Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Path: utzoo!utgpu!water!watnot!watmath!clyde!rutgers!seismo!rpics!chassin From: chassin@rpics.UUCP Newsgroups: comp.graphics,comp.ai Subject: Re: Solid Modeling Message-ID: <1055@rpics.RPI.EDU> Date: Sat, 28-Mar-87 23:14:36 EST Article-I.D.: rpics.1055 Posted: Sat Mar 28 23:14:36 1987 Date-Received: Sun, 29-Mar-87 17:38:03 EST References: <798@ssc-bee.ssc-vax.UUCP> Lines: 103 Keywords: 3D Graphics, Robotics, Automation Xref: utgpu comp.graphics:418 comp.ai:340 Summary: Let us begin... In article <798@ssc-bee.ssc-vax.UUCP>, thornton@ssc-vax.UUCP (Ken Thornton) writes: > > > Unfortunately, there is no CAD/CAM, Robotics, or Automation newsgroups > so I decided to post here. I guess it as good a place as any... > > I am interested in hearing from people who know about solid modeling systems > and have experience using them. Specific questions I'm interested in are: > > What is generally preferred, constructive solid geometry (CSG) representations > or boundary represesentations (B-rep)? > > Of the available commercial systems, is CSG or B-rep more predominant? Preference really depends on application (see below), as for predominance, it depends on what system you using. B-rep modeling is the predominant form of geometric data representation on microcomputers. This is mainly because of memory/speed restrictions that have existed since the dawn of micros (things are changing but not yet enough, and not fast enough). CSG is far more common on minis and mainframes for the same reasons, but also because data is much more easily manipulated, and more logically in terms of geometric thinking (unions, intersections, cutting, etc). My preference (as an architect) is to use CSG for conceptual manipulations, and B-rep for detailed representations. Each have their limitations, and if anyone is interested, we can discuss these at great length sometime later. > > I am specifically interested in generating procedures for a robotic vision > system to automatically inspect a part, given a solid model of the part. > In addition to the actual part model, it would be necessary to have > information about specific features, relationships between features, > feature tolerances, and object surface reflectance. From what I understand, > commercial systems do not provide this information in the output file > representation of the part. CSG seems to me to be the most readily applied to this type of work. The reason is that CSG can naturally indicate whether two parts geomtrically intersect each other, for example. However surface features like color and reflectances are not inherently applied to CSG modeling, although I imagine this could be developed, and might even be worth while. B-rep seems to be a bit more of a problem in terms of manipulating relationships between parts. I think that you have another problem when you get involved with robotic vision, and this is something that I've never thought about in terms of robotics, but I am working on in terms of architectonics (architectural modeling of sorts). That is that you will need to create some sort of algorithm for generating a 3D model from 2D information received by the cameras. Essentially the idea is to analyse a pair of images, extract the boundary data, assemble a 2D 'image' for each view, project the two images together into a 3D 'image', and finally take the resulting B-rep data and convert it to CSG type data, which can then be correlated with the previous frame and the motor algorithms to properly direct the parts into their desired positions. Piece of cake, eh... Each of these steps involve some very complicated and SLOW computing. I've worked out the basics for the first 4 steps, but have a long way to go still. In any case I would love to talk more about the ins and outs of this type of analysis because this is the main focus of my work for the next year or so. By the way, it's all being done on a Sun 2/120 and 2 AT clones... ...wish me luck!!! I know there are some people who have already done some work in these areas, but it has always amazed me how little is in fact published. I have NO, get that, NO references relating to 3D reconstructions other than the following, and these have nothing to do with computer application thereof: Wittcower & Carter, "The perspective of Piero della Francesca's Flagellation", COURTAULD INSTITUTES, vol.16, 1953 In this article the authors explain the method they used for reconstruct the actual architectural space that Piero painted. The mathematics of perspective are treated, and discussed. Since this is obviously not directly related to the subject I would greatly appreciate any sources anyone might know of. They are rare, and those that I have found, uninspiring. So, anyway, I encourage further discussion of this topic as it is a very difficult one, and it will, I believe, in the long run test what we computer graphics buffs are really made of. This problem goes beyond simply one of analysis, to become one of representation and ordering. The results, or lack thereof, will reveal much more about how we perceive and order what we see. This is the heart of the problem. _____________________ David P. Chassin Rensselaer Polytechnic Institute | School of Architecture __+__ Troy, NY 12181 / _ \ USA | | | | /=======/ = \=======\ (518) 266-6461 | _ | _ | _ | | | | | | | | | | | chassin@csv.rpi.edu | = | | | | = | ======================================================================= The above is my opinion, and mine alone. The organization I belong to may refute these statements at any time. They are however more likely to take credit for them. =======================================================================