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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Interactive and Immersive Surface Interrogation Techniques over Triangulated Surfaces

Guan, Yanlin 10 May 2003 (has links)
Geometrical modeling is a crucial aspect of simulations involving manufactured objects. Apart from the pure construction of curves and surfaces, the analysis of their quality is equally important in the design and manufacturing process. In computer-aided simulation, the original freeorm surfaces need to be tessellated into triangulated surfaces before the simulation procedure. To concurrently and interactively visualize the results from both simulation and surface interrogation in a virtual environment, I propose two novel surface interrogation algorithms for triangulated surfaces instead of the traditional freeorm surfaces. The novel algorithms are interactive and immersive versions of two well-established surface interrogation techniques ? reflection lines and generalized focal surfaces. These two algorithms have been designed to overcome some limitations of the traditional approaches and make them available for interactive and immersive applications. For reflection lines, the new algorithm maps the triangulated surface onto the light plane so that the computation of distance between reflection ray and light line in three dimensions can be reduced to computation of intersections between light lines and triangle edges in two dimensions, simplifying the computation. For generalized focal surfaces, the new algorithm estimates curvature by simple computation of the derivatives of a3rd degree triangular Bézier patch on each triangle and removes the requirement for a minimum number of neighbor points and implicit requirements on how the neighbor points are distributed. Proposed future work on real-time rendering of surface interrogation using a texture mapping technique is discussed.

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