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Need a Curved Plastic Mesh? Print Flat, Curve Later

Need a plastic mesh in a custom pattern? 3D print it, no problem. But what if one needs a curved plastic mesh? That’s considerably harder to 3D print, but [Uncle Jessy]’s figured out a simple approach: 3D print the mesh flat, then break out a mold and a heat gun.

Of course, there are a few gotchas, but [Uncle Jessy] shares his tips for getting the most reliable results. The important part is to design and 3D print a mold that represents the final desired shape. Then print the mesh, and fit it into a frame. Heat things up with a heat gun, and press into the mold to deform the mesh while it’s still soft. It’s much easier seen than explained, so take a few moments to check out the video, embedded below the page break.

Custom eye inserts become a breeze.

Because the plastic in a mesh is so thin, [Uncle Jessy] says to keep the heat low and slow. The goal is to have the mesh stretch and deform, not melt.

Speaking of heat, when thermoforming, one usually needs to make the mold out of heat-resistant material. But the thermal mass of a mesh is so small that it really doesn’t matter much — there just isn’t enough heat trapped in the mesh to really damage a mold. As long as the mold is reasonably dense, there’s no need to go overboard with making it heat resistant.

The whole process takes a little practice, but since the meshes are so fast to print and use so little plastic it’s easy to experiment a little.

As for the meshes themselves, a simple way to print a mesh is just to print a disc with no top or bottom layers, only infill. Set the infill pattern to honeycomb, for example, for an easy hexagon mesh. We’ve seen a variant of this “exposed infill” idea used to create a desiccant container, and using it to print a mesh pattern easily is a neat trick, too.

Why might one need to reshape a mesh into a curve? Perhaps to custom-fit a costume piece, or make custom eye inserts for masks, as shown here. In any case, it’s a good technique to keep in the back of one’s mind, and if you put it to good use, drop us a tip!

Writing an Optimizing Tensor Compiler from Scratch

Not everyone will write their own optimizing compiler from scratch, but those who do sometimes roll into it during the course of ever-growing project scope creep. People like [Michael Moroz], who wrote up a long and detailed article on the why and how. Specifically, a ‘small library’ involving a few matrix operations for a Unity-based project turned into a static optimizing tensor compiler, called TensorFrost, with a Python front-end and a shader-like syntax, all of which is available on GitHub.

The Python-based front-end implements low-level NumPy-like operations, with development still ongoing. As for why Yet Another Tensor Library had be developed, the reasons were that most of existing libraries are heavily focused on machine learning tasks and scale poorly otherwise, dynamic flow control is hard to implement, and the requirement of writing custom kernels in e.g. CUDA.

Above all [Michael] wanted to use a high-level language instead of pure shader code, and have something that can output graphical data in real-time. Taking the gamble, and leaning on LLVM for some parts, there is now a functional implementation, albeit with still a lot of work ahead.

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