JP2009020671A - Crossing coordinate derivation method for curved surface shape and visual line - Google Patents

Crossing coordinate derivation method for curved surface shape and visual line Download PDF

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JP2009020671A
JP2009020671A JP2007182243A JP2007182243A JP2009020671A JP 2009020671 A JP2009020671 A JP 2009020671A JP 2007182243 A JP2007182243 A JP 2007182243A JP 2007182243 A JP2007182243 A JP 2007182243A JP 2009020671 A JP2009020671 A JP 2009020671A
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curved surface
coordinate system
shape
polygon
sight
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JP4949953B2 (en
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Junichi Kaneko
順一 金子
Kenichiro Horio
健一郎 堀尾
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Saitama University NUC
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Abstract

<P>PROBLEM TO BE SOLVED: To provide the crossing coordinate derivation method of a curved surface shape and a visual line for correcting the difference of the shapes of a curved surface and an approximate polyhedron. <P>SOLUTION: The vertex coordinates of each polygon of the polyhedron approximating a curved surface shape on a model coordinate system are calculated, and vertex coordinates and a parameter showing the curved surface shape are set as the attribute values of the respective vertexes of the polygon. Then, the steps of: deriving the vertex coordinates of the respective vertexes of the polygon on a visual field coordinate system; deriving the crossing coordinates of each visual line of a visual field coordinate system and the polygon, calculating a depth value d to the crossing coordinates, and deriving interpolation variables for expressing the crossing coordinates with the vertex coordinates of each vertex; deriving the crossing points of the polygon and each visual line on the model coordinate system by using the interpolation variables, and calculating the distance e in the visual line direction between the crossing point and the curved face shape by using the parameter; and correcting the depth value d on the basis of the distance e, are executed within graphic hardware. Thus, it is possible to accurately and quickly calculate the crossing coordinates of the curved surface and the visual line on the visual field coordinate system. <P>COPYRIGHT: (C)2009,JPO&INPIT

Description

本発明は、視界座標系の上で、例えば、工作機械の工具で削られた被削物の曲面形状と視線とが交差する座標を求める交差座標導出方法に関し、特に、曲面形状を多面体で近似したときの誤差が補正できるようにしたものである。   The present invention relates to a method for deriving a crossed coordinate on a field-of-view coordinate system, for example, to obtain coordinates at which a curved surface shape of a workpiece cut by a tool of a machine tool and a line of sight intersect, and in particular, approximate a curved surface shape by a polyhedron. The error at this time can be corrected.

近年、大規模かつ複雑な金型等の製造には、膨大な工具経路情報を伴うNC加工が多用されている。これらの加工の実施に際しては、計算機による被削物形状及びオフセット形状の推定が工具経路の生成・検証に非常に大きな役割を占める。
この場合、図6に示すように、Z−map法では、基準面(Z−map基準面)上の格子点ごとに設定された垂線を視線と見立てた視界座標系の上で、被削物形状等の曲面形状と視線との交点と、基準面との間の距離(深度)を求める処理が行われる。
例えば、被削物の形状を推定して被削物の削り残しや削り過ぎを評価する切削シミュレーションでは、運動ステップごとに工具が通過した領域を工具掃引形状として設定し、それらのうち最も基準面に近い包絡面を求めることによって被削物に与えられる2.5次元形状の推定を実現している。
In recent years, NC machining with enormous tool path information is frequently used for manufacturing large-scale and complicated dies. In carrying out these processes, the estimation of the workpiece shape and offset shape by a computer plays a very important role in the generation and verification of the tool path.
In this case, as shown in FIG. 6, in the Z-map method, the work is cut on a field-of-view coordinate system in which a perpendicular set for each lattice point on the reference plane (Z-map reference plane) is regarded as a line of sight. A process for obtaining the distance (depth) between the intersection between the curved line shape such as the shape and the line of sight and the reference plane is performed.
For example, in a cutting simulation that estimates the shape of the work piece and evaluates the remaining work or overcutting of the work piece, the area through which the tool passes for each movement step is set as the tool sweep shape, and the reference plane is the most The estimation of the 2.5-dimensional shape given to the work is realized by obtaining an envelope surface close to.

また、逆オフセット法による工具経路の生成においても、図7(a)に示すように、目標形状上に、工具軸の方向を反転させた工具形状を多数配置し、図7(b)に示すように、これらの包絡面をZ−map上の点群として離散的に求め、これらの点群を補間することによって工具中心の移動経路を生成している。
これらの処理では、工具掃引形状や工具反転形状を工具運動ステップごとに定義し、それらの中から最も格子点に近い位置を表面形状として求めている。しかし、これは工具運動ステップ数の増加や格子点間隔の縮小に応じて大規模な幾何計算を必要とするため、処理の高速化が強く求められてきた。
Also in the generation of the tool path by the reverse offset method, as shown in FIG. 7A, a large number of tool shapes in which the direction of the tool axis is reversed are arranged on the target shape, as shown in FIG. 7B. As described above, these envelope surfaces are obtained discretely as point groups on the Z-map, and the movement path of the tool center is generated by interpolating these point groups.
In these processes, a tool sweep shape and a tool reversal shape are defined for each tool movement step, and a position closest to the lattice point is obtained as a surface shape from among them. However, since this requires a large-scale geometric calculation in accordance with an increase in the number of tool movement steps and a reduction in the lattice point spacing, there has been a strong demand for speeding up the processing.

そこで、近年、この幾何演算を並行投影されたコンピュータグラフィックスの描画過程に置き換え、描画専用の機器であるグラフィックスハードウェアの能力を利用することで処理を高速化する手法が提案されている(下記特許文献1参照)。   Therefore, in recent years, a method has been proposed in which this geometric operation is replaced with a parallel-projected computer graphics drawing process, and the processing speed is increased by utilizing the capability of graphics hardware, which is a dedicated drawing device ( See Patent Document 1 below).

図10に示すように、グラフィックスハードウェア44は、3DCGの描画時に行われる幾何演算のうちCPU43ではリアルタイムな処理が難しいとされる頂点座標変換を実施するVertexShader、及び深度計算・陰面処理等を実施するPixelShaderを備えており、各Shaderの大規模な並列化により大幅な描画速度の向上が実現されている。
また、近年では特に、グラフィックスハードウェア内の描画機能をユーザーが自作のプログラムから自由に変更し、実行することが可能なプログラマブルシェーダが実用化されつつある。このような最新のグラフィックスハードウェアは描画に関する汎用的な幾何処理が可能であることから特にGPU(Graphics Processing Unit)あるいはVPU(Visual Processing Unit)と呼ばれている。
As shown in FIG. 10, the graphics hardware 44 performs VertexShader that performs vertex coordinate conversion, which is difficult to be processed in real time by the CPU 43 among geometric operations performed at the time of 3DCG drawing, depth calculation / hidden surface processing, and the like. A PixelShader to be implemented is provided, and a large improvement in drawing speed is realized by large-scale parallelization of each Shader.
In recent years, in particular, a programmable shader that allows a user to freely change and execute a drawing function in graphics hardware from a self-made program is being put into practical use. Such latest graphics hardware is particularly called GPU (Graphics Processing Unit) or VPU (Visual Processing Unit) because it can perform general-purpose geometric processing related to drawing.

グラフィックスハードウェアを用いた最近点座標の導出では、格子点を出力画面の画素、基準面から交点までの距離を各画素のもつ深度とみなす。評価を行う範囲の変更や描画対象物の変形をポリゴン頂点の座標変換機能を用いて行い、各視線と面との最近交点導出を陰面処理・深度計算の機能を用いて実現している。これらの機能はグラフィックスハードウェア内で多数の実行ユニットによって並列に処理されることから、CPUを用いた従来の計算手法に比べて非常に短時間での処理が可能となっている。
特開2000−235407号公報
In the derivation of the nearest point coordinates using graphics hardware, the grid point is regarded as a pixel of the output screen, and the distance from the reference plane to the intersection is regarded as the depth of each pixel. The evaluation range is changed and the drawing object is transformed using the coordinate conversion function of the polygon vertex, and the closest intersection between each line of sight and the surface is derived using the hidden surface processing and depth calculation functions. Since these functions are processed in parallel by a large number of execution units in the graphics hardware, processing can be performed in a very short time compared to a conventional calculation method using a CPU.
JP 2000-235407 A

しかし、現状のグラフィックスハードウェアでは、描画の対象を平面からなる多面体に近似する必要があるが、一般に、工具掃引形状及び逆オフセット形状は円筒面と球面等の曲面の集合体となるため、これを多面体で近似すると本来の曲面との間にずれが生じ、計算誤差が発生する。
図8は、平面近似で発生する誤差の例を示している。ボールエンドミルの工具掃引形状は、工具経路の始点及び終点に対応する半球状の曲面と、始点・終点間の軌跡に対応する半円筒状の曲面を有する。これらは、いずれも数学的に容易に定義を行うことが可能であるが、多面体によって近似した場合には、内接する位置以外のいずれの箇所においても評価誤差が生じる。
また、工具の逆オフセット形状においては、円周上の工具刃部分が半球状の形状で、側面部の工具刃部分が部分円錐状の形状で表面が構成され、同様に多面体に近似したときに評価誤差が生じる。
However, in current graphics hardware, it is necessary to approximate the drawing target to a polyhedron consisting of a plane, but in general, the tool sweep shape and the reverse offset shape are a collection of curved surfaces such as a cylindrical surface and a spherical surface. If this is approximated by a polyhedron, a deviation occurs from the original curved surface, resulting in a calculation error.
FIG. 8 shows an example of an error that occurs in the plane approximation. The tool sweep shape of the ball end mill has a hemispherical curved surface corresponding to the start point and end point of the tool path, and a semi-cylindrical curved surface corresponding to the trajectory between the start point and end point. Any of these can be easily defined mathematically, but when approximated by a polyhedron, an evaluation error occurs at any location other than the inscribed position.
In addition, in the reverse offset shape of the tool, when the surface is constituted by the hemispherical shape of the tool blade portion on the circumference and the shape of the tool blade portion of the side surface portion is a partial conical shape, similarly when approximated to a polyhedron An evaluation error occurs.

また、図9はX軸に対して並行に配置された半径1の正規化された円筒形状と、それに等角度で内接するように設定された近似多面体とのZ方向の深度値の隔たりezのY座標に対する変化を、円筒形への内接点間の角度nで表したものである。円筒形状の半径に対する誤差の比は、近似に用いる微少多角形の総数に反比例して減少する。そのため、特に円筒の側面部分において誤差を小さくするためには非常に多数のポリゴンが必要となる。
これらの問題への対策としては、誤差がある閾値以下となるように、面を非常に微小な多面体の集合で近似する方法がある。しかしながら、高精度な評価を行うために必要となる多面体の総数は閾値に対して指数的に増大する。そのため、大規模なNCプログラムの検証にこの種の対策を取るのは現実的でない。
Further, FIG. 9 shows the distance e z between the normalized cylindrical shape of radius 1 arranged in parallel with the X axis and the approximate polyhedron set so as to be inscribed at an equal angle e Z. The change to the Y coordinate is represented by the angle n between the inner contacts to the cylindrical shape. The ratio of error to the radius of the cylindrical shape decreases in inverse proportion to the total number of minute polygons used for approximation. Therefore, a large number of polygons are required in order to reduce the error particularly in the side surface portion of the cylinder.
As a countermeasure to these problems, there is a method of approximating a surface with a set of very small polyhedrons so that an error is below a certain threshold value. However, the total number of polyhedrons necessary for performing highly accurate evaluation increases exponentially with respect to the threshold value. Therefore, it is not realistic to take this kind of measure for verification of a large-scale NC program.

本発明は、こうした事情を考慮して創案したものであり、ボールエンドミルを用いた3軸制御加工を対象として、近似時に生じた曲面と多面体との形状の隔たりをグラフィックハードウェア内で補正することができる曲面形状と視線との交差座標導出方法を提供することを目的としている。   The present invention was devised in consideration of such circumstances, and corrects the gap between the shape of the curved surface and the polyhedron generated during approximation within the graphic hardware for three-axis control processing using a ball end mill. The object is to provide a method for deriving the intersection coordinates between the curved surface shape and the line of sight.

本発明の曲面形状と視線との交差座標導出方法は、曲面形状のトポロジを定義するモデル座標系上で、前記曲面形状を近似した多面体の各ポリゴンの頂点座標を求め、前記ポリゴンの各頂点の属性値として、前記頂点座標と、当該ポリゴンの各頂点に接する曲面形状を表すパラメータとを設定する第1のステップと、基準面上の格子点ごとに設定された垂線を視線とする視界座標系上に前記多面体を移して前記ポリゴンの各頂点の頂点座標を導出する第2のステップと、前記視界座標系の各視線と前記ポリゴンとの交点座標を導出し、前記基準面から前記交点座標までの各視線の距離を示す深度値dを算出するとともに、前記交点座標を当該ポリゴンの各頂点の頂点座標で表すための内挿変数を導出する第3のステップと、前記内挿変数を用いて前記モデル座標系上の前記ポリゴンにおける各視線の交点を導出する第4のステップと、前記モデル座標系上で、前記パラメータを用いて、前記交点から前記視線の向きにある前記曲面形状までの距離eを算出する第5のステップと、前記距離eに基づいて、前記視界座標系上で求めた各視線の前記深度値dを補正する第6のステップと、を備え、前記第2のステップから第6のステップまでの処理を、グラフィックスハードウェアを用いて行うことを特徴としている。
この方法では、曲面を平面で近似したことに伴う誤差をグラフィックスハードウェア内で補正することができる。
In the method for deriving the intersection coordinates between the curved surface shape and the line of sight of the present invention, the vertex coordinates of each polygon of the polyhedron approximating the curved surface shape are obtained on the model coordinate system defining the topology of the curved surface shape. A first step of setting, as attribute values, the vertex coordinates and a parameter representing a curved surface shape in contact with each vertex of the polygon, and a visual field coordinate system having a line of sight set as a perpendicular line for each grid point on the reference plane A second step of deriving a vertex coordinate of each vertex of the polygon by moving the polyhedron upward, deriving an intersection coordinate between each line of sight of the visual field coordinate system and the polygon, from the reference plane to the intersection coordinate And calculating a depth value d indicating the distance of each line of sight, and deriving an interpolation variable for expressing the intersection coordinates by the vertex coordinates of each vertex of the polygon, and using the interpolation variable A fourth step of deriving an intersection of each line of sight in the polygon on the model coordinate system, and using the parameter on the model coordinate system, from the intersection to the curved surface shape in the direction of the line of sight A fifth step of calculating a distance e, and a sixth step of correcting the depth value d of each line of sight obtained on the visual field coordinate system based on the distance e, the second step To the sixth step is performed using graphics hardware.
In this method, an error caused by approximating the curved surface with a plane can be corrected in the graphics hardware.

また、本発明の交差座標導出方法は、前記曲面形状が、数式で定義可能な形状であれば適用できる。
曲面形状が数式で定義できる場合は、視線方向におけるポリゴンと曲面形状との隔たりeを計算することができるので、深度値dの補正が可能である。
In addition, the intersecting coordinate derivation method of the present invention can be applied if the curved surface shape is a shape that can be defined by a mathematical expression.
When the curved surface shape can be defined by a mathematical expression, the distance e between the polygon and the curved surface shape in the line-of-sight direction can be calculated, so that the depth value d can be corrected.

また、本発明の交差座標導出方法では、前記曲面形状を、円筒形状または球形状としても良い。
ボールエンドミル工具の掃引形状や逆オフセット形状は、円筒形状や球形状で表すことができるから、本発明の交差座標導出方法により、ボールエンドミル工具で加工する被削物形状の評価や工具経路の設定を正確に行うことができる。
In the intersecting coordinate derivation method of the present invention, the curved surface shape may be a cylindrical shape or a spherical shape.
The sweep shape and reverse offset shape of a ball end mill tool can be represented by a cylindrical shape or a spherical shape. Therefore, the cross coordinate derivation method of the present invention can be used to evaluate the shape of a workpiece to be machined by the ball end mill tool and to set the tool path. Can be done accurately.

また、本発明の交差座標導出方法では、前記多面体を前記モデル座標系の単位座標系上で定義し、前記単位座標系上で求めた前記距離eを基に前記視界座標系上の前記深度値dの誤差を算出して、前記深度値dを補正する。
ポリゴンを単位座標系上で正規化して定義することにより、深度値dに対する補正値の算出が簡単になる。
In the intersecting coordinate derivation method of the present invention, the polyhedron is defined on the unit coordinate system of the model coordinate system, and the depth value on the visual field coordinate system is based on the distance e obtained on the unit coordinate system. The error of d is calculated, and the depth value d is corrected.
By defining the polygon by normalizing on the unit coordinate system, the correction value for the depth value d can be easily calculated.

また、本発明の交差座標導出方法では、ポリゴンをモデル座標系から視界座標系に移す場合に、拡大・縮小、並行移動、回転または透視変換による変換を与えた前記ポリゴンの各頂点の頂点座標を導出する。
この座標変換により、曲面形状の任意の変形が可能になる。
In the intersecting coordinate derivation method of the present invention, when the polygon is moved from the model coordinate system to the view coordinate system, the vertex coordinates of each vertex of the polygon subjected to conversion by enlargement / reduction, parallel movement, rotation, or perspective transformation are obtained. To derive.
This coordinate transformation enables arbitrary deformation of the curved surface shape.

また、本発明の交差座標導出方法では、前記第1のステップから第6のステップまでの処理を、前記曲面形状を近似する前記多面体の全てのポリゴンと交差する全ての視線に対して行い、各視線の補正後の前記深度値dで表される面の包絡面形状を導出する。
曲面を多面体近似したことに伴う誤差を含まない包絡面形状を得ることができる。
In the intersecting coordinate derivation method of the present invention, the processing from the first step to the sixth step is performed for all the lines of sight that intersect all the polygons of the polyhedron approximating the curved surface shape. An envelope shape of the surface represented by the depth value d after the line-of-sight correction is derived.
It is possible to obtain an envelope shape that does not include an error associated with polyhedral approximation of a curved surface.

また、本発明の交差座標導出方法では、前記包絡面形状として、ボールエンドミル工具の掃引形状を導出する。
正確なボールエンドミル工具の掃引形状が描画されるため、被削物形状の正しい評価が可能になる。
In the intersecting coordinate derivation method of the present invention, the sweep shape of the ball end mill tool is derived as the envelope shape.
Since the accurate sweep shape of the ball end mill tool is drawn, the workpiece shape can be correctly evaluated.

また、本発明の交差座標導出方法では、前記包絡面形状として、製品形状の上で工具の向きを反転させた逆オフセット形状を導出する。
正確な逆オフセット形状が描画されるため、工具の正確な移動経路設定することが可能になる。
In the intersecting coordinate derivation method of the present invention, an inverse offset shape obtained by inverting the direction of the tool on the product shape is derived as the envelope shape.
Since an accurate reverse offset shape is drawn, an accurate movement path of the tool can be set.

本発明によれば、視界座標系上での曲面と視線との交差座標を、正確、かつ、迅速に求めることができる。   According to the present invention, the intersection coordinates between the curved surface and the line of sight on the visual field coordinate system can be obtained accurately and quickly.

本発明では、平面近似に伴う誤差を補正する手法を提案する。ここでは、補正の対象となる曲面を球面、円筒面とする。また、これらに対する近似による誤差の補正をグラフィックスハードウェア内部のみで行う。
図1は提案する手法の概念を示す。従来の幾何計算手法では、曲面形状のトポロジを定義するモデル座標系上において平面近似された多面体を、視界座標系に投影し、視点と各平面との距離を深度dとして求め、これを用いて包絡面の推定を行ってきた。今回提案する手法では、この深度計算の過程を近年のGPUが有するプログラマブルシェーダの機能を用いて変更する。
The present invention proposes a method for correcting an error associated with planar approximation. Here, the curved surface to be corrected is a spherical surface or a cylindrical surface. Further, error correction by approximation to these is performed only inside the graphics hardware.
FIG. 1 shows the concept of the proposed method. In the conventional geometric calculation method, a polyhedron approximated in a plane on a model coordinate system that defines the topology of the curved surface shape is projected onto the visual field coordinate system, and the distance between the viewpoint and each plane is obtained as the depth d, and this is used. The envelope surface has been estimated. In the proposed method, the depth calculation process is changed by using a programmable shader function of recent GPUs.

具体的には、交点のモデル座標系上での座標値を元に格子点上でのポリゴンと近似前の曲面との間の距離eを計算する。その上で深度dと距離eとから本来の曲面に対して視線が持つべき深度値を推定する。この処理をポリゴンごとにGPUの機能を用いて行い、深度値の比較から最も基準面に近い交点の座標を包絡面の座標として求めることによって正確かつ高速な形状の推定を実現する。   Specifically, the distance e between the polygon on the lattice point and the curved surface before approximation is calculated based on the coordinate value of the intersection point on the model coordinate system. Then, the depth value that the line of sight should have on the original curved surface is estimated from the depth d and the distance e. This processing is performed for each polygon by using the GPU function, and an accurate and high-speed shape estimation is realized by obtaining the coordinates of the intersection closest to the reference plane as coordinates of the envelope plane from the comparison of depth values.

この深度計算のアルゴリズムでは、パラメトリックに定義された曲面と、近似後のポリゴンと視線との交点の位置関係を把握し、この交点と曲面との距離を求めることが必要となる。そこで、本手法では、ポリゴン頂点の座標定義を正規化されたモデル座標系上で行い、視界座標系での視線とポリゴンとの交点座標をモデル座標系上に投影することによって、GPUのPixelShaderの内部で曲面と交点との隔たりを計算できるようにしている。
以下ではその内容について述べる。
In this depth calculation algorithm, it is necessary to grasp the positional relationship between the parametrically defined curved surface and the intersection of the approximated polygon and line of sight, and obtain the distance between the intersection and the curved surface. Therefore, in this method, the coordinate definition of the polygon vertex is performed on the normalized model coordinate system, and the intersection coordinates of the line of sight and the polygon in the view coordinate system are projected onto the model coordinate system, so that the GPU PixelShader The distance between the curved surface and the intersection can be calculated internally.
The contents are described below.

(モデル座標系における円筒面との交点座標の導出)
一般に、コンピュータグラフィックスの描画においては、ポリゴンを設定し描画対象物のトポロジを定義するためのモデル座標系と、視界を構成する各視線とポリゴン間の位置関係を正規化した視界座標系の二つの座標系が用いられる。
通常の描画処理では、CPUによって与えられたモデル座標系上の各ポリゴンの頂点を、4つの項からなる同次座標で表し、これに対して拡大・縮小、並行移動、回転、透視変換からなる座標変換を与えて視界座標系上での頂点座標を導出する。全てのポリゴンの頂点を変換し、視界座標系上にポリゴンを投影した状態での視線とポリゴンとの交点を元に、各視線に対応する画素の状態を推定し、出力画面の色が決定される。
(Derivation of coordinates of intersection point with cylindrical surface in model coordinate system)
In general, in computer graphics drawing, a model coordinate system for setting polygons and defining the topology of an object to be drawn, and a view coordinate system that normalizes the positional relationship between each line of sight constituting the view and the polygons. Two coordinate systems are used.
In normal drawing processing, the vertices of each polygon on the model coordinate system given by the CPU are represented by homogeneous coordinates consisting of four terms, which consist of enlargement / reduction, parallel movement, rotation, and perspective transformation. Given the coordinate transformation, derive the vertex coordinates on the view coordinate system. The color of the output screen is determined by converting the vertices of all polygons, estimating the state of the pixel corresponding to each line of sight based on the intersection of the line of sight with the polygon projected onto the field of view coordinate system The

このとき、視線とポリゴンとの交点座標は、GPU内部では対応するポリゴンとそれを構成する視界座標系上の頂点座標の内挿として与えられる。そこで、モデル座標系上での各ポリゴンを正規化された形状に対して設定し、交点のモデル座標系上での座標値を視界座標系上での各頂点座標から同様に推定する。これと数学的に定義された曲面との隔たりをGPU内部で計算することで深度値の補正を行う。   At this time, the intersection coordinate between the line of sight and the polygon is given as an interpolation between the corresponding polygon and the vertex coordinate on the visual field coordinate system constituting the polygon inside the GPU. Therefore, each polygon on the model coordinate system is set for the normalized shape, and the coordinate value on the model coordinate system of the intersection is similarly estimated from each vertex coordinate on the visual field coordinate system. The depth value is corrected by calculating the distance between this and the mathematically defined curved surface inside the GPU.

今、3次元の同次座標変換における拡大・縮小行列T(a、b、c)を(数1)のように、
並行移動行列M(a、b、c) を(数2)のように、Z軸及びY軸まわりの回転行列Rz(θ)、Ry(φ)を(数3)、(数4)のように定義する。
Now, the expansion / contraction matrix T (a, b, c) in the three-dimensional homogeneous coordinate transformation is
The translation matrix M (a, b, c) is expressed by (Equation 2), and the rotation matrices Rz (θ) and Ry (φ) around the Z and Y axes are expressed by (Equation 3) and (Equation 4). Defined in

このとき、図2に示すような絶対座標系上にある半径rの円筒形状の同次座標Cab(xab、yab、zab、1)は、モデル座標系上において、Z軸の方向を中心軸とし半径1、長さ1となる円筒形状の座標Cmd(xmd、ymd、zmd、1)を用いて次の(数5)ように設定することができる。
さらに、絶対座標系上での視界の中心を(xv、yv、zv)、視界の幅と高さをw、視野界の奥行きの長さをfとする並行投影後の視界座標系における頂点座標Cvw(xvw、yvw、zvw、1)は、先の変換に加えて以下の変換式(数6)によってCmdから設定することができる。
mdよりCvw を求める頂点座標変換行列Vは、円筒形状の半径及び長さ、位置ごとに異なる行列となるため、工具掃引形状に対して工具の運動ステップごとに設定が繰り返される。
At this time, the cylindrical homogeneous coordinates C ab (x ab , yab , z ab , 1) of radius r on the absolute coordinate system as shown in FIG. 2 are in the Z-axis direction on the model coordinate system. Can be set as follows using the cylindrical coordinates C md (x md , y md , z md , 1) having a radius of 1 and a length of 1.
Further, a visual field coordinate system after parallel projection in which the center of the visual field on the absolute coordinate system is (x v , y v , z v ), the visual field width and height are w, and the visual field depth length is f. The vertex coordinates C vw (x vw , y vw , z vw , 1) in can be set from C md by the following conversion equation (Equation 6) in addition to the previous conversion.
Since the vertex coordinate transformation matrix V for obtaining C vw from C md is a matrix different for each radius, length, and position of the cylindrical shape, the setting is repeated for each tool movement step with respect to the tool sweep shape.

ここで、投影後のポリゴンと視線との交点座標Bvwについて、そのモデル座標系上での交点座標Bmdを求める。今、ポリゴンを三角形と仮定し、その投影後の頂点をAvw1、 Avw2、 Avw3とすると、Bvwは内挿変数s、tを用いて、次式(数7)のように、
と表すことができる。このとき頂点投影行列Vの逆行列V-1は(数6)の定義より、
となる。ここでモデル座標系上での対応するポリゴンの頂点座標をAmd1、Amd2、Amd3とすると、モデル座標系での交点Bmdは、(数7)にV-1を適用することによって次式(数9)のように表すことができる。
Here, for the intersection coordinates B vw between the projected polygon and the line of sight, the intersection coordinates B md on the model coordinate system are obtained. Assuming that the polygon is a triangle and the projected vertices are A vw1 , A vw2 , and A vw3 , B vw uses interpolation variables s and t, as shown in the following equation (Equation 7):
It can be expressed as. At this time, the inverse matrix V −1 of the vertex projection matrix V is defined by (Equation 6):
It becomes. Here, assuming that the vertex coordinates of the corresponding polygon on the model coordinate system are A md1 , A md2 , and A md3 , the intersection B md in the model coordinate system is obtained by applying V −1 to ( Equation 7). It can be expressed as the equation (Equation 9).

この内挿変数s、tは、PixelShaderが視線と各ポリゴンとの交差を判定する際に自動的に計算される。そこで、これを利用してモデル座標系での交点座標を推定する。すなわち、VertexShaderにおいて行われる各頂点座標の変換に先立って、モデル座標系上での頂点座標を属性値として各頂点に与えておく。PixelShaderには、s、tを用いて各頂点に与えられた属性値から交点における値を内挿する機能があるため、これを用いて(数9)を計算する。これにより、逆行列V-1を個々の交点ごとに明示的に求めることなく、モデル座標系上での交点Bmdの座標を推定することが可能となる。 The interpolation variables s and t are automatically calculated when the PixelShader determines the intersection between the line of sight and each polygon. Therefore, the intersection coordinates in the model coordinate system are estimated using this. That is, prior to conversion of each vertex coordinate performed in VertexShader, vertex coordinates on the model coordinate system are given to each vertex as an attribute value. Since PixelShader has a function of interpolating the value at the intersection from the attribute value given to each vertex using s and t, (Equation 9) is calculated using this. This makes it possible to estimate the coordinates of the intersection point B md on the model coordinate system without explicitly obtaining the inverse matrix V −1 for each intersection point.

(モデル座標系での交点座標を用いた誤差補正)
先に述べたように、本発明の手法では曲面と近似多面体との隔たりを、モデル座標系上で正規化された曲面の位置と各ポリゴンへの視線の交点座標を用いて導出する。
3軸制御加工では、絶対座標系のZ軸と工具の中心軸は常に一致する。このとき、絶対座標系上で(0、0、1)の向きに配置された各視線は、モデル座標系上では(f・sinφ/l、0、 f・cosφ/r)の向きに投影される。ここで、モデル座標系上での視線の向きとZmd軸がなす角をδとすると、δは次式(数10)のように求まる。
ここで、Bmdを(xmd、ymd、zmd、1)とおき、パラメータδ、r、fを用いてBmdと円筒面と視線との交点間の距離evwを視界座標系上で表すと次式(数11)のようになる。
(Error correction using intersection coordinates in the model coordinate system)
As described above, in the method of the present invention, the distance between the curved surface and the approximate polyhedron is derived using the position of the curved surface normalized on the model coordinate system and the intersection coordinates of the line of sight to each polygon.
In 3-axis control machining, the Z axis of the absolute coordinate system and the center axis of the tool always coincide. At this time, each line of sight arranged in the (0, 0, 1) direction on the absolute coordinate system is projected in the (f · sinφ / l, 0, f · cosφ / r) direction on the model coordinate system. The Here, assuming that the angle formed by the direction of the line of sight on the model coordinate system and the Z md axis is δ, δ is obtained as the following equation (Equation 10).
Here, B md is set to (x md , y md , z md , 1), and the parameter δ, r, f is used to determine the distance e vw between the intersection of B md , the cylindrical surface, and the line of sight on the view coordinate system. Is expressed by the following equation (Equation 11).

さらに、GPUの組み込み機能によって求められる視点とBvwとの視界座標系上での距離dvwからevwを引き、得られた値を改めてグラフィックハードウェアのメモリに書き込むことにより正確な深度の値を各交点に与えることが可能となる。この計算は該当する視線と交差する可能性のある全てのポリゴンとの間で行われ、0から1の間で最も小さい値をとる深度値から包絡面の深度値dtrueが決定され、GPUの出力となる。
GPUから出力される画面上での各画素の座標(u,v)は、それぞれ視界座標系における交点のxy座標(xvw、yvw)に相当する。そこで、これらの座標値と視点・視界の設定値を用いることによって以下の(数12)(数13)(数14)からZ−map基板面の格子点に対応する各画素における被削物・逆オフセット面の絶対座標系上での座標Btrue(xtrue、ytrue、ztrue)を求めることが可能となる。
(数12) xtrue=xv+u・w
(数13) ytrue=yv+v・w
(数14) ztrue=zv+dtrue・f
Further, an accurate depth value can be obtained by subtracting e vw from the distance d vw on the field-of-view coordinate system between the viewpoint and B vw required by the GPU built-in function, and writing the obtained value again into the memory of the graphic hardware. Can be given to each intersection. This calculation is performed for all the polygons that may intersect with the corresponding line of sight, and the depth value d true of the envelope surface is determined from the depth value that takes the smallest value between 0 and 1, and the GPU Output.
The coordinates (u, v) of each pixel on the screen output from the GPU correspond to the xy coordinates (x vw , y vw ) of the intersection in the visual field coordinate system. Therefore, by using these coordinate values and the set values of the viewpoint and field of view, the work piece at each pixel corresponding to the lattice point on the Z-map substrate surface from the following (Equation 12) (Equation 13) (Equation 14) The coordinates B true (x true , y true , z true ) on the absolute coordinate system of the reverse offset surface can be obtained.
(Equation 12) x true = x v + u · w
(Equation 13) y true = y v + v · w
(Equation 14) z true = z v + d true · f

(モデル座標系における球面との交点座標の導出)
球面を対象とした補正においても同様に、正規化されたモデル座標系でポリゴンを定義し、交点座標を推定したのち曲面とポリゴンとの隔たりの計算を行うことによって正確な深度値の計算が可能である。
以前の研究において、球面はボールエンドミルの進行方向が変化する際に現れ、その殆どは前後の工具掃引形状に属する円筒面の内側に存在することが指摘されている。そこでここでは、あらかじめその前後の工具経路から描画の必要のない部分を除いた球面の一部のみを対象としてポリゴンの設定を行う。
(Derivation of the coordinates of the intersection with the spherical surface in the model coordinate system)
Similarly, in the correction for spherical surfaces, it is possible to calculate the correct depth value by defining the polygon in the normalized model coordinate system, estimating the intersection coordinates, and calculating the distance between the curved surface and the polygon. It is.
In previous studies, it has been pointed out that spherical surfaces appear when the direction of travel of the ball end mill changes, and that most of them exist inside cylindrical surfaces belonging to the front and rear tool sweep shapes. Therefore, here, polygons are set for only a part of a spherical surface excluding a portion where drawing is not necessary from the tool paths before and after the tool path.

図3は部分球面の形状を示す。この曲面20は、二つの円筒形状の端面をそれぞれの長辺として持つ三日月状の形状となる。これを本来の球面上に頂点を持ち球面に内接する微少三角形の集合で表し、頂点座標変換を実施する。この頂点座標変換では、Z軸及びY軸まわりの回転変換が発生しないことから、モデル座標系における近似前の球面の半径を1とすると変換行列Vは以下の(数15)ように定義される。
ここから円筒形状の場合と同様にモデル座標系上での視線とポリゴンとの交点を求め、近似前の球面との隔たりを計算する。
視線の方向はモデル座標系のZ軸方向と一致する。このとき、球面と交点との視界座標系上での距離evwは、PixelShaderに与えられたポリゴンと視線との交点座標Bmd (xmd、ymd、zmd、1)から次式(数16)
と求まる。以降は円筒形状と同様に深度値の書き換えを行い、各ポリゴンの深度値を比較する。これにより正確な包絡面形状の推定が実現する。
FIG. 3 shows the shape of a partial spherical surface. The curved surface 20 has a crescent shape having two cylindrical end faces as long sides. This is represented by a set of minute triangles having a vertex on the original spherical surface and inscribed in the spherical surface, and vertex coordinate conversion is performed. In this vertex coordinate transformation, rotation transformation around the Z axis and the Y axis does not occur. Therefore, if the radius of the spherical surface before approximation in the model coordinate system is 1, the transformation matrix V is defined as follows (Equation 15). .
From here, as in the case of the cylindrical shape, the intersection of the line of sight and the polygon on the model coordinate system is obtained, and the distance from the spherical surface before approximation is calculated.
The direction of the line of sight coincides with the Z-axis direction of the model coordinate system. At this time, the distance evw between the spherical surface and the intersection point on the field of view coordinate system is calculated from the intersection point coordinates B md (x md , y md , z md , 1) of the polygon and the line of sight given to PixelShader as 16)
It is obtained. Thereafter, the depth value is rewritten in the same manner as the cylindrical shape, and the depth values of the polygons are compared. As a result, accurate estimation of the envelope shape is realized.

PixelShader内部では、上記のようにポリゴンに対応する曲面の種類によって深度値の補正式が切り替えられる。また、補正に必要な情報が近似前の形状の種類ごとに参照される。例えば、近似前の曲面が球であるポリゴンではr及びfが、円筒であるポリゴンではそれに加えてdがそれぞれPixelShader内部で参照される。本発明では、これらのパラメータの値をCPUによる平面近似の実施時に、ポリゴン各頂点の属性値として設定し、これをGPUに備えられたメモリに予め転送しておくことによって処理の分岐と補正情報の参照とを可能としている。   Inside the PixelShader, the depth value correction formula is switched depending on the type of curved surface corresponding to the polygon as described above. Information necessary for correction is referred to for each type of shape before approximation. For example, r and f are referred to in the PixelShader inside a polygon whose surface before approximation is a sphere, and d in addition to a polygon that is a cylinder. In the present invention, the values of these parameters are set as attribute values of each vertex of the polygon when performing planar approximation by the CPU, and this is transferred in advance to a memory provided in the GPU, thereby branching the processing and correcting information. It is possible to refer to.

(評価システムのアルゴリズム)
この手法の有効性を検証し、高速かつ高精度な形状評価が可能かどうかを確認するため、3軸加工を対象としたプロトタイプの切削シミュレーションシステムを開発した。
図4は、開発したシステムのアルゴリズムを表す。このアルゴリズムにおいては、まずNCプログラムからデータが読み込まれ(ステップ1)、NCプログラム内の各工具運動ステップに対応した円筒面と、その間に存在する部分球面とがポリゴンの集合としてそれぞれ設定され、各ポリゴンの頂点座標が算出される。このとき、各ポリゴンの頂点情報(属性値)には、頂点座標とともに、近似前の曲面の種類と、対応する工具掃引形状の半径r及び視界座標系での視線のZ軸に対する角度δとがパラメータとして与えられる(ステップ2)。
次に、Z−map形式で形状を出力する際の評価範囲と格子点間隔とが設定され、これに対応した視点座標が与えられる(ステップ3)。
(Evaluation system algorithm)
In order to verify the effectiveness of this method and confirm whether high-speed and highly accurate shape evaluation is possible, we developed a prototype cutting simulation system for 3-axis machining.
FIG. 4 represents the algorithm of the developed system. In this algorithm, first, data is read from the NC program (step 1), and the cylindrical surface corresponding to each tool movement step in the NC program and the partial spherical surface existing therebetween are respectively set as a set of polygons. The vertex coordinates of the polygon are calculated. At this time, the vertex information (attribute value) of each polygon includes, together with the vertex coordinates, the type of curved surface before approximation, the radius r of the corresponding tool sweep shape, and the angle δ with respect to the Z axis of the line of sight in the visual field coordinate system. It is given as a parameter (step 2).
Next, an evaluation range and a lattice point interval for outputting a shape in the Z-map format are set, and viewpoint coordinates corresponding to the evaluation range are given (step 3).

これらの情報をもとに、VertexShaderによって各頂点の座標と視界の状態を反映した頂点座標変換行列Vが設定され、全てのポリゴンが視界座標系に投影される(ステップ4)。PixelShaderにおいては、視線とポリゴンとの視界座標系上での交点座標Bvwが導出され(ステップ5)、交点座標Bvwでの視線に対するポリゴンの深度値と内挿変数s、tとが計算され(ステップ6)、内挿変数s、tを用いてモデル座標系上での交点座標が導出され(ステップ7)、パラメータを用いて近似前の曲面とポリゴン上の交点との距離evwが計算され(ステップ8)、基準面に対する正確な深度値が導出される(ステップ9)。これらの深度値を視線と交差する全てのポリゴンに対して求め、それらを比較して、視点と最も近い位置での交点Btrueの深度dtrueが推定され(ステップ10)、ディスプレイに出力されて(ステップ11)、形状の評価が実現する。 Based on these pieces of information, VertexShader sets a vertex coordinate transformation matrix V reflecting the coordinates of each vertex and the state of view, and all the polygons are projected onto the view coordinate system (step 4). In PixelShader, the intersection coordinates B vw of the line-of-sight and the polygon on the field-of-view coordinate system are derived (step 5), and the polygon depth value and interpolation variables s and t for the line of sight at the intersection coordinates B vw are calculated. (Step 6) The intersection coordinates on the model coordinate system are derived using the interpolation variables s and t (Step 7), and the distance e vw between the curved surface before approximation and the intersection on the polygon is calculated using the parameters. (Step 8), an accurate depth value for the reference plane is derived (step 9). These depth values are obtained for all polygons intersecting the line of sight, and compared with each other, the depth d true of the intersection B true at the position closest to the viewpoint is estimated (step 10) and output to the display. (Step 11), shape evaluation is realized.

このとき、ステップ4からステップ10の処理(図4中(a)の範囲)は、GPU内で行われる。深度値の計算を行うステップ6からステップ9の処理(図4中(b)の範囲)は、全てのポリゴンと全ての視線に対して繰り返し処理を行うことが必要となるが、これらは全てGPU内で計算が行われる。そのため、平面及び円筒面、球面の包絡面に対するZ−map形式での形状の推定は短時間で処理を終えることが可能になる。   At this time, the processing from step 4 to step 10 (range (a) in FIG. 4) is performed in the GPU. The processing from step 6 to step 9 for calculating the depth value (range (b) in FIG. 4) needs to be repeated for all polygons and all lines of sight. The calculation is performed within. Therefore, the estimation of the shape in the Z-map format for the flat surface, the cylindrical surface, and the spherical envelope surface can be completed in a short time.

(計算機実験による検証)
本評価システムの実装にあたっては、現在、CAD/CAM/CAEソフトウェアにおいて広く用いられているOpenGLグラフィックライブラリと、そのプログラマブルシェーダーカスタマイズ用ライブラリであるGLSL(OpenGL Shading Language)を用いた。
検証に用いた工具経路は6種類の工具による工程からなり、総数19万2千Stepの工具運動によって構成されている。これに対して本計算機実験では、部分球面及び円筒面を各辺の長さが球面・円筒面上で10度以下となるように平面近似し、形状評価に用いている。
(Verification by computer experiment)
In implementing this evaluation system, the OpenGL graphic library currently widely used in CAD / CAM / CAE software and the GLSL (OpenGL Shading Language) which is a programmable shader customization library are used.
The tool path used for the verification is composed of processes of six types of tools, and is configured by a total of 192,000 Step tool movements. On the other hand, in this computer experiment, a partial spherical surface and a cylindrical surface are approximated in a plane so that the length of each side is 10 degrees or less on the spherical surface and the cylindrical surface, and used for shape evaluation.

図5は10万Step目の加工の中途において、工具刃が進行方向で被削物を除去する部分をGPUの機能を用いて特定した状態を表す。描画面の縦横の長さは10万step目に加工を行っている工具の径に相当し、中央の黒い部分が工具進行方向上で工具刃が除去する部分、その他の色の部分がそれ以前の工具経路によって既に除去され、工具刃よりも視点に近い、すなわちZ方向の高さが低い部分を表す。
本発明を適用した場合を図5(a)に、ポリゴンと視線との交点座標の深度のみを用いて計算を行った場合を図5(b)に示している。これらを比較すると、特に(b)で除去部分の境界部分で誤差が発生していることが分かる。これは、曲面とポリゴンとの間の近似誤差が視線の位置ごとに変化し、その結果各ポリゴンに対する視線上での前後関係の評価が近似前の曲面の前後関係と異なる状態になったのが原因であると考えられる。
FIG. 5 shows a state in which the part where the tool blade removes the work piece in the advancing direction is specified using the function of the GPU in the middle of the 100,000-step machining. The vertical and horizontal lengths of the drawing surface correspond to the diameter of the tool being processed at the 100,000 step, the black part in the center is the part where the tool blade is removed in the direction of tool movement, and the other color parts are before that This represents a portion that has already been removed by the tool path and is closer to the viewpoint than the tool blade, that is, the height in the Z direction is low.
FIG. 5A shows a case where the present invention is applied, and FIG. 5B shows a case where calculation is performed using only the depth of the intersection coordinates between the polygon and the line of sight. Comparing these, it can be seen that an error occurs particularly at the boundary portion of the removed portion in (b). This is because the approximation error between the curved surface and the polygon changes with the position of the line of sight, and as a result, the evaluation of the context on the line of sight for each polygon is different from the context of the curved surface before approximation. It is thought to be the cause.

この計算には、CPU にCore2Duo E6600 2400Mhz、GPUにGeForce7800GTX 430Mhzを持つ主記憶容量2048MBのPCを用いた。試作したシステムでは、一画面を構成する262,144個の格子点群に対して10万step目までの間で工具一箇所あたり平均0.057秒で描画範囲に入る全ての工具掃引形状間の上下関係を判定し、任意の瞬間での被削物形状に対する工具切込みの状態を導出することが可能であった。従来の曲面に対する補正を実施せずに、工具掃引形状を多面体近似したポリゴン群との深度値を求めた場合の平均所要時間は平均0.021秒であり、本発明の手法は、従来の手法と同様に短時間で形状の推定を行うことが可能である。
なお、ここでは、補正対象の曲面が球面及び円筒面の場合について説明したが、それ以外の曲面であっても、数式で定義可能な形状であれば、本発明を適用することができる。
For this calculation, a PC with Core 2 Duo E6600 2400 Mhz as the CPU and GeForce 7800GTX 430 Mhz as the GPU and a main storage capacity of 2048 MB was used. In the prototype system, between all the tool sweep shapes that enter the drawing range in an average of 0.057 seconds per tool between the 262,144 grid points constituting one screen and up to the 100,000 step. It was possible to determine the vertical relationship and derive the state of tool cutting for the workpiece shape at an arbitrary moment. The average required time when the depth value with the polygon group obtained by approximating the polyhedron of the tool sweep shape is obtained without performing correction for the conventional curved surface is 0.021 seconds on average, and the method of the present invention is the conventional method. It is possible to estimate the shape in a short time in the same manner as in FIG.
Here, the case where the curved surface to be corrected is a spherical surface and a cylindrical surface has been described, but the present invention can be applied to other curved surfaces as long as the shape can be defined by mathematical expressions.

本発明は、工作機械でNCプログラムを実行したときの被削物の削り残しや削り過ぎを事前に検証する切削シミュレーション、あるいは、NCプログラムを作成する際の製品モデルから工具経路を生成する処理や、製品形状と工具軸との干渉を判定する処理などに広く適用することができ、それらの処理の高精度化を実現し、NCプログラムの最適化を図ることができる。   The present invention relates to a cutting simulation for verifying in advance whether a workpiece remains uncut or excessively cut when an NC program is executed on a machine tool, or a process for generating a tool path from a product model when creating an NC program, Therefore, the present invention can be widely applied to the process of determining the interference between the product shape and the tool axis, and the high accuracy of those processes can be realized and the NC program can be optimized.

本発明の曲面形状と視線との交差座標導出方法を概略的に示す図The figure which shows schematically the intersection coordinate derivation | leading-out method of the curved surface shape of this invention and a gaze 絶対座標系上での円筒形状を示す図Diagram showing cylindrical shape on absolute coordinate system 工具掃引形状の間隙における部分球面形状を示す図The figure which shows the partial spherical surface shape in the gap of the tool sweep shape 本発明の交差座標導出方法を採り入れた切削シミュレーションの手順を示すフロー図The flowchart which shows the procedure of the cutting simulation which adopted the intersecting coordinate derivation method of this invention. 本発明の交差座標導出方法を採り入れた切削シミュレーションの計算結果(a)と、従来の切削シミュレーションの計算結果(b)とを示す図The figure which shows the calculation result (a) of the cutting simulation which employ | adopted the intersecting coordinate derivation method of this invention, and the calculation result (b) of the conventional cutting simulation 被削物形状の推定方法を説明する図Diagram explaining work shape estimation method 逆オフセット法による工具経路生成方法を説明する図The figure explaining the tool path generation method by the reverse offset method 工具掃引形状の平面近似に伴う誤差を説明する図The figure explaining the error accompanying the plane approximation of the tool sweep shape 円筒面の多角形近似による深度値誤差の変化を説明する図Diagram explaining change in depth value error due to polygonal approximation of cylindrical surface グラフィックスハードウェアの構成を説明する図Diagram explaining the configuration of graphics hardware

符号の説明Explanation of symbols

20 部分球面
43 CPU
44 GPU
20 Partial spherical surface 43 CPU
44 GPU

Claims (8)

曲面形状のトポロジを定義するモデル座標系上で、前記曲面形状を近似した多面体の各ポリゴンの頂点座標を求め、前記ポリゴンの各頂点の属性値として、前記頂点座標と、当該ポリゴンの各頂点に接する曲面形状を表すパラメータとを設定する第1のステップと、
基準面上の格子点ごとに設定された垂線を視線とする視界座標系上に前記多面体を移して前記ポリゴンの各頂点の頂点座標を導出する第2のステップと、
前記視界座標系の各視線と前記ポリゴンとの交点座標を導出し、前記基準面から前記交点座標までの各視線の距離を示す深度値dを算出するとともに、前記交点座標を当該ポリゴンの各頂点の頂点座標で表すための内挿変数を導出する第3のステップと、
前記内挿変数を用いて前記モデル座標系上の前記ポリゴンにおける各視線の交点を導出する第4のステップと、
前記モデル座標系上で、前記パラメータを用いて、前記交点から前記視線の向きにある前記曲面形状までの距離eを算出する第5のステップと、
前記距離eに基づいて、前記視界座標系上で求めた各視線の前記深度値dを補正する第6のステップと、
を備え、前記第2のステップから第6のステップまでの処理を、グラフィックスハードウェアを用いて行うことを特徴とする曲面形状と視線との交差座標導出方法。
On the model coordinate system that defines the topology of the curved surface shape, the vertex coordinates of each polygon of the polyhedron approximating the curved surface shape are obtained, and as the attribute value of each vertex of the polygon, the vertex coordinates and each vertex of the polygon are obtained. A first step of setting a parameter representing a curved surface shape in contact;
A second step of deriving vertex coordinates of each vertex of the polygon by moving the polyhedron onto a field-of-view coordinate system in which a perpendicular line set for each lattice point on the reference plane is a line of sight;
Deriving the intersection coordinates of each line of sight in the field-of-view coordinate system and the polygon, calculating a depth value d indicating the distance of each line of sight from the reference plane to the intersection coordinates, and using the intersection coordinates as the vertices of the polygon A third step of deriving an interpolated variable to be represented by the vertex coordinates of
A fourth step of deriving an intersection of each line of sight in the polygon on the model coordinate system using the interpolation variable;
A fifth step of calculating a distance e from the intersection point to the curved surface shape in the direction of the line of sight using the parameter on the model coordinate system;
A sixth step of correcting the depth value d of each line of sight determined on the visual field coordinate system based on the distance e;
A method for deriving the intersection coordinates between the curved surface shape and the line of sight, wherein the processing from the second step to the sixth step is performed using graphics hardware.
請求項1に記載の交差座標導出方法であって、前記曲面形状が、数式で定義可能な形状であることを特徴とする曲面形状と視線との交差座標導出方法。   2. The intersecting coordinate derivation method according to claim 1, wherein the curved surface shape is a shape that can be defined by a mathematical expression. 請求項1に記載の交差座標導出方法であって、前記曲面形状が、円筒形状または球形状であることを特徴とする曲面形状と視線との交差座標導出方法。   2. The intersecting coordinate derivation method according to claim 1, wherein the curved surface shape is a cylindrical shape or a spherical shape. 請求項1に記載の交差座標導出方法であって、前記多面体を前記モデル座標系の単位座標系上で定義し、前記単位座標系上で求めた前記距離eを基に前記視界座標系上の前記深度値dの誤差を算出して、前記深度値dを補正することを特徴とする曲面形状と視線との交差座標導出方法。   The intersecting coordinate derivation method according to claim 1, wherein the polyhedron is defined on a unit coordinate system of the model coordinate system, and on the visual field coordinate system based on the distance e obtained on the unit coordinate system. A method for deriving an intersection coordinate between a curved surface shape and a line of sight, wherein the depth value d is corrected by calculating an error of the depth value d. 請求項1に記載の交差座標導出方法であって、前記第2のステップで、拡大・縮小、並行移動、回転または透視変換による変換を与えた前記ポリゴンの各頂点の頂点座標を導出することを特徴とする曲面形状と視線との交差座標導出方法。   The intersecting coordinate derivation method according to claim 1, wherein in the second step, the vertex coordinates of each vertex of the polygon subjected to transformation by enlargement / reduction, parallel movement, rotation, or perspective transformation are derived. A method for deriving a crossed coordinate between a characteristic curved surface shape and a line of sight. 請求項1に記載の交差座標導出方法であって、前記第1のステップから第6のステップまでの処理を、前記曲面形状を近似する前記多面体の全てのポリゴンと交差する全ての視線に対して行い、各視線の補正後の前記深度値dで表される面の包絡面形状を導出することを特徴とする曲面形状と視線との交差座標導出方法。   The intersecting coordinate derivation method according to claim 1, wherein the processing from the first step to the sixth step is performed on all lines of sight that intersect all polygons of the polyhedron approximating the curved surface shape. A method for deriving an intersecting coordinate between a curved surface shape and a line of sight, wherein an envelope shape of the surface represented by the depth value d after correction of each line of sight is derived. 請求項6に記載の交差座標導出方法であって、前記包絡面形状として、ボールエンドミル工具の掃引形状を導出することを特徴とする曲面形状と視線との交差座標導出方法。   The intersecting coordinate derivation method according to claim 6, wherein a sweep shape of a ball end mill tool is derived as the envelope surface shape. 請求項6に記載の交差座標導出方法であって、前記包絡面形状として、製品形状の上で工具の向きを反転させた逆オフセット形状を導出することを特徴とする曲面形状と視線との交差座標導出方法。   The intersection coordinate derivation method according to claim 6, wherein a reverse offset shape obtained by inverting the direction of a tool on a product shape is derived as the envelope surface shape. Coordinate derivation method.
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