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《三维建模》课程教学大纲

《三维建模》课程教学大纲

《三维建模》课程教学大纲课程编号:211513课程名称:三维建模/Modeling of 3D Amimation课程总学时/学分:64(其中理论32学时,实验32学时)适用专业:动画一、课程目的和任务三维建模主要要围绕三维模型的制作流程、制作方法和在不同项目中出现对模型的不同要求,为贴图、动作等部门提供切实可行的高质量的模型打下扎实的基础。

整个课程根据实际需求分为道具、场景以及角色三个部分,通过对软件界面认识、修改器运用、常见模型制作方法的学习,使学生熟练掌握三维模型的制作技法,适应动画、游戏中场景及角色模型制作的需要。

二、教学基本要求1、认识三维动画软件界面,熟悉三维动画制作流程;2、熟悉修改器的应用和复合物体的使用;3、对各种建模方式有一定了解,熟悉掌握多边形建模的技术要领;4、具有解析模型的能力,选择适当的建模方式制作自己想要的模型。

三、教学内容与学时分配第1章三维软件的基础知识(4学时)1.1 界面知识知识点:三维动画软件界面的认识。

难点:利用对界面的讲解串联到动画制作流程的讲解。

1.2 变换与阵列知识点:复制、变换、关联复制、阵列复制和动画的制作方法。

难点:阵列复制和动画1.3 三维空间与坐标系的关系知识点:区分二维坐标体系和三维坐标体系,世界坐标、屏幕坐标、局部坐标等。

难点:左手定则1.4 编辑二维样条线知识点:二维曲线的绘制与编辑。

难点:贝兹曲线的编辑方式第2章编辑修改器与复合物体(8学时)2.1 堆栈器的基本概念知识点:堆栈修改的概念,关联修改、崩塌修改层级的使用。

难点:堆栈修改的概念2.2 常用的编辑修改器知识点:弯曲修改器、挤出修改器、扭曲修改器、光滑修改器的使用。

难点:修改其对形体的改变及堆栈的作用2.3 Loft放样知识点:Loft放样方式制作模型。

难点:路径与图形的区分2.4 通过为样条线增加编辑修改器建模知识点:导角工具、导角边修改器的使用方法。

难点:把线架构为四星点2.5 其他复合物体知识点:变形、散布、图形合并及其它复合物体指令的使用方法。

《三维建模技术》课程教学大纲

《三维建模技术》课程教学大纲

《三维建模技术》课程教学大纲课程代码:020032031课程英文名称:Three-dimensional Modeling Technology课程总学时:32 讲课:32 实验:0 上机:0适用专业:车辆工程、装甲车辆工程、能源与动力工程专业大纲编写(修订)时间:2017.5一、大纲使用说明(一)课程的地位及教学目标本课程为车辆工程、装甲车辆工程和能源与动力工程专业学生的一门专业基础选修课,是一门计算机软件学习与应用课程。

三维建模软件是工程人员提高设计水平与效率、改进产品质量、缩短产品开发周期、增强竞争能力的有力工具。

通过本课程的学习,使学生掌握Catia软件中几个基本模块的操作和应用,培养学生应用大型工程软件解决问题的能力,使学生毕业后能够适应社会的发展。

为毕业设计的顺利进行知识储备并奠定基础,为今后从事科学研究和工程技术工作打下扎实的计算机应用基础。

通过本课程的学习,学生将达到以下要求:1.掌握Catia软件中几个基本模块的操作和应用,建立三维建模的概念;2.能够进行基于草图的三维模型建立并合理添加约束进行装配;3.能够对所设计零件或装配进行工程图设计,并进行合理标注;4.能够进行简单的曲线和曲面设计。

(二)知识、能力及技能方面的基本要求1.基本知识:掌握三维建模的基本构成及软件的安装等基本知识。

2.基本能力:掌握应用catia软件进行三维建模、装配及工程图设计等基本技能。

培养学生分析和处理实际问题的能力,能够独立面对问题、分析问题、解决问题。

(三)实施说明1.教学方法:课堂讲授中重点对基本命令和建模思路的讲解;采用启发式教学,培养学生思考问题、分析问题和解决问题的能力;引导和鼓励学生对学习生活中的实际模型进行建模练习,培养学生的自学能力;增加实例强化学生对命令的理解,调动学生学习的主观能动性。

2.教学手段:采用现场教学模式,即教师在讲授基本命令后,对命令的应用示例在教师机上讲授演示,学生在自带的笔记本上同步操作演练,强化教师与学生的互动,学生当场对软件相关命令进行吸收并应用,并在练习中增加变换,使学生在实际应用中能举一反三,灵活运用。

基于微课的高职Solid Works三维建模设计课程教学设计 教育文档

基于微课的高职Solid Works三维建模设计课程教学设计 教育文档

基于微课的高职“Solid Works三维建模设计”课程教学设计伴随着Wi-Fi的全覆盖,越来越多的青年学生热衷于使用移动设备发微信、上微博、看微电影。

针对学生的这一爱好,微课教学应运而生。

微课以强调学习内容微型化、学习地点移动化、学习时间自主化和学习方式互动化为特点,拓宽学习时空,创新教学方式,引起了教育工作者及学习者的广泛兴趣。

作为一种新兴的教学方式,我国对微课程的研究还主要集中于宏观领域,如广东省佛山市XX局,XX局教育信息网络中心的胡铁生等对微课程的内涵与发展前景的分析,主要认为微课程应该按照新的课程标准,针对课堂中的某一知识点或某一难点,以新媒体技术为主要手段,通过制作微视频,反映教师开展教学活动的多种资源的总称,包含与教学过程相配套的教案、PPT、课后练习、知识点的测验、教师评语等资源;上海师范大学的黎家厚教授认为微课程应该有明确的教学目标,内容应该短小精悍,占用的资源容量相对较少,讲解时间紧凑,主要集中说明一个问题,时间应尽量控制在5~10分钟之内。

这些研究主要侧重于微课教学的理论构建,较少涉及专业领域微课程的具体应用和实践研究。

本文旨在探索将微课程理念和特点融入高职“SolidWorks三维建模设计”课程教学实践,将新的信息技术与课程内Solid容进行深度融合,以发掘教学资源,有效促进学生掌握.Works三维建模设计技术。

微课程的概念及发展微课程的概念微课程不单单是指以微教学而专门设计或者开发的教学微视频,而是利用构建主义相关理论,是以教学微视频为主要载体,以 PPT 软件为主要技术支撑,反映教师针对某个知识点或教学环节而开展教与学活动的各种教学资源的有机组合。

微课的设计以网络构建主义理论为基础,采用在线学习或者移动学习的方式,短小精悍,迅速便捷。

高职学生可以利用零散的业余时间,借助智能手机和平板电脑等移动接收设备,通过微课程,及时学习某一工作任务的技术要点,迅速掌握相关技能。

微课程研究的发展查阅相关文献资料,在国外关于微课程的研究中,与微课程对应的英文名词有Minicourse、Micro lesson、Micro lecture等,但各自对微课程的研究方向不完全相同。

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。

三维建模教案3

三维建模教案3

三维建模教案 3大连东软信息学院《三维建模》课程教案教案首页第2教学周课次 8 学时 4 周次本单元课程主要采用多媒体网络教室环境教学,课堂安排以教师讲授引导和教学环境设计与学生参与项目实践为主。

组织安排CU(3) 知识教学题目办公产品建模单元第3 章3ds Max的办公产品建模方法理论知识教学目标掌握3D软件可视化设计应用技能专业技能及达成度具有积极向上的学习态度和良好的学习习惯职业道德重点:(1)教学的重点是多边形建模方法,也是难点问题。

(2)不同办公产品建模方法,重点掌握办公产品建模流程,模型制作品质的好坏则是难点。

教学难点: 重点难点 (1)不同办公产品建模方法,重点掌握办公产品建模流程,模型制作品质的好坏则是难点。

解决方法:反复练习教学主要的教学方法:教师讲授、演示、学生实践。

方法教学媒介:多媒体手段媒介1.讲评——讲评办公产品制作方法和流程教学2.互动——学生动手操作组织3.讲解——问题的总结及作业的布置方式4.操作――教师对建模方法操作大连东软信息学院《三维建模》课程教案课内实践环节:制作屏风模型实践环节课外实践环节:制作书架模型- 1 -大连东软信息学院《三维建模》课程教案教学设计注释及备注【教学进程安排】一、课外学习讲评上次课中的练习:使用Polygone建模方法制作水龙头模型。

知识点:家居产品建模方法。

二、内容导入上次课上我们通过使用Polygone建模方法制作水龙头模型。

根据我们掌握的基本建模方法制作办公模型,掌握办公模型制作方法、流程和技巧。

此次课开始学习办公产品建模方法和技巧。

三、主要内容设计Extrude制作屏风制作中式屏风,主要运用Extrude命令。

1 在Front视图中创建矩形Rectangle01,参数:Length 180 Width 15。

(图1)图12 右键点击主工具栏上的移动按钮,弹出的移动对话框(图2),将数值都调整为0。

使这个矩形的中心对齐到世界空间座标的原点。

壳体左侧板的三维建模 外文翻译

壳体左侧板的三维建模 外文翻译

毕业设计(论文)英文资料翻译MECHANISMS AND MACHINETHEORY学院:西北工业大学明德学院专业:飞行器制造工程班级: 164903班姓名:康宇鹏学号: 091773指导老师:侯伟2013年 6 月附录1 外文原文T he different approaches can be classified as the simulation with replaced models and the co-simulation of the dynamic behaviour. The simulation with replaced models uses either analogue models of the control loop for the FEA-Model of the structure or analogue models of the mechanics for the simulation of the control loop [48].In the context of the co-simulation, two independent simulation environments, one for the control loops and one for he machine structure, are coupled via interfaces duringthe simulation [33], [48], [73], [131].Within the research project MECOMAT (FP5 Growth Programme of the European Union) [103] an computer aided engineering tool was developed for the mechatronic design of machine tools, which supports the conceptual design as well as the detailed verification. The different approaches will be explained with some examples within the next sections.2.6.1 Coupled rigid multi-body simulationThe rigid coupled multi-body simulation can be used to simulate the kinematic behaviour of the machine tool while considering the control loops of the drives [20], [76], [125]. The models of the structural components are stiff and cannot deform under load, and are connected by idealised joints. The simulation is valid for any possible position of the machine tool in the workspace. Therefore it is possible to simulate positioning operations in the workspace with this approach.Pritschow et al. [73], [74], [75] developed a simulation environment which is illustrated in Figure 12. The environment was developed for the coupled simulation of a rigid multi-body model and control loop models of a PKM machine tool.Figure 12: Coupled simulation of a rigid multi-body model and control loop models of a PKM machine tool.The multi-body model of the machine tool is imported with the aid of an interface from the CAD-system into the MBS-environment. This approach enables the update of the model during the different design stages; if the layout is detailed during the design process these changes caneasily be included [74].The model is coupled with models of the control loop for each drive. The displacement and velocity of the measuring systems in the model as well as the forces of the drives are exchanged with the aid of interfaces between the MBS-environment and the Computer-Aided-Control- Engineering program. In addition the control loop models are coupled with a PC-based model of the numerical control, which generates the desired feed rate of each individual drive.Especially in the field of machine tools with parallel kinematics the possibility to perform test runs of the numerical control before implementing new functionalities, like algorithms for path preparation, collision checks or coordinate transformations into the real machines is a significant improvement to avoid physical damage [75].Rehsteiner et al. [83] used the multi body simulation to optimise the accuracy of machine tools under acceleration loads for the demands of high-speed-machining.Neugebauer et al. [71] developed models to describe the interaction of machine and hydraulic drive system of forming machines. The methods use numerical simulations for the hydraulic systems.2.6.2 Coupled Finite-Element simulationAnother approach is the coupled Finite-Element simulation with reduced models of the control loops of the drives. Within this procedure the reduced stiffness, damping and mass of the drive system are calculated with the help of a digitalblock-simulation and modelled with special elements in the FEA-model [20], [48], [76], [131].Some FEA-programs provide special linear control elements to represent the analogue model of the control loops. In this case only the settings of the controllers have to be specified as parameters of the elements in the FEAmodel[17]. These kinds of elements are handled in the same way as conventional finite elements.The simulation of the dynamic behaviour of the x-slide of a turning centre with a linear direct drive is depicted in the following Figure 13 [20]. To simulate the error at the toolcentre-point during a positioning, a trajectory profile was generated as an input signal for the controller element. The signal of the measuring system was used as an additional input signal. This signal was measured between two nodes at the two parts to which the measuring system is mounted on the real machine. At each simulationstep of the dynamic analysis the controller element calculated the force of the linear direct drive which was applied as a pair of forces (action=reaction) on the primary and the secondary parts.Figure 13: Coupled FEA-simulation with control loopsThis approach enabled the investigation of the influence of the position of the measuring system as well as different orientations of the linear direct drive. Thus the designer was able to optimise the drive of the x-slide in an early design stage and minimise the occurring errors during machining.Such changes of the principle design would be extremelyexpensive if they had to be realised at a physical prototype,or impossible if the surrounding design space didnot allow such changes.Berkemer [16], [17], [18] demonstrated the industrial use of the methodology for tuning of the SIEMENS controllers in a virtual environment, as well as recommending the modification of the machine tool dimensions to minimize inertial excitation of the machine during high speed contouring where large accelerations occur.Van Brussel et al. [104], [105] proposed to treat the complete machine tool and control as an integrated mechatronics design system. The Finite-Element-Model of the machine tool and control algorithms are integrated in the simulation environment as shown in Figure 14.The aim of the strategy is to optimise the machine tool’s mechanical components as well as the control laws during the design stage of the machine tool simultaneously.Figure 14: Integration of structural and controller modelsZäh et al. [130], [131], [132] developed a Finite-Element- Model of the feed drive and simulated the performance of the axis control law under the influence of structural vibrations received by the position sensor.2.6.3 Coupled flexible multi-body simulationThe coupled flexible multi-body simulation is used to simulate the dynamic behaviour of the machine taking into account the behaviour of the control loops of the drives [48], [80], [115]. The models of the single components of the machine tool can represent the static as well as the dynamic behaviour and are coupled by flexible connectors. In reality, guiding systems and bearings appear as joints between the components. These joints are approximated by spring-damper-elements in the flexible multi-body model. For example, for each guide shoe between two structural components one spring-damper element with stiffness and damping values in the X, Y and Z-direction is defined.To consider the influence of the individual drives of the machine tool on the dynamic behaviour, the flexible multibody model is coupled with a model of the control loops via an interface [14], [115], [126].Different research activities in the field of coupled flexible multi-body simulation have been done by Reinhart et al. [14], [80], Weck et al. [108], [109], [110], [115], [116], [126], Großmann et al. [47], [49], Denkena et al. [33], [34] ,[100] and Turna .The model set-up as well as the different types of simulations are discussed in the next sections.2.6.3.1 Model configurationEach structural component of the machine tool is modeled as a so-called flexible body [31], [115], [116]. The different elements which are used to connect the structural components, such as guiding systems, mounting devices orball-screw-drives, are modelled as a combination of flexible connectors and joints depending on the specific configuration [14].The individual flexible components of the multi-body model are connected by these flexible connectors depending on the direction of the internal force of the component (1D-element or 3D-element). The different model techniques of the different connectors in multi-body models are pictured in Figure 15.Some typical modelling techniques of popular machine components are specified below.Mounting devicesIn most technical applications the machine tool is mounted with special mounting devices onto the foundation. The stiffness and the damping in three directions have a strong influence on the dynamic behaviour of the machine tool. These components are modelled by three dimensional spring-damper-elements [126].Guiding systemsThe guiding systems are used to determine a defined movement of different machine components relative to each other. Guiding systems are also modelled by3Dspring-damper-elements. Parameters of these elements are the stiffness in two directions, perpendicular and transverse to the direction of movement. The stiffness in the direction of movement is nearly zero. The damping of such a guiding system is considered in three directions [126], [14].Figure 15: Model configuration for the flexible MBS.Ball-screw-drivesThese drives are used to realise translational movement of machine axes. Different components are used in such a drive system. The bearings and the ball screw-nut are modelled with 3D-spring-damper-elements with stiffness and damping parameters in all directions. The screw is modelled using flexible beam elements, which are able to rotate about the pitch attitude. The rotation of the screw, which is caused by the model of the servodrive in the control model, is transformed into a translational movement by the use of a nut. Thus it is possible to simulate the dynamic behaviour of such systems [113], [115],[116].2.6.3.2 Generation of flexible multi-bodiesTo consider the flexibility of the machine components during the multi-body simulation, data from natural vibration and deformation calculations of the individual components, the so-called Superelement Creation, are integrated in the multi-body model through an interface of the multi-body simulation program to popularFinite-Element- Programs [14], [76], [115] [116].Superelement Creation uses a Finite-Element-Model to define a component of a complex structure, and a connection degree of freedom set (DOF) to specify the interface nodes, or attachment points, of the component to other components of the structural system and points where forces are applied. The software calculates fixed normal modes and static constraint modes to approximate the general behaviour of the component at those “interface node degrees of freedom”.The fixed normal modes contain the dynamic response of the superelement when all “connection degrees of freedom” are fixed. The static constraint modes contain the static response assumed by the component when one degree of freedom of one interface point is given a unit deflection while fixing all other “interface degrees of freedom”. The solver perf orms Superelement Creation much like normal modes analysis using the Lanczos method, then uses the Craig-Bampton method to generate the superelement [31].The different modes of a super-element creation are illustrated in Figure 16.Figure 16: The Craig-Bampton theorem for the flexiblemulti-body simulation.For the Craig-Bampton (CB) solution option, processing concludes at this point; the reduced mass and stiffness matrices as well as the fixed normal modes and static constraint modes are stored in an output file for the interface to the multi-body simulation program.Tönshoff et al. [100] developed an alternative approach to model the elasto-kinetic behaviour of machine tool structures based on the theory of flexible multi-bodies.2.6.3.3 Coupling of multi-body models with control loopsTo consider the dynamic behaviour of the control loop a coupling to commercial Computer-Aided-Control-Engineering (CACE) programs is possible with common multibody simulation programs [34], [48], [110].Especially for machines with linear direct drives, where no mechanical transfer elements occur, the consideration of the control loops is necessary for the approximation of the drive system stiffness [108], [110], [126]. The drive control loops generated in the CACE environment can communicate with the complete machine model in the multi-body system.Figure 17 depicts the general structure of this coupling for the coupled flexible multi-body simulation of machine tools.Figure 17: Coupling of flexible multi-boidy models and control loops.The entire control system (incl. all non-linearities) delivers the resulting drive power of each axis to the multi-body system. The control loop itself is closed with the help of the velocities and displacements of the axes determined from the multi-body system.2.6.3.4 Results of the coupled flexible multi-body simulationFor the simulation of flexibility frequency response functions of the coupled flexible multi-body model, an excitation signal must additionally be defined. For this purpose, so-called INPUTS and OUTPUTS have to be generated. In the INPUT, a value is controlled from the outside for each time step during the calculation. Through the OUTPUT that can be applied as a force in the X-, Y- and Z-direction at any location of the multi-body model, the outer signal is directed into the structure [14], [47], [108], [110], [115], [126].In case of machine tools an excitation at the machining interface (tool centre point) is useful, because it corresponds to the method for experimental investigations and best depicts the excitation through machining forces in the chip removal process [108], [114], [115]. Basically, sinus wobbles, noise or an impulse are considered as excitation signal types [114].These frequency response functions are useful for the estimation of the interaction between the mechanical structure and the control during the design stage, as well as for the estimation of the influence of the controller parameters on the dynamic behaviour at the tool centre point [126], see Figure 18.\ Figure 18: Simulated frequency response functionEspecially for machine tools with small workspace dimensions, the potential of the installed drive power can only be used efficiently at high jerk settings. To optimise the dynamic behaviour of machine tools the coupled flexible multi-body simulation can be used to analyse the maximum jerk settings of the feed drives. Therefore an inputsignal for the control loops of the drives can be generated by a virtual controller.The simulation of such a positioning operation is illustratedin Figure19.Fig ure 19: Simulation of a positioning operationThe influence of the jerk on the path deviation during a positioning operation was investigated in this case. The desired path of the Z-unit was generated by a model of the controller and used as an input-signal for the control loop of the z-axis with different jerk settings. The z-unit started at standstill and was accelerated to the maximum speed of the z-drive. After a short movement with constant velocity the drive was decelerated to standstill. The results of this simulation are shown in Figure 20.Figure 20: Simulation results of a positioning operation.Such positioning operations always excite natural frequencies of the machine tool, which can lead to deviations of the desired tolerances of the workpiece or even to damaged tools dependent on the amplitude of the vibration [14], [108], [110], [126].The evaluation of the simulated vibration signals enables the allocation of the excited natural frequencies and the derivation of arrangements for improvements during the design process.2.7 Validation and optimisation of the simulation modelsDespite the rapid development of the available software tools in recent years, the correct estimation of the simulation parameters is still a problem, which limits the accuracy of the results [107].The prediction of stiffness and especially of the damping characteristics of machine components is extremely difficult due to their dependence on many different influences, like lubrication, pre-loads or tolerances [53], [68]. Measurements of the dynamic behaviour of similar machine tools or components and the validation of existing simulation models can help to find better initial values for future simulations.The measurement of the dynamic properties of machine tools usually targets two characteristics [111]:• The Frequency Response Function (FRF) of the compliance at the tool centre point (TCP)• The mode shapes of the machine with their associated resonance frequencies and dynamic amplitudes as well as the phase shift.Both characteristics can be measured with special experiments as depicted in Figure 21 for the FRF measurement. For the determination of the FRF, the TCP is excited with a dynamic actuator and the reaction of the TCP is measured. Via Fast Fourier Transformation (FFT), a frequency spectrum or a locus curve can be generated.The results of both examinations can help the design engineer to validate the simulation models in order to find realistic values for the stiffness and damping behaviour of the machine components. Design modifications to improve weak points of the machine can be assessed analytically before they are implemented in the current design or in the next machine generation.Figure 21: Measuring of a frequency response functionThe calibration of simulation models, especially the parameters ofspring-damper-elements (stiffness- and damping-coefficients) is extremely difficult and very timeconsuming. For the described example of the machine tool in Figure 15 the flexible multi-body model contains 48 different parameters to model the mounting devices, the guiding systems, different bearings and the mechanical components of theball screw drive. It is obvious that a manual calibration of such complex simulation models of machine tools is nearly impossible.Witt and Brecher [24] developed an approach for an automated optimisation of simulation models with the help of measured frequency response functions. To match the results of the simulation and the measuring it is possible to model the stiffness and damping parameters as design variables and optimise them by using numerical optimization methods, e.g sequential quadratic programming (SQP). The design goal of this optimisation is the minimization of the deviation of the measured and the simulated frequency response function.The principle approach of this optimisation is illustrated inthe following Figure 22.Figure 22: Automated model update with measured frequency response functions.附录2 中文翻译动态结构和回路控制可按不同的方法可以分为模型替换模拟和动态性能(特性)联合模拟。

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。

第1课初识三维学建模(教案)

第1课初识三维学建模(教案)

第1课初识三维学建模(教案)教学目标:知识与技能:1. 了解三维建模的应用范围,认识其在现实生活中的应用。

2. 熟悉三维建模软件的窗口,了解各个窗口的功能和作用。

3. 掌握模型导入工作区的方法,能够导入不同类型的模型并进行基本操作。

过程与方法:1. 通过教师讲解和示范,引导学生主动参与,培养自主学习和合作学习的能力。

2. 通过实际操作和练习,提高学生的动手能力和问题解决能力。

情感态度与价值观:1. 培养学生对信息技术的兴趣和热爱。

2. 培养学生对三维建模技术的认识和欣赏能力。

3. 培养学生的合作意识和团队合作能力。

教学重难点:教学重点:了解三维建模的应用范围,熟悉三建模软件的窗口,掌握模型导入工作区的方法。

教学难点:熟悉三建模软件的窗口。

学情分析:本节课是小学五年级下册第一节课,学生已经学习过基本的二维图像处理知识,对信息技术有一定的了解。

学生对三维建模技术可能还比较陌生,需要通过实际操作和示范引导学生进行学习。

学生具备一定的动手能力和合作学习能力,可以通过小组合作的形式进行实践操作,提高学生的学习效果和积极性。

教学过程:一、导入1. 在课堂开始前,展示一些精彩的三维建模应用场景的图片或视频,如建筑设计的模型、电影中的特效、游戏中的角色等。

通过这些场景,激发学生的兴趣和好奇心,让他们对三维建模技术产生兴趣。

2. 引导学生参与互动,提问他们在日常生活中是否有接触过使用了三维建模技术的产品或场景。

鼓励他们分享自己的见闻和体验,以促进课堂氛围的活跃和学生的参与度。

二、三维建模应用范围1. 利用幻灯片或展示视频,向学生详细介绍三维建模的应用范围。

例如,在建筑设计领域,三维建模可以帮助建筑师们更好地可视化设计方案;在电影制作中,三维建模可以用于创造逼真的特效和场景;在虚拟现实技术中,三维建模可以让用户身临其境地体验虚拟世界等等。

2. 引导学生思考,为什么在这些领域中使用三维建模技术会更加方便和有效?例如,使用三维建模可以快速生成复杂的几何形状,方便进行设计和修改;可以实时预览模型的外观和效果,帮助设计师做出更好的决策;可以与其他相关软件进行集成,提高工作效率等等。

三维目标的英文教案

三维目标的英文教案

三维目标的英文教案一、目标本教案旨在帮助学生理解和掌握三维目标的概念以及相关英文表达,通过课堂教学提高学生的三维空间思维能力和英语表达能力。

二、教学内容1.三维目标的定义–了解三维目标的含义和特点;–掌握常见的三维目标类型及其英文名称。

2.描述三维目标–学习如何用英文描述三维目标的尺寸、形状、表面特征等;–掌握描述三维目标位置和方向的表达方法。

3.三维目标的应用–通过案例分析学习三维目标在实际生活中的应用;–操练使用英文描述三维目标的案例。

三、教学方法1.示范讲解通过示范向学生展示如何描述三维目标及其英文表达。

2.互动讨论引导学生讨论三维目标的各种类型和特征,并提供实例让学生进行描述。

3.练习演练设计练习题,让学生通过写作、口头表达等方式练习描述三维目标的能力。

四、教学流程1.导入–介绍本节课的主题:三维目标的英文表达;–引入教学内容,激发学生兴趣。

2.正文–讲解三维目标的定义和特点;–展示示范描述三维目标的过程;–学生互动讨论三维目标的分类及描述方法;–练习描述三维目标的练习。

3.总结–总结本节课的重点:三维目标的英文表达方法;–引导学生思考和反思。

五、教学资源•教案PPT•白板、彩色笔•实例图片和三维目标模型六、评估方式1.课堂表现:学生在课堂练习中的表现和参与程度。

2.作业表现:课后布置有关三维目标描述的作业表现。

3.口头测试:请学生口头描述某个三维目标。

4.书面测试:要求学生写出对某种三维目标的英文描述。

七、延伸阅读•《Three-Dimensional Geometry》•《英语描述三维空间》•《Three-Dimensional Objects in English》教案如上,供参考。

外文翻译--基于SOLIDWORKS和MASTERCAM一体的CADCAM研究-精品

外文翻译--基于SOLIDWORKS和MASTERCAM一体的CADCAM研究-精品

相关中英文翻译资料资料题目:基于SolidWorks和MasterCAM一体的CAD/ CAM研究学生姓名:所在院系:机电学院所学专业:机电技术教育Moulds CAD/CAM Based on SolidWorks and MasterCAMAbstract: SolidWorks is a famous software for moulds design,MasterCAM is a popular software of NC machining. This paper aims at taking full advantages of this two kinds of software to design and manufacture mould. Through the example of designing and manufacturing of cell phone cover mould,expound the method and technological process of NC machining by using this two kinds of software. Keywords: SolidWorks,MasterCAM,CAD/CAM,NC Machining1 SolidWorks and MasterCAM introduceThe SolidWorks software belongs to the end three dimensional CAD software, is Dassault System Corporation serves under somebody's banner the SolidWorks subsidiary company the product, the software the most major characteristic is easy to study easily to use, easy to grasp, is low to hardware's request. Moreover, around the world several hundred companies developed the specialized project application system based on SolidWork* to integrate SolidWorks as the plug-in unit in the software contact surface, including mold design, manufacture, analysis, product demonstration, data conversion and so on, caused it to become has the practical application solution software system, but must realize the application in the project to need other modules the support. MasterCAM American NC Software Corporation develops the development the CAD/CAM system software, as a result of remarkable processing the function, has the numerous faithful users in the world, pan-is applied in machine domains and so on weapon, aviation, shipbuilding, mold. However the MasterCAM design (CAD) function is relatively weak, when carries on the complex surface modeling one is quite difficult, but this is precisely the SolidWorks superiority is. This article was the MasterCAM software has provided DXF, I(}ES, CADL, VDA, STL, PA- RASLD, DWG and so on standard graph transformation connection, may graph transformation cost system's graphic file which produced other CAD software, realized graphic file sharing. Establishes the model postselection reasonable processing way, using the MasterCAM turning, the milling and the line cutting module can establish highly effective the each numerical control processing program, facilitates realizes the graph carving function quickly. therefore carries on the CAD design using SolidWorks, unifies MasterCAM to carry on the numerical controlprocessing, becomes the current mold enterprise priority selection CAD/CAM way Below has take the handset cover mold as an example, introduced that SolidWorks unifies MasterCAM9. 0 in mold design and processing aspect application. 2Based on the SolidWorks handset cover mold designsThe SolidWorks software has the very strong modelling function, uses its stretch, the excision, the drill hole, the bevel edge, to pull out orders and so on shell, curve surface to be possible to complete each type the components design.2. 1 primitive design modelBy the hand canopy example, uses the SolidWorks software choice components, chooses the schematic diagram first and draws up the schematic diagram, carries on the size restraint and the geometry relations restraint, then carries on production three dimensional block diagrams and so on stretch, excision, drill hole, bevel edge.2. 2 Handset outer covering manufacture processes(1) SolidWorks handset outer covering manufacture like above turns on the components cartography frame, the choice “the foresight”, the insertion “the reduced plane 1,” in “the frame inputs in “the equal-space distance 10”, establishes the reduced plane 1, like Figure 1·Figure 1 the reduced plane establishesOn draws up the ellipse graph in “the head-on view”, the choice “the tool/schematic diagram” the plan “tool/cutting out” the straight line carries on cutting out, the size establishment to the ellipse, like Figure 2.On draws up 1 the same graph in the reduced plane”, the choice “the insertion/lug boss substrate/lofting”, springs the lofting dialog box, in the frame chooses “the schematic diagram separately in “the outline” 1” and “the schematic diagram 2”, selects on the graph the superficial sideline to its round angle, the radiusis 10 mm, like Figure 3The choice “the tool/schematic diagram plan entity/writing” on the graph the superficial plan writing, then the click “stretches the lug boss/substrate” the button, depth 1mm, effect like chart 4(2)The Mastercam handset outer covering simulation processesOpens the Mastercam operation contact surface, clicks on File/Converters/IGES/Read file, found saves the document and opens, then completed Solidworks and the Mastercam graphic file transformation, as shown in Figure 5 Then passes through the different step①Processing spot selection,②Cutting tool choice,③Cutting tool parameter establishment (Figure 6),④Processing way establishment,⑤Rough machining parameter establishment,⑥Establishments and so on precision work parameter establishment, complete the hand cabinet's numerical control automatic programming) to select the chart not sideline and to carry on the establishment finally according to the chart.Completes above each technological parameter establishment, passes through the following processing step simulation (Figure 7} to take shape finally like Figure 8.①Contour milling;②In writing superficial milling;③On shell superficial milling;④Circumference rough machining;⑤System generation procedure (Figure 9).Using MasterCAM9. 0 post-processing modules, select the engine bed correspondence numerical control system's post processor to produce the numerical control procedure. Selects MPFAN. PST document MasterCAM9. 0 will produce suits this engine bed movement the numerical control procedure. The MasterCAM software system has developed in view of many numerical control systems with it match post-processing document (for example FANUC, SIEMENS, MITSUBISHI and so on), the selection corresponding post-processing document, then the direct production specific numerical control system needs numerical control processing program. Because this system is the domestically produced Nanjing Huaxing 21M numerical control system, in the MasterCAM software system not the post-processing document which matches with it, the automatic production's NC procedure cannot the direct transmission carry on the processing for the numerically-controlled machine tool, needs to make the simple revision. The revision finished then the file transfer for the numerically-controlled machine tool, completed the work piece the processing.Has mainly made the following three aspect revision to the automatic production's numerical control procedure. ①Obliterates the procedure to begin,section tail some regarding the system not essential explanation explanatory procedure code, uses in exchange cutting tool's explanation among the procedure also to delete. For example:%00000(PROGRAM NAME一BB1)(DATE=DD一MM一YY一06一05 TIME=HH:MM一10;45)N0 G21N2 GO G17 G40 G49 G80 G90(16. FLAT ENDMILL TOOL.一1 DIA..OFF.一1. LEN. 一1DIA. 一4—)②Obliterates the wooden system definition the instruction-code.For example: N4T1 M6 obliterates M6; N 6 G 0 G 90 X 170. Y 190. A0. S5OOM3 obliterates AO③Replaces in the procedure with this system expression way different procedure code (for example form, mark and so on), enables the system the correct recognizer, gains ideal processing components For example: N8 G43 H1 Z50 recasts N8 G42G01 Z50; N1922M30 recasts N 1922 M022ConclusionIntroduced the SolidWorks software and the MasterCAM 9. 0 software's functional module and the work flow. Introduced the SolidWorks software and the MasterCAM 9. 0 software's some base wooden operation in detail take the handset outer covering teaching model as the example, including CAD components geometric modeling, CAM components analog simulation processing, NC code post-processing process three parts. In addition, but also introduced the SolidWorks software and the MasterCAM software graphic file transformation. Its intellectualized 3D cartography function and MasterCAM software has the graphic file transformation interface function unifies closely, realizes superior the design.SolidWorks software's CAD superiority and MasterCAM software's CAM superiority organic synthesis, may reduce the user to design and the processing cam time precisely greatly.Reference1 ultra, Zhang Baoshu. Based on pro/engineer and MasterCAM mold CAD/CAM casting technique, 2007(4); 5,191,5222 Lu Rongming. Designs and processes CAD/CAM and the manufacturing industry informationization based on pro/engineer and the MasterCAM mold, 2006(9)107yi108基于SolidWorks和MasterCAM一体的CAD/ CAM研究摘要: SolidWorks是著名的CAD设计软件,而MasterCAM是流行的数控加工软件。

Maya三维建模教案

Maya三维建模教案

学生作品展示与评价
作品展示
挑选出优秀的学生作品进行展示,包括场景建模、角色设计、动 画短片等。
评价标准
从创意、技术难度、视觉效果等方面对学生的作品进行综合评价。
互动环节
鼓励学生之间相互评价作品,分享创作经验和技巧。
行业发展趋势分析
实时渲染与游戏引擎
随着实时渲染技术的发展,游戏引擎在三维建模和动画领 域的应用越来越广泛。学生需要关注Unity、Unreal Engine等游戏引擎的最新动态和应用。
粒子系统应用举例
创建粒子系统
在Maya中创建粒子系统,设置粒子数量、 生命周期、速度等属性。
调整粒子行为
通过调整粒子系统的属性,如重力、风力、 碰撞等,控制粒子的运动和行为。
应用粒子材质与贴图
为粒子添加材质和贴图,以增强粒子的视觉 效果和表现力。
预览与渲染
预览粒子系统的效果,根据需要进行调整和 优化,最终渲染出高质量的粒子特效。
08
课程总结与展望
课程重点内容回顾
基础建模技术
包括多边形建模、NURBS建模和细分曲面建模的基本原理和操作方法。
材质与贴图
学习如何在Maya中创建和应用材质,以及使用各种贴图技术增加模型细节。
灯光与渲染
掌握Maya中的灯光设置技巧,以及如何使用渲染器生成高质量的图像。
动画原理与实践
了解动画基本原理,学习在Maya中创建基本动画和角色动画的方法。
灯光链接
可将灯光链接到对象或场景元素,实现动态光照效果。
阴影效果调整与优化
阴影类型
Maya支持多种阴影类型,如深度贴图阴影、光线 追踪阴影等,可根据需求选择。
阴影参数
调整阴影的颜色、密度、偏移等参数,以优化阴 影效果。

艺术类课程三维建模教案

艺术类课程三维建模教案

课程简介Array一、课程定位三维设计和图像处理技术在工程设计领域中占有重要的地位。

通过本课程学习三维建模、三维编辑、动画制作和渲染等技术和方法,可从事制作角色动画、室内外效果图、游戏开发、虚拟现实等三维设计领域的工作。

通过本门课程的学习,使学生掌握三维建模、材质、灯光、镜头、动画和渲染的基本方法和理论,对于基本操作、建模、模型修改、材质赋予、灯光相机、渲染、特效、动画制作等各个方面有一个系统而全面的认识和了解,能够熟练掌握常用的基本操作,并具备相应的自学能力。

二、课程内涵教学目的:通过本课程的学习,培养学生的艺术感、空间感和运动感,掌握三维空间建模、实体和环境的渲染贴图、光线及特效、动画制作等基本技能,具有使用计算机3D技术解决如广告展示、建筑装潢、环境艺术、游戏等方面实际应用问题的动手能力。

为今后继续学习其它专业课程和深入应用奠定基础。

教学内容:1、在掌握计算机辅助设计与绘图的基础上,进一步掌握三维空间的几何体、曲面、复合实体建模和编辑修改的基本知识、基本方法和基本技能;2、掌握为模型使用材质和贴图、进行渲染的基本方法和技能;3、掌握在场景中使用各种灯光、设置摄象机,制作特殊视频效果的基本方法和技能;4、针对实际应用项目,综合使用所学的基本知识、基本方法和基本技能,完成一至两个中等难度的设计任务。

课程的基本要求:(1)三维建模的基础知识:1、了解三维建模的基本概念和术语,制作三维建模对系统软硬件的要求;2、了解3ds max的界面布局、工具名称及功能,掌握其使用方法;3、理解空间坐标系统和透视图;会使用视图操控工具;4、了解三维建模制作的一般过程和控制建模的方法。

(2)基本几何体的建模:1、熟练掌握标准几何体的创建和参数设置方法2、熟练掌握扩展几何体的创建和参数设置方法3、熟练掌握用布尔运算创建复合几何体的方法,会建立和解散“组群”4、熟练掌握平面二维曲线、图形、文字的创建方法(3)编辑修改器的使用:1、熟练掌握弯曲、扭转、锥化、倒角修改器的使用方法;2、熟练掌握噪波、位移、伸展、倾斜、球化修改器的使用方法;3、掌握轮廓倒角、结构线框、FFD修改器的使用方法;(4)放样建模:1、熟练掌握用二维路径和二维造型进行放样的建模方法2、掌握在放样建模中使用缩放、扭曲、倾斜、倒角、拟合修改器的方法3、熟练掌握使用拉伸修改器将二维图形拉伸成三维实体的方法4、熟练掌握使用旋转修改器将二维曲线旋转成三维实体的方法(5)NURBS建模:1、掌握两种NURBS曲线的创建和修改方法;2、掌握标准NURBS曲面的创建和修改方法;3、会由NURBS曲线生成NURBS曲面;4、能使用多边形网格建模的方法。

三维建模技术的应用和发展(中英文翻译)

三维建模技术的应用和发展(中英文翻译)

三维建模技术的应用和发展三维建模技术的应用和发展摘要: 针对机械行业广泛使用的三维建模技术进行了系统的调研分析,以常用软件为分析单元,从其功能特点、发展历程、技术更新趋势、应用领域等方面着手,进行了详细的阐述; 同时阐述了三维建模技术之间以及三维建模技术与常用分析软件之间及办公软件的接口技术。

希望能够引导初学者选择合适的建模技术进行学习; 帮助那些要引进三维建模技术的企业合理地选择建模技术; 拓宽已经掌握三维建模技术人员的眼界。

通过建立正确的模型来描述和表现事物的各种属性,是现代科学探索事物本身发展、运行规律的一个普遍而且重要的方法。

不论是在应用领域还是在科学领域,对整个世界进行三维建模研究,都是一个不断兴起的领域。

对现实世界的建模和模拟,就是根据研究的目标和重点,在数字空间中对其形状、材质、运动等属性进行数字化再现的过程。

随着先进的数字化仪器及设备不断投入实际应用,计算机辅助下的三维建模技术已经从最初费时费力的基于几何的手动建模,发展到包括三维扫描仪、基于图像的建模与绘制( IBMR) 等多种方法在内的三维建模。

建模对象也从简单的几何体建模,发展到比较复杂的人脸、肢体、发丝等建模,甚至是流体的模拟。

随着三维建模在各个领域研究与应用的不断扩大和深入,有必要对现有的建模方法进行细致的比较和探讨。

三维建模技术在机械行业的广泛应用,根本性地改变了产品的设计、工艺以及生产装配乃至维修等环节,大幅度提升了新产品开发效率,节约产品开发成本。

了解现代三维建模技术现状,并有针对性地选择一类三维建模技术深入学习,掌握其建模技巧,并能够熟练使用是机械类及相关专业本科生必须具备的基本素质。

本文从现代常用三维建模技术出发,阐述了6 种三维建模软件的发展历程、功能特点、使用领域等信息,包括高端、中端、低端不同类型的软件包。

希望通过这些信息能够有效地帮助初学者合理地选择理想的软件进行学习,帮助相关企业、公司引进适合的软件进行产品开发、研制,同时开阔业内人士的眼界1 常用三维建模技术介绍1.1 Autodesk InventorInventor 是由美国的Autodesk 公司于1999 年发行的一种基于特征的实体造型系统。

外文翻译——专用服装三维CAD模型

外文翻译——专用服装三维CAD模型

服装设计中的计算机辅助方法三维计算机辅助设计(CAD )技术正逐渐扩散到服装的设计和制造应用领域。

目前,服装行业普遍使用的二维CAD工具。

预计,三维设计工具,将成为未来服装行业中不断发展的技术。

服装产品的设计的基本问题是合体性的问题以及相关的二维图形生成的问题。

最终目标是设计和生产非常合体的个性化服装,而三维方法是通过努力可以实现这一目标的最合理的办法。

三维方法包括几个关键因素:其中包括参数化三维人体模型;三维服装模拟;三维图案设计,并3D/2D模型转换。

做这个课题的目的是提供一个平台,供研究人员回顾过去的技术发展,并为今后研究三维服装设计方法找出可能的方向。

这里选择了题目相关的五篇论文,为服装行业提供三维应用程序发展的背景和技术。

第一份文件是一个粗略的审查织物仿真技术,该技术奠定了基础的三维服装设计。

接下来的三篇论文详细介绍了虚拟的环境中的三维服装设计。

最后一篇介绍了将三维服装转换为二维样板的新技术。

第一篇论文是从Choi and Ko得到的,有关织物仿真研究问题。

作为一项服装设计和修改的基本技术,物理为基础的织物仿真技术被用来产生织物运动的逼真效果。

这篇论文介绍了织物仿真技术的三个方面:(1)服装结构; (2)基于物理的模拟,和(3)碰撞检测和响应。

所面临的技术挑战,即创造更多的实际成果;实现更快的运行时间,制造/模拟更为复杂的服装,是需要进一步研究的突出问题。

V olino等在第二篇论文中提出的,是一个框架,它符合服装行业虚拟服装设计和原型制作的需要。

他们的做法集中在交互设计,模拟和可视化功能。

作为先进的虚拟服装仿真技术在过去十年中的总结,本文中介绍的框架集成了国家最先进的具有创新设计工具的物理模拟算法,提供高效率和高质量的服装设计和原型制作程序。

第三篇论文介绍了一个综合的环境,这使得设计师能够通过分析服装虚拟原型和仿真结果验证他们的风格和设计方案,因此,物理原型的数量和作用会减少。

和上一篇论文中提到的一样,本文介绍的服装虚拟原型的制作方法也是以物理为基础的。

《三维建模技术》课程教学大纲

《三维建模技术》课程教学大纲

《三维建模技术》课程教学⼤纲《三维建模技术》课程教学⼤纲课程代码:020032031课程英⽂名称:Three-dimensional Modeling Technology课程总学时:32 讲课:32 实验:0 上机:0适⽤专业:车辆⼯程、装甲车辆⼯程、能源与动⼒⼯程专业⼤纲编写(修订)时间:2017.5⼀、⼤纲使⽤说明(⼀)课程的地位及教学⽬标本课程为车辆⼯程、装甲车辆⼯程和能源与动⼒⼯程专业学⽣的⼀门专业基础选修课,是⼀门计算机软件学习与应⽤课程。

三维建模软件是⼯程⼈员提⾼设计⽔平与效率、改进产品质量、缩短产品开发周期、增强竞争能⼒的有⼒⼯具。

通过本课程的学习,使学⽣掌握Catia软件中⼏个基本模块的操作和应⽤,培养学⽣应⽤⼤型⼯程软件解决问题的能⼒,使学⽣毕业后能够适应社会的发展。

为毕业设计的顺利进⾏知识储备并奠定基础,为今后从事科学研究和⼯程技术⼯作打下扎实的计算机应⽤基础。

通过本课程的学习,学⽣将达到以下要求:1.掌握Catia软件中⼏个基本模块的操作和应⽤,建⽴三维建模的概念;2.能够进⾏基于草图的三维模型建⽴并合理添加约束进⾏装配;3.能够对所设计零件或装配进⾏⼯程图设计,并进⾏合理标注;4.能够进⾏简单的曲线和曲⾯设计。

(⼆)知识、能⼒及技能⽅⾯的基本要求1.基本知识:掌握三维建模的基本构成及软件的安装等基本知识。

2.基本能⼒:掌握应⽤catia软件进⾏三维建模、装配及⼯程图设计等基本技能。

培养学⽣分析和处理实际问题的能⼒,能够独⽴⾯对问题、分析问题、解决问题。

(三)实施说明1.教学⽅法:课堂讲授中重点对基本命令和建模思路的讲解;采⽤启发式教学,培养学⽣思考问题、分析问题和解决问题的能⼒;引导和⿎励学⽣对学习⽣活中的实际模型进⾏建模练习,培养学⽣的⾃学能⼒;增加实例强化学⽣对命令的理解,调动学⽣学习的主观能动性。

2.教学⼿段:采⽤现场教学模式,即教师在讲授基本命令后,对命令的应⽤⽰例在教师机上讲授演⽰,学⽣在⾃带的笔记本上同步操作演练,强化教师与学⽣的互动,学⽣当场对软件相关命令进⾏吸收并应⽤,并在练习中增加变换,使学⽣在实际应⽤中能举⼀反三,灵活运⽤。

三维建筑模型论文中英文资料对照外文翻译文献

三维建筑模型论文中英文资料对照外文翻译文献

三维建筑模型论文中英文资料对照外文翻译文献三维建筑模型中英文资料Constructing Rules and Scheduling Technology for 3DBuilding ModelsZhengwei SUI, Lun WU, Jingnong WENG, Xing LIN, Xiaolu JIAbstract3D 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 vol ume and complexity of model and thus improving computers’ efficiency at schedul ing 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 PekingUniversity 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 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 digitalcities.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. T aking the 3D modelingof 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 constructingspecification 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 andscheduling 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, floorheight, 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 themodel 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, including constructing 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, the authors develop a software tool to optimize the 3D building models automatically. The optimizations impl emented 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 thebackside of models, Shader optimization, LOD Algorithm, math library optimization, memory allocation optimization, etc..How to display thousands of 3D cit y 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 avoidloading 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 incounterclockwise 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 oftenobserve 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 stud ying DirectX, we found that we can 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 theconflicts between real time visualization and the authenticityof 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-resolution display 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 proposedmethods 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隋正伟,邬伦, 翁敬农,林星,季晓璐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。

“三维建模”教学设计

“三维建模”教学设计

“三维建模(1)”教学设计一、教学对象分析我所教授的学生是数控专业三年级的学生,他们已经学过《机械制图》、《机械基础》等专业基础课程,也学习了《数控编程》、《Master CAM》等专业课。

特别是经过了数控加工实习,对三维建模及简单的编程加工有一定认识。

本次授课班级是除了正常的中职学习以外,还参加了十月份的成人高考,准备进入大专继续学习。

总体来说,学习积极性是比较高的,有部分同学基础较好,在其它软件的学习中已接触了三维建模,已经学会了三维建模的常规操作,但也有少部分同学可能认为反正准备读大专了,对这门选修课的学习不以为然。

二、教学内容分析1.教材:由凌萃祥主编高教出版社出版的CAD/CAM实训指导——UG软件应用实例。

2.内容分析:本课程是一门选修课,周课时只有二节,而且是在该班参加了十月的成人高考后才开始讲授。

开设该课程的目的:一是成考语、数、英课程结束后的补充;二是让数控专业的学生多学一门有关的软件。

在本节课前,学生才上了二次课。

初步学会了UG2.0简单二维图形绘图操作,在三维建模中刚学习了建立长方体及开矩形通槽的方法。

本次课的学习内容就是在此基础上继续学习与三维建模有关的操作,如开定位尺寸要求较高的槽、开孔、建圆柱及镜像等基本操作,为接下来较复杂的三维建模打下基础。

因该班学生是从开学后第八周才开始学习,学时比较紧张,学生二维线架学习不够扎实,在讲授时不能完全按照教材的内容顺序进行,因此对教学内容进行了重组,在三维建模中先学习建立较简单的实体,讲解常用的三维建模基本操作,使内容由浅入深,从易到难,循序渐进,以任务引领教学。

三、教学目标1.认知目标:通过老师的教学活动及学生的实践活动,学生能在UG2.0软件中建立简单的三维立体。

2.能力目标:通过学习,学生不单会用UG2.0软件进行建模,还可以与已学的其它软件三维建模的方法作比较,选择一个较适合的软件重点学习,更好地适应今后的工作。

3.情感目标:在本课程的学习中,学生在教师的教学活动,自己的动手绘制实践活动过程里,能做到老师边讲学生边做,不断地使学生体验到成功的快乐,以此激发学生的学习兴趣,增强他们学习的自信心。

零件的三维建模及自动编程(内附中英文翻译)本科论文

零件的三维建模及自动编程(内附中英文翻译)本科论文

本科毕业设计论文题目零件的三维建模及自动编程毕业 任务书一、题目零件三维建模及自动编程二、指导思想和目的要求撰写毕业论文是检验学生在校学习成果的重要措施,也是提高教学质量的重 要环节。

在毕业设计中,学生应独立承担一部分比较完整的工程技术设计任务。

要求学生发挥主观能动性,积极性和创造性,在毕业设计中着重培养独立工作能力和分析解决问题的能力,严谨踏实的工作作风,理论联系实际,以严谨认真的科学态度,进行有创造性的工作,认真、按时完成任务。

三、主要技术指标1.UG 三维建模文件一份2.UG 仿真加工文件一份3.NC 语句表一份四、进度和要求1—3周:查阅资料,确定设计方案,进行总体设计,熟悉相关软件4—5周:绘制零件三维图6周:校正零件三位图7—9周:对零件进行编程10周:完成数控仿真11—14周:撰写毕业论文15周:编写论文答辩PPT16周:准备学位论文答辩五、主要参考书及参考资料[1] 刘治映《毕业设计(论文)写作导论》.长沙:中南大学出版社.2006.6[2] 徐伟 杨永《计算机辅助与制造》.高等教育出版社.2011.2[3] 于杰《数控加工与编程》. 北京:国防工业出版社.2009.1[4] 赵长明《数控加工工艺及设备》. 北京:高等教育出版社.2003.10.[5] 麓山文化《UG7从入门到精通》.北京:机械工业出版社2012,2[6] 朱焕池《机械制造工艺学》. 北京:机械工业出版社.2003.4设计论 文[7] 李提仁《数控加工与编程技术》. 北京:北京大学出版社.2012.7[8] 焦小明《机械加工技术》. 北京:机械工业出版社.2005.7[9] 龚桂义《机械设计课程设计图册》(第三版).高等教育出版社.2010.[10] 薛顺源《机床夹具设计》.机械工业出版社,2001.[11] 肖继德陈宁平《机床夹具设计》.机械工业出版社,2002.[12] 张世昌《机械制造技术基础》.天津大学出版社,2002.[13] 刘建亭《机械制造基础》.机械工业出版社,2001.[14] 庄万玉丁杰雄《制造技术》.国防工业出版社,2005.[15] 韩鸿鸾,荣维芝《数控机床加工程序的编制》.北京:机械工业出版社.2002.12[16] 周湛学《机电工人识图及实例详解》.北京:化学工业出版社.2011.12[17] 施平《机械工程专业英语教程》.第二版.电子工业出版社.摘要数控编程是一种可编程的柔性加工方法,它的普及大大提高了加工效率。

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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。

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