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What is CAD/CAM?
CAD/CAM
(computer-aided
design
and
computer-aided
manufacturing) refers to computer software that is used to both design
and manufacture products.
CAD is the use of computer technology for design and design
documentation.
CAD/CAM applications are used to both design a product and program
manufacturing processes, specifically, CNC machining.
2D/3D drafting.
3D modelling
An aid to visualization.
Represents curves and surfaces
and solids.
Design Process
Design is an original solution to a
problem.
Design process is the pattern of
activities that is followed by the
designer in arriving at the solution of
a technological problem.
Models of the design process
Shigley
Pahl
Beitz
Ohsuga
Earle
Cont..
1. Recognition of need:
It involves the realization by someone that a problem exists for which
some feasible solution is to be found.
Historical Information
Collected from the literature,
marketing surveys.
This should be able to answer
questions like
The current technology
Existing solutions
Requirement Specification
Clear definition of the requirements is specified.
This helps in understanding the product from the current practices and
manufacturing resources of the plant.
Market forces
Consider the various market forces that will affect the product in one
way or the other.
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General solutions
Specify general solution, which will be broad and would not
contain too many details.
This can be done by resorting to past designs, engineering
standards, technical reports, handbooks, patterns.
This helps in its further evaluation and refinement at a later
stage.
2. Definition of problem
It involves a thorough specification of the item to be
designed.
The specification include functional and physical
characteristics, cost, quality, performance, etc.
3. Synthesis
During this phase various preliminary ideas are developed
through research of similar products or designs in use.
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5. Evaluation:
The evaluation of the design against the specifications
established during the problem definition phase.
This often requires the fabrication and testing of a prototype
model to evaluate operating performance quality, reliability, etc.
6. Presentation:
It is the final phase, which includes documentation of the design
through drawings, material specifications, assembly lists and so
on.
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Geometric Modeling
Engineering Analysis
Design Review and Evaluation
Automated Drafting
1. Geometric modeling
It deals with the mathematical description of the geometry of
an object.
is
displayed
and
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flat object
no side wall details
more complex geometry.
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Solid Modeling
Advance method of geometric modeling
in three dimensions.
It can be seen from various directions
and in various views.
CAD systems provide colour graphics
capability.
Colour images
dimensioning.
useful
in
assembly,
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2. ENGINEERING ANALYSIS
Stress-strain calculations
Heat transfer computations
Commercial general purpose programs can be used to perform the
analysis.
Analysis of mass properties
Surface area
Weight
Volume
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The designer can check the accuracy of the design to reduce the
dimensioning errors.
The designer can zoom in on part design details for close scrutiny.
4. AUTOMATED DRAFTING
Creation of hardcopy engineering drawings directly from CAD data
base.
Oblique
Isometric
Perspective
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between
product
design
and
2.
3. Design Analysis
Conventional:
Designers drawing board to design analysts queue
CAD system:
Same person can perform analysis.
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7.
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8.
Benefits in Manufacturing
Robotics planning
Group Technology
Pixels
In computer graphics, pictures or graphics objects are presented as a
collection of discrete picture elements (rows and columns) called pixels.
The pixel is the intersection area of the rows and columns (smallest
addressable screen element), which we can control.
The control is achieved by setting the intensity and colour of the pixel
which compose the screen.
For example, to display point P1
whose coordinates are (4.2, 3.8)
and point P2 whose coordinates
are (4.8, 3.1) then P1 and P2 are
represented by only one pixel
(4,3) .
In general, a point is represented
by the integer part of X and
integer part of Y, i.e., (int (X), int
(Y)).
Line Drawing
Line drawing is accomplished by calculating intermediate positions
along the line of path between two specified endpoint positions.
An output device is then directed to fill in these positions between the
endpoints.
For a raster display, the line colour (intensity) is then loaded into the
frame buffer at the corresponding pixel coordinates.
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y2 y1 y
x2 x1 x
b y1 m.x1
y mx
Similarly for x
If
If
If
y
m
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yk 1 yk m
1
xk 1 xk
m
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If
m 1
m 1
x = -1
yk 1 yk m
y = -1
1
xk 1 xk
m
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To draw a straight line from connecting two points (2, 7) and (15,10)
X1 = 2, X2 = 15 x=X2 - X1 = 13
Y1 = 7, Y2 = 10 y= (Y2 - Y1) = 3
m= y/x = 3/13 =0.23
yk 1 yk m
The initials values of X and Y are
X = 2.5 Y = 7.5
Pixel values
Plotting a line
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x1=0
y1=0
x = x2-x1= 6-0 = 6
y = y2-y1 = 7-0 = 7
x2=6
y2=7
xk 1 xk 1/ m 0 1/1.16 0.862
x
0.5
0.5
1.362
1.5
2.224
2.5
3.086
3.5
3.948
4.5
4.81
5.5
5.672
6.5
6.534
7.5
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x1=0
y1=0
x = x2-x1= -5-0 = -5
y = y2-y1 = 5-0 = 5
x2=-5
y2=7
yk 1 yk m
x
-0.5
0.5
-1.5
1.5
-2.5
2.5
-3.5
3.5
-4.5
4.5
-5.5
5.5
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y m xk 1 b
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y m xk 1 b
d1 y yk
m xk 1 b yk
d2 yk 1 y
yk 1 m xk 1 b
The difference between these two separations is
d1 d2 2m xk 1 2 yk 2b 1
A decision parameter pk for the kth step in the line algorithm can be obtained
by rearranging the above equation and substituting m= y/ x.
pk x d1 d2
Pk 2y xk 2x yk 2y x(2b 1)
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Pk 2y xk 2x yk 2y x(2b 1)
pk 2y xk 2x yk c
Where C is
C 2y x(2b 1)
In that case, we plot the lower pixel; otherwise we plot the upper pixel.
At step k+1, the decision parameter is evaluated from
pk 1 2y xk 1 2x yk 1 c
pk 1 pk 2y 2x yk 1 yk
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pk 2y xk 2x yk c
pk 1 2y xk 1 2x yk 1 c
pk 1 pk 2y( xk 1 xk ) 2x( yk 1 yk )
But, xk+1 is the same as xk+1 so:
pk 1 pk 2y 2x( yk 1 yk )
If pk value negative(lower pixel),
yk 1 yk
pk 1 pk 2y 2x( yk yk )
pk 1 pk 2y
yk 1 yk 1
pk 1 pk 2y 2x( yk 1 yk )
pk 1 pk 2y 2x
If |m|>1 then interchange x and y in the above equations.
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If
m 1
Input the two line endpoints and store the left endpoint in (x0,y0) .
Load (x0,y0) into the frame buffer; that is plot the first point.
Calculate constants x, y, 2y and 2y- 2x and obtain the starting value
for the decision parameter as
p0 2y x
At each xk along the line, starting at k=0, perform the following test:
If pk<0, the next point to plot is (xk+1,yk) and
pk 1 pk 2y
Otherwise, the next point to plot is (xk+1,yk+1) and
pk 1 pk 2y 2x
Repeat the above step for x times.
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The end points of a line are (20,10) and (30,18). The line has a slope of 0.8 with
x = 10, y = 8.
pk 1 pk 2y 2x
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x xc y yc r 2
2
y yc r xc x
2
Cont
x xc r cos
y yc r sin
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The each calculated position (x, y) is moved to its proper screen position by
adding xc to x and yc to y.
For m 1 , take unit step in the positive x direction over the octant and use
a decision parameter to determine which of the two possible y positions is
closer to the circle path at each step.
Positions in the other seven octants are then obtained by symmetry.
Circle function for midpoint method is
fcircle x, y x2 y 2 r 2
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pk f circle xk 1, yk
2
2
2
1
pk xk 1 yk
r2
2
If pk < 0, this midpoint is inside the circle and the pixel on yk is closer to
the circle boundary.
pk xk 1 yk 1
2
r2
pk 1 f circle xk 1 1, yk 1
2
p0 f circle 1, r
2
2
1
1 r r2
2
5
r
4
1 r
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p0 1 r
3. If pk < 0, the next point along the circle is (xk+1, yk) and
pk 1 pk 2 xk 1 1
Otherwise, the next point along the circle is (xk+1, yk -1) and
pk 1 pk 2 xk 1 1 2 yk 1
4. Determine symmetry points in the other seven octants.
5. Move each calculated pixel position (x, y) onto the circular path centered on
(xc, yc) and plot the coordinate values.
x= x +xc, y = y +yc
6. Repeat steps 3 through 5 until x y.
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Pk >0
pk 1 9 2 xk 2 1 6
pk 1 pk 2 xk 1 1 2 yk 1
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Given a circle of radius r=15cm, determine the pixel positions along the circle
octant using mid point algorithm in the first quadrant from x=0 to x=y
R=15
p0 1 r 1 15 14
Initial point is (x0,y0) = (0,15), the initial increment terms for calculating the decision
parameters are 2x0 = 0, 2y0 =30.
Pk <0
Next position
pk 1 pk 2 xk 1 1
pk 1 14 2 xk 2 1 11
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Transformation
Plays a central role in model construction and viewing
Used to achieve the effect of different viewing positions and
directions
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Cont..
This would imply that the geometric model must undergo motion
relative to its MCS.
Relative distance between object particles remain constant; i.e.,
the object does not deform during the motion.
Transformations can be applied directly to the parametric
representations of objects such as points, curves, surfaces and
solids.
Concatenation or combination of transformations must be possible
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Transformation of a point
Transformation can be applied directly to the parametric
representations of objects such as points, curves, surfaces and
solids.
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TRANSLATION
Every entity of the geometric model remains parallel to its initial
position, the rigid body transformation of the model is defined as translation.
Every point on it moves an equal given distance in a given direction
Translation can be specified by a vector, a unit vector and a distance or two
points that denote the initial and final positions of the model to be translated.
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TRANSLATION- EXAMPLE
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TRANSLATION- EXAMPLE
Translate the outline of a house by (3, -4)
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SCALING
Scaling is used to change, increase or decrease the size of an entity or
a model.
Point wise scaling can be performed by
UNIFORM SCALING
Scaling factors are always positive.
If the scaling factor are smaller than
1, the geometric model or entity to
which scaling is applied is compressed.
If the factors are greater than 1, the
model is stretched.
If the scale factors are equal, that is,
sx=sy=sz=s, the model changes in size
only not in shape. This is the case of
uniform scaling.
DIFFERENTIAL SCALING
Differential scaling occurs when
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SCALING-EXAMPLE
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ROTATION
Rotation is an important form of geometrical transformation.
It enables the users to view geometric models from different angles.
Rotation of a point through an angle about x or y or z is sometimes
referred to as rotation about the origin.
A rotation in the counter clockwise direction is considered as positive.
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where
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ROTATION OF A 2D PLANE
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3D -Transformations
A 3D object has a three dimensional geometry and therefore it requires
a three dimensional coordinate transformation.
The scaling and translation transformations are essentially the same as
two dimensional transformations.
However, the matrix will have a non zero third column.
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Reflection
Reflection is a transformation that produces a mirror image of an
object.
Mirror image generated by rotating the object 180 about the reflection
axis.
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Concatenated Transformation
A series of transformations is applied to a geometric model.
It is also called as combination of transformations.
Concatenated transformations are simply obtained by multiplying the
[T] matrices of the corresponding individual transformations.
Translation
Scaling
Rotation
Reflection
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Viewing Transformation
The picture stored in the computer memory using any convenient cartesian coordiante system, referred to as world coordinate system (WCS).
When picture is displayed on the display device it is measured in physical device
co-ordinate system (PDCS).
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Viewing Transformation
The mapping of a part of a world coordinate scene to device coordinates is
referred to as a viewing transformation.
Viewing transformation is simply referred to as the window-to-viewport
transformation or the windowing transformation.
In the mapping process the world coordinates are transformed into normalized
coordinates (0 to 1) and transformed to display device.
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REALISM IN 3D GRAPHICS
Many computer graphics applications involve the display of 3D
objects.
CAD systems allow their users to manipulate models of machined
components, automobile bodies and aircraft parts.
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Depth Cueing
The basic problem addresses by visualization techniques is called
depth cueing.
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Draw a line from the point, is intersected with the polygon edges.
If the intersection count is even, the point is outside the polygon.
If it is odd, the point is inside.
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Computing Silhouettes
A set of edges that separates visible faces from invisible faces
of an object with respect to a given viewing direction is called
silhouette edges or silhouettes.
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2.
Face list will be stored to assign priorities. For the given figure, six
faces F1-F6 form such a list.
3.
F1 is intersected with the other faces in the list, that is, F2-F6.
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2.
3.
4.
5.
Face F1 is moved to the end of the face list, and the sorting process to
determine priority started all over again.
6.
7.
Reorder the face and priority lists so that the highest priority is on top of the
list. In this case, the face and priority lists are [F1,F2,F3,F4,F5,F6] and
[1,1,1,2,2,2] respectively.
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Z- buffer algorithm
Watkins algorithm
Wornocks algorithm
Painters algorithm
Z- buffer algorithm
This is also known as the depth buffer algorithm.
For each polygon in the scene, find all the pixels (x,y) that lie
inside or on the boundaries of the polygon when projected onto
the screen.
If z > depth (x,y), the polygon is closer to the viewing eye than
others already stored in the pixel.
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Ray/Primitive intersection
Ray enters and exists the solid via the faces and the surfaces of the
primitives.
Possible outcomes are:
No intersection-ray misses the primitives.
Ray is tangent to the primitives touches at one point.
Ray intersects the primitive at two different points.
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Shading
Line drawings are limited in their ability to represent complex shapes.
Hence we adopt shaded images.
Shaded color images convey shape information that cannot be
represented in line drawings.
Shaded images can also convey features other than shape such as surface
finish or material type (plastic or metallic look).
In shading a scene , a pin hole camera model is used.
Shading process must take into account the position and color of the light
sources and the position, orientation and surface properties of the
visible objects.
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The light reflected off a surface can be divided into two parts- diffuse
& specular.
When light hits an ideal diffuse surface, it is re-radiated equally in all
directions, so that the surface appears to have the same brightness from
all viewing angles.
Ideal specular surfaces re-radiate light in only one direction, the
reflected light direction.
Physically, the difference between these two components is that diffuse
light penetrates the surface of an object and is scattered internally
before emerging again while specular light bounces off the surface.
Real objects contain both diffuse and specular components, and
both must be modeled to create realistic images.
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Specular Reflection
Shiny surface appears depend on the directions of the light source and
the viewing eye.
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Shading Surfaces
Once we know how to shade a point, we can consider how
to shade a surface.
Relevant points on the surface have the same location in
screen coordinates as the pixels of the raster display.
The important shading algorithms are
Constant shading,
Gourand shading or first derivative shading and
Phong or second derivative shading.
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Constant Shading:
This is the simplest and least realistic shading algorithm. An entire
polygon has a single intensity. Constant shading makes the polygonal
representation obvious and produces unsmooth shaded images.
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Gourand Shading:
Surface normals
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Vertex normal
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Phong Shading:
Phong Shading overcomes all the problems
of Gourand Shading, although it requires
more computational time.
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Coloring
The use of colors in CAD/CAM has two main objectives:
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Color Properties
Color descriptions and specifications generally include three properties:
Hue, Saturation and Brightness.
Hue
Pure spectral colors are fully saturated and grays are desaturated colors.
Brightness It is related to the intensity value, or lightness of the color.
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Color Models
A color model or a space is a 3D color coordinate system to allow
specifications of colors within some color range.
RGB model
CMY model
YIQ model
HSV model
HSL model
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CMY Model
The CMY (cyan, magenta, yellow) model is
the complimentary of the RGB model.
The CMY is considered a subtractive model because the model primary colors
subtract some color from white light.
For example, a red color is obtained by subtracting a cyan color from white light
(instead of adding magenta and yellow).
The unit column vector represents white in the RGB model or black in the
CMY model.
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CMY Model
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YIQ Model
The YIQ space is used in raster color graphics.
It was designed to be compatible with black and white television broadcasts.
The Y axis of the color model corresponds to the luminance (the total amount
of light).
The I axis encodes chrominance information along a blue-green to orange
vector and the Q axis encodes chrominance information along a yellow-green
to magenta vector.
The conversion from YIQ coordinates to RGB coordinates is defined by the following
equation:
+
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It is contrary to the RGB, CMY and YIQ models which are hardware
oriented. The model approximates the perceptual properties of hue,
saturation, and value.
The conversion from HSV coordinates to RGB coordinates can be defined
as follows:
The hue value H (range from 0 to 360) defines the angle of any point
on or inside the single hexacone.
Each side of the hexacone bounds 60.
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HSV Model
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HSL Model
The HSL (hue, saturation, lightness)
color model forms a double
hexacone space.
The saturation here occurs at V = 0.5
and not 1.0 as in the HSV model.
The HSL model is as easy to use as
the HSV model.
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Geometric Model
Three types of geometric models
Wireframe Model
Surface Model
Solid Model
Wireframe Model
A wireframe model of an object is the simplest geometric model that
can be used to represent it mathematically in the computer.
It is some times refereed to as an edge representation of the object.
The word wireframe is related to the fact that one may imagine a wire
that is bent to follow the object edges to generate the model.
Typically a wire frame model consists entirely of points, lines, arcs
and circles, conics and curves.
Wireframe Model
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Wireframe Model
Advantages
Simple to construct.
Does not require as much computer time and memory as does surface and
solid modeling.
Surface algorithms require wireframe entities to generate surfaces.
Disadvantages
Unambiguous representation of real objects.
Complex design having many edges become very confusing.
Lack of information to determine the object profile.
Both topological and geometrical data are needed to construct wireframe
models while solids require only geometrical data.
Volume, mass properties, NC tool path generation, cross sectioning are not
possible.
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Wireframe Entities
Wire frame entities can be divided into analytic and synthetic entities
Analytic entities are :
Points, Lines, Arcs, Circles, fillets, and chamfers, and conics.
Synthetic entities are:
Splines (cubic spline, B-spline), Bezier curves.
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Wireframe Entities
Method of defining Lines:
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Wireframe Entities
Method of defining Ellipses and parabolas:
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Wireframe Entities
Method of defining Synthetic curves:
Cubic spline
Bezier curve
B-Spline curve
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Representation of Curves
Generally shape representation have two uses
Analytic use.
Synthetic use.
In Analytical, representation are used analytically to describe
shapes that can be measured.
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Axis independence:
The shape of an object must not change when the control
points are measured in a different coordinate system.
Global or local control:
As a designer manipulates a control point, a curve may
change shape only in the region near the control point
or it may change shape throughout.
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SYNTHETIC CURVES
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Order of Continuity
The order of continuity becomes important when a complex
curve is modeled.
Zero order continuity (C0) yields a position continuous curve
(same end point).
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First (C1) and second (C2) order continuities imply slop and
curvature continuous curves respectively.
The type of input data and its influence on the control of the
resulting synthetic curve determine the use and effectiveness of the
curve in design.
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Bezier Curve
It does not pass through the control points but only approximates the
trend.
It also has only upto C1 continuity.
B-Spline Curve
It is also most generally an approximator.
It has upto C2 continuity.
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Cubic Spline
Parametric spline curves are defined as
piecewise polynomial curves with a
certain order of continuity.
Parametric cubic splines are used to
interpolate to given data.
Cubic spline is determined by defining positions and tangent
vectors at the data points.
The parametric cubic spline connects two data points and utilizes a
cubic function.
Therefore four conditions (positions of the two end points and two
tangent vectors at the points) are required to determine the
coefficients of the equation.
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by
Inorder to find the coefficients Ci, consider the cubic spline curve with
two endpoints P0 and P1.
Applying the boundary conditions
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BEZIER CURVES
Bezier curves and surfaces are credited to P. Bezier of the French car
firm Regie Renault who developed (1962).
A Bezier curve is defined by a set of data points. The curve may
approximate the data points.
The data points are used to control the shape of the resulting
curves.
Only the first and the last control points or vertices of the polygon
actually lie on the curve.
The other vertices define the order, derivatives and shape of the
curve.
BEZIER CURVE
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BEZIER CURVE
Mathematically for n+1 control points, the Bezier curve is defined by the
following polynomial of degree n:
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Cont..
The curve lies entirely within the convex hull formed by four
control points.
The curve will never oscillates widely.
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B Spline Curve
B-splines are a powerful tool for generating curves with many
control points and provide many advantages over Bezier
curves.
A long, complicated curve can be specified as a single Bspline.
A curve designer has much flexibility in adjusting the
curvature of a B-spline curve.
B Spline Curve
Similar to Bezier curves, the B-spline curve defined by n+1 control points
Pi is given by
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B-spline curve passes through the first and last control points P0 and
Pn+1 and is tangent to the first and last segments of the control
polygon.
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Increasing the degree of the curve tightens it. In general, the less the
degree, the closer the curve gets to the control points.
When k=1, a zero degree curve results. The curve then becomes the
control points themselves.
When k=2, the curve becomes the polygon segments themselves.
A second degree curve is always tangent to the midpoints of all the
internal polygon segments. This not in the case for other degrees.
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Surface Modeling
Finer the mesh size of surface entities in a model, the longer the CPU
time to construct the entities and to update the graphics display and the
longer it takes to plot the surface model.
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Surface Entities
Major surface entities provided by CAD/CAM systems.
1. Plane Surface
This is the simplest surface.
The plane surface can be used to generate cross sectional
views by intersecting a surface model with it.
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3. Surface of revolution
This is an axisymmetric surface that can model axisymmetric
objects. It is generated by rotating a planar wireframe entity
in space about the axis of symmetry a certain angle.
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4. Tabulated Cylinder
This is a surface generated by translating a planar curve a
certain distance along a specified direction (axis of the
cylinder)
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5. Bezier Surface
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6. B-spline surface
It is a synthetic surface, can approximate or interpolate
given input data.
It permits local control of the surface.
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7. Coons Patch
Coons patch is used to create
surface using curves that form
closed boundaries.
8. Fillet surface
Surface that blends two surfaces
together.
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9. Offset surface
Existing surface can be offset to create new ones
identical in shape but may have different dimensions.
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SURFACE REPRESENTATION
Solid Modeling-Introduction
Solid Modeling (Volumetric modeling) techniques begun to develop in the late
1960s and early 1970s.
The model can also serve as a means of geometric input for finite element
analysis or even manufacturing tasks as the generation of instructions for
numerically controlled machining.
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Using primitive approach, one can construct the solid model of the object by
dividing it into blocks and cylinders.
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In feature approach the designer can create different cross sections and
extrude them.
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Solid Entities
Primitives (building blocks) are simple basic shapes and are
considered the solid modeling entities which can be combined by a
mathematical set of Boolean operations to create the solid.
The most common primitives are: Block
Cylinder
Cone
Sphere
Wedge
Torus
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Primitives
Two or more primitives can be combined to form the desired solid.
The relationships between primitives are achieved via Boolean
operations.
Boolean operations are
Union
Intersection
Difference
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Solid Representation
S bS iS
W bS iS cS
S kS
kS bS iS
Where kS is the geometric closer, which implies that the interior of the
solid is geometrically closed by its boundary.
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Solid Model-Properties
Rigidity- shape of model is invariant and does not depend on the model location or
orientation in space.
Homogenous Three Dimensionality boundaries must be in contact with interior.
No isolated or dangling boundaries should be permitted.
Finiteness and Finite Describability Size of the solid is not infinite and a limited
amount of information can describe the solid.
Closure Under Rigid Motion and Regularized Boolean
Operations
Manipulation of solids by moving them in space or
changing them via Boolean operations must produce other
valid solids.
Boundary Determinism
The boundary of a solid must contain the solid and hence
must determine distinctively the interior of the solid.
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Validity
Validity of a representation scheme is determined by its range, i.e.,
the set of valid representations or models it can produce.
Completeness or Unambiguousness
This properties determines the ability of the scheme to support
analysis and other engineering applications.
Uniqueness
Used to determine object equality.
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Solid Representation
Representation scheme is defined as a relation that maps a valid point set
into a valid model.
One model produced by the
scheme represents only one
object.
More than one model
represent the object.
One model can represent
more than one object.
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Ease of operation
Determines the user-friendliness of a scheme.
Efficacy
Measures how accessible a representation is by downstream
applications.
Good representation schemes should permit the use of a
wide variety of application algorithms for evaluating
various functions.
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Algorithms
Representation of solids are built and invoked
via algorithms (processors)
Algorithm is a procedure that takes certain
input and produces a desired output.
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Object
No
Faces
(F)
Edges
(E)
Vertices
(V)
Inner
Loop
(L)
Bodies
(B)
Genus
(G)
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10
24
16
16
36
24
11
24
16
12
24
16
10
24
16
20
48
32
14
36
24
9
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Eulers Law
Any polyhedron that satisfies the following equation has a
valid topology
F E V L 2( B G)
F E V L B G
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Euler Operations
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Advantages of B-rep
It is very appropriate to construct solid models of unusual
shapes that are difficult to build using primitives.
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Half-spaces
It is a basic representation scheme for bounded solids. By
combining half-spaces (using set operations) in a building
block fashion, various solids can be constructed.
Half spaces are usually unbounded geometric entities.
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Graph
A graph is defined as a set of nodes connected by a set of
branches or lines.
Each branch in a graph is specified by a pair of nodes.
The set of nodes is A, B, C, D, E, F , G
The set of branches or pairs is
B, A
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Path in Digraph
Each node in digraph has an
Indegree (number of arrow heads entering the
node)
Outdegree (number of arrow tails leaving the
node)
Tree
A tree is defined as an acyclic digraph in which only a single
node, called the root, has a zero indegree and every other
node has an indegree of one.
This implies that any node in the tree except the root has
predecessors or ancestors.
If the ordered tree has two descendants, the tree is called a binary
tree.
Sub-Tree
Every node of a tree (T) is a root of another tree, called a sub tree
of T, contained in the original tree T.
The tree consists of seven nodes with
A as its root.
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A block and a cylinder primitive are enough to create CSG model of the solid.
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A user can construct the CSG model using the following steps:
B1= block positioned properly
B2= block positioned properly
B3= block
B4= B3 moved properly in X direction
C1= cylinder positioned properly
C2= C1 moved properly in X direction
C3= cylinder positioned properly
C4= C3 moved properly in X direction
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S1 B1 *B3
S 2 S1 *C1
S3 S 2 *C3
S 4 B2 *B4
S5 C2 *S 4
S6 C4 *S5
S S3 *S6
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CSG graph
S1 B1 *B3
S 2 S1 *C1
S3 S 2 *C3
S 4 B2 *B4
S5 C2 *S 4
S6 C4 *S5
S S3 *S6
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Sweep Representation
Sweeping is based on by moving a point, curve, or a surface along a
given path.
There are three types of sweep:
Linear, non linear and hybrid sweeps
Linear Sweep
Linear sweep can be divided
translational and rotational sweep.
into
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