StereolithographyStereolithography (SLA or SL; also known as vat photopolymerisation, optical fabrication, photo-solidification, or resin printing) is a form of 3D printing technology used for creating models, prototypes, patterns, and production parts in a layer by layer fashion using photochemical processes by which light causes chemical monomers and oligomers to cross-link together to form polymers. Those polymers then make up the body of a three-dimensional solid.
Manufacturing engineeringManufacturing engineering or production engineering is a branch of professional engineering that shares many common concepts and ideas with other fields of engineering such as mechanical, chemical, electrical, and industrial engineering. Manufacturing engineering requires the ability to plan the practices of manufacturing; to research and to develop tools, processes, machines and equipment; and to integrate the facilities and systems for producing quality products with the optimum expenditure of capital.
Dye-sublimation printingDye-sublimation printing (or dye-sub printing) is a term that covers several distinct digital computer printing techniques that involve using heat to transfer dye onto a substrate. The sublimation name was first applied because the dye was thought to make the transition between the solid and gas states without going through a liquid stage. This understanding of the process was later shown to be incorrect, as there is some liquefication of the dye.
Convex setIn geometry, a subset of a Euclidean space, or more generally an affine space over the reals, is convex if, given any two points in the subset, the subset contains the whole line segment that joins them. Equivalently, a convex set or a convex region is a subset that intersects every line into a single line segment (possibly empty). For example, a solid cube is a convex set, but anything that is hollow or has an indent, for example, a crescent shape, is not convex. The boundary of a convex set is always a convex curve.
Computer representation of surfacesIn technical applications of 3D computer graphics (CAx) such as computer-aided design and computer-aided manufacturing, surfaces are one way of representing objects. The other ways are wireframe (lines and curves) and solids. Point clouds are also sometimes used as temporary ways to represent an object, with the goal of using the points to create one or more of the three permanent representations. If one considers a local parametrization of a surface: then the curves obtained by varying u while keeping v fixed are coordinate lines, sometimes called the u flow lines.
Electronic circuitAn electronic circuit is composed of individual electronic components, such as resistors, transistors, capacitors, inductors and diodes, connected by conductive wires or traces through which electric current can flow. It is a type of electrical circuit and to be referred to as electronic, rather than electrical, generally at least one active component must be present. The combination of components and wires allows various simple and complex operations to be performed: signals can be amplified, computations can be performed, and data can be moved from one place to another.
Ruled surfaceIn geometry, a surface S is ruled (also called a scroll) if through every point of S there is a straight line that lies on S. Examples include the plane, the lateral surface of a cylinder or cone, a conical surface with elliptical directrix, the right conoid, the helicoid, and the tangent developable of a smooth curve in space. A ruled surface can be described as the set of points swept by a moving straight line. For example, a cone is formed by keeping one point of a line fixed whilst moving another point along a circle.
Printing pressA printing press is a mechanical device for applying pressure to an inked surface resting upon a print medium (such as paper or cloth), thereby transferring the ink. It marked a dramatic improvement on earlier printing methods in which the cloth, paper, or other medium was brushed or rubbed repeatedly to achieve the transfer of ink and accelerated the process. Typically used for texts, the invention and global spread of the printing press was one of the most influential events in the second millennium.
Letterpress printingLetterpress printing is a technique of relief printing for producing many copies by repeated direct impression of an inked, raised surface against individual sheets of paper or a continuous roll of paper. A worker composes and locks movable type into the "bed" or "chase" of a press, inks it, and presses paper against it to transfer the ink from the type, which creates an impression on the paper.
Screen printingScreen printing is a printing technique where a mesh is used to transfer ink (or dye) onto a substrate, except in areas made impermeable to the ink by a blocking stencil. A blade or squeegee is moved across the screen to fill the open mesh apertures with ink, and a reverse stroke then causes the screen to touch the substrate momentarily along a line of contact. This causes the ink to wet the substrate and be pulled out of the mesh apertures as the screen springs back after the blade has passed.
History of printingThe history of printing starts as early as 3000 BC, when the proto-Elamite and Sumerian civilizations used cylinder seals to certify documents written in clay tablets. Other early forms include block seals, hammered coinage, pottery imprints, and cloth printing. Initially a method of printing patterns on cloth such as silk, woodblock printing for texts on paper originated in China by the 7th century during the Tang dynasty, leading to the spread of book production and woodblock printing in other parts of Asia such as Korea and Japan.
Shadow mappingShadow mapping or shadowing projection is a process by which shadows are added to 3D computer graphics. This concept was introduced by Lance Williams in 1978, in a paper entitled "Casting curved shadows on curved surfaces." Since then, it has been used both in pre-rendered and realtime scenes in many console and PC games. Shadows are created by testing whether a pixel is visible from the light source, by comparing the pixel to a z-buffer or depth image of the light source's view, stored in the form of a texture.