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Thread: How to generate random burrs on a surface?

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  1. #1
    Junior Member Newbie paranormal_motion's Avatar
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    Question How to generate random burrs on a surface?

    Hi,

    This is my first post.

    As a part of my thesis, I need to visualize burrs ( the protruding surface defects in manufacturing) on a surface. First of all, in deburring application, we remove burrs. I will try to do virtual equivalent of this system.

    When the tool (deburring media) touches the burr, it removes it in a rate we call feed rate. During this operation, we may need the volume removed per second in a direction.

    My questions are:
    1- How can I randomly generate some protruding burrs on or along a surface?
    2- Which method should I use, I mean, to draw them in 3D? Volume rendering, I mean marching cubes etc. ?

    Due to the fact that I'm a mechanical engineer and have a very limited knowledge on opengl and computer graphics, I figured that it would be more easy if you guide me guys.

    Thanks in advance,

    kemal.

  2. #2
    Junior Member Regular Contributor
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    Show us a real picture of burrs and I bet you get a lot of responses.

  3. #3
    Junior Member Newbie paranormal_motion's Avatar
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    Quote Originally Posted by Carmine View Post
    Show us a real picture of burrs and I bet you get a lot of responses.
    Thank you Carmine,

    Here is a basic burred surface:

    (From top, left pictures show burrs, right pictures show deburred surfaces)

    Look at the attachment!
    Attached Thumbnails Attached Thumbnails Click image for larger version. 

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    Last edited by paranormal_motion; 08-23-2013 at 02:10 PM.

  4. #4
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    Those are good pictures. Are you actually going to be working at the level of zoom shown in the pictures? As you get up close the 'burrs' might have to be modeled with polygons. That would be tough to do because they have such random, irregular shapes. If you're further away, it could probably be done with textures. Also, maybe someone who works with shaders could help you out.

  5. #5
    Junior Member Newbie paranormal_motion's Avatar
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    Quote Originally Posted by Carmine View Post
    Those are good pictures. Are you actually going to be working at the level of zoom shown in the pictures? As you get up close the 'burrs' might have to be modeled with polygons. That would be tough to do because they have such random, irregular shapes. If you're further away, it could probably be done with textures. Also, maybe someone who works with shaders could help you out.
    Yes, burrs are normally at an order of 10um on and between jet engine blades. I need especially volume information along with 3D representation. However, luckily, burrs can be simplifed as in the picture at the attachment of this post. I don't need to accurately represent 3D structure of burrs. I need an approximate representation and volume information.

    First thing that dawned on me is "can I represent these burrs as made up of small boxes (very small)? If the answer to this question is 'yes', I could calculate volume information."

    I tried to randomly generate tousands of cubes on a surface mimicking the burrs at structure level, but I failed because of the huge number of cubes and lacking of good data structure to store location of burrs. Also, I don't want to represent them as textures or some empty open surfaces which have noting to do with volume information...

    I hope someone has answers for me! :-)
    Attached Thumbnails Attached Thumbnails Click image for larger version. 

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  6. #6
    Junior Member Regular Contributor tksuoran's Avatar
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    Simulating the actual process that creates burr could possibly create best results, but might be quite a challege. Alternatively, if you could get some sort of surface scans of real instances, you could turn those into 3d grid and then to meshes and and splat them on a surface.

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