Real-time shaded NC milling display
SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
Analysis of swept volume via Lie groups and differential equations
International Journal of Robotics Research
NC milling error assessment and tool path correction
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
An accurate method for voxelizing polygon meshes
VVS '98 Proceedings of the 1998 IEEE symposium on Volume visualization
The sweep-envelope differrential equation algorithm for general deformed swept volumes
Computer Aided Geometric Design
Feature sensitive surface extraction from volume data
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Permission grids: practical, error-bounded simplification
ACM Transactions on Graphics (TOG)
A fast depth-buffer-based voxelization algorithm
Journal of Graphics Tools
Fast swept volume approximation of complex polyhedral models
SM '03 Proceedings of the eighth ACM symposium on Solid modeling and applications
Implicit modeling of swept surfaces and volumes
VIS '94 Proceedings of the conference on Visualization '94
Efficient Hardware Voxelization
CGI '04 Proceedings of the Computer Graphics International
GPU-Based Tolerance Volumes for Mesh Processing
PG '04 Proceedings of the Computer Graphics and Applications, 12th Pacific Conference
Approximate the swept volume of revolutions along curved trajectories
Proceedings of the 2007 ACM symposium on Solid and physical modeling
Boundary of the volume swept by a free-form solid in screw motion
Computer-Aided Design
Classifying points for sweeping solids
Computer-Aided Design
2009 SIAM/ACM Joint Conference on Geometric and Physical Modeling
Approximating 3D general sweep boundary using depth-buffer
ICCSA'03 Proceedings of the 2003 international conference on Computational science and its applications: PartIII
Hi-index | 0.00 |
We present a novel technique for approximating the boundary of a swept volume. The generator given by an input triangle mesh is rendered under all rigid transformations of a discrete trajectory. We use a special shader program that creates offset geometry of each triangle on the fly, thus guaranteeing a conservative rasterization and correct depth values. Utilizing rasterization mechanisms and the depth buffer we then get a conservative voxelization of the swept volume (SV) and can extract a triangle mesh from its surface. This mesh is simplified maintaining conservativeness as well as an error bound measured in terms of the one-sided Hausdorff distance. For this we introduce a new technique for tolerance volume computation. The tolerance volume is implicitly given through six 2D-textures residing in texture memory and is evaluated in a special shader program only when needed.