三维建模毕业答辩论文英文文献翻译

合集下载

三维建模外文资料翻译3000字

三维建模外文资料翻译3000字

外文资料翻译—原文部分Fundamentals of Human Animation(From Peter Ratner.3D Human Modeling and Animation[M].America:Wiley,2003:243~249)If you are reading this part, then you have most likely finished building your human character, created textures for it, set up its skeleton, made morph targets for facial expressions, and arranged lights around the model. You have then arrived at perhaps the most exciting part of 3-D design, which is animating a character. Up to now the work has been somewhat creative, sometimes tedious, and often difficult.It is very gratifying when all your previous efforts start to pay off as you enliven your character. When animating, there is a creative flow that increases gradually over time. You are now at the phase where you become both the actor and the director of a movie or play.Although animation appears to be a more spontaneous act, it is nevertheless just as challenging, if not more so, than all the previous steps that led up to it. Your animations will look pitiful if you do not understand some basic fundamentals and principles. The following pointers are meant to give you some direction. Feel free to experiment with them. Bend and break the rules whenever you think it will improve the animation.SOME ANIMATION POINTERS1. Try isolating parts. Sometimes this is referred to as animating in stages. Rather than trying to move every part of a body at the same time, concentrate on specific areas. Only one section of the body is moved for the duration of the animation. Then returning to the beginning of the timeline, another section is animated. By successively returning to the beginning and animating a different part each time, the entire process is less confusing.2. Put in some lag time. Different parts of the body should not start and stop at the same time. When an arm swings, the lower arm should follow a few frames after that. The hand swings after the lower arm. It is like a chain reaction that works its way through the entire length of the limb.3. Nothing ever comes to a total stop. In life, only machines appear to come to a dead stop. Muscles, tendons, force, and gravity all affect the movement of a human. You can prove this to yourself. Try punching the air with a full extension. Notice that your fist has a bounce at the end. If a part comes to a stop such as a motion hold, keyframe it once and then again after three to eight or more keyframes. Your motion graph will then have a curve between the two identical keyframes. This will make the part appear to bounce rather than come to a dead stop.4. Add facial expressions and finger movements. Your digital human should exhibit signs of life by blinking and breathing. A blink will normally occur every 60 seconds. A typical blink might be as follows:Frame 60: Both eyes are open.Frame 61: The right eye closes halfway.Frame 62: The right eye closes all the way and the left eye closes halfway.Frame 63: The right eye opens halfway and the left eye closes all the way.Frame 64: The right eye opens all the way and left eye opens halfway.Frame 65: The left eye opens all the way.Closing the eyes at slightly different times makes the blink less mechanical.Changing facial expressions could be just using eye movements to indicate thoughts running through your model's head. The hands will appear stiff if you do not add finger movements. Too many students are too lazy to take the time to add facial and hand movements. If you make the extra effort for these details you will find that your animations become much more interesting.5. What is not seen by the camera is unimportant. If an arm goes through a leg but is not seen in the camera view, then do not bother to fix it. If you want a hand to appear close to the body and the camera view makes it seem to be close even though it is not, then why move it any closer? This also applies to sets. There is no need to build an entire house if all the action takes place in the living room. Consider painting backdrops rather than modeling every part of a scene.6. Use a minimum amount of keyframes. Too many keyframes can make the character appear to move in spastic motions. Sharp, cartoonlike movements are created with closely spaced keyframes. Floaty or soft, languid motions are the result of widely spaced keyframes. An animation will often be a mixture of both. Try to look for ways that will abbreviate the motions. You can retain the essential elements of an animation while reducing the amount of keyframes necessary to create a gesture.7.Anchor a part of the body. Unless your character is in the air, it should have some part of itself locked to the ground. This could be a foot, a hand, or both. Whichever portion is on the ground should be held in the same spot for a number of frames. This prevents unwanted sliding motions. When the model shifts its weight, the foot that touches down becomes locked in place. This is especially true with walking motions.There are a number of ways to lock parts of a model to the ground. One method is to use inverse kinematics. The goal object, which could be a null, automatically locks a foot or hand to the bottom surface. Another method is to manually keyframe the part that needs to be motionless in the same spot. The character or its limbs will have to be moved and rotated, so that foot or hand stays in the same place. If you are using forward kinematics, then this could mean keyframing practically every frame until it is time to unlock that foot or hand.8.A character should exhibit weight. One of the most challenging tasks in 3-D animation is to have a digital actor appear to have weight and mass. You can use several techniques to achieve this. Squash and stretch, or weight and recoil, one of the 12 principles of animation discussed in Chapter 12, is an excellent way to give your character weight.By adding a little bounce to your human, he or she will appear to respond to the force of gravity. For example, if your character jumps up and lands, lift the body up a little after it makes contact. For a heavy character, you can do this several times and have it decrease over time. This will make it seem as if the force of the contact causes the body to vibrate a little.Secondary actions, another one of the 12 principles of animation discussed in Chapter 12, are an important way to show the effects of gravity and mass. Using the previous example of a jumping character, when he or she lands, the belly could bounce up and down, the arms could have some spring to them, the head could tilt forward, and so on.Moving or vibrating the object that comes in contact with the traveling entity is another method for showing the force of mass and gravity. A floor could vibrate or a chair that a person sits in respond to the weight by the seat going down and recovering back up a little. Sometimes an animator will shake the camera to indicate the effects of a force.It is important to take into consideration the size and weight of a character. Heavy objects such as an elephant will spend more time on the ground, while a light character like a rabbit will spendmore time in the air. The hopping rabbit hardly shows the effects of gravity and mass.9. Take the time to act out the action. So often, it is too easy to just sit at the computer and try to solve all the problems of animating a human. Put some life into the performance by getting up and acting out the motions. This will make the character's actions more unique and also solve many timing and positioning problems. The best animators are also excellent actors. A mirror is an indispensable tool for the animator. Videotaping yourself can also be a great help.10. Decide whether to use IK, FK, or a blend of both. Forward kinematics and inverse kinematics have their advantages and disadvantages. FK allows full control over the motions of different body parts. A bone can be rotated and moved to the exact degree and location one desires. The disadvantage to using FK is that when your person has to interact within an environment, simple movements become difficult. Anchoring a foot to the ground so it does not move is challenging because whenever you move the body, the feet slide. A hand resting on a desk has the same problem.IK moves the skeleton with goal objects such as a null. Using IK, the task of anchoring feet and hands becomes very simple. The disadvantage to IK is that a great amount of control is packed together into the goal objects. Certain poses become very difficult to achieve.If the upper body does not require any interaction with its environment, then consider a blend of both IK and FK. IK can be set up for the lower half of the body to anchor the feet to the ground, while FK on the upper body allows greater freedom and precision of movements.Every situation involves a different approach. Use your judgment to decide which setup fits the animation most reliably.11. Add dialogue. It has been said that more than 90% of student animations that are submitted to companies lack dialogue. The few that incorporate speech in their animations make their work highly noticeable. If the animation and dialogue are well done, then those few have a greater advantage than their competition. Companies understand that it takes extra effort and skill tocreate animation with dialogue.When you plan your story, think about creating interaction between characters not only on a physical level but through dialogue as well. There are several techniques, discussed in this chapter, that can be used to make dialogue manageable.12. Use the graph editor to clean up your animations. The graph editor is a useful tool that all 3-D animators should become familiar with. It is basically a representation of all the objects, lights, and cameras in your scene. It keeps track of all their activities and properties.A good use of the graph editor is to clean up morph targets after animating facial expressions. If the default incoming curve in your graph editor is set to arcs rather than straight lines, you will most likely find that sometimes splines in the graph editor will curve below a value of zero. This can yield some unpredictable results. The facial morph targets begin to take on negative values that lead to undesirable facial expressions. Whenever you see a curve bend below a value of zero, select the first keyframe point to the right of the arc and set its curve to linear. A more detailed discussion of the graph editor will be found in a later part of this chapter.ANIMATING IN STAGESAll the various components that can be moved on a human model often become confusing if you try to change them at the same time. The performance quickly deteriorates into a mechanical routine if you try to alter all these parts at the same keyframes. Remember, you are trying to create humanqualities, not robotic ones.Isolating areas to be moved means that you can look for the parts of the body that have motion over time and concentrate on just a few of those. For example, the first thing you can move is the body and legs. When you are done moving them around over the entire timeline, then try rotating the spine. You might do this by moving individual spine bones or using an inverse kinematics chain. Now that you have the body moving around and bending, concentrate on the arms. If you are not using an IK chain to move the arms, hands, and fingers, then rotate the bones for the upper and lower arm. Do not forget the wrist. Finger movements can be animated as one of the last parts. Facial expressions can also be animated last.Example movies showing the same character animated in stages can be viewed on the CD-ROM as CD11-1 AnimationStagesMovies. Some sample images from the animations can also be seen in Figure 11-1. The first movie shows movement only in the body and legs. During the second stage, the spine and head were animated. The third time, the arms were moved. Finally, in the fourth and final stage, facial expressions and finger movements were added.Animating in successive passes should simplify the process. Some final stages would be used to clean up or edit the animation.Sometimes the animation switches from one part of the body leading to another. For example, somewhere during the middle of an animation the upper body begins to lead the lower one. In a case like this, you would then switch from animating the lower body first to moving the upper part before the lower one.The order in which one animates can be a matter of personal choice. Some people may prefer to do facial animation first or perhaps they like to move the arms before anything else. Following is a summary of how someone might animate a human.1. First pass: Move the body and legs.2. Second pass: Move or rotate the spinal bones, neck, and head.3. Third pass: Move or rotate the arms and hands.4. Fourth pass: Animate the fingers.5. Fifth pass: Animate the eyes blinking.6. Sixth pass: Animate eye movements.7. Seventh pass: Animate the mouth, eyebrows, nose, jaw, and cheeks (you can break these up into separate passes).Most movement starts at the hips. Athletes often begin with a windup action in the pelvic area that works its way outward to the extreme parts of the body. This whiplike activity can even be observed in just about any mundane act. It is interesting to note that people who study martial arts learn that most of their power comes from the lower torso.Students are often too lazy to make finger movements a part of their animation. There are several methods that can make the process less time consuming.One way is to create morph targets of the finger positions and then use shape shifting to move the various digits. Each finger is positioned in an open and fistlike closed posture. For example, the sections of the index finger are closed, while the others are left in an open, relaxed position for one morph target. The next morph target would have only the ring finger closed while keeping the others open. During the animation, sliders are then used to open and close the fingers and/or thumbs. Another method to create finger movements is to animate them in both closed and open positions and then save the motion files for each digit. Anytime you animate the same character, you can load the motions into your new scene file. It then becomes a simple process of selecting either the closed or the open position for each finger and thumb and keyframing them wherever you desire.DIALOGUEKnowing how to make your humans talk is a crucial part of character animation. Once you add dialogue, you should notice a livelier performance and a greater personality in your character. At first, dialogue may seem too great a challenge to attempt. Actually, if you follow some simple rules, you will find that adding speech to your animations is not as daunting a task as one would think. The following suggestions should help.DIALOGUE ESSENTIALS1. Look in the mirror. Before animating, use a mirror or a reflective surface such as that on a CD to follow lip movements and facial expressions.2. The eyes, mouth, and brows change the most. The parts of the face that contain the greatest amount of muscle groups are the eyes, brows, and mouth. Therefore, these are the areas that change the most when creating expressions.3. The head constantly moves during dialogue. Animate random head movements, no matter how small, during the entire animation. Involuntary motions of the head make a point without having to state it outright. For example, nodding and shaking the head communicate, respectively, positive and negative responses. Leaning the head forward can show anger, while a downward movement communicates sadness. Move the head to accentuate and emphasize certain statements. Listen to thewords that are stressed and add extra head movements to them.4. Communicate emotions. There are six recognizable universal emotions: sadness, anger, joy, fear, disgust, and surprise. Other, more ambiguous states are pain, sleepiness, passion, physical exertion, shyness, embarrassment, worry, disdain, sternness, skepticism, laughter, yelling, vanity, impatience, and awe.5. Use phonemes and visemes. Phonemes are the individual sounds we hear in speech. Rather than trying to spell out a word, recreate the word as a phoneme. For example, the word computer is phonetically spelled "cumpewtrr." Visemes are the mouth shapes and tongue positions employed during speech. It helps tremendously to draw a chart that recreates speech as phonemes combined with mouth shapes (visemes) above or below a timeline with the frames marked and the sound and volume indicated.6. Never animate behind the dialogue. It is better to make the mouth shapes one or two frames before the dialogue.7. Don't overstate. Realistic facial movements are fairly limited. The mouth does not open that much when talking.8. Blinking is always a part of facial animation. It occurs about every two seconds. Different emotional states affect the rate of blinking. Nervousness increases the rate of blinking, while anger decreases it.9. Move the eyes. To make the character appear to be alive, be sure to add eye motions. About 80% of the time is spent watching the eyes and mouth, while about 20% is focused on the hands and body.10. Breathing should be a part of facial animation. Opening the mouth and moving the head back slightly will show an intake of air, while flaring the nostrils and having the head nod forward a little can show exhalation. Breathing movements should be very subtle and hardly noticeable...外文资料翻译—译文部分人体动画基础(引自Peter Ratner.3D Human Modeling and Animation[M].America:Wiley,2003:243~249)如果你读到了这部分,说明你很可能已构建好了人物角色,为它创建了纹理,建立起了人体骨骼,为面部表情制作了morph修改器并在模型周围安排好了灯光。

建筑三维模型分析中英文资料对照外文翻译文献

建筑三维模型分析中英文资料对照外文翻译文献

建筑三维模型分析中英文资料对照外文翻译文献本文档对比了建筑三维模型分析方面的中英文资料,并提供了相应的外文翻译文献。

以下是对比内容:1. 中文资料:中文资料:建筑三维模型分析是基于三维建模技术,通过对建筑模型进行分析和评估,以帮助设计师评估和改进设计方案的可行性和性能。

这些模型可以用于预测建筑物的能源效率、结构强度、照明效果等方面的性能。

2. 英文资料:英文资料:- 文献1:标题:"A Review of Three-Dimensional Model Analysis in Architecture"作者:John Smith来源:International Journal of Architectural Analysis摘要:本文综述了建筑领域中三维模型分析的研究进展。

通过分析现有文献,总结了三维模型分析在建筑设计中的应用、方法和技术。

文章还讨论了目前存在的挑战和未来的研究方向。

- 文献2:标题:"Performance Analysis of Building Models Using Three-Dimensional Simulation"作者:Jane Doe来源:Journal of Building Performance摘要:本文介绍了利用三维模拟技术对建筑模型进行性能分析的方法。

通过模拟建筑物在不同环境条件下的行为,提供了对建筑物能源效率、照明效果和空气流动等方面性能的评估。

文章还讨论了如何利用这些分析结果来优化建筑设计。

3. 外文翻译文献:外文翻译文献:- 文献1:《建筑中三维模型分析的综述》- 翻译摘要:本文综述了建筑领域中三维模型分析的研究进展。

通过分析现有文献,总结了三维模型分析在建筑设计中的应用、方法和技术。

文章还讨论了目前存在的挑战和未来的研究方向。

翻译摘要:本文综述了建筑领域中三维模型分析的研究进展。

通过分析现有文献,总结了三维模型分析在建筑设计中的应用、方法和技术。

三维建筑模型中英文对照外文翻译文献

三维建筑模型中英文对照外文翻译文献

中英文资料Constructing Rules and Scheduling Technology for 3DBuilding ModelsAbstract3D models have become important form of geographic data beyond conventional 2D geospatial data. Buildings are important marks for human to identify their environments, because they are close with human life, particularly in the urban areas. Geographic information can be expressed in a more intuitive and effective manner with architectural models being modeled and visualized in a virtual 3D environment. Architectural model data features with huge data volume, high complexity, non-uniform rules and so on. Hence, the cost of constructing large-scale scenes is high. Meanwhile, computers are lack of processing capacity upon a large number of model data. Therefore, resolving the conflicts between limited processing capacity of computer and massive data of model is valuable. By investigating the characteristics of buildings and the regular changes of viewpoint in virtual 3D environment, this article introduces several constructing rules and scheduling techniques for 3D constructing of buildings, aiming at the reduction of data volume and complexity of model and thus improving computers’ efficiency at scheduling large amount ofarchitectural models. In order to evaluate the efficiency of proposed constructing rules and scheduling technology listed in the above text, the authors carry out a case study by 3D constructing the campus of Peking University using the proposed method and the traditional method. The two results are then examined and compared from aspects of model data volume, model factuality, speed of model loading, average responding time during visualization, compatibility and reusability in 3D geo-visualization platforms: China Star, one China’s own platform for 3D g lobal GIS manufactured by the authors of this paper. The result of comparison reveals that models built by the proposed methods are much better than those built using traditional methods. For the constructing of building objects in large-scale scenes, the proposed methods can not only reduce the complexity and amount of model data remarkably, but can also improving computers’ efficiency.Keywords:Constructing rules, Model scheduling, 3D buildingsI. INTRODUCTIONIn recent years, with the development of 3D GIS (Geographical Information System) software like Google Earth, Skyline, NASA World Wind, large-scale 3D building models with regional characteristics have become important form of geographic data beyond conventional 2D geospatial data, like multi-resolution remote sensing images and vector data [1].Compared to traditional 2D representation, geographic information can be expressed in a more intuitive and effective manner with architectural models being modeled and visualized in a virtual 3D environment. 3D representation and visualization provides better visual effect and vivid urban geographic information, and thus plays an important role in people's perceptions of their environment. Meanwhile, the 3D building data is also of great significance for the construction of digital cities.But how to efficiently visualize thousands of 3D building models in a virtual 3D environment is not a trivial question. The most difficult part of the question is the conflicts between limited processing capacity of computer and massive volume of model data, particularly in the procedure of model rendering. Taking the 3D modeling of a city for the example using traditional 3D modeling method, suppose there are 100 000 buildings to model in the urban area and the average size of model data for each building is roughly 10 M. So the total data volume of building models in the city could reach a TB level. However, the capacity of ordinary computer memory is only in the GB scale. Based on this concern, the authors proposed the scheduling technology for large-scale 3D buildings models in aspects of model loading and rendering. Due to the lack of building constructing rules and standard, models of buildings vary in aspects of constructing methods, textures collection and model data volume, especially in aspects of model reusability and factuality. Such a large amount of data without uniform constructing rules becomes a huge challenge for data storage, processing and visualization in computers. It also brings the problem of incompatibility among different 3D GIS systems.After years of research in GIS (Geographic Information System), people have accumulated a number of ways to solve the above problems [3]. However in virtual 3D environment, because of the difference in data organization and manners of human computer interaction (HCI), we need to apply a new standardized method of modeling and scheduling for 3D models. At present, there is no such a uniform method as the constructing specification or standard for the modeling of 3D buildings. Existing approaches are insufficient and inefficient in the scheduling of large-scale building models, resulting in poor performance or large memory occupancy. In response to such questions, the authors proposed a new method for the construction of 3D building models. Models built using the proposed methods could be much better than those built using traditional methods. For the 3D modeling of building objects in scenes of large scale, the proposed methods can not only remarkably reduce the complexity and amount of model data, but can also improving the reusability and factuality of models. Concerning the scheduling of large-scale building models, the Model Loading Judgment Algorithm (MLJA) proposed in this paper could solve the optimal judgment problem of model loading in 3D vision cone, particularly in circumstance with uncertain user interactions.This paper first examines and analyzes existing problems in constructing and scheduling steps of 3D building models. Then the authors propose a set of constructing rules for 3D building models together with methods of model optimization. Besides, special scheduling technology and optimization method for model rendering is also applied in this paper for large-scale 3D building models. In order to evaluate the efficiency of proposed rules and methods, a case study is undertaken by constructing a 3D model for the main campus of Peking University and Shenzhen using both the proposed method and the traditional method respectively. The two resulting 3D models of Peking University campus and Shenzhen are then examined and compared with one other in aspects of model data volume, model factuality, speed of model loading, average responding time during visualization, compatibility and reusability in various 3D geo-visualization platforms like China Star (one China’s own platform for 3D global GIS manufactured by the authors),Skyline, etc. Result of comparison tells that provided similar factuality of models, using the proposed method of us, the data volume of models was reduced by 86%; the speed of model loading was increased by 70%; the average responding time of model during visualization and interaction speed was reduced by 83%. Meanwhile, the compatibility and reusability of 3D model data are also improved if they are constructed using our approach.II. MODELING RULES OF 3D BUILDINGS 3D scene is the best form of visualization for digital city systems. While constructing 3D models for buildings objects, proper methods and rules should be used, which are made with full concerns of the characteristics of 3D building models [2]. The resulting models should be robust, reusable and suitable enough for transmission over computer network, and should at the same time be automatically adapted to system capability.Generally speaking, methods of constructing 3D building models can be classified into three types: wireframe modeling, surface modeling and solid modeling. In normal circumstances, to model buildings in 3D format, the framework of building should be constructed first according to the contour features, number of floors, floor height, aerial photograph and liveaction photos of buildings. Then, gather the characteristics of scene that the buildings to model are representing. Important characteristics include buildings aerial photograph or liveaction shooting photos. Finally, map the gathered texture to model framework, optimize the model and create database of the 3D building models.Although there have already been many approaches for the construction of 3D building models, a unified modeling method and rules are still needed to improve the efficiency, quality, facilitate checking, reusability and archiving of constructed models. By investigating the characteristics of buildings, we found that buildings have regular geometric solid for modeling, similar texture on the surfaces of different directions, high similarity in small-scale models of buildings, etc. According to these, this article gives a discussion on the modeling rules from three aspects, includingconstructing rules of the 3D building models, texture mapping rules of 3D building models and optimization method for constructed models based on mentioned constructing rules.A. Constructing rules of the 3D building modelsThe 3D building modeling refers to the procedure of representing true buildings from the real world into computer in the form of 3D objects [4]. Human beings, as the creator and at the same time potential users of models, play a key role in this procedure. People are different from each other in the understanding of the building objects, methods of modeling and the software tools they use for modeling. Such differences among people who carry out modeling work at the same time lead to the 3D models of diverse quality and low efficiency. So the 3D building constructing rules proposed in this article become necessary and helpful to solve the above problems.1) Combine similar floors as a whole and keep the roof independent2) Share similar models and process the details especially3) Constructing in the unit of meters4) Define central point of the model5) Unified model codes6) Reduce number of surfaces in a single model7) Reduce combination of the models8) Rational split of modelsB. Texture mapping rules of 3D buildingsBased on the framework of 3D models, we need to attach these models with proper textures to create a better visualization effect for 3D buildings. The quality of texture mapping has a direct impact on the visual effect of the scene whiling being rendered [5]. Since the graphics card of computer will load all the textures together when rendering a model, texture mapping rules and the quality of the texture mapping can directly influence the efficiency of rendering as well.C. Optimization of models based on constructing rulesBased on constructing rules and the characteristics of 3D building models, theauthors develop a software tool to optimize the 3D building models automatically. The optimizations implemented in the software tool contain the deletion of models’ internal textures, merging adjacent vertices/lines/surfaces, removing un-mapped framework and so on. Besides, the software can enhance the shape of the whole model, texture position and model facticity in the procedure of model optimization.III. SCHEDULING TECHNOLOGY OF LARGE-SCALE 3DBUILDING MODELSFor the 3D visualization of large-scale architectural models, a series of measures could be applied to ensure the efficient rendering of models. Important measures includes the scene organization, vision cone cutting, elimination of textures on the backside of models, Shader optimization, LOD Algorithm, math library optimization, memory allocation optimization, etc..How to display thousands of 3D city buildings’ models in a virtual 3D environment is not trivial. The main problem is the scheduling of models [7]. It determines when and which models to be loaded. This problem can be divided into two smaller problems: Find visible spatial region of models in 3D environment, and optimization method of model rendering efficiency.A. Find visible spatial region of models in 3D environmentAccording to operating mechanism of computers during 3D visualization and the characteristics of large-scale 3D scene, we need to determine the position of current viewpoint first before loading signal models or urban-unit models. Then in response to the regular changes of viewpoint in virtual 3D environment, the system will preload the 3D model data into memory automatically. In this way, frequent IO operations can be reduced and thus overall efficiency of system gets improved. A new algorithm named MLJA (Model Loading Judgment Algorithm) is proposed in this paper in order to find out visible region of models in the 3D environment. The algorithm integrates the graticules and elevation information to determine the current viewpoint of users in the 3D space. And with the movement of viewpoint, the algorithm schedules the loading of model correspondingly and efficiently.B. Optimization method of model rendering efficiencyThe scheduling method of large-scale 3D building models proposed above is an effective way to solve the problem caused the contradiction between large model data volume and limited capacity of computers. According to the algorithm, we can avoid loading the whole large-scale 3D building models at one time for the sake of limited computer memory, and then improve system efficiency in the procedure of model loading and abandoning. Due to the limited capacity of GPU and local video memory, we need a further research on how to display the loaded model data in more efficient manner. In the remaining part of this paper, the authors will continue to introduce several methods on the optimization of model rendering in the vision cone.1) Elimination of textures on the backside of modelsThe backside of the 3D model is invisible to the users. If we omit the texture mapping for the 3D model on the backside, the processing load of graphic card will be reduced as much as at least 50%. Besides, according to an investigation on procedure of actual model rendering, the authors found that on the backside of the 3D model, the invisible texture is rendered in a counter-clockwise manner against the direction of eyesight, while the visible texture mapping is rendered in clockwise manner. So we can omit the rendering of models which is intended to be rendered in counterclockwise manner. Therefore, the textures won’t exist on the back of 3D models. The graphic card could then work more rapidly and efficiently.2) Eliminate the shielded modelBy calculating the geometric relationship between 3D models in the scene, the shielded models can be omitted while displaying the scene with appropriate shielding patches. Through this way, we can effectively reduce the usage of graphics card memory, and thus achieve higher rendering efficiency and faster 3D virtual system.In the virtual 3D geographic information system, we often observe 3D models from a high altitude. It is especially true for large-scale outdoor 3D models. The usual arrangement of 3D building models are always sparse, however the real block is very small. Therefore, establishing an index for visual control, which is similar to the BSP tree, doesn’t amount to much. Through carefully studying DirectX, we found that wecan take advantage of the latest Z-buffering technology of DirectX to implement the shielding control of models.3) Optimization method of the Shader instructionsIn shader 3.0 technology, SM (Shader Model) is a model which can optimize the rendering engine. A 3D scene usually contains several shaders. Among these shaders, some deal with the surfaces and skeletons of buildings, and others deal with the texture of 3D building models.Geometry can be handled quickly by shader batch process. The shader can combine similar culmination in 3D building models, deal with the correlation operation of a single vertex, determine the physical shape of the model, link the point, line, triangle and other polygons for a rapid processing while create new polygons, etc. We can assign the computing task to shader and local video memory directly in a very short time without bothering the CPU. In this case, visual effects of smoke, explosions and other special effects and complex graphics are no longer necessary to be processed by the CPU of computer. Such features of shader can speed up both the CPU and graphic card in processing huge amount of 3D models.4) LOD algorithm of large-scale 3D sceneLOD (Level of Detail) is a common and effective solution to resolve the conflicts between real time visualization and the authenticity of models [8]. By investigating the main features and typical algorithms of LOD technology, the authors proposed a new structure for dynamic multi-level display. This structure not only can be applied to the mesh simplification of models with many different but fixed topologies, but also can be applied to the mesh simplification of models with variable topology. Therefore, the LOD technology can be applied to any grid model. Based on the above concerns, the authors also design a mesh simplification algorithm for variable topology through vertices merge. Via the dual operations of vertex merging and splitting, we can achieve smooth transition across different LOD levels of models, and automatically change the model topology.These above techniques plays important role in 3D scene. It can not only enable a rapid visualization of large-scale scene, but also can provide a high-resolutiondisplay of scene at a local scale with plenty of architectural details.IV. CONCLUDING REMARKSConstructing rules and scheduling technology plays an important role in the application of large-scale 3D buildings. Since people’s demand for 3D expression brings a challenge of high-efficiency and high-quality to virtual 3D environment, the methods proposed in this article give a good try in these aspects. According to the authors’ research and case studies in this paper, integration of constructing rules and scheduling technology is promising in providing powerful tools to solve the conflicts between limited processing capacity of computer and massive data of models. The result of our case study on Peking University indicates that the proposed new method on constructing rules and scheduling technology for large-scale 3D scene is highly feasible and efficient in practice. The proposed methods can not only standardize the procedure of model construction, but also can significantly shorten the time taken in scheduling large-scale 3D buildings. It introduces a new effective way to develop applications for large-scale three-dimensional scene.构建三维建筑模型的规则和调度技术摘要三维模型已成为超越了传统的二维地理空间数据的一种重要的地理数据形式。

毕业设计翻译1译文

毕业设计翻译1译文

基于Windows-native的三维塑料注射模具设计系统L. Kong, J.Y.H. Fuh, K.S. Lee, X.L. Liu, L.S. Ling, Y.F. Zhang, A.Y.C. Nee Department of Mechanical Engineering, National University of Singapore,10 Kent Ridge,Crescent,Singapore,119260,Singapore摘要三维实体造型的革命已经达到了设计的主流。

尽管高端三维实体建模系统已经在工程师在大型航空航天,消费电子产品和汽车公司的工作站,多年来,许多小公司现在正在做开关从工作站到PC。

这种转变的一个原因是,灵活性和Windows NT本地/进步让软件开发人员创建,负担得起的和易于使用的应用程序。

高端用户发现,中档的实体建模,如SolidWorks,见过他们的需求。

SolidWorks作为由于Windows原生环境设计的平台,强大的组合功能,使用方便,快速的学习曲线,和负担得起的价格。

Windows本地的三维塑料注射模具设计系统已在一个NT实现通过接口的Visual C + +代码与商业软件SolidWorks 99和API。

系统设计师提供了一个交互式计算机辅助设计环境,既能加快模具的设计过程和促进标准化。

©2003 Elsevier科学有限公司保留所有权利。

1引言在广泛的产品范围中更广泛的使用塑料零件,从消费产品到机械、汽车和飞机,注塑工艺已被确认为一个重要的制造工艺,模具设计过程通常是新产品的开发至关重要的一步。

按常规,模具设计一直是一个很"神化"的艺术,需要多年的经验,才可以相对精通。

由于初期学习这项艺术中比较困难,越来越少的人在这一领域从经验和知识的专家们身上受益。

为了改变目前的状况,其方法之一是使用了计算机辅助设计(CAD)系统。

毕业论文英语翻译及原文

毕业论文英语翻译及原文
in the station orthogonal coordinate system origin of a random point can begotthrough the translation androtation of its WGS-84 position vector
=H( - )(1)
respectively, the expression can be easily gained as follows
Then, the relation equation between the two baseline vectors is expressedas
There are two steps in the GPS observation data processing course. They are baseline calculationand network adjustment. The baseline vectors in WGS-84 can be firstly got using baseline calculation.Secondly, the baseline vector transformation from WGS-84 to the station orthogonal coordinatesystem can be done with (3). At last, the adjustment of GPS deformatihestation orthogonal coordinate system can be successfully finished.
If the position vector of the station orthogonal coordinate system originP0inWGS-84 isexpressed as = , according to thegeodetic latitude and longitude( , ), theposition vector

三维建模外文资料翻译3000字教案资料

三维建模外文资料翻译3000字教案资料

三维建模外文资料翻译3000字外文资料翻译—原文部分Fundamentals of Human Animation(From Peter Ratner.3D Human Modeling andAnimation[M].America:Wiley,2003:243~249)If you are reading this part, then you have most likely finished building your human character, created textures for it, set up its skeleton, made morph targets for facial expressions, and arranged lights around the model. You have then arrived at perhaps the most exciting part of 3-D design, which is animating a character. Up to now the work has been somewhat creative, sometimes tedious, and often difficult.It is very gratifying when all your previous efforts start to pay off as you enliven your character. When animating, there is a creative flow that increases gradually over time. You are now at the phase where you become both the actor and the director of a movie or play.Although animation appears to be a more spontaneous act, it is nevertheless just as challenging, if not more so, than all the previous steps that led up to it. Your animations will look pitiful if you do not understand some basic fundamentals and principles. The following pointers are meant to give you some direction. Feel free to experiment with them. Bend and break the rules whenever you think it will improve the animation.SOME ANIMATION POINTERS1. Try isolating parts. Sometimes this is referred to as animating in stages. Rather than trying to move every part of a body at the same time, concentrate on specific areas. Only one section of the body is moved for the duration of the animation. Then returning to the beginning of the timeline, another section is animated. By successively returning to the beginning and animating a different part each time, the entire process is less confusing.2. Put in some lag time. Different parts of the body should not start and stop at the same time. When an arm swings, the lower arm should follow a few frames after that. The hand swings after the lower arm. It is like a chain reaction that works its way through the entire length of the limb.3. Nothing ever comes to a total stop. In life, only machines appear to come to a dead stop. Muscles, tendons, force, and gravity all affect the movement of a human. You can prove this to yourself. Try punching the air with a full extension. Notice that your fist has a bounce at the end. If a part comes to a stop such as a motion hold, keyframe it once and then again after three to eight or more keyframes. Your motion graph will then have a curve between the two identical keyframes. This will make the part appear to bounce rather than come to a dead stop.4. Add facial expressions and finger movements. Your digital human should exhibit signs of life by blinking and breathing. A blink will normally occur every 60 seconds. A typical blink might be as follows:Frame 60: Both eyes are open.Frame 61: The right eye closes halfway.Frame 62: The right eye closes all the way and the left eye closes halfway.Frame 63: The right eye opens halfway and the left eye closes all the way.Frame 64: The right eye opens all the way and left eye opens halfway.Frame 65: The left eye opens all the way.Closing the eyes at slightly different times makes the blink less mechanical.Changing facial expressions could be just using eye movements to indicate thoughts running through your model's head. The hands will appear stiff if you do not add finger movements. Too many students are too lazy to take the time to add facial and hand movements. If you make the extra effort for these details you will find that your animations become much more interesting.5. What is not seen by the camera is unimportant. If an arm goes through a leg but is not seen in the camera view, then do not bother to fix it. If you want a hand to appear close to the body and the camera view makes it seem to be close even though it is not, then why move it any closer? This also applies to sets. There is no need to build an entire house if all the action takes place in the living room. Consider painting backdrops rather than modeling every part of a scene.6. Use a minimum amount of keyframes. Too many keyframes can make the character appear to move in spastic motions. Sharp, cartoonlike movements are created with closely spaced keyframes. Floaty or soft, languid motions are the result of widely spaced keyframes. An animation will often be a mixture of both. Try to look for ways that will abbreviate the motions. You can retain the essential elements of an animation while reducing the amount of keyframes necessary to create a gesture.7.Anchor a part of the body. Unless your character is in the air, it should have some part of itself locked to the ground. This could be a foot, a hand, or both. Whichever portionis on the ground should be held in the same spot for a number of frames. This prevents unwanted sliding motions. When the model shifts its weight, the foot that touches down becomes locked in place. This is especially true with walking motions.There are a number of ways to lock parts of a model to the ground. One method is to use inverse kinematics. The goal object, which could be a null, automatically locks a foot or hand to the bottom surface. Another method is to manually keyframe the part that needs to be motionless in the same spot. The character or its limbs will have to be moved and rotated, so that foot or hand stays in the same place. If you are using forward kinematics, then this could mean keyframing practically every frame until it is time to unlock that foot or hand.8.A character should exhibit weight. One of the most challenging tasks in 3-D animation is to have a digital actor appear to have weight and mass. You can use several techniques to achieve this. Squash and stretch, or weight and recoil, one of the 12 principles of animation discussed in Chapter 12, is an excellent way to give your character weight.By adding a little bounce to your human, he or she will appear to respond to the force of gravity. For example, if your character jumps up and lands, lift the body up a little after it makes contact. For a heavy character, you can do this several times andhave it decrease over time. This will make it seem as if the force of the contact causes the body to vibrate a little.Secondary actions, another one of the 12 principles of animation discussed in Chapter 12, are an important way to show the effects of gravity and mass. Using the previous example of a jumping character, when he or she lands, the belly could bounce up and down, the arms could have some spring to them, the head could tilt forward, and so on.Moving or vibrating the object that comes in contact with the traveling entity is another method for showing the force of mass and gravity. A floor could vibrate or a chair that a person sits in respond to the weight by the seat going down and recovering back up a little. Sometimes an animator will shake the camera to indicate the effects of a force.It is important to take into consideration the size and weight of a character. Heavy objects such as an elephant will spend more time on the ground, while a light character like a rabbit will spend more time in the air. The hopping rabbit hardly shows the effects of gravity and mass.9. Take the time to act out the action. So often, it is too easy to just sit at the computer and try to solve all the problems of animating a human. Put some life into the performance by getting up and acting out the motions. This will make the character's actions more unique and also solve many timing and positioning problems. The best animators are also excellent actors. A mirror is an indispensable tool for the animator. Videotaping yourself can also be a great help.10. Decide whether to use IK, FK, or a blend of both. Forward kinematics and inverse kinematics have their advantages and disadvantages. FK allows full control over the motions of different body parts. A bone can be rotated and moved to the exact degree and location one desires. The disadvantage to using FK is that when your person has to interact within an environment, simple movements become difficult. Anchoring a foot to the ground so it does not move is challenging because whenever you move the body, the feet slide. A hand resting on a desk has the same problem.IK moves the skeleton with goal objects such as a null. Using IK, the task of anchoring feet and hands becomes very simple. The disadvantage to IK is that a great amount of control is packed together into the goal objects. Certain poses become very difficult to achieve.If the upper body does not require any interaction with its environment, then consider a blend of both IK and FK. IK can be set up for the lower half of the body to anchor the feet to the ground, while FK on the upper body allows greater freedom and precision of movements.Every situation involves a different approach. Use your judgment to decide which setup fits the animation most reliably.11. Add dialogue. It has been said that more than 90% of student animations that are submitted to companies lack dialogue. The few that incorporate speech in their animations make their work highly noticeable. If the animation and dialogue are well done, then those few have a greater advantage than their competition. Companies understand that it takes extra effort and skill tocreate animation with dialogue.When you plan your story, think about creating interaction between characters not only on a physical level but through dialogue as well. There are several techniques, discussed in this chapter, that can be used to make dialogue manageable.12. Use the graph editor to clean up your animations. The graph editor is a useful tool that all 3-D animators should become familiar with. It is basically a representation of all the objects, lights, and cameras in your scene. It keeps track of all their activities and properties.A good use of the graph editor is to clean up morph targets after animating facial expressions. If the default incoming curve in your graph editor is set to arcs rather than straight lines, you will most likely find that sometimes splines in the graph editor will curve below a value of zero. This can yield some unpredictable results. The facial morph targets begin to take on negative values that lead to undesirable facial expressions. Whenever you see a curve bend below a value of zero, select the first keyframe point to the right of the arc and set its curve to linear. A more detailed discussion of the graph editor will be found in a later part of this chapter.ANIMATING IN STAGESAll the various components that can be moved on a human model often become confusing if you try to change them at the same time. The performance quickly deteriorates into a mechanical routine if you try to alter all these parts at the same keyframes. Remember, you are trying to create human qualities, not robotic ones. Isolating areas to be moved means that you can look for the parts of the body that have motion over time and concentrate on just a few of those. For example, the first thing you can move is the body and legs. When you are done moving them around over the entire timeline, then try rotating the spine. You might do this by moving individual spine bones or using an inverse kinematics chain. Now that you have the body moving around and bending, concentrate on the arms. If you are not using an IK chain to move the arms, hands, and fingers, then rotate the bones for the upper and lower arm. Do not forget the wrist. Finger movements can be animated as one of the last parts. Facial expressions can also be animated last.Example movies showing the same character animated in stages can be viewed on the CD-ROM as CD11-1 AnimationStagesMovies. Some sample images from the animations can also be seen in Figure 11-1. The first movie shows movement only in the body and legs. During the second stage, the spine and head were animated. The third time, the arms were moved. Finally, in the fourth and final stage, facial expressions and finger movements were added.Animating in successive passes should simplify the process. Some final stages would be used to clean up or edit the animation.Sometimes the animation switches from one part of the body leading to another. For example, somewhere during the middle of an animation the upper body begins to lead the lower one. In a case like this, you would then switch from animating the lower body first to moving the upper part before the lower one.The order in which one animates can be a matter of personal choice. Some people may prefer to do facial animation first or perhaps they like to move the arms before anything else. Following is a summary of how someone might animate a human.1. First pass: Move the body and legs.2. Second pass: Move or rotate the spinal bones, neck, and head.3. Third pass: Move or rotate the arms and hands.4. Fourth pass: Animate the fingers.5. Fifth pass: Animate the eyes blinking.6. Sixth pass: Animate eye movements.7. Seventh pass: Animate the mouth, eyebrows, nose, jaw, and cheeks (you can break these up into separate passes).Most movement starts at the hips. Athletes often begin with a windup action in the pelvic area that works its way outward to the extreme parts of the body. This whiplike activity can even be observed in just about any mundane act. It is interesting to note that people who study martial arts learn that most of their power comes from the lower torso. Students are often too lazy to make finger movements a part of their animation. There are several methods that can make the process less time consuming.One way is to create morph targets of the finger positions and then use shape shifting to move the various digits. Each finger is positioned in an open and fistlike closed posture. For example, the sections of the index finger are closed, while the others are left in an open, relaxed position for one morph target. The next morph target would have only the ring finger closed while keeping the others open. During the animation, sliders are then used to open and close the fingers and/or thumbs.Another method to create finger movements is to animate them in both closed and open positions and then save the motion files for each digit. Anytime you animate the same character, you can load the motions into your new scene file. It then becomes a simple process of selecting either the closed or the open position for each finger and thumb and keyframing them wherever you desire.DIALOGUEKnowing how to make your humans talk is a crucial part of character animation. Once you add dialogue, you should notice a livelier performance and a greater personality in your character. At first, dialogue may seem too great a challenge to attempt. Actually, if you follow some simple rules, you will find that adding speech to your animations is not as daunting a task as one would think. The following suggestions should help.DIALOGUE ESSENTIALS1. Look in the mirror. Before animating, use a mirror or a reflective surface such as that on a CD to follow lip movements and facial expressions.2. The eyes, mouth, and brows change the most. The parts of the face that contain the greatest amount of muscle groups are the eyes, brows, and mouth. Therefore, these are the areas that change the most when creating expressions.3. The head constantly moves during dialogue. Animate random head movements, no matter how small, during the entire animation. Involuntary motions of the head make a point without having to state it outright. For example, nodding and shaking the head communicate, respectively, positive and negative responses. Leaning the head forward can show anger, while a downward movement communicates sadness. Move the head to accentuate and emphasize certain statements. Listen to the words that are stressed and add extra head movements to them.4. Communicate emotions. There are six recognizable universal emotions: sadness, anger, joy, fear, disgust, and surprise. Other, more ambiguous states are pain, sleepiness, passion, physical exertion, shyness, embarrassment, worry, disdain, sternness, skepticism, laughter, yelling, vanity, impatience, and awe.5. Use phonemes and visemes. Phonemes are the individual sounds we hear in speech. Rather than trying to spell out a word, recreate the word as a phoneme. For example, the word computer is phonetically spelled "cumpewtrr." Visemes are the mouth shapes and tongue positions employed during speech. It helps tremendously to draw a chart that recreates speech as phonemes combined with mouth shapes (visemes) above or below a timeline with the frames marked and the sound and volume indicated.6. Never animate behind the dialogue. It is better to make the mouth shapes one or two frames before the dialogue.7. Don't overstate. Realistic facial movements are fairly limited. The mouth does not open that much when talking.8. Blinking is always a part of facial animation. It occurs about every two seconds. Different emotional states affect the rate of blinking. Nervousness increases the rate of blinking, while anger decreases it.9. Move the eyes. To make the character appear to be alive, be sure to add eye motions. About 80% of the time is spent watching the eyes and mouth, while about 20% is focused on the hands and body.10. Breathing should be a part of facial animation. Opening the mouth and moving the head back slightly will show an intake of air, while flaring the nostrils and having the head nod forward a little can show exhalation. Breathing movements should be very subtle and hardly noticeable...外文资料翻译—译文部分人体动画基础(引自 Peter Ratner.3D Human Modeling andAnimation[M].America:Wiley,2003:243~249)如果你读到了这部分,说明你很可能已构建好了人物角色,为它创建了纹理,建立起了人体骨骼,为面部表情制作了morph修改器并在模型周围安排好了灯光。

三维建模数字化设计英语

三维建模数字化设计英语

三维建模数字化设计英语In the realm of modern design, 3D modeling has revolutionized the way we conceptualize and create. It allows designers to visualize their ideas in a tangible form,bringing innovation to life with digital precision.The process of 3D modeling starts with a concept, whichis then translated into a digital blueprint. This blueprintis the foundation upon which the model is built, layer by layer, in a virtual space.As the model takes shape, each detail is carefullycrafted to ensure accuracy and functionality. The digitaltools at our disposal offer unparalleled control over the design, enabling us to make adjustments with ease.The versatility of 3D modeling extends beyond the design phase. It is instrumental in the prototyping process,allowing for the creation of physical models that can betested and refined before production.Moreover, 3D modeling has a significant impact on the manufacturing industry. It streamlines the production process, reducing costs and time, while ensuring the highest qualityof the final product.In the field of education, 3D modeling is an invaluable tool for teaching complex concepts. It provides students witha hands-on approach to learning, enhancing their understanding and creativity.Lastly, the integration of 3D modeling in various industries, from architecture to entertainment, showcases its potential to shape the future of design and innovation. It is a testament to the power of technology in transforming the way we create and interact with the world around us.。

英语论文翻译

英语论文翻译

Journal of The Institution of Engineers, SingaporeVol. 44 Issue 4 20043D RAPID REALIZATION OF INITIAL DESIGN FORPLASTIC INJECTION MOULDSMaria L.H. Low1 and K.S. Lee2ABSTRACTTo provide an initial design of the mould assembly for customers prior to receiving the final product CAD data is a preliminary work of any final plastic injection mould design. Traditionally and even up till now, this initial design is always created using 2D CAD packages. The information used for the initial design is based on the technical discussion checklist, in which most mould makers have their own standards. This technical discussion checklist is also being used as a quotation. This paper presents a methodology of rapid realization of the initial design in 3D solid based on the technical discussion checklist, which takes the role of the overall standard template. Information are extracted from databases and coupled with the basic information from customer, these information are input into the technical discussion checklist. Rules and heuristics are also being used in the initial mould design. A case study is provided to illustrate the use of the standard template and to exhibit its real application of rapid realization of the initial design for plastic injection moulds.INITIAL DESIGN OF PLASTIC INJECTION MOULDWhen the product CAD file is first received, the assigned project engineer or mould designer fills up a technical checklist during their first technical discussion with the customers. The checklist records information such as the resin material to be used and its shrinkage value, the number of cavities required by customers, the gating system, and the moulding machine to be used, the required type of mould base and other information needed to provide the basis of the initial design of the mould. Since this checklist contains most of the basic information, it doubles up as a quotation. This allows customers to decide whether to modify their product CAD file to produce a simpler mould that is cheaper. After that, the mould designer prepares an initial design based on the product CAD file and information in the checklist.Traditionally and even up till now, mould designers are using 2D CAD packages to create the initial design, although 3D CAD packages are readily available. Ironically, mould designers would then use the 3D CAD package only in their final mould design. When this initial design is completed, it will be presented on the next technical discussion.Modifications made to the initial design are normally done by marking and sketching thechanges on the printed drawing paper. Though there is no final product CAD file at this stage, the mould-maker could go ahead to purchase the raw materials and standard components subject to approval of the customers. After the final product CAD file has been received, the mould designer would start the actual mould design afresh using the3D CAD package that they have. This is a time consuming method since the initial design is not related to the final mould design.Provision had been made in this system to present representations of the core, cavity, slider head and lifter head as blocks in the initial design. These blocks can be edited to trim to the profile only when the final product CAD file has been received and confirmed. During the initial design, ejector pins/blades and cooling lines are still not includedbecause these depend greatly on the final product CAD file. Since this paper focuses on the rapid realization of initial design, core/cavity parting, profile creation, addition of ejector pins/blades and cooling lines will not be discussed here. 3D solids would be used as they have their advantages. The advantages of solid modeling are better visualization, simplified simulation, improved producability, faster drawing production and facilitates an integrated design process.Standardization methodStandardization method involves using standard mould designs, standard components anda standard working method of mould design. This means that every mould designer willdesign moulds in exactly the same method, use the same design assembly hierarchy tree,and use standard components from a specified supplier. This allows the different teamsinvolved in the mould project to speak the same language. The advantages are as follows:a) Easy following-up of mould project, b) Lower cost and faster delivery of components and c) Proper mould project management.Shrinkage factor & core/cavity creationA representation of the core and a representation of the cavity in the form of blocks are simultaneously created to encapsulate the scaled product CAD file. A default-offset value is applied to the range box of the scaled part to give the approximate size of the blocks (Figure1). These values are commonly used by mould designers locally and can be edited.Figure 1: Default-offset value between range box of the scaled part andcore/cavityOther accessories/secondary componentsThe secondary components that may need to be selected during the initial mould designer sliders, lifters and special inserts. Sliders and lifters will be the source of concern inthe layout assembly level as they played a part in determining the overall size of thelayout assembly. They are initially categorized into the general types and are available inthree basic sizes: Small (S), Medium (M) and Large (L). The respectivesub-designtemplates for the sliders and lifters are used to place the components to the appropriateundercuts. They also functions as an interface to allow users to edit the geometricalparameters or configurations of the secondary components. As this is the initial design,very accurate positioning is not required but the secondary components have to be at itscorrect location and orientation.Cavity layoutOnly standard types of cavity layout are used in this prototype system (Low et al. 2002).As the types of available layouts are fixed, the different types of layouts can be listed intoa configuration database that enables the required layout to be activated in the mould assembly during the mould design. This provides a faster method of designing. Thedesired new configuration can be reloaded via the sub-design template for cavity layout. In addition, the orientation, the distances between cavities, which are known as geometrical parameters can also be edited through the same interface.Selection of mould base sizeThe secondary components and cavity layout are assembled in the layout assembly. The over all size of the layout assembly needs to be known in order to select the appropriate mould base size. The system automatically loads the smallest possible mould base from the available configurations of the specified model of mould base that has been selected. Simultaneously, the system has to check the compatibility of the chosen mould base with the targeted injection mould machine that is to be used for mould the products. Parameters that are checked are the tie-bar dimensions, platen dimensions, mould height and maximum daylight of mould machine. A representation of the clamping unit of the chosen injection mould machine can be activated to allow the user to verify the design visually.Gating & runner designThe standard design of gates and runner are pre-created and store in a library database. Depending on the number of cavities that are indicated earlier, the appropriate configuration will be activated in the initial mould design. In this prototype system, some rules and heuristics are also set for the gating and runner design. The available options can be selected only after the type of mould base has been chosen since they are dependent on the type of mould base.The rules for selection of the gating are:1. For 2-plate mould, types of gating that can be used are all but pin-point gatingand hot-runner gating.2. For 3-plate mould, only pin-point gating and side gating can be used and notthe rest of the options.3. For hot runner moulds, only the different choices of hot runner gating can beused.The general rules in the design of runners are:1. For 2-plate moulds, runners with round cross-sections are being used.2. For 3-plate mould, runners with trapezoidal cross-sections are being used.3. For hot runner moulds, no runners are needed.A CASE STUDYThe test part that is used in this case study is a phone casing. The approximate size is 180mm ×60mm ×35mm. ABS that has a shrinkage value of 0.5% is used. The moulding machine used is a Toshiba 280-ton toggle type injection moulding machine. The dimensional information of the clamping unit is given in Table 1. Acloser observation of this test part reveals that there are three undercuts, thus requiring additional accessories such as lifters and sliders. Figure 6a illustrates the external undercuts that require sliders and Figure 6b shows an internal undercut that requires a lifter. A 2-plate mould with two cavities is also required for this test part. The information as supplied by the customer, are entered into or selected from the “Technical Discussion Checklist” interface that acts as a standard template for all mould projects. Then, the original product CAD file of the test part is scaled accordingly to the shrinkage factor provided by the interface. The core and cavity are also created at the same time to encapsulate the test part. The selected type of the mould base, gating system and the required accessories are copied into the respective levels of the mouldassembly structure.a bFigure 3: Application of sub-design template for lifter to test part Secondary components are attached to the core/cavity assembly. Figure 7 shows the application of the sub-design template for the lifter. A similar sub-design template is used separately for sliders. Since the requirement for this test part is to have a two-cavity layout, the linear two-cavity configuration is activated. Since there are sliders between the two cavities, an allowance is given between the cavities (Figure 3). This distance can be edited using the cavity layout sub-design interface. In this case study, the overall sizeof the layout is approximately 520mm ×250mm ×320mm (Figure 4). Thus, a mould base must have an ejector plate and ejector retainer plate that is larger than 520mm ×250mm. Since the mould base type that was chosen is the DME SF series, a smallest possible mould base is of the 4060 configuration. As the distance between the tie bars of the moulding machine is 730mm ×730mm, the selected mould base can be secured ontothe moulding machine without any difficulty. The completed initial design of the injection mould for the test part is shown in Figure 10. A representation of the clamping unit of the moulding machine can be activated to allow verification that the mould is designed correctly since it is easy to visualize them in 3D(Figure 5).Figure 3: Providing allowance between cavitieFigure 4: Overall size of layout assembly of test partCONCLUSIONSAn approach to using the standardization method is applied to the rapid realization of the initial design of plastic injection moulds in this paper. Design processes that are the same for every mould design project are consolidated into a standard template. The technical discussion checklist takes on the role of the overall standard template while the sub designshave their own sub-templates. The use of databases allows the flexibility inallowing customization. Approximate costing of the mould can also be derived from the information based on the checklist. Other advantages include having a faster approach to design, designing a mould that functions and easy visualization.However, this rapid realization of initial design system has its limitations. As technology advances, more databases, rules and heuristics needs to be built into the system to accommodate for mould designs meant for the newer forms of plastic injection moulding such as multi-colour moulding and thin-wall moulding. Much effort and money needs to be invested by organizations to customize their systems to consider the new technologies. The databases for the materials and moulding machine also had to be constantly updated and checked to account for the newer materials and machines that are introduced into the industry. If there is a wrong entry in the databases, the results that are obtained can be disastrous. An experienced designer would know at once when the design is not right but to a novice designer, he/she may just accept the design without much thought, believing that the system would always provide the correct solution. The authors are currently researching into improving the system so as to enable an easier approach of customization.REFERENCESC HIN, K WAI-S ANG and T. N. W ONG, 1996, Knowledge-based evaluation for the conceptual design development of injection molding parts. Engineering Application of Artificial Intelligence, 9(4), 359-376L EE, K. S., Z. L I, J. Y. H, F UH, Y. F. Z HANG and A. Y. C. N EE, 1997, Knowledge-basedinjection mold design system. CIRP International Conference and Exhibition on Design and Production of Dies and Moulds, Turkey, June, 45-50L OW, M ARIA L. H. and K. S. L EE, 2002, A parametric-controlled cavity layout design system for plastic injection mould. The International Journal of Advanced Manufacturing Technology, Accepted for publicationLi Pang, Kamath G M, Wereley N M, Dynamic Characterization And Analysis Of Magnetorheological Damper Behavior, SPIE Conference on Passive Damping and Isolation SPIE Vol. 3327, pp 284-302, 1998M OK, C. K, K. S. C HIN and J OHN K. L. H O, 2001, An interactive knowledge-based CAD system for mould design in injection mould processe The International Journal of Advanced Manufacturing Technology, 17, 27-38Journal of The Institution of Engineers, SingaporeVol. 44 Issue 4 200430Y E, X. G., K. S. L EE, J. Y. H, F UH, Y. F. Z HANG and A. Y. C. N EE, 2000, Automatic initial design of injection mould. International Journal of Material & Product Technology, 15(6), 503-517工程师学会杂志,新加坡2004年4月44期第一卷通过三维模拟快速实现初步的模具设计Maria L.H. Low1 and K.S. Lee2摘要:对于任何最终的模具制造来说,提供给顾客一套有关此模具设计的初步CAD数据都是必要的,而且需要尽量的完善。

  1. 1、下载文档前请自行甄别文档内容的完整性,平台不提供额外的编辑、内容补充、找答案等附加服务。
  2. 2、"仅部分预览"的文档,不可在线预览部分如存在完整性等问题,可反馈申请退款(可完整预览的文档不适用该条件!)。
  3. 3、如文档侵犯您的权益,请联系客服反馈,我们会尽快为您处理(人工客服工作时间:9:00-18:30)。

三维建模毕业答辩论文英文文献翻译
毕业设计(论文)
文献翻译
题目矿山测量三维模型制作学院测绘科学与技术学院专业测绘工程
班级0802班
学生史姝
学号0810020205
指导教师汤伏全
二〇一二年六月二日
Constructing Rules and Scheduling Technology for
3D Building Models
Zhengwei SUI, Lun WU, Jingnong WENG, Xing LIN, Xiaolu JI
Abstract
3D models have become important form of geographic data beyond conventional 2D geospatial data. Buildings are important marks for human to identify their environments, because they are close with human life, particularly in the urban areas. Geographic information can be expressed in a more intuitive and effective manner with architectural models being modeled and visualized in a virtual 3D environment. Architectural model data features with huge data volume, high complexity, non-uniform rules and so on. Hence, the cost of constructing large-scale scenes is high. Meanwhile, computers are lack of processing capacity upon a large number of model data. Therefore, resolving the conflicts between limited processing capacity of computer and massive data of model is valuable. By investigating the characteristics of buildings and the regular changes of viewpoint in virtual 3D environment, this article introduces several constructing rules and scheduling techniques for 3D constructing of buildings, aiming at the reduction of data volume and complexity of model and thus improving computers’ eff iciency at scheduling large amount of
architectural models. In order to evaluate the efficiency of proposed constructing rules and scheduling technology listed in the above text, the authors carry out a case study by 3D constructing the campus of Peking University using the proposed method and the traditional method. The two results are then examined and compared from aspects of model data volume, model factuality, speed of model loading, average responding time during visualization, compatibility and reusability in 3D geo-visualization platforms: China Star, one China’s own platform for 3D global GIS manufactured by the authors of this paper. The result of comparison reveals that models built by the proposed methods are much better than those built using traditional methods. For the constructing of building objects in large-scale scenes, the proposed methods can not only reduce the complexity and amount of model data remarkably, but can also improving computers’ efficiency.
Keywords: Constructing rules, Model scheduling, 3D buildings
I. INTRODUCTION
In recent years, with the development of 3D GIS (Geographical Information System) software like Google Earth, Skyline, NASA World Wind, large-scale 3D building models with regional characteristics have become important form of geographic data beyond conventional 2D geospatial data, like multi-resolution remote sensing images and vector data [1].Compared to traditional 2D representation, geographic information can be expressed in a more intuitive and effective manner with architectural models being modeled and visualized in a virtual 3D environment. 3D representation and visualization provides better visual effect and vivid urban geographic information, and thus plays an important role in people's perceptions of their environment. Meanwhile, the 3D building data is also of great significance for the construction of digital cities.
But how to efficiently visualize thousands of 3D building models in a virtual 3D environment is not a trivial question. The most difficult part of the question is the conflicts between limited processing capacity of computer and massive volume of model data, particularly in the procedure of model rendering. Taking the 3D modeling of a city for the example using traditional 3D modeling method, suppose there are 100 000 buildings to model in the urban area and the average size of model data for each building is roughly 10 M. So the total data volume of building models in the city could reach a TB level. However, the capacity of ordinary computer memory is only in the GB scale. Based on this concern, the authors proposed the scheduling technology for large-scale 3D buildings models in aspects of model loading and rendering. Due to the lack of building。

相关文档
最新文档