More Medial-Axis pocket milling

My first attempt at MA-pocketing only worked when the medial axis of the pocket was a tree (a connected acyclig graph).

I've now extended this to work with pockets consisting of many parts which ha a MA consisting of multiple connected components. There's also simple support for when the MA has cycles, such as seen in "P" and "O" above. With a large cut-width the toolpath looks like this:

Each component of the pocket starts at the red dot with a pink spiral that clears the largest MIC of the pocket. The rest of the pocket is then "scooped out" using green cut-arcs connected with cyan (tool down) or magenta (tool up, at clearance height) rapid moves.

Instead of clearing the interior of letters we can also clear a pocket around the letters. The MA then looks like this:

This video shows quite a lot of "air-cutting". This is because the algorithm only keeps track of the previously cleared area behind the MIC that is currently being cleared. When we come to the end of a cycle in the MA the algorithm does not know that in fact MICs in front of the current MIC have already been cleared.

Medial-Axis pocketing

Update: In the US, where they are silly enough to have software-patents, there's US Patent number: 7831332, "Engagement Milling", Filing date: 29 May 2008, Issue date: 9 Nov 2010. By Inventors: Alan Diehl, Robert B. Patterson of SURFWARE, INC.

Any pocket milling strategy will have as input a step-over distance set at maybe 10 to 90% of the cutter diameter, depending on machine/material/cutter. Zigzag and offset pocketing paths mostly maintain this set step-over, but overload the cutter at sharp corners. Anyone who has tried to cnc-mill a hard material (steel) using a small cnc-mill will know about this. So we want a pocketing path that guarantees a maximum step-over value at all times. Using the medial-axis it is fairly straightforward to come up with a simple pocketing/clearing strategy that achieves this. There are probably many variations on this - the images/video below show only a simple variant I hacked together in 2-3 days.

The medial-axis (MA, blue) of a pocket (yellow) carries with it a clearance-disk radius value. If we place a circle with this radius on the medial-axis, no parts of the pocket boundary will fall within the circle. If we choose a point in the middle of an MA-edge the clearance-disk will touch the polygon at two points. If we choose an MA-vertex of degree three (where three MA-edges meet), the clearance-disk will touch the pocket at three points.

MA-pocketing starts by clearing the largest clearance-disk using a spiral path (pink).

From the maximum clearance-disk we then proceed to clear the rest of the pocket by making cuts along adjacent clearance-disks. We move forward along the MA-graph by an amount that ensures that the step-over width will never be exceeded. The algorithm loops through all clearance-disks and connects the arc-cuts together with bi-tangents, lead-out-arcs, rapids, and lead-in-arcs.

This video shows how it all works (watch in HD!). Here the cutter has 10mm diameter and the step-over is 3mm.

I'll try to make a variant of this for the case where we clear all stock around a central island next. These two variants will be needed for 3D z-terrace roughing.

Towards medial-axis pocketing

Update: some work on connecting MICs together with bi-tangent line-segments, as well as a sequence of lead-out, rapid, lead-in, between successive MIC-slices:

It gets quite confusing with all cutting and non-cutting moves drawn in one image. The path starts with an Archimedean spiral (pink) that clears the initial largest MIC. We then proceed to "scoop" out the rest of the pocket with circular-arc cutting moves (green). At the end of a scoop we do a lead-out-arc (dark blue), followed by a linear rapid (cyan), and a lead-in-arc (light blue) to start the next scoop.

Next I'd like to put together an animation of this. The overall strategy will be much clearer from a movie.

This animation shows MICs, i.e. maximal inscribed circles (green, also called clearance-disks), inside a simple polygon (yellow). The largest MIC is shown in red.

This is work towards a new medial-axis pocketing strategy. The largest MIC (red) is first cleared using a spiral strategy. We then proceed to clear the rest of the pocket in the order that the MICs are drawn in the animation. We don't have to spin the tool around the whole circle. only the parts that need machining, which is the part of the new MIC that doesn't fall inside the previously machined MIC. As mentioned in my previous post this is inspired by Elber et al (2006).

The next step is to calculate how we should proceed from one MIC to the next, and how we do the rapid-traverse to re-position the tool for the next cut.

See also the spiral-toolpath by Held&Spielberger (2009) or their 199-slide presentation. The basics of this spiral-strategy is a straightforward march along the medial-axis. But then a filtering/fitting algorithm, which I don't have at hand right now, is applied to get the smoothed spiral-path.

Rendering an image with VTK

For exploring and visualizing various pocketing or area-clearing milling toolpath strategies I am thinking about reviving the "pixel-mowing" idea from 2007. This would be simply a bitmap with different color for stock remaining and already cleared area. It would be nice to log and/or plot the material removal rate (MRR), or the cutter engagement angle. Perhaps graph it next to the simulation, or create a simulated spindle-soundtrack which would e.g. have a pitch proportional to the inverse of the MRR. It should be possible to demonstrate how the MRR spikes at sharp corners with classical zigzag and offset pocketing strategies. The solution is some kind of HSM-strategy where the MRR is kept below a given limit at all times.
My plan is to play with maximally-inscribed-circles, which are readily available from the medial-axis, like Elber et. al (2006).

Anyway the first step is to render a bitmap in VTK, together with the tool/toolpath, and original pocket geometry:

import vtk
import math
 
vol = vtk.vtkImageData()
vol.SetDimensions(512,512,1)
vol.SetSpacing(1,1,1)
vol.SetOrigin(0,0,0)
vol.AllocateScalars()
vol.SetNumberOfScalarComponents(3)
vol.SetScalarTypeToUnsignedChar()
 
scalars = vtk.vtkCharArray()
red = [255,0,0]
blue= [0,0,255]
green= [0,255,0]
for n in range(512):
    for m in range(512):
        x = 512/2 -n
        y = 512/2 -m
        d = math.sqrt(x*x+y*y)
        if ( d < 100 ):
            col = red
        elif (d<200):
            col = green
        else:
            col = blue
        for c in range(3):
            scalars.InsertTuple1( n*(512*3) + m*3 +c, col[c] )
 
vol.GetPointData().SetScalars(scalars)
vol.Update()
 
ia = vtk.vtkImageActor()
ia.SetInput(vol)
ia.InterpolateOff()
 
ren = vtk.vtkRenderer()
ren.AddActor(ia)        
renWin = vtk.vtkRenderWindow() 
renWin.AddRenderer(ren)
 
iren = vtk.vtkRenderWindowInteractor()
iren.SetRenderWindow(renWin)
interactorstyle = iren.GetInteractorStyle()
interactorstyle.SetCurrentStyleToTrackballCamera()     
 
camera = vtk.vtkCamera()
camera.SetClippingRange(0.01, 1000)
camera.SetFocalPoint(255, 255, 0)
camera.SetPosition(0, 0.1, 500)
camera.SetViewAngle(50)
camera.SetViewUp(1, 1, 0)
ren.SetActiveCamera(camera)
iren.Initialize()
iren.Start()