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Research Topics
Convergence Engineering
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Convergence Engineering is a concept of a new horizon of digital engineering systems. While the guiding principle of the conventional engineering systems is "virtual manufacturing" where products, their manufacturing processes and behaviors are represented and evaluated without making real objects and experiments as far as possible. However the physical world is not so simple to be faithfully represented into computers. Thus the difference between the virtual world and the physical world must be filled up so as to improve quality and performance of products. For this, it becomes crucial to capture real objects into computers using modern scanning technologies such as laser scanners and X-ray CT scanners.
At Toyota Motor Corporation, they introduced a high energy X-ray CT scanner in 2002. The major objective is to see if a manufactured part is produced exactly as designed by CAD systems. And they also aim at using scanned data in digital engineering systems, such as CAD and CAE.
In this project, we are conducting a collaborative research with Japanese leading companies such as Toyota and Hitach for developing basic algorithms and prototype software for extracting 3D geometric models from CT data. Main goal is to establish a smooth data flow from the scanners to the digital engineering systems such as CAD/CAM/CAE.
The right figures show one example. First we scan a large transmission case (a part of an automotive transmission system) using a high-power X-rays CT machine to obtain a complete CT data of this part. The second top image shows its volumetric rendering image of the CT data. From this CT data we generate a triangular mesh model (in right third top image) since the original CT image data cannot be used in their its form in digital engineering systems. For instance from this mesh model an FEM mesh can be generated. We are also developing a Reverse Engineering system which automatically convert a triangular mesh model into 3D CAM model of trimmed NURBS surfaces.
All those processes have been very time and labor intensive in industry and thus hinder spread of scanning technologies. We wish to make those processes as much efficient as possible. This challenge pushes us to investigate many difficult but interesting research topics.
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XCT image (please click this picture to play a video)

Volume Rendering of XCT image (please click this picture to play a video)

A triangular mesh model generated from the XCT data. (please click this picture to play a video)

3D CAD model generated by Reverse Engineering.
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Medial Surface Generation for Thin Plate Structure
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In one of our projects for Convergence Engineering, we are studying thing plate structures such as car body structures. We have succeeded to generate medial surface meshes from CT data of thin plate structures. The medial surface is useful for CAD/CAM/CAE applications, though existing surfacing methods cannot generate medial surfaces. Our method also evaluates thickness distribution. From experiments, we showed that the accuracy of our medial surfaces are almost equal to that of the boundary surface. We are now extending this method to deal with more complex structures.

In order to extract a medial surface we need to compute a distance field of an object represented as a binary volumetric model. One serious problem here is that sizes of CT data is increasing very fast as performance of XCT scanners has been improved rapidly. We are studying Out of Core approach for extracting medial voxels to process a large volumetric model. The above picture shows an example of a cylinder head of an automotive engine.
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Medial Surface of a Thin Plate Structure.

Crashed side-member of an automotive car. (please click this picture to play a video)
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Extracted medial surface. (please click this picture to play a video)
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Mesh Generation from Multi-Material Parts
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Metal parts produced with casting process is one of the major targets scanned by CT device. Here we deal with a part made of different kinds of materials. For instance, this engine block made of Iron and Aluminum. It was impossible to generate a mesh for such a multi-material part. We developed a method to contour boundary meshes between different materials. The generated meshes are of a non-manifold structure. The most difficult point in this research is to generate meshes around the portion where more than three materials meet. Conventional contouring algorithms cannot be applied because they rely on thresholds between only two materials.
The pictures below show a case for a pedal of a motor bike. It contains 5 materials.
  
(please click these pictures to play videos)
 
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Cylinder head of an automotive engine. 2 materials of Aluminum and Steal. (please click these pictures to play videos)

Generated mesh including more than 1.2 million triangles.
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Mesh Generation from Point Set
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We are also interested in geometric processing of point sets obtained by scanning objects with optical scanners. We are particularly interested in an approach based on implicit function. Dr. Ohtake who joined our group from 2007 is very famous for this approach.
Benefits of the implicit function approach are enormous. For instance it is very robust for noisy data and lack of data which are very common in practice and head ache for users.
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Scanned data points and generated mesh. (please click the picture to play a video)
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Fully Automatic Reverse Engineering System
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The major object representation in engineering fields is B-rep solid model usually generated by CAD systems. "Reverse Engineering" is a system to generate solid model involving NURBS surfaces from the scanned data of an object. It is very useful for engineers because they can use a CAD model of an real object.
In the past Reverse Engineering was used mainly for style design to generate surface models by scanning a clay model. But today its application areas have been expanding rapidly in Japan. For instance, in some company they apply Reverse Engineering to generate CAD models for purchased parts whose CAD data of course they do not have. These CAD models are combined with their own CAD models to build a complete product model and used for conducting simulation of the total system.
Though there are so many commercial software available, they are still not sufficient for satisfying the needs. We are developing a system can automatically generate a CAD model of moderate quality (high quality surfaces cannot be automatically generated anyway).
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Computer Aided Paper Crafting: Unfolding Free From Surface Mesh
Digital Human Modeling (in progress)
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"Mass Customization" is considered as a key to success in "BtoC" market. For the mass customization, we need a database to represent precise shape information of each costumer. Such database is also useful for ergonomic design of products.
In this project, we collaborate with AIST Digital Human Lab to develop a modelling method to automatically extract major features of human shapes which are captured by 3D scanning technology.
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201個の足のモデル生成
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CAD Model Viewer using Subdivision Surface Approximation
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Today collaboration among engineers at distant locations are common. For engineering, it is desired to share CAD models among those engineers. Though the band width of internet becomes broader, it is still difficult to transmit or share CAD data because of their size. So the compression must be made. We apply a concept of subdivision surfaces to this problem. We developed a method to approximate model generated with CAD systems to a set of subdivision surfaces. The highest level of subdivision surfaces is very coarse and thus very suitable for transmitting the data. And they can be further subdivided to generate fine image.
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Surface Modeling from Design Sketch
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Aesthetic characteristics of products have become more important for such products as automotive cars and electric appliances, because their functionality has been too matured to distinguish one product from other. So the needs of computer tools for industrial designers to produce better aesthetic design becomes large.
In this project we use conventional design sketch as input to the system because they are still the most useful method for designers to quickly represent their concepts. From the sketch, we extract 3D wire frame and then generate surface models by applying so called "subdivision surface."
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スケッチの例

Subdivision Surface の例
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Triangular Mesh Reconstruction from Measured Data Points
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A method for reconstructing surface meshes from measured data points is proposed. The points are obtained by laser scanning 3D shape measurement equipment. The method is based on "Implicit Function Reconstruction" method, in which the mesh is generated by iso-surfacing a potential field in 3D voxel space. A new approach for defining the potential field from the measured data points is used. Using this approach, a prototype system is developed for reconstructing meshes for complex objects.
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Skeleton of Neanderthal |

An Approach for Remeshing Irregular Triangular Meshes
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The pattern of triangular meshes are important both for modeling and for rendering. It is desired that a user can change the mesh pattern without damaging its original shape. We propose an interactive remeshing method by which a user can specify the region to be remeshed and the pattern of triangles to be filled in the region. The proposed method is based of DSI (Discrete Smooth Interpolation) algorithm.
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Horse model |

G1 Stitching Method at Boundary Curve between Surface Patches in Computer Graphics
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The purpose of this research is to suggest the method that interactively re-constructs approximate $G^1$ continuity for B-spline surface models, considering used particular in the field of computer graphics. It is for non-uniform B-spline surface model, once B-spline surface is subdivided to Bezier patches and whose control points near the B-spline boundary curve are modified. Later, B-spline control points are re-calculated with minimum square approximation method. Since each step is resolved itself into problem of linear equations without non-linear optimizing method, this method performs in short time.
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Surface stitching |

Metamorphosis of Arbitrary Triangular Meshes with User-Specified Correspondence
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Recently, animations with deforming objects have been frequently used in various computer graphics applications. Metamorphosis (or morphing) of three-dimensional objects is one of the techniques which realizes shape transformation between two or more existing objects. In this paper, we present an efficient framework for metamorphosis between two topologically equivalent, arbitrary meshes with the control of surface correspondences by the user. The basic idea of our method is to partition meshes according to the reference shapes specified by the user, whereby vertex-to-vertex correspondences between the two meshes can be specified. Each of the partitioned meshes is embedded into a polygonal region on the plane with harmonic mapping. Those embedded meshes have the same graph structure as their original meshes. By overlapping those two embedded meshes, we can establish correspondence between them. Based on this correspondence, metamorphosis is achieved by interpolating the corresponding vertices from one mesh to the other. We demonstrate that the minimum control of surface correspondences by the user generates sophisticated results of the interpolation be-tween two meshes.
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Metamorphosis |

Interactive Mesh Dragging with Adaptive Remeshing Technique
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We propose a 3D mesh-dragging method useful for intuitive, ancient geometric modeling of free-form polygonal models. With our method, the user can drag a part of a triangular mesh and change its position and orientation. This method is based on an adaptive remeshing procedure which evaluates the deformation of faces by dragging and properly modifies them by deleting or splitting with local topological operations. Therefore the mesh is automatically adjusted for dragging, and irregularity caused by dragging onto the mesh is no longer a concern. In addition, this method is local to the dragged portion, so its computation is ancient In this paper we describe our adaptive remeshing method and demonstrate some dragging examples.
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Mesh dragging |

Interactive Mesh Fusion Based on Local 3D Metamorphosis
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This paper proposes a new mesh modeling scheme, called mesh fusion, based on three-dimensional (3D) mesh-based metamorphosis. We establish the attachment from a part of one mesh to a part of another with smooth boundaries, employing the traditional cutting and pasting operation in conjunction with a combination of meshes, applying the idea of 3D metamorphosis. We also offer an algorithm for adjusting two boundaries by using the combination of three geometrical operations rigid transformation, scaling and deformation. Our schematic offers a computation time swift enough that the user can create various shapes with interactive speed.
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Mesh morphing |

Fitting Subdivision Surface to a Range of Points
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The objective of this research is to apply the subdivision surface for surface fitting problems when generating surfaces from data points or polyhedral models. The basic idea is to use the subdivision limit position (SLP) to adapt the control mesh of the subdivision surface to the data points. This method is not a time consuming process involving global optimization. It does, however, fail to capture local characteristics of data points. Consequently, the proposed method is not suitable for generating a surface that precisely interpolates the data points, but it will be useful for quickly generating a surface that captures the overall shape constituted by the data points. A prototype system has been developed to demonstrate several examples for purposes of evaluating the proposed method.
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Surface fitting |

Detailed Triangular Mesh Modeling based on Local Surface Fitting Subdivision Method
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The purpose of this research is to develop methods to rapidly create smooth and detailed shape models from a rough triangular mesh (a polyhedron with triangular faces) for free-form shape design. In our previous work, a subdivision approach using the theory of local fitting a quadric surface to a triangular mesh was proposed. This approach can create smooth surface models but cannot add features such as valley and fillet to initial mesh. By ex tending this approach, new subdivision method which is able to both create smooth surface models and add detailed feature shapes is presented in this paper. New method consists of two steps, topological operations and decisions of vertex positions, and combinations of two steps are possible to create various feature shapes, including smooth shape.
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Feature-based subdivision |

3D Sketch: Sketch-Based Model Reconstruction and Rendering
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We propose a new modeling and rendering system that enables users to construct 3D models with an interface that seems no different from sketching by hand, and that displays models in a sketch-like style, preserving the features of the user's strokes. We call this system 3D SKETCH. To reconstruct 3D objects from sketches, we limit the domain of renderable sketches and prepare a template for interpreting sketches. As long as a sketch can be matched to such a template, the system can reconstruct a mesh model from the sketch. The system collects information about strokes made, and uses that information for our rendering scheme. When that is accomplished, the designer can view the sketched object from different directions. Our goal is to make users feel as though they can draw their own sketches directly as 3D models.
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Sketching Input |

A Method for Generating Developments of Triangular Polyhedral Models
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We study a method for generating developments of polyhedral models, which are easily constructed with paper sheet. The easiness is evaluated in terms of the total length of edges which must be cut, the area of a rectangle circumscribing the development and the number of parts of development. Our goal is not for generating the optimal development but for generating a acceptable development quickly. Basically, generating a development corresponds to finding a spanning tree of face-edge graph of the polyhedral model. We propose two algorithms for traversing the face-edge graph, and four methods for setting costs representing the easiness of manual construction. We implemented an application which generates developments using this method and supports a user to construct paper models.
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Paper crafting |

(Last Updated on 11-Dec-2008)
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