Smooth PLA Through The Fire And Flames

3D printing makes it easy to produce complex geometries, but the fused deposition methods generally create parts with poor surface finish, largely due to the layers being highly visible in the finished part. There are a wide variety of ways to deal with this, often involving sanding parts after production, or the use of fillers and paints. [XerotoLabs] has another solution. (YouTube, video below the break.)

To smooth the parts, a butane torch is pressed into service. The flame temperature is kept fairly low, and the torch is used almost like a brush to evenly apply heat to the surface of the part. As the PLA reaches its melting temperature, surface tension helps to smooth the part out. This is very similar to flame polishing which is commonly used in the fabrication of acrylic plastics.

It is a technique that requires some finesse – too much heat or focus on a single area, and you’re liable to end up with a molten plastic blob instead of a nice shiny finished part. Precautions must also be taken to avoid burning yourself or your workshop to the ground. But it’s a useful tool to have in your kit when you’re producing PLA parts that you want to look their best.

We’ve seen other techniques for smoothing PLA, too – the solvent method is particularly interesting. Continue reading “Smooth PLA Through The Fire And Flames”

Real-time Depth Smoothing For The Kinect

[Karl] set out to improve the depth image that the Kinect camera is able to feed into a computer. He’s come up with a pre-processing package which smooths the depth data in real-time.

There are a few problems here, one is that the Kinect has a fairly low resolution, it is also depth limited to a range of about 8 meters from the device (an issue we hadn’t considered when looking at Kinect-based mapping solutions). But the drawbacks of those shortcomings can be mitigated by improving the data that it does collect. [Karl’s] approach is twofold: pixel filtering, and averaging of movement.

The pixel filtering works with the depth data to help clarify the outlines of objects. Weighted moving average is used to help reduce the amount of flickering areas rendered from frame to frame. [Karl] included a nice GUI with the code which lets you tweak the filter settings until they’re just right. See a demo of that interface in the clip after the break and let us know what you might use this for by leaving a comment.

Continue reading “Real-time Depth Smoothing For The Kinect”