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研究生: 林享億
Lin, Hsiang-Yi
論文名稱: 三維快速成型之切層技術研究
Model Slicing Technique of Rapid Prototyping
指導教授: 賴維祥
Lai, Wei-Hsiang
學位類別: 碩士
Master
系所名稱: 工學院 - 航空太空工程學系
Department of Aeronautics & Astronautics
論文出版年: 2003
畢業學年度: 91
語文別: 中文
論文頁數: 82
中文關鍵詞: 快速成型切層技術
外文關鍵詞: Rapid Prototyping, Slicing Technique
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  •   航太工業零組件元件數量眾多,並且大多數元件為流線狀之複雜外形以合乎流體力學原理。這些三度空間外形之元件往往需藉由電腦輔助設計(CAD)來完成設計。傳統加工無法達成複雜的3D外形加工,需用特殊機器配合CAD/CAM系統進行製造。快速原型(RP)技術目前為一種結合CAD/CAM系統之自由實體製造技術,將電腦設計模型透過切層處理直接實體化,並以疊層加工的製造方式來產生實體模型。
      本論文以快速原型系統中切層軟體部份為研究重點,結合系統印表機,並發展出自製的拓樸資料結構,配合Visual C++ 程式語言與OpenGL介面來進行實作。除了搭配效率較佳的記憶體使用方法,並在進行切層時,採用階層式架構安排產生之輪廓,以解決噴印區域填補問題。在拓樸資料結構與演算法則之間,以雜湊表輔助演算之進行,使效能獲得改善。階層式輪廓之建立,有效解決切層所產生雜亂無序線段之情形,進行填滿動作時能協助挖補之判定,另外,利用輪廓間之布林運算可解決多模型切層之相交問題。
      本研究發現不同的拓樸資料結構與演算法設計,會造成運算與執行效能上不同的結果。拓樸資料結構含蓋項目愈大對於演算速度愈有幫助,但需要更多的記憶體使用量來換取效能。本研究使用半翼形邊線資料結構與循環邊線之概念進行演算,可降低記憶體使用量與提升效能。此外,以系統印表機輸出切層結果也正確無誤,證明本研究的軟體系統可達到快速原型技術中切層軟體部份的相同功能。

    There are lots of components on the aeronautic industrial assembly, most of them are in complex streamline shape according to aerodynamic principals. Thus, these 3D shaped-components are usually designed by computer-aided design (CAD) software. Traditional manufacturing cannot fabricate component that have complex shape, which must be produced by using special machine with CAD/CAM system. Rapid prototyping (RP) technology is a solid freeform fabrication technology that integrates CAD and CAM systems; it transforms computer-designed solid models to materialization by slicing process, and fabricates the solid part by layer manufacturing.
    This research focuses on developing slicing software for rapid prototyping system to integrate the windows system printer and develops a topological data structure and implements this software system by using Visual C++ program and graphical user interface (GUI). Except using better efficiency memory allocate method, a hierarchy structure is used to arrange contours to solving the fill-up problem in printing region when running the slicing procedures. By utilizing hash table between the topology data structure and the algorithm rule in algorithm running, the efficiency could be improved. By hierarchy contour building, the disorder of lines segments generated during slicing process could be eliminated, and helps determining which block should be dug or filled. Besides, using Boolean operation between contours could solve multi-module slicing intersection problem.
    In this study, it is found that different topology data structure and algorithm rule will obtain different results in operating and running efficiency. The more item topology data structure is contained, the faster operating speed is possessed. However, it needs more memory space to improve the efficiency. Processing by using the concept of half-winged edge data structure and loop edge could reduce the memory requirement and improve efficiency. Besides, the slicing result outputted by windows system printer also shows its correctness. It's proved that the software developed in this research is functioning comparably with the existed RP slicing software.

    著作權聲明 摘要 英文摘要 誌謝 目錄 I 表目錄 V 圖目錄 VI 符號說明 IX 第一章 緒論 1 1.1 前言 1 1.2 研究動機與目的 2 1.3 文獻回顧 3 1.4 論文架構 8 第二章 拓樸資料建立 9 2.1 STL檔案簡介 9 2.2 實體模型拓樸資料 13 2.2.1 B-reps準則 13 2.2.2 歧管特性 14 2.2.3 模型拓樸資料結構之建立 14 2.3 STL資料輸入演算法 19 2.3.1 文字檔輸入 20 2.3.2 二進制檔輸入 20 2.3.3 輸入模組演算流程 21 2.3.4 快速排序法 24 2.3.5 時間複雜度 25 第三章 切層演算法之推導 27 3.1 切層原理 27 3.1.1 交點計算法 28 3.1.2 路徑決定 29 3.1.3 鄰近程度的問題 30 3.2 掃略平面演算法 32 3.2.1 邊線處理 33 3.2.2 以邊線拓樸關係切層演算 35 3.3 輪廓遮罩產生 36 3.3.1 光柵掃瞄法 37 3.3.2 侵蝕法 38 3.3.3 輪廓偏移 39 3.3.4 輪廓布林運算 40 3.4 階層式輪廓建立 42 3.4.1 射線測試輪廓包含性 43 3.4.2 輪廓階層架構 43 3.4.3 輪廓階層拓樸建立演算 45 第四章 整合規劃與結果輸出 46 4.1 物件類別 46 4.1.1 3D幾何元件類別之建立 47 4.2 Open GL與視窗繪圖 51 4.2.1 OpenGL/NT 51 4.2.2 OpenGL元件繪圖 52 4.2.3 GDI繪圖與列印輸出 53 4.2.4 視窗程式整合架構 55 4.2.5 輸入模組 56 4.3 結果輸出 57 4.3.1 切層輪廓結果 57 測試一:單一輪廓 57 測試二:多輪廓切層 59 測試三:階層式輪廓切層 61 測試四:文字輪廓切層 63 4.3.2 多物件切層結果 65 4.3.3 非雙歧管邊線切層結果 66 4.3.4 列印系統輸出結果 69 4.3.4.1 實體比例輸出 69 4.3.4.2 同心定位 70 4.4 效能比較 72 4.4.1 資料排序效能比較 72 4.4.2 記憶體使用量比較 72 4.4.3 拓樸建立演算法時間比較 74 4.4.4 切層計算演算之時間比較 74 第五章 結論及未來展望 76 5.1 結論 76 5.2 未來展望 78 5.2.1 軟體部份 78 5.2.1 硬體實現 78 參考文獻 79 自述 82

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