scholarly journals On a proper acute triangulation of a polyhedral surface

2011 ◽  
Vol 311 (17) ◽  
pp. 1903-1909 ◽  
Author(s):  
H. Maehara
1997 ◽  
Vol 16 (3) ◽  
pp. C39-C46 ◽  
Author(s):  
Shigeru Kuriyama ◽  
Keihachiro Tachibana

2004 ◽  
Vol 126 (6) ◽  
pp. 1017-1026 ◽  
Author(s):  
Masaru Kageura ◽  
Kenji Shimada

This paper presents a computational method for finding the shortest path along polyhedral surfaces. This method is useful for verifying that there is a sufficient distance between two electrical components to prevent the occurrence of a spark between them in product design. We propose an extended algorithm based on the Kanai-Suzuki method, which finds an approximate shortest path by reducing the problem to searching the shortest path on the discrete weighted graph that corresponds to a polyhedral surface. The accuracy of the solution obtained by the Kanai-Suzuki method is occasionally insufficient for our requirements in product design. To achieve higher accuracy without increasing the computational cost drastically, we extend the algorithm by adopting two additional methods: “geometrical improvement” and the “K shortest path algorithm.” Geometrical improvement improves the local optimality by using the geometrical information around a path obtained by the graph method. The K shortest path algorithm, on the other hand, improves the global optimality by finding multiple initial paths for searching the shortest path. For some representative polyhedral surfaces we performed numerical experiments and demonstrated the effectiveness of the proposed method by comparing the shortest paths obtained by the Chen-Han exact method and the Kanai-Suzuki approximate method with the ones obtained by our method.


2002 ◽  
Vol 26 (5) ◽  
pp. 733-743 ◽  
Author(s):  
Emanoil Zuckerberger ◽  
Ayellet Tal ◽  
Shymon Shlafman

Author(s):  
Weihang Zhu ◽  
Yuan-Shin Lee

This paper presents a visibility sphere marching algorithm of constructing polyhedral models from Dexel volume models in haptic virtual sculpting for virtual prototyping and manufacturing. This paper presents a top-down approach in analyzing the conversion problem. The proposed visibility sphere marching algorithm is composed of 3 sub-algorithms: roof and floor covering, wall-building and hole-filling algorithms. Dexel volume model is used as the in-process model representation during interactive modification in a virtual sculpting system. The stock material represented in Dexel volume model is sculpted into a designed model using a developed haptic sculpting system. The sculpted Dexel volume model can be converted to polyhedral surface model in STL format by the proposed visibility sphere marching algorithm. Polyhedral surface model can then be input to and processed by available CAM (Computer-aided Manufacturing) or RP (Rapid Prototyping) systems. The presented technique can be used in virtual sculpting, CAD/CAM, NC (numerically-controlled) machining verification, and rapid prototyping.


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