Rigid Origami Simulation Tomohiro Tachi The University of Tokyo http://www.tsg.ne.jp/TT/ About this presentation For details, please refer to – Tomohiro Tachi, "Simulation of Rigid Origami" in.
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Transcript Rigid Origami Simulation Tomohiro Tachi The University of Tokyo http://www.tsg.ne.jp/TT/ About this presentation For details, please refer to – Tomohiro Tachi, "Simulation of Rigid Origami" in.
Rigid Origami Simulation
Tomohiro Tachi
The University of Tokyo
http://www.tsg.ne.jp/TT/
About this presentation
For details, please refer to
– Tomohiro Tachi, "Simulation of Rigid Origami"
in Origami^4 : proceedings of 4OSME (to
appear)
1
Introduction
Rigid Origami?
• rigid panels + hinges
• simulates 3 dimensional continuous
transformation of origami
• →engineering application:
deployable structure, foldable
structure
Rigid Origami Simulator
• Simulation system for
origami from general
crease pattern.
• 3 dimensional and
continuous
transformation of
origami
• Designing origami
structure from crease
pattern.
Software and galleries
Software is available:
http://www.tsg.ne.jp/TT/software/
flickr:tactom
YouTube:tactom
2
Kinematics
•Single-vertex model
•Constraints
•Kinematics
Model
• Rigid origami model (rigid panel
+ hinge)
• Origami configuration is
represented by fold angles
denoted as r between
adjacent panels.
• The configuration changes
according to the mountain and
valley assignment of fold lines.
• The movement of panels are
constrained around each
vertex.
r3
r2
l3
l2
l1
l4
r4
r1
Constraints of Single Vertex
1 C1B12
2 C 2B 23
3 C3B 34
4 C 4B 41
• single vertex rigid origami
[Belcastro & Hull 2001]
1 n1 n I
• equations represented by
3x3 rotating matrix
C2(r2)
C3(r3)
l3
B34
B23 l2
B12
B41
l4
C4(r4)
l1
C1(r1)
Derivative of the equation
Fr1 ,..., r n 1 n1 n I
d
Fr1 ,..., r n
dt
0 0 0
F
F
F
r1
r i
r n 0 0 0
r1
ri
r n
0 0 0
F
F
(
1
,
1
)
(
1
,
1
)
r
r n
1
r 0
F
F
1
(1,2)
(1,2)
r1
r n
F is orthogonal matrix:
r n 0
3 of 9 equations are
F (3,3) F (3,3)
independent (6 is redundant) r1
r n
3x3=9 equations for each
vertex
9n matrix
3 independent equations
Derivative of orthogonal matrix F at F=I is
skew-symmetric.
li
Let i denote direction cosine of li, then
i
0
F
i
r i
i
i
0
li
i
li
0
r3
r2
l2
l3
l1
l4
r4
r1
Constraints matrix
constraints around vertex k is,
lk1 lkn r1 0
0
kn
k1
k1 kn r n 0
n is the number of fold lines from k
For the entire model,
i
lki
ki
ki
r1
0 r i
r1 0
0 Ck 0
r N 0
0 r j
r
N
j
fold line i is connected
fold line j is not connected
to vertex k
N : number of fold lines
Constraints of multi-vertex
(general) origami
single vertex:
M vertex model:
r1 0
C k 0
3 N r
N 0
C1 r1
0
Cρ
C M r N
0
3 M N matrix
Iff N>rank(C), the model transforms, and the
degree of freedom is N- rank(C)
(If not singular, rank(C)=3M)
Kinematics
Constraints:
Cρ 0
When the model transforms, the equation has nontrivial solution.
ρ I N CC ρ 0
where C is the pseudo - inverse of C
T
T 1
if C is full - rank C C CC
ρ 0 represents the velocity of angle change when there
are no constraints.
numerical integration
Euler integration
ρt t ρt ρ t Δt
Δρ
>Accumulation of numeric error
• Use residual of F corresponding to the global matrix
elements.
0
F
i
r i
i
i
0
li
1
i
li F 0 r
0
0 r
0 r
1
0 rl
0 r
0 rl
1
Euler method + Newton method
Euler
Integration
CCρ0
ra1
r
b1
Cρ r where r rc1
rcM
The solution is,
3M
Cr
ρ0
ρ
+ Newton
method
r r
r0
Ideal trajectory
ρ Cr I N CC ρ0
Constrained
angle change
Raw
angle change
3
System
System
• Input is 2D crease pattern in dxf or opx format
• Real-time calculation of kinematics
– Conjugate Gradient method
– Runs interactively to
• Local collision avoidance
– penalty force avoids collision between adjacent facets
• Implementation
– C++, OpenGL, ATLAS
– now available
http://www.tsg.ne.jp/TT/software/