Rigid Origami Simulation Tomohiro Tachi The University of Tokyo

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Presentation transcript:

Rigid Origami Simulation Tomohiro Tachi The University of Tokyo

About this presentation For details, please refer to –Tomohiro Tachi, "Simulation of Rigid Origami" in Origami^4 : proceedings of 4OSME (to appear)

Introduction 1

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: flickr:tactom YouTube:tactom

Kinematics Single-vertex model Constraints Kinematics 2

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. l 1 l 2 l 3 l 4 r 1 r 2 r 3 r 4

Constraints of Single Vertex single vertex rigid origami [Belcastro & Hull 2001] equations represented by 3x3 rotating matrix l 1 l 2 l 3 l 4 B 12 B 23 B 34 B 41 C 1 ( r 1 ) C 2 ( r 2 ) C 3 ( r 3 ) C 4 ( r 4 )

Derivative of the equation 3x3=9 equations for each vertex F is orthogonal matrix: 3 of 9 equations are independent (6 is redundant)

3 independent equations Derivative of orthogonal matrix F at F=I is skew-symmetric. Let denote direction cosine of l i, then l 1 l 2 l 3 l 4 r 1 r 2 r 3 r 4

Constraints matrix constraints around vertex k is, For the entire model,

single vertex: M vertex model: Constraints of multi-vertex (general) origami Iff N>rank(C), the model transforms, and the degree of freedom is N- rank(C) (If not singular, rank(C)=3M)

Kinematics Constraints: When the model transforms, the equation has non- trivial solution. represents the velocity of angle change when there are no constraints.

numerical integration Euler integration > Accumulation of numeric error Use residual of F corresponding to the global matrix elements.

Euler method + Newton method The solution is, Ideal trajectory + Newton method Euler Integration Constrained angle change Raw angle change

System 3

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