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Hiroshi MasudaThe University of Tokyo,The Graduate School of Engineering 7-3-1 Hongo, Bunkyo-ku, Tokyo 113-8656, Japan
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Publications and Download (English Only)
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Interactive Deformation of 3D Mesh Models Hiroshi Masuda and Kenta Ogawa This paper proposes a framework for interactively deforming 3D mesh models. In our framework, all constraints are represented in linear forms and solved very efficiently using sparse linear system solvers. |
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[1] Feature-Preserving Deformation for Assembly Models
(pdf) Hiroshi Masuda , Computer-Aided Design and Applications ( CAD'07 ), June 25-29, 2007 [2] Application of Interactive Deformation to Assembled Mesh Models for CAE Analysis (pdf) Hiroshi Masuda and Kenta Ogawa , ASME International Design Engineering Technical Conferences ( IDETC/DAC ), Las Vegas, Nevada, USA, Sep. 3-7, 2007.
Mesh deformation, which is sometimes referred to as mesh
morphing in CAE, is useful for providing various shapes of
meshes for CAE tools. This paper proposes a new framework
for interactively and consistently deforming assembly models,
which consist of multiple disconnected meshes.
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Preserving Form-Features in Interactive Mesh Deformation
(pdf) Mesh editing that maintains differential properties allows the interactive modification while preserving the details of shapes. Although product design often requires that dimensions and surface types are strictly satisfied during deformation processes, previous methods lack the ability to manipulate constraints of form-features. This paper proposes a novel framework for interactive mesh editing in which form-features are incorporated using hard constraints. In our constraint-settings, form-features can be translated and rotated according to the motion of handles while maintaining the original shapes. The implemented system can achieve a real-time response. |
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A Constrained Least Squares Approach to Interactive
Mesh Deformation (pdf) We propose a constrained least squares approach for stably computing Laplacian deformation with strict positional constraints. We solve the combination of hard and soft constraints by constructing a typical least squares matrix form using QR decomposition. A significant benefit of this approach is the resolution of over-constraints. When shapes are constrained using soft and hard constraints, the user needs to carefully avoid the redundancy of hard constraints, because redundant hard constraints cause rank deficiency problems. QR decomposition is suitable for detecting and removing such over-constraints. |
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Volume-Based Cut-and-Paste Editting For Early Design
Phases
(pdf) |
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Compression of NURBS Surfaces with Error Evaluation
(pdf) This paper proposes a compression method for NURBS surfaces. In our method, a NURBS surface is encoded using its boundary and two types of difference data. In the first step, boundary curves are extracted from the original surface and an approximate surface that interpolates boundary curves is calculated. In the next step, the differences between correspondent control points are calculated by comparing to the original surfaces. The differences are represented using distances only, or distances and orientations according to the accuracy needed by receivers. Finally, the boundary curves and the differences are compressed using DCT. |
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Coding Topological Structure of 3D CAD Models
(pdf)
This paper proposes a loss-less method to encode and compress
three-dimensional (3D) geometric models which may contain non-simple
topological structures. Any combination of wireframe, surface, and
solid components can be encoded and compressed by the method.
Furthermore, our method is able to handle models that contain various
non-simple topological structures that are likely to exist models
generated by using 3D Computer Aided Design (CAD) systems. The
topological transformation is performed by applying a sequence of
Euler operators to the given model. Both the transformation operation
and the reduced model are encoded and compresed to produce compressed
data.
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Watermarking Three-Dimensional Polygonal
Models Through Geometric and Topological
Modifications
(pdf) This paper discusses method for embedding data into three-dimensional (3D) polygonal models of geometry. Given objects consisting of points, lines, polygons, or curved surfaces, the data embedding algorithms described in this paper produce polygonal models with data embedded. Data are placed into 3D polygonal models by modifying either their vertex coordinates, their vertex topology (connectivity), or both. A brief review of related work and a description of the requirements of data embedding is followed by a discussion of where, and by what fundamental methods, data can be embedded into 3D polygonal models. The paper then presents data-embedding algorithms, with examples, based on these fundamental methods. |
A Cell-Based Approach for Generating Solid Objects from Orthographic Projections
(pdf) |
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Topological Operators and Boolean Operations
for Complex-Based Non-Manifold Geometric
Models (pdf) | |
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A Mathematical Theory and Applications of
Non-Manifold Geometric Modeling (pdf)
We present a non-manifold geometric modeling system that can
manipulate wireframe, surface, and solid models in a single
architecture. We first introduce a mathematical framework for
characterizing non-manifold geometric models, and then discuss the
characteristics of non-manifold geometric modeling in the basis of the
mathematical framework; in particular, we propose new Euler operations
that are suitable for manipulating topological data. To prove the
effectiveness of non-manifold geometric models for improving of a 3D
modeling environment, we present a rapid and flexible method of
reshaping solid models allowed by hybrid CSG/B-rep modeling, based on
non-manifold geometric modeling.
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