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Luu, Thu Huong; Altenhofen, Christian; Ewald, Tobias; Stork, André; Fellner, Dieter W.

Efficient Slicing of Catmull–Clark Solids for 3D Printed Objects with Functionally Graded Material


Computers & Graphics

In the competition for the volumetric representation most suitable for functionally graded materials in additively manufactured (AM) objects, volumetric subdivision schemes, such as Catmull-Clark (CC) solids, are widely neglected. Although they show appealing properties, e_cient implementations of some fundamental algorithms are still missing. In this paper, we present a fast algorithm for direct slicing of CC-solids generating bitmaps printable by multi-material AMmachines. Our method optimizes runtime by exploiting constant time limit evaluation and other structural characteristics of CCsolids. We compare our algorithm with the state of the art in trivariate trimmed spline representations and show that our algorithm has similar runtime behavior as slicing trivariate splines, fully supporting the benefits of CC-solids.

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Altenhofen, Christian; Luu, Thu Huong; Grasser, Tim; Dennstädt, Marco; Mueller-Roemer, Johannes; Weber, Daniel; Stork, André

Continuous Property Gradation for Multi-material 3D-printed Objects


Solid Freeform Fabrication 2018: Proceedings of the 29th Annual International Solid Freeform Fabrication Symposium - An Additive Manufacturing Conference

Annual International Solid Freeform Fabrication Symposium - An Additive Manufacturing Conference <29, 2018, Austin, TX, USA>

Modern AM processes allow for printing multiple materials. The resulting objects can be stiff/dense in some areas and soft/porous in others, resulting in distinct physical properties. However, modeling material gradients is still tedious with current approaches, especially when smooth transitions are required. Current approaches can be distinguished into a) NURBS-BReps-based and b) voxel-based. In case of NURBS-BReps, discrete material distributions can be modeled by manually introducing separate shells inside the object; smooth gradation can only be approximated in discrete steps. For voxel representations, gradation is discrete by design and comes along with an approximation error. In addition, interacting on a per-voxel basis is tedious for the designer/engineer. We present a novel approach for representing material gradients in volumetric models using subdivision schemes, supporting continuity and providing elegant ways for interactive modeling of locally varying properties. Additionally, the continuous volumetric representation allows for on-demand sampling at any resolution required by the 3D printer.

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Volk, Rebekka; Luu, Thu Huong; Mueller-Roemer, Johannes; Sevilmis, Neyir; Schultmann, Frank

Deconstruction Project Planning of Existing Buildings Based on Automated Acquisition and Reconstruction of Building Information


Automation in Construction

During their lifecycles, buildings are changed and adapted to the requirements of generations of users, residents and proprietaries over several decades. At the end of their life time, buildings undergo either retrofit or deconstruction (and replacement) processes. And, modifications and deviations of the original building structure, equipment and fittings as well as the deterioration and contamination of buildings are often not well documented or only available in an outdated and unstructured way. Thus, in many existing buildings, incomplete, obsolete or fragmented building information is predominating and hampering retrofit and deconstruction project planning. To plan change or deconstruction measures in existing buildings, buildings are audited manually or with stationary laser scans which requires great effort of skilled staff and expensive equipment. Furthermore, current building information models or deconstruction planning systems are often not able to deal with incomplete building information as it occurs in existing buildings. We develop a combined system named ResourceApp of a hardware sensor with software modules for building information acquisition, 3D reconstruction, object detection, building inventory generation and optimized project planning. The mobile and wearable system enables planner, experts or decision makers to inspect a building and at the same time record, analyze, reconstruct and store the building digitally. For this purpose, a Kinect sensor acquires point clouds and developed algorithms analyze them in real-time to detect construction elements. From this information, a 3D building model and building inventory is automatically derived. Then, the generated building reconstruction information is used for optimized project planning with a solution algorithm of the multi-mode resource-constrained project scheduling problem (MRCPSP) at hand. In contrast to existing approaches, the system allows mobile building recording during building walkthrough, real-time reconstruction and object detection. And, based on the automatically captured and processed building conditions by sensor data, the system performs an integrated project planning of the building deconstruction with available resources and the required decontamination and deconstruction activities. Furthermore, it optimizes time and cost considering secondary raw material recovery, usage of renewable resources, staff qualification, onsite logistics, material storage and recycling options. Results from field tests on acquisition, reconstruction and deconstruction planning are presented and discussed in an extensive non-residential case study. The case study shows that the building inventory masses are quite well approximated and project planning works well based on the chosen methods. Nevertheless, future testing and parameter adjustment for the automated data processing is needed and will further improve the systems' quality, effectiveness and accuracy. Future research and application areas are seen in the quantification and analysis of the effects of missing data, the integration of material classification and sampling sensors into the system, the system connection to Building Information Modelling (BIM) software via a respective interface and the transfer and extension to retrofit project planning.

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Altenhofen, Christian; Loosmann, Felix; Mueller-Roemer, Johannes; Grasser, Tim; Luu, Thu Huong; Stork, André

Integrating Interactive Design and Simulation for Mass Customized 3D-Printed Objects - A Cup Holder Example


Solid Freeform Fabrication 2017: Proceedings of the 28th Annual International Solid Freeform Fabrication Symposium - An Additive Manufacturing Conference

Annual International Solid Freeform Fabrication Symposium - An Additive Manufacturing Conference <28, 2017, Austin, USA>

We present an approach for integrating interactive design and simulation for customizing parameterized 3D models. Instead of manipulating the mesh directly, a simplified interface for casual users allows for adapting intuitive parameters, such as handle diameter or height of our example object - a cup holder. The transition between modeling and simulation is performed with a volumetric subdivision representation, allowing direct adaption of the simulation mesh without re-meshing. Our GPU-based FEM solver calculates deformation and stresses for the current parameter configuration within seconds with a pre-defined load case. If the physical constraints are met, our system allows the user to 3D print the object. Otherwise, it provides guidance which parameters to change to optimize stability while adding as little material as possible based on a finite differences optimization approach. The speed of our GPU-solver and the fluent transition between design and simulation renders the system interactive, requiring no pre-computation.

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Luu, Thu Huong; Stork, André [1. Gutachter]; Mueller-Roemer, Johannes [2. Gutachter]

Adaptives und hybrides SLAM für handgeführte RGBD-Kameras


Darmstadt, TU, Master Thesis, 2016

Mit der steigenden Beliebtheit von RGBD-Sensoren wurde viel Forschung im Bereich der Aufnahme und Rekonstruktion von dreidimensionalen Umgebungen mit Hilfe von solchen Sensoren betrieben. Für die Konstruktion muss das sogenannte Simultaneous Localization and Mapping (SLAM)-Problem gelöst werden. Die meisten RGBD-SLAM-Systeme verwenden hierbei den punktbasierten Iterative Closest Point (ICP)-Algorithmus. Auch wenn ICP ein gut untersuchter Algorithmus ist, so stößt er bei verrauschten Daten und besonders bei texturarmen Bereichen mit wenigen geometrischen Merkmalen, wie z.B. großen leeren Flächen, auf Probleme. Eine Option, diese Limitierung anzugehen, ist das zusätzliche Ausnutzen von Ebenen in der Szene, besonders da sie die häufigste Form in von Menschen erbauten Innenräumen und Außenanlagen sind. Taguchi et al. [TJRF13] veröffentlichte 2013 die erste globale Registrierungsmethode, in welcher Punkt-zu-Punkt- und Ebene-zu-Ebene-Korrespondenzen zu einem echtzeitfähigen SLAM-System vereint werden. Kurz darauf folgte die Publikation von Ataer-Cansizoglu et al. [ACTRG13], welche zusätzlich ein Bewegungsvorhersage-Modell ausnutzt, um Korrespondenzen zu bestimmen. Ein Nachteil dieser Verfahren ist die hohe Verarbeitungszeit eines Registrierungsschrittes. Dieser bewirkt, dass die Verfahren nicht in der Lage sind, interaktive Rekonstruktionen durchzuführen. Das Ziel dieser Arbeit ist die Implementierung eines SLAM-Algorithmus für handgeführte RGBDKameras, der sowohl Punkte, als auch Flächen zur Registrierung nutzt. Im Gegensatz zu bestehenden Verfahren wird in dieser Arbeit ein lokaler Registrierungsalgorithmus umgesetzt. Flächenmerkmale werden bevorzugt verwendet, da ihre Anzahl in Szenen signifikant geringer ist als die von Punkten. Das ermöglicht eine schnellere Korrespondenzsuche und Registrierung. Dem zugrundeliegenden RANSACbasierten Algorithmus reicht bereits eine minimale Anzahl an Korrespondenzen aus, um die Sensorpose zu bestimmen. Somit ist der Algorithmus in der Lage, die Registrierung auch in texturarmen Bereichen mit wenigen geometrischen Merkmalen durchzuführen, in denen Techniken, welche nur Punkte benutzen, scheitern. Des Weiteren ermöglicht der lokale Registrierungsansatz eine interaktive Nutzung, um dem Nutzer in Echtzeit Rückmeldung über den Registrierungsprozess zu geben. Zusätzlich implementierte Erweiterungen, welche die detektierten Flächeninformationen zur Geometriekorrektur ausnutzen, unterstützen den Registrierungsvorgang. Durchgeführte Experimente demonstrieren eine interaktive Rekonstruktion von Innenräumen mit einer handgeführten RGBD-Kamera, einer Kinect. Zudem weist das System im Gegensatz zu vergleichbaren hybriden Systemen eine sechsfach höhere Rekonstruktionsrate auf. Bei der Gegenüberstellung anhand eines Benchmark-Datensatzes für RGBD-Sensoren konnte des Weiteren in texturarmen Umgebungen eine Überlegenheit gegenüber punktbasierten Verfahren nachgewiesen werden.