直接切片NURBS对象:数字可靠的形式

IF 2.8 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING
Silvio de Barros Melo
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引用次数: 0

摘要

在增材制造中,通过依次添加材料层来构建三维模型。数字化,复杂的对象通常使用参数表示建模,其中非均匀有理b样条(NURBS)曲面是最突出的。切片NURBS表面是增材制造工作流程中的一项关键操作,由于其与平面相交时自由几何形状固有的复杂性,长期以来一直是3D建模师面临的挑战。传统上,这一挑战是通过将NURBS表示转换为由近似三角形组成的网格来解决的。虽然这种方法简化了相交过程,但它往往以牺牲精度为代价,或者需要大量的计算资源来保持精度。虽然存在直接切片方法,但它们遇到各种限制。在这项工作中,我们介绍了一种高效的,数值鲁棒的,无转换的方法,用于在切割平面和NURBS对象的交叉处采样点,称为IsoSlicer。这种方法支持任何程度的NURBS曲面,同时实现任意精度要求,保证数值稳定性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

Direct slicing NURBS objects: A numerically dependable form

Direct slicing NURBS objects: A numerically dependable form
In additive manufacturing, a three-dimensional model is constructed by sequentially adding material layers. Digitally, complex objects are typically modeled using parametric representations, with Non-Uniform Rational B-Splines (NURBS) surfaces being among the most prominent. Slicing NURBS surfaces—a critical operation in the additive manufacturing workflow—has long been a challenge for 3D modelers due to the complexities inherent in their free-form geometries when intersecting with a plane. Traditionally, this challenge is addressed by converting NURBS representations into meshes composed of approximating triangles. While this approach simplifies the intersection process, it often comes at the expense of accuracy or requires significant computational resources to maintain precision. Although direct slicing methods exist, they encounter various limitations. In this work, we introduce an efficient, numerically robust, conversion-free method for sampling points at the intersection of cutting planes and NURBS objects, termed IsoSlicer. This approach supports NURBS surfaces of any degree while achieving arbitrary accuracy requirements with guaranteed numerical stability.
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来源期刊
Computers & Graphics-Uk
Computers & Graphics-Uk 工程技术-计算机:软件工程
CiteScore
5.30
自引率
12.00%
发文量
173
审稿时长
38 days
期刊介绍: Computers & Graphics is dedicated to disseminate information on research and applications of computer graphics (CG) techniques. The journal encourages articles on: 1. Research and applications of interactive computer graphics. We are particularly interested in novel interaction techniques and applications of CG to problem domains. 2. State-of-the-art papers on late-breaking, cutting-edge research on CG. 3. Information on innovative uses of graphics principles and technologies. 4. Tutorial papers on both teaching CG principles and innovative uses of CG in education.
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