Bedrich Benes
Purdue University
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Featured researches published by Bedrich Benes.
international conference on computer graphics and interactive techniques | 2012
Ondrej Stava; Juraj Vanek; Bedrich Benes; Nathan A. Carr; Radomír Měch
The use of 3D printing has rapidly expanded in the past couple of years. It is now possible to produce 3D-printed objects with exceptionally high fidelity and precision. However, although the quality of 3D printing has improved, both the time to print and the material costs have remained high. Moreover, there is no guarantee that a printed model is structurally sound. The printed product often does not survive cleaning, transportation, or handling, or it may even collapse under its own weight. We present a system that addresses this issue by providing automatic detection and correction of the problematic cases. The structural problems are detected by combining a lightweight structural analysis solver with 3D medial axis approximations. After areas with high structural stress are found, the model is corrected by combining three approaches: hollowing, thickening, and strut insertion. Both detection and correction steps are repeated until the problems have been eliminated. Our process is designed to create a model that is visually similar to the original model but possessing greater structural integrity.
Computer Graphics Forum | 2014
R.M. Smelik; Tim Tutenel; Rafael Bidarra; Bedrich Benes
Procedural modelling deals with (semi‐)automatic content generation by means of a program or procedure. Among other advantages, its data compression and the potential to generate a large variety of detailed content with reduced human intervention, have made procedural modelling attractive for creating virtual environments increasingly used in movies, games and simulations. We survey procedural methods that are useful to generate features of virtual worlds, including terrains, vegetation, rivers, roads, buildings and entire cities. In this survey, we focus particularly on the degree of intuitive control and of interactivity offered by each procedural method, because these properties are instrumental for their typical users: designers and artists. We identify the most promising research results that have been recently achieved, but we also realize that there is far from widespread acceptance of procedural methods among non‐technical, creative professionals. We conclude by discussing some of the most important challenges of procedural modelling.
Computer Graphics Forum | 2009
P. Krištof; Bedrich Benes; Jaroslav Křivánek; Ondrej Stava
This paper presents a new technique for modification of 3D terrains by hydraulic erosion. It efficiently couples fluid simulation using a Lagrangian approach, namely the Smoothed Particle Hydrodynamics (SPH) method, and a physically‐based erosion model adopted from an Eulerian approach. The eroded sediment is associated with the SPH particles and is advected both implicitly, due to the particle motion, and explicitly, through an additional velocity field, which accounts for the sediment transfer between the particles. We propose a new donor‐acceptor scheme for the explicit advection in SPH. Boundary particles associated to the terrain are used to mediate sediment exchange between the SPH particles and the terrain itself. Our results show that this particle‐based method is efficient for the erosion of dense, large, and sparse fluid. Our implementation provides interactive results for scenes with up to 25,000 particles.
symposium on geometry processing | 2014
Juraj Vanek; Jorge A. Garcia Galicia; Bedrich Benes
We introduce an optimization framework for the reduction of support structures required by 3D printers based on Fused Deposition Modeling (FDM) technology. The printers need to connect overhangs with the lower parts of the object or the ground in order to print them. Since the support material needs to be printed first and discarded later, optimizing its volume can lead to material and printing time savings. We present a novel, geometry‐based approach that minimizes the support material while providing sufficient support. Using our approach, the input 3D model is first oriented into a position with minimal area that requires support. Then the points in this area that require support are detected. For these points the supporting structure is progressively built while attempting to minimize the overall length of the support structure. The resulting structure has a tree‐like shape that effectively supports the overhangs. We have tested our algorithm on the MakerBot® Replicator™ 2 printer and we compared our solution to the embedded software solution in this printer and to Autodesk® Meshmixer™ software. Our solution reduced printing time by an average of 29.4% (ranging from 13.9% to 49.5%) and the amount of material by 40.5% (ranging from 24.5% to 68.1%).
spring conference on computer graphics | 2001
Bedrich Benes; Rafael Forsbach
New data structure for visual simulation of 3D terrains is introduced. The representation is inspired by real geological measurements and presents good trade-off between commonly used inexpensive, but inaccurate, height fields and memory demanding voxel representation. The representation is based on horizontal stratified layers consisting of one material. The layers are captured in certain positions of the landscape. This representation is then discretized into a 2D array. We demonstrate that the classical algorithm simulating thermal erosion (F.K. Musgrave, 1989), can run on this representation and we can even simulate some new properties. The simulation has been done on artificial data as well as on real data from Mars.
international conference on computer graphics and interactive techniques | 2008
Daniel G. Aliaga; Carlos A. Vanegas; Bedrich Benes
We present an interactive system for synthesizing urban layouts by example. Our method simultaneously performs both a structure-based synthesis and an image-based synthesis to generate a complete urban layout with a plausible street network and with aerial-view imagery. Our approach uses the structure and image data of real-world urban areas and a synthesis algorithm to provide several high-level operations to easily and interactively generate complex layouts by example. The user can create new urban layouts by a sequence of operations such as join, expand, and blend without being concerned about low-level structural details. Further, the ability to blend example urban layout fragments provides a powerful way to generate new synthetic content. We demonstrate our system by creating urban layouts using example fragments from several real-world cities, each ranging from hundreds to thousands of city blocks and parcels.
international conference on computer graphics and interactive techniques | 2009
Carlos A. Vanegas; Daniel G. Aliaga; Bedrich Benes; Paul Waddell
The main contribution of our work is in closing the loop between behavioral and geometrical modeling of cities. Editing of urban design variables is performed intuitively and visually using a graphical user interface. Any design variable can be constrained or changed. The design process uses an iterative dynamical system for reaching equilibrium: a state where the demands of behavioral modeling match those of geometrical modeling. 3D models are generated in a few seconds and conform to plausible urban behavior and urban geometry. Our framework includes an interactive agent-based behavioral modeling system as well as adaptive geometry generation algorithms. We demonstrate interactive and incremental design and editing for synthetic urban spaces spanning over 200 square kilometers.
international conference on computer graphics and interactive techniques | 2012
Sören Pirk; Ondrej Stava; Julian Kratt; Michel Abdul Massih Said; Boris Neubert; Radomír Měch; Bedrich Benes; Oliver Deussen
We present a dynamic tree modeling and representation technique that allows complex tree models to interact with their environment. Our method uses changes in the light distribution and proximity to solid obstacles and other trees as approximations of biologically motivated transformations on a skeletal representation of the trees main branches and its procedurally generated foliage. Parts of the tree are transformed only when required, thus our approach is much faster than common algorithms such as Open L-Systems or space colonization methods. Input is a skeleton-based tree geometry that can be computed from common tree production systems or from reconstructed laser scanning models. Our approach enables content creators to directly interact with trees and to create visually convincing ecosystems interactively. We present different interaction types and evaluate our method by comparing our transformations to biologically based growth simulation techniques.
international conference on computer graphics and interactive techniques | 2012
Carlos A. Vanegas; Ignacio Garcia-Dorado; Daniel G. Aliaga; Bedrich Benes; Paul Waddell
We propose a framework that enables adding intuitive high level control to an existing urban procedural model. In particular, we provide a mechanism to interactively edit urban models, a task which is important to stakeholders in gaming, urban planning, mapping, and navigation services. Procedural modeling allows a quick creation of large complex 3D models, but controlling the output is a well-known open problem. Thus, while forward procedural modeling has thrived, in this paper we add to the arsenal an inverse modeling tool. Users, unaware of the rules of the underlying urban procedural model, can alternatively specify arbitrary target indicators to control the modeling process. The system itself will discover how to alter the parameters of the urban procedural model so as to produce the desired 3D output. We label this process inverse design.
IEEE Transactions on Visualization and Computer Graphics | 2012
Carlos A. Vanegas; Daniel G. Aliaga; Bedrich Benes
We propose a novel approach for the reconstruction of urban structures from 3D point clouds with an assumption of Manhattan World (MW) building geometry; i.e., the predominance of three mutually orthogonal directions in the scene. Our approach works in two steps. First, the input points are classified according to the MW assumption into four local shape types: walls, edges, corners, and edge corners. The classified points are organized into a connected set of clusters from which a volume description is extracted. The MW assumption allows us to robustly identify the fundamental shape types, describe the volumes within the bounding box, and reconstruct visible and occluded parts of the sampled structure. We show results of our reconstruction that has been applied to several synthetic and real-world 3D point data sets of various densities and from multiple viewpoints. Our method automatically reconstructs 3D building models from up to 10 million points in 10 to 60 seconds.