Dissertationen zum Thema „Real-time 3D visual simulation“
Geben Sie eine Quelle nach APA, MLA, Chicago, Harvard und anderen Zitierweisen an
Machen Sie sich mit Top-35 Dissertationen für die Forschung zum Thema "Real-time 3D visual simulation" bekannt.
Neben jedem Werk im Literaturverzeichnis ist die Option "Zur Bibliographie hinzufügen" verfügbar. Nutzen Sie sie, wird Ihre bibliographische Angabe des gewählten Werkes nach der nötigen Zitierweise (APA, MLA, Harvard, Chicago, Vancouver usw.) automatisch gestaltet.
Sie können auch den vollen Text der wissenschaftlichen Publikation im PDF-Format herunterladen und eine Online-Annotation der Arbeit lesen, wenn die relevanten Parameter in den Metadaten verfügbar sind.
Sehen Sie die Dissertationen für verschiedene Spezialgebieten durch und erstellen Sie Ihre Bibliographie auf korrekte Weise.
Christoforidis, Constantin. „Optimizing your data structure for real-time 3D rendering in the web : A comparison between object-oriented programming and data-oriented design“. Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-20048.
Der volle Inhalt der QuelleDet finns övrigt digitalt material (t.ex. film-, bild- eller ljudfiler) eller modeller/artefakter tillhörande examensarbetet som ska skickas till arkivet.
Rojas, Vanessa. „Real time wind simulation in a 3D game“. Thesis, Linköpings universitet, Institutionen för datavetenskap, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-176704.
Der volle Inhalt der QuelleCristino, Filipe. „Investigation into a real time 3D visual inspection system for industrial use“. Thesis, Liverpool John Moores University, 2004. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.402879.
Der volle Inhalt der QuelleMackey, Randall Lee. „NPSNET : hierarchical data structures for real-time three-dimensional visual simulation“. Thesis, Monterey, California. Naval Postgraduate School, 1991. http://hdl.handle.net/10945/28402.
Der volle Inhalt der QuelleForsberg, Sean Michael. „NETWORK CHANNEL VISUALIZING SIMULATOR: A REAL-TIME, 3D, INTERACTIVE NETWORK SIMULATION PLATFORM“. DigitalCommons@CalPoly, 2012. https://digitalcommons.calpoly.edu/theses/784.
Der volle Inhalt der QuelleSundaraj, Kenneth. „Real-time dynamic simulation and 3D interaction of biological tissue : application to medical simulators“. Grenoble INPG, 2004. http://www.theses.fr/2004INPG0012.
Der volle Inhalt der QuelleBain, Matthew N. „Real Time Music Visualization: A Study in the Visual Extension of Music“. Columbus, Ohio : Ohio State University, 2008. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=osu1213207395.
Der volle Inhalt der QuelleSrisamang, Richard, Richard Todd, Sudarshan Bhat und Terry Moore. „UAV INTEGRATED VISUAL CONTROL AND SIMULATION SYSTEM ARCHITECTURE AND CAPABILITIES IN ACTION“. International Foundation for Telemetering, 2000. http://hdl.handle.net/10150/606815.
Der volle Inhalt der QuelleUnmanned Aerial Vehicles (UAV) are becoming a significant asset to the military. This has given rise to the development of the Vehicle Control and Simulation System (VCSS), a low-cost ground support and control system deployable to any UAV testing site, with the capability to support ground crew and pilot training, real-time telemetry simulation, distribution, transmission and reception, mission planning, and Global Positioning System (GPS) reception. This paper describes the development of the VCSS detailing its capabilities, demonstrating its use in the field, and showing its novel use of internet technology for vehicle control telemetry distribution.
Martínez, Ana Laura, und Natali Arvidsson. „Balance Between Performance and Visual Quality in 3D Game Assets : Appropriateness of Assets for Games and Real-Time Rendering“. Thesis, Uppsala universitet, Institutionen för speldesign, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-413871.
Der volle Inhalt der QuelleDen här uppsatsen utforskar balansen mellan visuell kvalitéoch prestanda i 3D modeller för spel. Vidare eftersträvar den att utgöra ett stöd för nya 3D-modelleingskonstnärer för att skapa modeller som är både visuellt adekvata och optimerade för att renderas i realtid. Dessutom undersöks skillnaden mellan omdömet av den visuella kvalitén mellan de som är bekanta med 3D datorgrafik och de som inte är det. Många förklaringar gällande optimering av 3D grafik är högst tekniska och utgör en utmaning för grafiker att förståsig på och försummar dessutom ofta effekten av hur optimering påverkar resultatet rent visuallet. Genom att testa ett flertal 3D modeller, mäta tiden det tar för dem att renderas, samt omdömen gällande visuella intryck, drogs slutsatsen att bedömning av 3D modellering för spel är väldigt kontextuell. Inget definitivt och enkelt sätt att hitta balansen mellan visuella kvalitén upptäcktes. Varken gällande prestanda eller visuell kvalité. Däremot gjordes några intressanta upptäckter angående bedömningen av den visuella kvalitén som observerades och presenterades.
Merrell, Thomas Yates. „Escape Simulation Suite“. Thesis, Virginia Tech, 2005. http://hdl.handle.net/10919/31754.
Der volle Inhalt der QuelleMaster of Science
KUNDA, SAKETH RAM. „Methods to Reuse CAD Data in Tessellated Models for Efficient Visual Configurations : An Investigation for Tacton Systems AB“. Thesis, KTH, Skolan för industriell teknik och management (ITM), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-281748.
Der volle Inhalt der QuelleDataförluster har alltid varit en följd av att dela 3D-modeller mellan olika CAD-system. I forskning har nya metoder utvecklats och implementerats för att minimera dataförlusten i CAD och andra program, som t.ex. visuella 3D-grafikapplikationer (3DS Max, Blender etc.). Denna rapport är resultatet av en studie kring CAD-dataförluster när man överför modeller mellan ett CAD-program och ett visualiseringsprogram. Studien har utförts vid Tacton Systems AB, som tillhandahåller produktkonfigureringslösningar både i CAD-program och i visuella miljöer och därför har studien haft fokus på att återanvända eller återskapa CAD-data i visualiseringsprogramvaror. Forskningsfrågorna är inriktade på att hitta orsaker till dataförlusterna och möjliga lösningar för företaget. Eftersom detta är ett högspecialiserat ämne krävde arbetet insatser från olika perspektiv och kunskapsinhämtning från människor också utanför företaget, vilket visar på betydelsen av öppen innovation i teknikorienterade företag. Tio olika idéer togs fram och utvecklades till koncept för att lösa problemet med dataförluster. Alla koncept har analyserats och utvärderats för att bedöma deras funktionalitet och genomförbarhet, för att implementera dem inom företagets arbetsflöde. Utvärderingarna resulterade i sex olika koncept som skulle kunna lösa problemet. Dessa koncept har diskuterats och verifierats med olika personer inom och utanför företaget. Resultatet visar styrkor och svagheter i vart och ett av dessa koncept och ger tydliga rekommendationer till företaget om nästa steg.
Berranen, Mohamed Yacine. „Simulation 3D éléments-finis du muscle squelettique en temps-réel basée sur une approche multi-modèles“. Thesis, Montpellier, 2015. http://www.theses.fr/2015MONTS043/document.
Der volle Inhalt der QuelleCorrective orthopedic surgeries results are difficult to be predicted and, unfortunately, sometimes unsuccessful. Other diseases resulting from a motor disability as bedsores are still poorly understood, despite a significant prevalence in the population. However, studies on these topics still insufficient especially for the analysis considering the muscle as a soft tissue volumetric organ. Muscle fascicule architectures and their correlation with movement efficiency is poorly documented, it lack of the detailed information regarding its volumetric deformations and stiffness changes along with muscle contractions.Muscle volumetric modeling, would provide a powerful tool for the personalized accurate simulation of body stresses of disabled or SCI patients during prolonged or friction contacts with standard medical devices non-adapted to particular morphologies, but also the planning of surgeries or functional electrical stimulation sequences.There is currently no software for automatic reconstruction of the architecture of fascicles, aponeurosis and tendons from MRI acquisitions of a specific subject. Actual volumetric muscle modeling is expensive in computational time, and not effective for real-time simulations of musculoskeletal system behavior with representation of physiological functions. The objective of this thesis is directed by the many contributions that have yet to make in the area. The current modeling methods based on the conventional finite element method are complex, inflexible or inaccurate in real-time. We propose a multi-model based on barycentric mapping approach that decouples the muscle strain density energy function into a set of independent less complex models, with the following objectives:- Improve complex muscle architecture reconstruction from the MRI acquisitions in term of complexity and flexibility.- Split muscle modeling into simple independent models, to offer more flexibility and reducing complexity of modeling which allows to have independent resolutions between deformable elements and muscle fiber elements..- By reducing the number of finite elements ensuring consistency of results of force and deformations, we reduce the computation time required for each simulation.Our methods are inspired by the previous work on the three-dimensional representation of the geometry and the complex architecture of muscles [Blemker and Delp, 2005]. In addition, the mathematical definition is studied [Chi et al., 2010] to characterize the energy density of deformations of skeletal muscle.Related with the above methods, we demand the following advances:- Improved three-dimensional representation of specific patients with muscle architecture and complex geometry from MRI measurement for personalized modeling. The method is more flexible and faster than previous.- A novel modeling method for muscle deformation via decoupled modeling of solid and muscle fiber mechanics is established. This new modeling allowed independent definitions between deformable elements and fiber force generation elements while keeping its muscle deformation accuracy. The performance is compared to conventional FEM method. - We reach high computational speed on standard machines for muscle complex simulations compared to FEM. Real-time simulation of specific person’s muscle strain and force is performed with an activation input updated in real-time from surface EMG measures.- Muscle modeling requires interdisciplinary knowledge from different research team members. The multi-model approach allows collaborative work, where each specialist focuses only on its area of expertise thanks to the modular designed modeling
Eriksson, Emil. „Simulation of Biological Tissue using Mass-Spring-Damper Models“. Thesis, Örebro universitet, Institutionen för naturvetenskap och teknik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-27663.
Der volle Inhalt der QuelleMålet med detta projekt var att utvärdera huruvida en modell baserad på massa-fjäderdämpare är meningsfull för att modellera biologisk vävnad. En metod för att automatiskt generera en sådan modell utifrån data tagen från medicinsk 3D-skanningsutrustning presenteras. Denna metod inkluderar både generering av punktmassor samt en algoritm för generering av länkar mellan dessa. Vidare beskrivs en implementation av en simulering av denna modell som körs i realtid genom att utnyttja den parallella beräkningskraften hos modern GPU-hårdvara via OpenCL. Denna implementation använder sig av fjärde ordningens Runge-Kutta-metod för förbättrad stabilitet jämfört med liknande implementationer. Svårigheten att bibehålla stabiliteten samtidigt som den simulerade vävnaden ges tillräcklig styvhet diskuteras genomgående. Flera observationer om modellstrukturens inverkan på den simulerade vävnadens konsistens presenteras också. Denna implementation inkluderar två manipuleringsverktyg, ett flytta-verktyg och ett skärverktyg för att interagera med simuleringen. Resultaten visar tydligt att en modell baserad på massa-fjäder-dämpare är en rimlig modell som är möjlig att simulera i realtid på modern men lättillgänglig hårdvara. Med vidareutveckling kan detta bli betydelsefullt för områden så som medicinsk bildvetenskap och kirurgisk simulering.
Zaragoci, Jean-François. „Simulation numérique directe multiphasique de la déformation d’un alliage Al-Cu à l’état pâteux – Comparaison avec des observations par tomographie aux rayons X in situ en temps réel“. Thesis, Paris, ENMP, 2012. http://www.theses.fr/2012ENMP0088/document.
Der volle Inhalt der QuelleHot tearing is a major defect arising during solidification of aluminium alloys. This defect is associated with the inability of liquid to feed areas where voids have started to appear, not allowing to heal small defects before they grow bigger. To understand hot tearing, it is mandatory to develop a good knowledge of the semi-solid mechanical behaviour. It is thus very useful to carry out X-ray microtomographies experiments and mechanical simulations on representative elementary volumes. In this work, we couple the both approaches by initialising a finite element simulation with the help of microtomography data obtained during an isothermal tensile testing of an aluminium-copper alloy in the mushy state. This innovative approach gives a direct access to the experimental reality and allows comparisons of numerical and experimental evolutions of the sample. We explain in a first time how to get the numerical representation thanks to a marching cubes algorithm and the immersed volume method. Then, we present our numerical model for which we solve the Stokes equations in a monolithic way. Once the velocity computed in all the solid, liquid and gaseous phases, we use a level set method in a Eulerian formalism to obtain the morphological evolution of our numerical sample. Despite the model simplicity, numerical and experimental results show a reasonable agreement concerning the air propagation inside the sample
Batmaz, Anil Ufuk. „Speed, precision and grip force analysis of human manual operations with and without direct visual input“. Thesis, Strasbourg, 2018. http://www.theses.fr/2018STRAJ056/document.
Der volle Inhalt der QuellePerceptual system of a surgeon must adapt to conditions of multisensorial constrains regard to planning, control, and execution of the image-guided surgical operations. Three experimental setups are designed to explore these visual and haptic constraints in the image-guided training. Results show that subjects are faster and more precise with direct vision compared to image guidance. Stereoscopic 3D viewing does not represent a performance advantage for complete beginners. In virtual reality, variation in object length, width, position, and complexity affect the motor performance. Applied grip force on a surgical robot system depends on the user experience level. In conclusion, both time and precision matter critically, but trainee gets as precise as possible before getting faster should be a priority. Study group homogeneity and background play key role in surgical training research. The findings have direct implications for individual skill monitoring for image-guided applications
Albin-Clark, Adrian. „Simulating characters for observation : bridging theory and practice“. Thesis, University of Manchester, 2012. https://www.research.manchester.ac.uk/portal/en/theses/simulating-characters-for-observation-bridging-theory-and-practice(eb68b4be-2122-4512-b7ba-ae86262f1b18).html.
Der volle Inhalt der QuelleGrasreiner, Sebastian. „Combustion modeling for virtual SI engine calibration with the help of 0D/3D methods“. Doctoral thesis, Technische Universitaet Bergakademie Freiberg Universitaetsbibliothek "Georgius Agricola", 2012. http://nbn-resolving.de/urn:nbn:de:bsz:105-qucosa-90518.
Der volle Inhalt der QuelleModerne Ottomotoren spielen heute sowohl in konventionellen als auch hybriden Fahrzeugantrieben eine große Rolle. Aktuelle Konzepte sind hochvariabel bezüglich Ventilsteuerung, Kraftstoffeinspritzung und Laststeuerung und ihre Optimierungspotentiale erwachsen zumeist aus neuen Softwarefunktionen. Deren Applikation ist zeit- und kostenintensiv und soll durch virtuelle Methoden unterstützt werden. In der vorliegenden Arbeit wird ein physikalisches 0D Verbrennungsmodell für Ottomotoren aufgebaut und bis zur praktischen Anwendung geführt. Dafür wurde zuerst die Thermodynamik echtzeitfähig modelliert und im gesamten Motorenkennfeld abgeglichen. Der Aufbau eines neuen Turbulenzmodells auf Basis der quasidimensionalen k-epsilon-Gleichung ermöglicht anschließend, die veränderlichen Einflüsse globaler Ladungsbewegung auf die Turbulenz abzubilden. Für den Brennverzug wurde ein vereinfachtes Modell abgeleitet, welches den Übergang von laminarer zu turbulenter Flammenausbreitung nach der Zündung in den Vordergrund stellt. Der restliche Brennverlauf wird durch die physikalische Ermittlung der turbulenten Brenngeschwindigkeit in einem 0D Entrainment-Ansatz dargestellt. Nach Validierung aller Teilmodelle erfolgt die virtuelle Bedatung der Momentenstruktur und der Abgastemperaturfunktion für das Motorsteuergerät
Hudon, Matis. „Active illumination for high speed image acquisition and recovery of shape and albedo“. Thesis, Rennes 1, 2016. http://www.theses.fr/2016REN1S070/document.
Der volle Inhalt der QuelleThe objective of this thesis is to take advantage of controlled illumination to enrich a video acquisition with shape and reflectance reconstructions. Today, a lot of works have tried to meet this objective. Some of them take advantage of sequential controlled illumintation to recover high quality shape and reflectance, however they either require a costly and very cumbersome fixed setup, and/or do not run in real-time. Our aim is a low cost, fast, mobile and simple acquisition setup which has to be the less intrusive possible so as to provide a greater ease of use. The first contribution of this thesis focuses on the application of the well known photometric stereo method to a video acquisition. Moreover, as a high frame rate is required by such an application, a method using sequential illumination with high frame rate cameras (electronic rolling shutter cameras) is also considered. Despite the interesting results provided by photometric stereo, we found that this latter did not provide enough qualitative results. Moreover, by its nature, photometric stereo is not really suitable for the range of applications targeted. We propose, as a second contribution, a method for recovering the shape (geometry) and the diffuse reflectance from an image (or video) using a hybrid setup consisting of a depth sensor (Kinect), a consumer camera and a partially controlled illumination (using a flash). The objective is to show how combining RGB-D acquisition with a sequential illumination is useful for shape and reflectance recovery. A pair of two images are captured : one non flashed (image under ambient illumination) and a flashed one. A pure flash image is computed by subtracting the non flashed image from the flashed image. We propose a novel and near real-time algorithm, based on a local illumination model of our flash and the pure flash image, to enhance geometry (from the noisy depth map) and recover reflectance information. Finally, our last contribution concerns an automatic method for light compositing, using rendered images. Lighting is a key element in photography. Professional photographers often work with complex lighting setups to directly capture an image close to the targeted one. Some photographers reversed this traditional workflow. Indeed, they capture the scene under several lighting conditions, then combine the captured images to get the expected one. Acquiring such a set of images is a tedious task and combining them requires some skill in photography. We propose a fully automatic method, that renders, based on a 3D reconstructed model (shape and albedo), a set of images corresponding to several lighting conditions. The resulting images are combined using a genetic optimization algorithm to match the desired lighting provided by the user as an image
Dvořáček, Štěpán. „Robot s autonomním audio-vizuálním řízením“. Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2019. http://www.nusl.cz/ntk/nusl-401991.
Der volle Inhalt der QuelleRamadasan, Datta. „SLAM temporel à contraintes multiples“. Thesis, Clermont-Ferrand 2, 2015. http://www.theses.fr/2015CLF22653/document.
Der volle Inhalt der QuelleThis report describes my thesis work conducted within the ComSee (Computers That See) team related to the ISPR axis (ImageS, Perception Systems and Robotics) of Institut Pascal. It was financed by the Auvergne Région and the European Fund of Regional Development. The thesis was motivated by localization issues related to Augmented Reality and autonomous navigation. The framework developed during this thesis is a generic approach to implement SLAM algorithms : Simultaneous Localization And Mapping. The proposed approach use multiple constraints in the localization and mapping processes. Those constraints come from sensors data and also from knowledge given by the application context. Each constraint is used into one optimization algorithm in order to improve the estimation of the motion and the accuracy of the map. Three problems have been tackled. The first deals with constraints on the map to accurately estimate the pose of 3D objects partially known in the environment. The second problem is about merging multiple heterogeneous and asynchronous data coming from different sensors using an optimization algorithm. The last problem is to write an efficient and real-time implementation of the SLAM problem using multiple constraints. A generic approach is used to design the framework and to generate different configurations, according to the constraints, of each SLAM problem. A particular interest has been put in the low computational requirement (in term of memory and CPU) while offering a high portability. Moreover, meta-programming techniques have been used to automatically and specifically generate the more complex parts of the code according to the given problem. The optimization library LMA, developed during this thesis, is made available of the community in open-source. Several experiments were done on synthesis and real data. An exhaustive benchmark shows the performances of the LMA library compared to the most used alternatives of the state of the art. Moreover, the SLAM framework is used on different problems with an increasing difficulty and amount of constraints. Augmented Reality and autonomous navigation applications show the good performances and accuracies in multiple constraints context
Ballit, Abbass. „Design and manufacturing process optimization for prosthesis of the lower limb“. Thesis, Compiègne, 2020. http://www.theses.fr/2020COMP2589.
Der volle Inhalt der QuelleThe prosthetic socket, an essential interface element between the patient's stump and prosthetic device, is most often the place where the degree of prosthetic success is defined. It is the most critical part of the prosthesis, customized to fit with the unique residual limb of the amputee. Without a proper socket shape and fit, the prosthesis becomes uncomfortable, or even unusable, and causes pain and skin issues. The state-of-the-art prosthetic production is still missing universal numerical standards to design a socket. The current practice is expensive and relies on the manual refinements of the orthopedic technician, and the fit quality strictly correlates with his skills as well as the subjective feedback of the patient. The thesis aims to conduct a deep analysis of an optimal design of the prosthetic socket by studying and developing an alternative computer-aided design process. This process is fully based on the virtual model of the patient’s residual limb and relies on the calculation of the socket-stump interaction. A fast calculation is favorable in this case, that’s why we propose to use the Mass-Spring System (MSS) instead of the widely used FE method to model the soft tissues of the residual limb. A new configuration of the MSS model is proposed to respect the non-compressibility property of the soft tissues by adding non-linear “Corrective Springs”. The numeric model is to be generated from the scanned model of the stump. For this purpose, we propose a fusion scheme of four RGB-Depth sensors for a rapid and low-cost scan with error reduction techniques. Finally, the virtual residual limb is used in the socket designing phase. A parametric design method is proposed and investigated. The design problem is transformed into a constraint-satisfaction-problem whose constraints are derived from the inverse calculation of the stump-socket interaction. The inverse approach has been chosen to eliminate the need for expensive contact formulation. This fact leads to rapid calculations, and consequently, allows to provide real-time numerical feedback during the designing process. The validation was done by comparing the results of our system with the output of FE simulations. The system has been implemented with a user-friendly graphical interface and virtually tested and numerically validated. This system reduces the limitations of the current practices. However, a lot of works is still ahead to refine and develop the system and validate it with clinical experiments
Chang, Yu-Chuan, und 張育銓. „3D Real-Time Simulation of Basic Billiard Techniques“. Thesis, 2014. http://ndltd.ncl.edu.tw/handle/w6vsu8.
Der volle Inhalt der Quelle中原大學
應用數學研究所
102
There are several techniques for billiard game according to the respective trajectories of balls caused by different hitting and forces. In this article, in terms of the latest models of physics, we analyze the variations in the pool and explain every kinds of billiard techniques. In practice, we show the trajectories of billiard balls in the real time by a simulation using the Microsoft Direct 3D programming.
Chen, Chun-Han, und 陳俊翰. „3D Real-Time Simulation of Basic Baseball Techniques“. Thesis, 2014. http://ndltd.ncl.edu.tw/handle/98855999862866320498.
Der volle Inhalt der Quelle中原大學
應用數學研究所
102
An improved model unified for the pitch, batting, and post-impact flight phases of a baseball is established. We adapted a manner of modulation in term of 3D simulation to find bat some swing parameters that produce maximum range. The improved batted flight model incorporates experimental lift and drag profiles including the drag crisis! The improved bat-ball impact model includes the dependence of the coefficient of restitution on the approach relative velocity controlled by simulation.
Chen, Xiao. „Real-time Physics Based Simulation for 3D Computer Graphics“. 2013. http://scholarworks.gsu.edu/cs_diss/79.
Der volle Inhalt der QuelleTsai, Yao-Yang, und 蔡曜陽. „Real-time Physics-based 3D Biped Character Simulation and Animation“. Thesis, 2008. http://ndltd.ncl.edu.tw/handle/14536413741639943955.
Der volle Inhalt der Quelle國立成功大學
資訊工程學系碩博士班
96
This paper present a physics-based approach to generate 3D biped character animation that can react to dynamical environments in real-time. Our approach utilizes an inverted pendulum model to on-line adjust the desired motion trajectory from the input motion capture data. This on-line adjustment produces physically-plausible motion trajectory adapted to dynamic environments, which is then used as the desired motion for the motion controllers to follow in dynamics simulation. Rather than using the Proportional-Derivative controllers whose parameters usually cannot be easily set, our motion following control adopts a velocity-driven method which computes joint torques based on the desired joint angular velocities. Physically-correct full body motion of the 3D character is computed in dynamics simulation using the computed torques and dynamical model of the character. Our experiments demonstrate that MOCAP-following with real-time response animation can be achieved easily. Besides, physically-plausible motion style editing and automatic motion transition can also be generated naturally.
WANG, CHU-YI, und 王竹毅. „Skiing Vehicle Simulation System of Real-time 3D Physical and Motion“. Thesis, 2019. http://ndltd.ncl.edu.tw/handle/2ar6x8.
Der volle Inhalt der Quelle國立高雄科技大學
電機工程系
107
In this study, various terrain information such as altitude and ground image are established by “Unity 3D Terrain” and “Unity 3D visual effect engine” are used to present gorgeous real visual effect performance. Moreover, the embedded PhysX physical simulation engine technology can better reconstruct the original Terrain features. In this paper, the bending mechanism is used to obtain the ski Angle with the snow surface. The pressure sensor is used to obtain the user's pressure at various points during skiing and the user's weight to simulate the physical quantity calculated during skiing. The Bluetooth transmission package is used to control the ski movement in Unity. After establishing the terrain and interactive hardware, then objects (skis, snow, trees) can be embedded in the reconstruction of the terrain with physical behaviors such as movement, collision, acceleration and rotation can be added. Then, the acceleration/angular rate calculated by the physical model of input trajectories of skiers through TCP/IP network communication protocol connecting master-slave at both ends and the virtual images of skis. Finally, let the user feel like real skiing with motion platform reaction. Keywords: PhysX, Unity, skiing physical simulation, Stewart Platform
Palmer, Ian J., Chen Wang und Tao Ruan Wan. „A Real-time Dynamic Simulation Scheme for Large-Scale Flood Hazard Using 3D Real World Data“. 2007. http://hdl.handle.net/10454/2891.
Der volle Inhalt der QuelleWe propose a new dynamic simulation scheme for large-scale flood hazard modelling and prevention. The approach consists of a number of core parts: Digital terrain modelling with GIS data, Nona-tree space partitions (NTSP), Automatic River object recognition and registration, and a flood spreading model. The digital terrain modelling method allows the creation of a geometric real terrain model for augmented 3D environments with very large GIS data, and it can also use information gathered from aviation and satellite images with a ROAM algorithm. A spatial image segmentation scheme is described for river and flood identification and for a 3D terrain map of flooding region growth and visualisation. The region merging is then implemented by adopting Flood Region Spreading Algorithm (FRSA). Compared with the conventional methods, our approach has the advantages of being capable of realistically visualising the flooding in geometrically-real 3D environments, of handling dynamic flood behaviour in real-time and of dealing with very large-scale data modelling and visualisation.
Chen, Shih-Ying, und 陳思穎. „Study of Human Visual Adaptation Based on Shader Technology in Real-Time 3D Rendering“. Thesis, 2006. http://ndltd.ncl.edu.tw/handle/73351392900275735879.
Der volle Inhalt der Quelle國立臺北教育大學
玩具與遊戲設計研究所
94
Due to the fast development of hardware and graphic technologies, the transforming, lighting, and texturing in fix rendering pipeline can be replaced with programming shader used in some rendering graphic technologies and plentiful graphic effects in real-time 3D environment also can be achieved. In this study, a method which simulating the human visual system for lighting adaptation with the pupil of the eyes has been proposed. This study integrates the related graphic techniques, such as High Dynamic Range Image (HDRI)、tone reproduction and the human visual system, with the vertex shader and the pixel shader to simulate the lighting adaptation effect in the human visual system. A visual 3D rendering environment, built with vertex and pixel shader, which can produce effect with scenes changing in dark and light cases. This study simulates the dazzling light and the human visual system for light adapting with multiple-pass rendering technique. Comparing with the method proposed by Reinhard et al., this study improves the deviation in varieties of color, and separates the lighting adaptation range from the original system to achieve more real effect.
Zheng, Zonghui. „CORBA based distribution real-time simulation of a claming machine with 3D visualization“. 2002. http://hdl.handle.net/1993/19774.
Der volle Inhalt der QuelleWang, Shinn-Chih, und 王信智. „Design of A Real-time Interactive Visual Simulation on A Distributed Computing Environment“. Thesis, 1996. http://ndltd.ncl.edu.tw/handle/89567546762591766255.
Der volle Inhalt der Quelle淡江大學
資訊工程學系
84
In order to make users feel immersive in an interactive visual simulation system, both of the visual render and user input must be completed in real-time. As the complexity of the virtual scene increase and the realism of the virtual environment is requested by the user, the demand of high performance computing for virtual environment is become very important. Such as supercomputers or special purpose computers are often used. But these computers are expensive. As the evolution of the computer, both PC and workstation have gaining more power with less cost. Hence, we can connect several PCs and workstations via LAN to form a distributed high-speed computing environment to meet the requirement of real-time visual simulation. Based upon this concept, several distributed real-time computing environment have proposed over this years. Such as division's dVS, MIT's VETT and SICS's DIVE ..etc. All of them allow multi-user, but confined in UNIX-based OS or special machines. In this paper, we propose a distributed run-time environment which use PCs or workstations that run WIN32-based OS and also, with the help of DIS(distributed interactive simulation) a multi-user virtual environment can be achieve. PNs theory allows a system to be modeled by a mathematical representation. Timed Petri net( TPN) is another kind of PNs. Recently, TPN is widely used to analyze the performance of distributed computing systems and it is very useful to model parallel and distributed systems. We use the properties of TPNs to model the real-time visual simulation to find the parallel , conflict tasks relation among these tasks. These tasks are then partition into a set of logic processes(LPs), which are distributed among networked distributed machines. Also, Job Dispather and Communication Interface are designed to communicate and synchronize these distributed LPs.
Yang, Tzong-Jer, und 楊宗哲. „On Real-Time 3D Head Motion Tracking and Its Applications in Model-Based Visual Communication“. Thesis, 1999. http://ndltd.ncl.edu.tw/handle/02793968252520708780.
Der volle Inhalt der Quelle國立臺灣大學
資訊工程學研究所
87
This dissertation addresses the problem of real-time 3D head motion tracking with a single camera. Through the analysis on a sequence of continuous facial images captured from a single video camera, the subject''s head motion in 3D space can be estimated. Two issues are discussed: feature tracking and 3D motion estimation. The purpose of feature tracking is to provide enough feature correspondence between two consecutive images, and the purpose of 3D motion estimation is to infer 3D motion from these feature correspondence. To tackle the motion-tracking problem, techniques of real-time feature tracking and 3D motion estimation are proposed. The proposed feature tracking technique is developed based on cross-correlation between two feature patterns, with additional constraints to obtain better tracking results. The proposed 3D motion estimation method includes knowledge of head motion to develop an objective function that is minimized iteratively to obtain motion parameters. Three feature points, two eye cor-ners and one nostril, are required, and the recovered motion parameters are three rota-tion angles and three translation offsets, respectively. The proposed techniques can be applied in different applications. One potential application is the model-based visual communication, where remote face images are synthesized based on parameters including those for facial expression and head mo-tion. Model-based coding is an emerging technique that can achieve very low bit-rate image coding, and is in particular applicable for mobile or network applications. A similar prototype system is developed in this dissertation. In the prototype, 3D head motion is inferred using the proposed techniques, and the recovered motion parame-ters are applied to a face synthesis module which renders a 3D texture-mapped head model in real-time. The techniques developed can not only be used in model-based visual communi-cation, but also be applied to applications requiring natural human-computer interface (HCI). A user can interact with computers or other intelligent appliances via head motions. The performance of the proposed 3D head motion tracking techniques is meas-ured on a PC with a Pentium-II 400 MHz CPU. The 3D motion estimation can update over 250 Hz, and the overall performance of the model-based visual communication system is over 25 frames/sec, with feature tracking and head model rendering in-volved.
Liann, Shaw-An, und 練紹安. „Development of Distributed Visual Simulation Pilot Training System and its Real-Time Dynamic Model“. Thesis, 2000. http://ndltd.ncl.edu.tw/handle/78828945298242432233.
Der volle Inhalt der Quelle國立交通大學
電機與控制工程系
88
The aim of this thesis is to implement a distributed visual simulation pilot training system with real-time dynamic model for aircraft and tank. we will construct virtual-reality scene(VR scene) for aircraft and tank, and develop real-time tank dynamic model. Then we integrate the VR scene, real-time dynamic module, stewart platform, and force-feedback joystick into a integrated pilot training system by distributed softeware framework and network communication. Following, we will describe VR Scene, real-time dynamic, and system integration separately. In construction of the VR scene, this thesis adopted the Coryphaeus Software, Inc. (CSI) Visual Simulation Product Suite as real-time visual simulation application development tools. Thus, we can decrease the requirement of theoretical VR background, and focus our concentration on the development of tank dynamic model and the distributed softeware framework under VR scene. In development of dynamic model, this paper first proposes a software framework of a pilot training system. Then we implement a prototype of the pilot training system by using this software framework. This thesis also proposes a dynamic simulation module for tank and multi-wheel vehicle. In order to take the effect from the suspension system of the tank into consideration, the dynamic module not only get driving commands from pilot but also acquire terrain information from the VR scene. In system integration, we use Share Memory, IPC, Socket, File Processing functionality from IRIX Operating System to develop previous proposed software framework and other communication modules in the framework. Because of the concept of communication modules, we can not only increase the expansibility of the pilot training system but also change the configuration dynamically. 1.1 研究動機 1.2 文獻回顧 1.3 虛擬實境場景簡介 1.4 實驗設備系統介紹 1.5 論文架構 第二章 Coryphaeus及場景發展介紹 2.1 OpenGL及IRIS Performer簡介 2.1.1 OpenGL簡介 2.1.2 IRIS Performer簡介 2.2 Coryphaeus簡介 2.3 DWB - 物件編修 2.4 EzT - 地形、地物編修 2.5 EzS - 場景參數設定 2.6 發展流程 第三章 飛機操控模擬訓練系統 3.1 飛機操控模擬訓練系統之架構 3.2 飛機場景製作 3.2.1 地形及地物 3.2.2 飛機物件 3.2.3 儀表顯示 3.2.4 飛機場景畫面之成果展示 3.3 飛機動態模型 第四章 戰車操控模擬訓練系統 4.1 戰車操控模擬訓練系統之架構 4.2 戰車場景之製作 4.2.1 地形、地物之編修 4.2.2 戰車車輪之編修 4.2.3 車輪、履帶之動態連結效果 4.2.4 其它特效 4.2.5 戰車場景之畫面成果展示 4.3 戰車動態模擬 4.3.1 戰車動態模擬理論推導與方法 4.3.2 戰車動態模擬模組 第五章 系統整合 5.1 虛擬實境場景底層軟體架構 5.2 場景的連線 5.3 系統流程 5.4 序列搖桿通訊介面模組 5.5 六軸運動平台「位置控制器」、「Washout控制器」通訊介面模組 5.6 力操控搖桿通訊介面模組 5.7 分散式飛機操控模擬訓練系統之整合 5.8 分散式戰車操控模擬訓練系統之整合 第六章 結論與展望 參考文獻 附錄一 飛機動態模擬方程式 附錄二 戰車動態模擬結果
KANG, CHIEH-HAO, und 康介豪. „Based on Online Map for Real-time 3D Terrains and Buildings Rendering with Flight Vehicle Simulation System“. Thesis, 2017. http://ndltd.ncl.edu.tw/handle/49614190722979202627.
Der volle Inhalt der Quelle國立高雄第一科技大學
電機工程研究所碩士在職專班
105
Nowadays the terrain of Google Earth just only specially efficacy with texture maps but do not have any 3D physical model and the embedded objects (buildings landmarks and so on) and also do not have any physical collision. Hence in our research based on the Unity 3D Plug-In terrain information such as elevation above sea level longitude altitude and texture maps with terrain in any location of the World. Then the PhysX physical engine and OpenGL were employed for rebuilding terrain with physical collision. Otherwise after rebuilding the terrain embedding objects (aircraft buildings) into reconstructed terrain and complete the movement collision acceleration rotation and other physical behavior. Finally the Stewart platform control system combined with washout algorithm is presented with TCP/IP Protocol Suite linking two ends, let the acceleration and angle velocity generated from virtual image be the input so that the platform motion with the virtual screen of the aircraft to achieve the same movement behavior.
Kirana, Kumara P. „Studies On The Viability Of The Boundary Element Method For The Real-Time Simulation Of Biological Organs“. Thesis, 2016. http://etd.iisc.ernet.in/handle/2005/2553.
Der volle Inhalt der QuelleCrespo, Christian Andrés Bustamante. „Development a virtual reality mode simulation in order to control a drone using a wearable device in a 3d environment“. Master's thesis, 2017. http://hdl.handle.net/10400.8/3242.
Der volle Inhalt der Quelle