Computational Hydrographic Printing [video]
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This is seriously cool.
http://kesen.realtimerendering.com/sig2015.html
My favorite paper this year is "The SGGX Microflake Distribution" by E. Heitz et al. Sadly there aren't many papers on rendering this year.
Once set, you can employ so many techniques with it to map images to a 3d model.
> The sphere is dipped with
> its north pole pointing downward. The maximum error on the
> northern hemisphere is within 2mm. However, near its south pole
> the error is much larger (about 5mm). This is because after the
> water surface passes the sphere’s equator, the film gets stretched
> largely, and near the south pole the relative angle between the
> water surface and the object surface approaches to 180◦, leading
> to an ill-posed boundary condition for our simulation (recall
> Equation (1), when θ ≈ 180◦).
You can see the potential for a similar wraparound even on e.g. the mask dips.For those of you who aren't in 3d/VFX:
UV mapping is essentially this process. Most 3d models you'll see, the colour you see started out as a 2d image
http://wiki.blender.org/index.php/Doc:2.4/Manual/Textures/Ma... has a good example of how texture are extracted from a 3d model.
I know very little about mechanical engineering and hardware prototyping, but I saw those metal thingies about a year ago in a DYI tinkerer community (it was used in a DYI 3D printer), and I have been wondering about that topic ever since.
They're super fun and useful in prototyping - kind of like an erector set for adults.
Primarily they are used for building structures quickly and easily - a saw and a wrench are the only tools you need. The standardized brackets for each beam type allow you to make 90 and 45 degree angles.
But they are often used for more than just framing. The 3D printing community has embraced extrusions because you can also use them as bearing surfaces, mount motors and servos, limit switches, etc. Basically anything that has a hole big enough for a machine screw can be mounted to a beam either directly or through an easily made mount (usually to get the angle that you want - all it takes is some sheet metal).
The quickest way to learn is to look at examples. The OpenBeam website has lots of examples. The system is so simple that you can understand exactly what is going on just by seeing a picture.
Bonus the-future-is-now moment: "3D vision systems" are "off-the-shelf components".
I would guess the part that would be commonly done is the texture mapping and the print out of some kind of simple projection
It looks like they have added, crucially, the math to account for the topology of the dipping process.
Looks brute force to me as it is base only on the forward problem.
Around 2:10 he mentions "you can actually set it for project as well" which is a lot closer to what's being done in this case.
Blender has to solve nearly the exact same problem for projections, the only differences being the projection has to be mapped backwards to a flat texture, and you have to account for the way the film clings to the surface and how it stretches. Topology and topography aren't an issue though, we've got that so covered. (But the material physics is something you would have to construct a model for, so if you wanted to solve this precise problem in Blender you might have better results with the physics engine.)
I have seen some variation on this available in even low-end 3D modelers since the 90s. IIRC Truespace's version of the feature did shrink-wrapping by running a simulation, much like they do here, but with different physics.
I thought I had even seen this used in printing before but I could be mistaken.