For virtually realizing the graphic realism display of DXF machine parts, in AutoCAD2007 graphic drawing environment, an interactive experimental method was taken to realize the display of graphic in DXF, which was ta...For virtually realizing the graphic realism display of DXF machine parts, in AutoCAD2007 graphic drawing environment, an interactive experimental method was taken to realize the display of graphic in DXF, which was taken as the data-exchanged interface and source. Based on depth analysis of DXF data structure, take one drawing of DXF lathe turning rotational part asthe test piece. By VC++6.0 programming, part's geometry information could be obtained. Through data processing, 3D data of the test piece could be generated, which is based on 2D data of DXF test piece. Then, OpenGL graphic processing technologies (light, material, texture, map, et al.) were applied on the 3D display of test piece from DXF files or program modules. Finally based on the test report, results of the system functions were shared to prove the realization of system design, and the feasibility of algorithms used. In the developed software, Machine Designers could get a full view of machine parts, and do some proper modifications. The study content and results of our work have some theory and practical significance on the application of program design in the practical projects.展开更多
In this paper an efficient framework for the creation of 3D digital contentwith point sampled ge-ometry is proposed. A new hierarchy of shape representations with three levelsis adopted in this framework. Based on thi...In this paper an efficient framework for the creation of 3D digital contentwith point sampled ge-ometry is proposed. A new hierarchy of shape representations with three levelsis adopted in this framework. Based on this new hierarchical shape representation, the proposedframework offers concise integration of various volumetric- and surface-based modeling techniques,such as Boolean operation, offset, blending, free-form defor-mation, parameterization and texturemapping, and thus simplifies the complete modeling process. Previously to achieve the same goal,several separated algorithms had to be used independently with inconsistent volumetric and surfacerepresentations of the free-form object. Both graphics and industrial applications are presented todemonstrate the effectiveness and efficiency of the proposed framework.展开更多
Deformation of skin and muscle is essential for bringing an animated character to life. This deformation is difficult to animate in a realistic fashion using traditional techniques because of the subtlety of the skin ...Deformation of skin and muscle is essential for bringing an animated character to life. This deformation is difficult to animate in a realistic fashion using traditional techniques because of the subtlety of the skin deformations that must move appropriately for the character design. In this paper, we present an algorithm that generates natural, dynamic, and detailed skin deformation(movement and jiggle) from joint angle data sequences. The algorithm has two steps: identification of parameters for a quasi-static muscle deformation model, and simulation of skin deformation. In the identification step, we identify the model parameters using a musculoskeletal model and a short sequence of skin deformation data captured via a dense marker set. The simulation step first uses the quasi-static muscle deformation model to obtain the quasi-static muscle shape at each frame of the given motion sequence(slow jump). Dynamic skin deformation is then computed by simulating the passive muscle and soft tissue dynamics modeled as a mass–spring–damper system. Having obtained the model parameters, we can simulate dynamic skin deformations for subjects with similar body types from new motion data. We demonstrate our method by creating skin deformations for muscle co-contraction and external impacts from four different behaviors captured as skeletal motion capture data. Experimental results show that the simulated skin deformations are quantitatively and qualitatively similar to measured actual skin deformations.展开更多
文摘For virtually realizing the graphic realism display of DXF machine parts, in AutoCAD2007 graphic drawing environment, an interactive experimental method was taken to realize the display of graphic in DXF, which was taken as the data-exchanged interface and source. Based on depth analysis of DXF data structure, take one drawing of DXF lathe turning rotational part asthe test piece. By VC++6.0 programming, part's geometry information could be obtained. Through data processing, 3D data of the test piece could be generated, which is based on 2D data of DXF test piece. Then, OpenGL graphic processing technologies (light, material, texture, map, et al.) were applied on the 3D display of test piece from DXF files or program modules. Finally based on the test report, results of the system functions were shared to prove the realization of system design, and the feasibility of algorithms used. In the developed software, Machine Designers could get a full view of machine parts, and do some proper modifications. The study content and results of our work have some theory and practical significance on the application of program design in the practical projects.
文摘In this paper an efficient framework for the creation of 3D digital contentwith point sampled ge-ometry is proposed. A new hierarchy of shape representations with three levelsis adopted in this framework. Based on this new hierarchical shape representation, the proposedframework offers concise integration of various volumetric- and surface-based modeling techniques,such as Boolean operation, offset, blending, free-form defor-mation, parameterization and texturemapping, and thus simplifies the complete modeling process. Previously to achieve the same goal,several separated algorithms had to be used independently with inconsistent volumetric and surfacerepresentations of the free-form object. Both graphics and industrial applications are presented todemonstrate the effectiveness and efficiency of the proposed framework.
文摘Deformation of skin and muscle is essential for bringing an animated character to life. This deformation is difficult to animate in a realistic fashion using traditional techniques because of the subtlety of the skin deformations that must move appropriately for the character design. In this paper, we present an algorithm that generates natural, dynamic, and detailed skin deformation(movement and jiggle) from joint angle data sequences. The algorithm has two steps: identification of parameters for a quasi-static muscle deformation model, and simulation of skin deformation. In the identification step, we identify the model parameters using a musculoskeletal model and a short sequence of skin deformation data captured via a dense marker set. The simulation step first uses the quasi-static muscle deformation model to obtain the quasi-static muscle shape at each frame of the given motion sequence(slow jump). Dynamic skin deformation is then computed by simulating the passive muscle and soft tissue dynamics modeled as a mass–spring–damper system. Having obtained the model parameters, we can simulate dynamic skin deformations for subjects with similar body types from new motion data. We demonstrate our method by creating skin deformations for muscle co-contraction and external impacts from four different behaviors captured as skeletal motion capture data. Experimental results show that the simulated skin deformations are quantitatively and qualitatively similar to measured actual skin deformations.