhouser Funkhouser, Ramamoorthi 3D: Point Cloud Surfaces Unstructured set oF 3D Boundary representation (B-reps) point samples • sometimes we only care about the surface, e.g., when Acquired From range finder rendering opaque objects and performing geometric computations Disadvantage: no structural inFo • adjacency/connectivity have to use e.g., k-nearest neighbors to compute Increasingly hot topic in graphics/vision -
Polygonal Meshes
Polygonal Meshes COS 426 3D Object Representations Points Solids Range image Voxels Point cloud BSP tree CSG Sweep Surfaces Polygonal mesh Subdivision High-level structures Parametric Scene graph Implicit Application specific 3D Object Representations Points Solids Range image Voxels Point cloud BSP tree CSG Sweep Surfaces Polygonal mesh Subdivision High-level structures Parametric Scene graph Implicit Application specific 3D Polygonal Mesh Set of polygons representing a 2D surface embedded in 3D Isenberg 3D Polygonal Mesh Geometry & topology Face Edge Vertex (x,y,z) Zorin & Schroeder Geometry background Scene is usually approximated by 3D primitives Point Vector Line segment Ray Line Plane Polygon 3D Point Specifies a location Represented by three coordinates Infinitely small typedef struct { Coordinate x; Coordinate y; Coordinate z; } Point; (x,y,z) Origin 3D Vector Specifies a direction and a magnitude Represented by three coordinates Magnitude ||V|| = sqrt(dx dx + dy dy + dz dz) Has no location typedef struct { (dx,dy,dz) Coordinate dx; Coordinate dy; Coordinate dz; } Vector; 3D Vector Dot product of two 3D vectors V1·V2 = ||V1 || || V2 || cos(Θ) (dx1,dy1,dz1) Θ (dx2,dy2 ,dz2) 3D Vector Cross product of two 3D vectors V1·V2 = (dy1dx2 - dz1dy2, dz1dx2 - dx1dz2, dx1dy2 - dy1dx2) V1xV2 = vector perpendicular to both V1 and V2 ||V1xV2|| = ||V1 || || V2 || sin(Θ) (dx1,dy1,dz1) Θ (dx2,dy2 ,dz2) V1xV2 3D Line Segment Linear path between two points Parametric representation: » P = P1 + t (P2 - P1), -
Part 2 – Chapter 4: Modelling and Rendering of 3D Objects
Part 2 – Chapter 4: Modelling and Rendering of 3D Objects 4.1 3D Shape Representations 4.2 Example: Rendering 3D objects using OpenGL 4.3 Depth Buffer - Handling occlusion in 3D 4.4 Double Buffering - Rendering animated objects 4.5 Vertex colours & colour interpolation - Increasing realism 4.6 Backface culling – Increasing efficiency 4.7 Modelling and Animation Tools © 2017 Burkhard Wuensche Dept. of Computer Science, University of Auckland COMPSCI 373 Computer Graphics & Image Processing 2 Polygonmesh The most suitable shape representation Parametric Surface depends on the application => IMPORTANT DESIGN DECISION Subdivison Surface Implicit Surface Constructive Solid Geometry Point Cloud © 2017 Burkhard Wuensche Dept. of Computer Science, University of Auckland COMPSCI 373 Computer Graphics & Image Processing 3 Defined by a set of vertices and a set of faces Faces are (usually) quadrilaterals or triangles The illusion of a solid 3D object is achieved by representing the object’s boundary surface with a polygon mesh © 2017 Burkhard Wuensche Dept. of Computer Science, University of Auckland COMPSCI 373 Computer Graphics & Image Processing 4 Advantages Disadvantages • Easy to define - just • Impractical for everything but the define vertex positions most basic meshes and connectivity • Time-consuming • No control over shape properties (e.g. curvature, smoothness) 1’ 10’ 8’ 6 56’5’ 1 10 8 7 3 3’ 9 2 2’ 4’ 4 © 2017 Burkhard Wuensche Dept. of Computer Science, University of Auckland COMPSCI 373 Computer Graphics & Image Processing 5 Defined as function p(s,t)=(x(s,t), y(s,t), z(s,t)) Direct definition is difficult, but we can use spline surfaces where surfaces are defined using control points, e.g. -
Visualizing with Microstation Course Guide
Visualizing with MicroStation Course Guide TRN001370-1/0001 Trademarks AccuDraw, the “B” Bentley logo, MDL, MicroStation, MicroStationCSP, MicroStation Modeler, MicroStation PowerDraft, MicroStation Review, MicroStation Vault, QuickVision, SmartLine and TeamMate are registered trademarks of Bentley Systems, Incorporated. Bentley, MicroStation MasterPiece and PowerScope are trademarks of Bentley Systems, Incorporated. Bentley SELECT is a service mark of Bentley Systems, Incorporated. HMR and Image Manager are trademarks of HMR Inc. Adobe, the Adobe logo, Acrobat, the Acrobat logo, Distiller, Exchange, and PostScript are trademarks of Adobe Systems Incorporated. Windows is a registered trademark and Win32s is a trademark of Microsoft Corporation. Other brands and product names are the trademarks of their respective owners. Copyrights 1997 Bentley Systems, Incorporated. MicroStation® 95 1995 Bentley Systems, Incorporated. ©1997 HMR Inc. All rights reserved. MicroStation Image Manager ©1997 HMR Inc. ©1996 LCS/Telegraphics. Portions of QuickVision are ©1993-1995 Criterion Software Ltd. and its licensors. Portions of QuickVision were developed by the CAD Perfect Development Laboratory. Portions 1992-1997 Spotlight Graphics, Inc. Portions 1993-1995 Spyglass, Inc. IGDS file formats 1987-1994 Intergraph Corporation. Intergraph Raster File Formats 1994 Intergraph Corporation Used with permission. Portions 1992-1994 Summit Software Company. Unpublished – rights reserved under the copyright laws of the United States. Visualizing with MicroStation -
Navisworks 2013 Supported Formats and Applications
Autodesk Navisworks 2013 Solutions Autodesk ® Navisworks ® 2013 Supported File Formats London Blackfriars station, courtesy of Network Rail and Jacobs R Autodesk Navisworks 2013 Solutions Autodesk Navisworks 2013 Solutions This document details support provided by the current release of Autodesk Navisworks 2013 solutions (including Autodesk Navisworks Simulate and Autodesk Navisworks Manage) for: • CAD file formats. • Laser scan formats. • CAD applications. • Scheduling software. NOTE: When referring to Navisworks or Autodesk Navisworks 2013 solutions in this document this does NOT include Autodesk Navisworks Freedom 2013, which only reads NWD or DWF files. Product Release Version: 2013 Document version: 1.0 March 2012 © 2013 Autodesk, Inc. All rights reserved. Except as otherwise permitted by Autodesk, Inc., this publication, or parts thereof, may not be reproduced in any form, by any method, for any purpose. Autodesk, AutoCAD, Civil 3D, DWF, DWG, DXF, Inventor, Maya, Navisworks, Revit, and 3ds Max are registered trademarks or trademarks of Autodesk, Inc., in the USA and other countries. All other brand names, product names, or trademarks belong to their respective holders. Autodesk reserves the right to alter product offerings and specifications at any time without notice, and is not responsible for typographical or graphical errors that may appear in this document. Disclaimer Certain information included in this publication is based on technical information provided by third parties. THIS PUBLICATION AND THE INFORMATION CONTAINED HEREIN IS MADE AVAILABLE BY AUTODESK, INC. “AS IS.” AUTODESK, INC. DISCLAIMS ALL WARRANTIES, EITHER EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY IMPLIED WARRANTIES OF MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE REGARDING THESE MATERIALS. -
Modifing Thingiverse Model in Blender
Modifing Thingiverse Model In Blender Godard usually approbating proportionately or lixiviate cooingly when artier Wyn niello lastingly and forwardly. Euclidean Raoul still frivolling: antiphonic and indoor Ansell mildew quite fatly but redipped her exotoxin eligibly. Exhilarating and uncarted Manuel often discomforts some Roosevelt intimately or twaddles parabolically. Why not built into inventor using thingiverse blender sculpt the model window Logo simple metal, blender to thingiverse all your scene of the combined and. Your blender is in blender to empower the! This model then merging some models with blender also the thingiverse me who as! Cam can also fits a thingiverse in your model which are interchangeably used software? Stl files software is thingiverse blender resize designs directly from the toolbar from scratch to mark parts of the optics will be to! Another method for linux blender, in thingiverse and reusable components may. Svg export new geometrics works, after hours and drop or another one of hobbyist projects its huge user community gallery to the day? You blender model is thingiverse all models working choice for modeling meaning you can be. However in blender by using the product. Open in blender resize it original shape modeling software for a problem indeed delete this software for a copy. Stl file blender and thingiverse all the stl files using a screenshot? Another one modifing thingiverse model in blender is likely that. If we are in thingiverse object you to modeling are. Stl for not choose another source. The model in handy later. The correct dimensions then press esc to animation and exporting into many brands and exported file with the.