Research on 3D Modelling and Forming Simulation of Metal Wire

2011 ◽  
Vol 383-390 ◽  
pp. 6776-6783
Author(s):  
Ming Hui Chen ◽  
Bin Yao ◽  
Rong Kun Lin ◽  
Ru Sheng Lu

Based on features of any shape of wire with complex geometric patterns, a method for modelling 3D wire is proposed, and the machining simulation of the 3D wire and collision detection between the wire and the machine are introduced. By using double buffering technology, we obtain smooth animation during the off-line machining simulation. The computational cost of a collision detection algorithm is decided not only by the complexity of the basic interference test used, but also by the number of times every test is applied. To simplify the collision detection algorithm, an approximate method of representing wire model and machine model by using line segments and planes is applied.

2015 ◽  
Vol 75 (2) ◽  
Author(s):  
Abdullah Bade ◽  
Ching Sue Ping ◽  
Siti Hasnah Tanalol

For the past 2-decades, the challenges of collision detection on cloth simulation have attracted numerous researchers.  Simple mass spring model is used to model the cloth where the movement of the particles within the cloth was controlled by applying the Newton’s second law. After the modeling stage, implementation of the collision detection algorithm took place on cloth has been done. The collision detection technique used is bounding sphere hierarchy. Then, quad tree is being used to partitioning the bounding sphere and the collision search was based on the top-down approach. A prototype of the collision detection system is developed on cloth simulation and several experiments were conducted. Time taken for this system to be executed is around 235.258 milliseconds. Then the frame rate is at the average of 22 frames per second which is close to the real time system. Times taken for the collision detection system travels from root to nodes were 23 seconds. As a conclusion, the computational cost for bounding sphere hierarchy is much higher because the bounding sphere required more vertices for generation process, however the execution time for bounding sphere hierarchy is faster than the AABB hierarchy.  


2013 ◽  
Vol 347-350 ◽  
pp. 3571-3575
Author(s):  
Shi Fu Xie ◽  
Li Yuan Ma ◽  
Peng Yuan Liu

In this paper, we present a fast and robust collision detection (CD) and resolution scheme for deformable cable using a new method based on the shortest distance of cable segment axis. We employ a bounding sphere hierarchy (BVH) by exploiting the topology of cable for reducing the collision detection query space. After searching the collision through the bounding sphere hierarchy, the collision detection algorithm will find the two segments which are close enough to require an exact collision check. Furthermore, the exact collision state is decided by our proposed method. Penalty force method is applied to the collision resolution. The comparative experiments show that the proposed method performs more accurate than existing algorithms for deformable cable simulation without substantial computational cost.


2021 ◽  
Vol 11 (2) ◽  
pp. 813
Author(s):  
Shuai Teng ◽  
Zongchao Liu ◽  
Gongfa Chen ◽  
Li Cheng

This paper compares the crack detection performance (in terms of precision and computational cost) of the YOLO_v2 using 11 feature extractors, which provides a base for realizing fast and accurate crack detection on concrete structures. Cracks on concrete structures are an important indicator for assessing their durability and safety, and real-time crack detection is an essential task in structural maintenance. The object detection algorithm, especially the YOLO series network, has significant potential in crack detection, while the feature extractor is the most important component of the YOLO_v2. Hence, this paper employs 11 well-known CNN models as the feature extractor of the YOLO_v2 for crack detection. The results confirm that a different feature extractor model of the YOLO_v2 network leads to a different detection result, among which the AP value is 0.89, 0, and 0 for ‘resnet18’, ‘alexnet’, and ‘vgg16’, respectively meanwhile, the ‘googlenet’ (AP = 0.84) and ‘mobilenetv2’ (AP = 0.87) also demonstrate comparable AP values. In terms of computing speed, the ‘alexnet’ takes the least computational time, the ‘squeezenet’ and ‘resnet18’ are ranked second and third respectively; therefore, the ‘resnet18’ is the best feature extractor model in terms of precision and computational cost. Additionally, through the parametric study (influence on detection results of the training epoch, feature extraction layer, and testing image size), the associated parameters indeed have an impact on the detection results. It is demonstrated that: excellent crack detection results can be achieved by the YOLO_v2 detector, in which an appropriate feature extractor model, training epoch, feature extraction layer, and testing image size play an important role.


2006 ◽  
Vol 7 (7) ◽  
pp. 1225-1232 ◽  
Author(s):  
Nida Saenghaengtham ◽  
Pizzanu Kanongchaiyos

1999 ◽  
Author(s):  
ZhuLiang Cai ◽  
John Dill ◽  
Shahram Payandeh

Abstract 3D collision detection and modeling techniques can be used in the development of haptic rendering schemes which can be used, for example, in surgical training, virtual assembly, or games. Based on a fast collision detection algorithm (RAPID) and 3D object representation, a practical haptic rendering system has been developed. A sub-system determines detailed collision information. Simulation results are presented to demonstrate the practicality of our results.


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