Next-Cut: a second generation framework for concurrent engineering
Proceedings of the MIT-JSME workshop on Computer-aided cooperative product development
NC machining with G-buffer method
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
Fillet and surface intersections defined by rolling balls
Computer Aided Geometric Design
OBBTree: a hierarchical structure for rapid interference detection
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Introduction to VLSI Systems
Accessibility Analysis Using Computer Graphics Hardware
IEEE Transactions on Visualization and Computer Graphics
Spatial Reasoning for the Automatic Recognition of Machinable Features in Solid Models
IEEE Transactions on Pattern Analysis and Machine Intelligence
CGI '98 Proceedings of the Computer Graphics International 1998
Programmable Stream Processors
Computer
OpenGL(R) Shading Language
Finding feasible mold parting directions using graphics hardware
Computer-Aided Design
Pencil curve detection from visibility data
Computer-Aided Design
OpenGL Programming Guide: The Official Guide to Learning OpenGL, Versions 3.0 and 3.1
OpenGL Programming Guide: The Official Guide to Learning OpenGL, Versions 3.0 and 3.1
Finding mold-piece regions using computer graphics hardware
GMP'06 Proceedings of the 4th international conference on Geometric Modeling and Processing
Hi-index | 0.00 |
In this paper we present a set of graphics hardware accelerated algorithms to interactively evaluate the machinability of complex free-form surfaces. These algorithms work in image space and easily interface with all common formats available on CAD systems. The running time of these algorithms is independent of the complexity of the surface to be analyzed and depends only on the size of the projected image of the surface and the largest available tool head. Interactive speed is achieved through clever use of data-parallel techniques that map nicely onto the programming model of modern programmable graphics processing units. We demonstrate a method for pre-calculating and storing the machinability of a surface within a texture to further reduce rendering costs. The algorithms are implemented and tested on a complex set of parts and their performance has been analyzed.