Academic literature on the topic '3dsi'

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Journal articles on the topic "3dsi"

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Li, Zhouxiao, Thilo Ludwig Schenck, Riccardo Enzo Giunta, Lucas Etzel, and Konstantin Christoph Koban. "Nonsubjective Assessment of Shape, Volume and Symmetry during Breast Augmentation with Handheld 3D Device." Journal of Clinical Medicine 11, no. 14 (July 11, 2022): 4002. http://dx.doi.org/10.3390/jcm11144002.

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Three-dimensional Surface Imaging (3DSI) has become a valuable tool for planning and documenting surgical procedures. Although surface scanners have allowed for a better understanding of breast shape, size, and asymmetry during patient consultation, its use has not been included in intraoperative assessment so far. Validation of the reliability of the intraoperative use of a portable handheld 3DSI equipment as a tool to evaluate morphological changes during breast augmentation surgery. The patients who underwent bilateral subpectoral breast augmentation through an inframammary incision were included in this study. Intraoperative 3DSI was performed with the Artec Eva device, allowing for visualization of the surgical area before incision, after use of breast sizers and implant, and after wound closure. Intraoperatively manual measurements of breast distances and volume changes due to known sizer and implant volumes were in comparison with digital measurements calculated from 3DSI of the surgical area. Bilateral breasts of 40 patients were 3D photographed before incision and after suture successfully. A further 108 implant sizer uses were digitally documented. There was no significant difference between manual tape measurement and digital breast distance measurement. Pre- to postoperative 3D volume change showed no significant difference to the known sizer and implant volume.
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Li, Zhouxiao, Yimin Liang, Thilo Ludwig Schenck, Konstantin Frank, Riccardo Enzo Giunta, and Konstantin Christoph Koban. "Investigating the Reliability of Novel Nasal Anthropometry Using Advanced Three-Dimensional Digital Stereophotogrammetry." Journal of Personalized Medicine 12, no. 1 (January 6, 2022): 60. http://dx.doi.org/10.3390/jpm12010060.

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Three-dimensional surface imaging systems (3DSI) provide an effective and applicable approach for the quantification of facial morphology. Several researchers have implemented 3D techniques for nasal anthropometry; however, they only included limited classic nasal facial landmarks and parameters. In our clinical routines, we have identified a considerable number of novel facial landmarks and nasal anthropometric parameters, which could be of great benefit to personalized rhinoplasty. Our aim is to verify their reliability, thus laying the foundation for the comprehensive application of 3DSI in personalized rhinoplasty. We determined 46 facial landmarks and 57 anthropometric parameters. A total of 110 volunteers were recruited, and the intra-assessor, inter-assessor, and intra-method reliability of nasal anthropometry were assessed through 3DSI. Our results displayed the high intra-assessor reliability of MAD (0.012–0.29, 0.003–0.758 mm), REM (0.008–1.958%), TEM (0–0.06), rTEM (0.001–0.155%), and ICC (0.77–0.995); inter-assessor reliability of 0.216–1.476, 0.003–2.013 mm; 0.01–7.552%, 0–0.161, and 0.001–1.481%, 0.732–0.985, respectively; and intra-method reliability of 0.006–0.598°, 0–0.379 mm; 0 0.984%, 0–0.047, and 0–0.078%, 0.996–0.998, respectively. This study provides conclusive evidence for the high reliability of novel facial landmarks and anthropometric parameters for comprehensive nasal measurements using the 3DSI system. Considering this, the proposed landmarks and parameters could be widely used for digital planning and evaluation in personalized rhinoplasty, otorhinolaryngology, and oral and maxillofacial surgery.
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Etzel, Lucas, Thilo L. Schenck, Riccardo E. Giunta, Zhouxiao Li, Ya Xu, and Konstantin C. Koban. "Digital Leg Volume Quantification: Precision Assessment of a Novel Workflow Based on Single Capture Three-dimensional Whole-Body Surface Imaging." Journal of Digital Imaging 34, no. 5 (September 28, 2021): 1171–82. http://dx.doi.org/10.1007/s10278-021-00493-8.

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AbstractWhole-body three-dimensional surface imaging (3DSI) offers the ability to monitor morphologic changes in multiple areas without the need to individually scan every anatomical region of interest. One area of application is the digital quantification of leg volume. Certain types of morphology do not permit complete circumferential scan of the leg surface. A workflow capable of precisely estimating the missing data is therefore required. We thus aimed to describe and apply a novel workflow to collect bilateral leg volume measurements from whole-body 3D surface scans regardless of leg morphology and to assess workflow precision. For each study participant, whole-body 3DSI was conducted twice successively in a single session with subject repositioning between scans. Paired samples of bilateral leg volume were calculated from the 3D surface data, with workflow variations for complete and limited leg surface visibility. Workflow precision was assessed by calculating the relative percent differences between repeated leg volumes. A total of 82 subjects were included in this study. The mean relative differences between paired left and right leg volumes were 0.73 ± 0.62% and 0.82 ± 0.65%. The workflow variations for completely and partially visible leg surfaces yielded similarly low values. The workflow examined in this study provides a precise method to digitally monitor leg volume regardless of leg morphology. It could aid in objectively comparing medical treatment options of the leg in a clinical setting. Whole-body scans acquired using the described 3DSI routine may allow simultaneous assessment of other changes in body morphology after further validation.
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Fischer, Daniel. "3DS3 and 3DS5 3D-SHOTGUN meta-predictors in CAFASP3." Proteins: Structure, Function, and Genetics 53, S6 (2003): 517–23. http://dx.doi.org/10.1002/prot.10537.

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Deery, David M., Greg J. Rebetzke, Jose A. Jimenez-Berni, Anthony G. Condon, David J. Smith, Kathryn M. Bechaz, and William D. Bovill. "Ground-Based LiDAR Improves Phenotypic Repeatability of Above-Ground Biomass and Crop Growth Rate in Wheat." Plant Phenomics 2020 (May 26, 2020): 1–11. http://dx.doi.org/10.34133/2020/8329798.

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Highly repeatable, nondestructive, and high-throughput measures of above-ground biomass (AGB) and crop growth rate (CGR) are important for wheat improvement programs. This study evaluates the repeatability of destructive AGB and CGR measurements in comparison to two previously described methods for the estimation of AGB from LiDAR: 3D voxel index (3DVI) and 3D profile index (3DPI). Across three field experiments, contrasting in available water supply and comprising up to 98 wheat genotypes varying for canopy architecture, several concurrent measurements of LiDAR and AGB were made from jointing to anthesis. Phenotypic correlations at discrete events between AGB and the LiDAR-derived biomass indices were significant, ranging from 0.31 (P<0.05) to 0.86 (P<0.0001), providing confidence in the LiDAR indices as effective surrogates for AGB. The repeatability of the LiDAR biomass indices at discrete events was at least similar to and often higher than AGB, particularly under water limitation. The correlations between calculated CGR for AGB and the LiDAR indices were moderate to high and varied between experiments. However, across all experiments, the repeatabilities of the CGR derived from the LiDAR indices were appreciably greater than those for AGB, except for the 3DPI in the water-limited environment. In our experiments, the repeatability of either LiDAR index was consistently higher than that of AGB, both at discrete time points and when CGR was calculated. These findings provide promising support for the reliable use of ground-based LiDAR, as a surrogate measure of AGB and CGR, for screening germplasm in research and wheat breeding.
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Chen, Shannon, Zhenhuan Gao, Klara Nahrstedt, and Indranil Gupta. "3DTI Amphitheater." ACM Transactions on Multimedia Computing, Communications, and Applications 11, no. 2s (February 24, 2015): 1–22. http://dx.doi.org/10.1145/2700297.

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Lynch, Paul, C. R. Hasbrouck, Joseph Wilck, Michael Kay, and Guha Manogharan. "Challenges and opportunities to integrate the oldest and newest manufacturing processes: metal casting and additive manufacturing." Rapid Prototyping Journal 26, no. 6 (June 10, 2020): 1145–54. http://dx.doi.org/10.1108/rpj-10-2019-0277.

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Purpose This paper aims to investigate the current state, technological challenges, economic opportunities and future directions in the growing “indirect” hybrid manufacturing ecosystem, which integrates traditional metal casting with the production of tooling via additive manufacturing (AM) process including three-dimensional sand printing (3DSP) and printed wax patterns. Design/methodology/approach A survey was conducted among 100 participants from foundries and AM service providers across the USA to understand the current adoption of AM in metal casting as a function of engineering specifications, production demand, volume and cost metrics. In addition, current technological and logistical challenges that are encountered by the foundries are identified to gather insight into the future direction of this evolving supply chain. Findings One of the major findings from this study is that hard tooling costs (i.e. patterns/core boxes) are the greatest challenge in low volume production for foundries. Hence, AM and 3DSP offer the greatest cost-benefit for these low volume production runs as it does not require the need for hard tooling to produce much higher profit premium castings. It is evident that there are major opportunities for the casting supply chain to benefit from an advanced digital ecosystem that seamlessly integrates AM and 3DSP into foundry operations. The critical challenges for adoption of 3DSP in current foundry operations are categorized into as follows: capital cost of the equipment, which cannot be justified due to limited demand for 3DSP molds/cores by casting buyers, transportation of 3DSP molds and cores, access to 3DSP, limited knowledge of 3DSP, limitations in current design tools to integrate 3DSP design principles and long lead times to acquire 3DSP molds/cores. Practical implications Based on the findings of this study, indirect hybrid metal AM supply chains, i.e. 3DSP metal casting supply chains is proposed, as 3DSP replaces traditional mold-making in the sand casting process flow, no/limited additional costs and resources would be required for qualification and certification of the cast parts made from three-dimensional printed sand molds. Access to 3DSP resources can be addressed by establishing a robust 3DSP metal casting supply chain, which will also enable existing foundries to rapidly acquire new 3DSP-related knowledge. Originality/value This original survey from 100 small and medium enterprises including foundries and AM service providers suggests that establishing 3DSP hubs around original equipment manufacturers as a shared resource to produce molds and cores would be beneficial. This provides traditional foundries means to continue mass production of castings using existing hard tooling while integrating 3DSP for new complex low volume parts, replacement parts, legacy parts and prototyping.
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Sumathi, K., P. Ananthalakshmi, M. N. A. Md Roshan, and K. Sekar. "3dSS: 3D structural superposition." Nucleic Acids Research 34, Web Server (July 1, 2006): W128—W132. http://dx.doi.org/10.1093/nar/gkl036.

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Pallas, A., C. H. Meyer, and D. Mojon. "Nintendo 3DS." Der Ophthalmologe 110, no. 3 (December 8, 2012): 263–66. http://dx.doi.org/10.1007/s00347-012-2696-7.

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Zhang, Fanghua, Jie Cao, Qun Hao, Kaiyu Zhang, Yang Cheng, Yingbo Wang, and Yongchao Feng. "Combining Non-Uniform Time Slice and Finite Difference to Improve 3D Ghost Imaging." Sensors 19, no. 2 (January 21, 2019): 418. http://dx.doi.org/10.3390/s19020418.

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Three-dimensional ghost imaging (3DGI) using a detector is widely used in many applications. The performance of 3DGI based on a uniform time slice is difficult to improve because obtaining an accurate time-slice position remains a challenge. This paper reports a novel structure based on non-uniform time slice combined with finite difference. In this approach, finite difference is beneficial to improving sensitivity of zero crossing to accurately obtain the position of the target in the field of view. Simultaneously, non-uniform time slice is used to quickly obtain 3DGI on an interesting target. Results show that better performances of 3DGI are obtained by our proposed method compared to the traditional method. Moreover, the relation between time slice and the signal-noise-ratio of 3DGI is discussed, and the optimal differential distance is obtained, thus motivating the development of a high-performance 3DGI.
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Dissertations / Theses on the topic "3dsi"

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Mota, Frutuoso Tadeu. "Caractérisation des mosfets en silicium à budget thermique réduit pour applications numériques et haute fréquence sur des systèmes d'intégration séquentielle 3D." Electronic Thesis or Diss., Université Grenoble Alpes, 2023. http://www.theses.fr/2023GRALT054.

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L'intégration séquentielle en 3D (3DSI) consiste à empiler de manière séquentielle des couches de dispositifs actifs à l'aide de connexions verticales ayant des dimensions similaires à celles des contacts standard Back-End-Of-Line (<100 nm). Cela permet la co-intégration de différents systèmes sur des couches séparées avec une densité d'interconnexion élevée et élimine les compromis coûteux liés à l'optimisation de différents dispositifs sur le même substrat. De même, la réduction des parasites d'interconnexion et l'intégration hétérogène offrent un grand potentiel pour les applications 5G à ondes millimétriques (mmW).Cependant, les dispositifs empilés en 3D présentent de nouveaux défis de processus. Les transistors de haut niveau doivent être traités à basse température (≤ 500 °C) pour préserver l'intégrité des dispositifs sur les niveaux inférieurs. L'intégration CMOS standard avec un faible budget thermique (LTB) entraîne une dégradation importante des performances. Néanmoins, de nouvelles avancées dans le processus d'intégration LTB du silicium ouvrent la voie au développement de dispositifs atteignant les mêmes performances que leurs homologues à haute température. Par conséquent, l'objectif de ce travail de doctorat est d'analyser les effets de ces nouveaux processus sur les caractéristiques électriques des dispositifs MOSFET LTB et d'établir des lignes directrices pour une optimisation ultérieure.Le manuscrit de cette thèse présente les principaux résultats obtenus grâce au récent développement de cette technologie et est présenté en trois parties :Activation des dopants de la source et du drain près de la jonction à l'aide d'un recuit d'épitaxie à l'état solide à basse température (SPER). L'étude est réalisée en estimant le profil de la jonction à l'aide d'une nouvelle technique de CV non destructive couplée à un modèle amélioré de cartographie conforme des capacités marginales des transistors. Les résultats sont utilisés pour comprendre le comportement électrique et les mécanismes de dégradation des dispositifs en fonction de la position de chevauchement.Propriétés de piégeage du matériau de permittivité faible (SiCO) utilisé pour l'oxyde d'espacement de grille à basse température et ses effets sur les performances du transistor. Deux mécanismes de piégeage sont identifiés sur ce matériau : les pièges d'interface en silicium rapides, liés à la qualité de l'oxyde natif, et les défauts profonds lents répartis dans le volume de l'oxyde SiCO. L'effet de ces pièges près de la région d'accès des performances électriques du transistor est étudié.Effet des principales étapes de processus à basse température sur les figures de mérite RF des dispositifs. L'objectif est d'évaluer les performances des dispositifs à des fréquences élevées. Les capacités parasites plus faibles des espacesurs SiCO, la résistance de grille réduite grâce au recuit laser aux nanosecondes UV et la mobilité élevée grâce à la contrainte de tension CESL sont des étapes clés à faible budget thermique contribuant à des transistors RF haute performance avec des figures de mérite similaires à celles des homologues à budget thermique élevé (HTB)
3D sequential integration (3DSI) consists of sequentially stacking active device layers using vertical interconnections with similar dimensions as standard Back-End-Of-Line contacts (<100nm). It allows the co-integration of different systems on separated layers with a high interconnection density and it eliminates costly trade-offs coming from the optimization of different devices on the same substrate. Likewise, the reduced interconnection parasitic and heterogeneous integration offer great potential for 5G millimeter-wave (mmW) applications.However, 3D stacked devices come along with new process challenges. Top-tier transistors need to be processed at low temperatures (≤ 500°C) to preserve the integrity of devices on lower tiers. Standard CMOS integration with low thermal budget (LTB) leads to substantial performance degradation. Nevertheless, new breakthroughs in the silicon LTB integration process open the path to the development of devices that reach the same performance of their high temperature counterparts. Therefore, the objective of this Ph.D. work is to analyze the effects of those new processes on the electrical characteristics of LTB MOSFET devices and draw guidelines for further optimization.The manuscript for this Ph.D. introduces the main results obtained from the recent development of this technology and it is presented on three parts:Activation of source and drain dopants near the junction using a low temperature Solid State Epitaxy Recrystallization (SPER) anneal. The study is performed with an estimation of the junction profile using a novel nondestructive CV technique coupled to as improved conformal mapping model of the transistors fringe capacitances. The results are used to understand the electrical behavior and degradation mechanisms of the devices as function of the overlap position.Trapping properties of the low permittivity material (SiCO) used for the low temperature gate spacer oxide and its effects on the transistor performance. Two trapping mechanisms are identified on this material: Fast Silicon interface traps, related to the quality of the native oxide, and slow deep defects distributed in the bulk of the SiCO oxide. The effect of those traps near the access region of the electrical performance transistor are studied.Effect of key low temperature process steps of the devices RF FoMs. The objective is to evaluate the performance of the devices at high frequencies. The lower parasitic capacitances from SiCO spacers, low gate resistance from the UV nanoseconds laser anneal and high mobility from the CESL tensile stain are key low thermal budget steps contributing to high-performance RF transistors with similar FoMs to HTB counterparts
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Бурячек, Т. О., and О. В. Вишневська. "Методи оптимізації моделей 3ds Max." Thesis, КНУТД, 2016. https://er.knutd.edu.ua/handle/123456789/4342.

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Chester, Ivan Robert. "Delineating and Developing Expertise in Three-Dimensional Computer Aided Design." Thesis, Griffith University, 2006. http://hdl.handle.net/10072/366351.

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The problem addressed in this thesis is the development of strategic knowledge through the teaching and learning process. Specifically, it addresses strategic knowledge in three-dimensional solid modelling computer aided design (3DSM-CAD). The problem is addressed through two separate studies. In Study 1 the research question, What constitutes strategic 3DSM-CAD knowledge? is addressed. The outcomes of the first study are then used to inform the second study which addresses the research question: What instructional strategies will improve the use of strategic 3DSM-CAD knowledge? It is argued that CAD knowledge is inadequately theorised and a reconceptualisation of 3DSM-CAD knowledge is proposed. This proposed reconceptualisation is tested in Study 1 using a sample of 3DSM-CAD experts. The findings of this study are interpreted as supporting the theorised reconceptualisation of 3DSM-CAD knowledge. Study 2 investigates whether the use of expert strategies by novice 3DSM-CAD learners can be improved though the teaching and learning process. An instructional intervention is devised and empirically tested. The findings of this study provide support for the design of the intervention. It is argued in this thesis that the existing conceptualisation of CAD (computer aided design) knowledge is too narrow and is inadequately theorised, particularly the current interpretation of strategic knowledge. Presently strategic CAD knowledge is narrowly defined in terms of making choices between methods of model production. This thesis draws on existing research on expertise and in cognitive science to interpret strategic knowledge in terms of the metacognitive processes undertaken by experts when they engage in 3DSM-CAD processes. Strategic 3DSM-CAD knowledge is thus more broadly interpreted to include the metacognitive processes of planning, predicting, process selection, monitoring and evaluating. It is argued that this reconceptualisation is needed, as much of the existing research in CAD expertise is based on two-dimensional and three-dimensional CAD and not the parametric three-dimensional CAD currently used in industry and in education. The parametric nature of current 3DSM-CAD software provides a situation whereby decisions made at an early stage in the modelling process may later lead to model failure. The development of the use of expert 3DSM-CAD strategies is therefore considered important not only in order to improve the efficiency of the modelling process but also in ensuring the integrity of the model during subsequent design modification. Study 1 of the thesis addresses the delineation of 3DSM-CAD expertise. It uses existing research in expertise, the identification of experts and in knowledge elicitation as a basis for the study. In addition, a theoretical examination of the literature in cognition and mental imagery is used to conceptualise the 3DSM-CAD process. 3DSM-CAD experts are identified for case studies that investigate the cognitive processes undertaken by 3DSM experts as they engage in 3DSM-CAD processes. The selection of experts is undertaken using criteria identified in existing research in expertise: they have a number of years experience in the domain, they currently use 3DSM-CAD on a regular basis, others regard them as possessing domain expertise and, they have experience in teaching/training others. The findings of this study suggest that, while these existing criteria are useful when identifying experts in the use of complex computer applications, there is the possibility that these activities may be specific to the domain in which the software is used. For example, 3DSM-CAD capabilities may be specific in engineering or architecture but not to 3DSM-CAD in general. It is therefore argued that higher level experts may be identified by the additional criteria of their engagement in a range of problem solving activities across a range of contexts such as is found in 'Help Desk' personnel. Study 1 also builds on existing knowledge elicitation research through the development and testing of a knowledge elicitation technique, video-capture with think-aloud protocols, which enables the capture of very detailed data regarding the cognitive processes employed by individuals as they interact with complex computer applications. The findings of Study 1 support the proposed reconceptualisation of 3DSM-CAD knowledge and, in particular, the metacognitive nature of the strategic knowledge employed by 3DSM-CAD experts. Study 1 also found that 3DSM-CAD experts employ a range of mental imagery techniques, including those identified in this thesis as unique to 3DSM-CAD, in the process of solving 3DSM-CAD problems. Further, the findings establish that 3DSM-CAD experts engage in 'expert parsing' when dividing an object into parts prior to undertaking the modelling process. 'Expert parsing' is similar to the characteristic of experts in other fields who employ a deeper and more structured problem solving approach, looking beyond the surface features of an object. 3DSM-CAD experts identify deeper features and alternative algorithmic saliencies so that the choices of processes that allow both efficient object modelling and the possibility of making future changes may be made. 3DSM-CAD experts are found to bring a different approach to the 3DSM-CAD process based upon the 'encapsulation' (Boshuizen, Schmidt, Custers, & Van de Weil, 1995) of knowledge into an 'easy to change' script. Study 2 addresses the research question: What instructional strategies will improve the use of strategic 3DSM-CAD knowledge? Study 2 builds on the findings of Study 1 proposing that expertise in 3DSM-CAD involves both the development of metacognitive processes and 'expert parsing'. It is argued that, due to the perceptual nature of the processes involved in 3DSM-CAD, the metacognitive processes involved in expert 3DSM-CAD performance are facilitated by mental imagery. The development of the intervention employed in Study 2 is derived from the current research in metacognition, mental imagery and the design of learning strategies. A multi-treatment intervention is designed and tested empirically. This treatment is found to be effective in improving the use of expert 3DSM-CAD strategies. From these two studies it is concluded that the proposed reconceptualisation of 3DSM-CAD knowledge into three levels; declarative command knowledge, specific procedural command knowledge and strategic knowledge is appropriate. Further, the research supports the metacognitive nature of strategic knowledge and thus the need to address the development of expertise in 3DSM-CAD through a cognitive approach to instruction.
Thesis (PhD Doctorate)
Doctor of Philosophy (PhD)
School of Vocational, Technology and Arts Education
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Fischer, Leonardo Garcia. "3DS-BVP : a path planner for arbitrary surfaces." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2011. http://hdl.handle.net/10183/49751.

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Métodos eficientes para planejamento de caminhos têm sido explorados ao longo dos anos para permitir movimento de robôs autônomos ou agentes virtuais. Basicamente, estes algoritmos buscam pelo ambiente por um caminho com pouca probabilidade de colisão com obstáculos, e que conduza o agente de uma posição inicial para uma posição objetivo. Apesar de os primeiros algoritmos para planejamento de caminhos para calcular rotas em grafos foram apresentados a mais de 50 anos atrás, ainda existe muito trabalho sendo realizado para melhorar as técnicas existentes hoje em dia. Os algoritmos de planejamento de caminhos atuais normalmente assumem que o ambiente pode ser facilmente projetado em um plano. Também existem diversos algoritmos que podem trabalhar facilmente com mais dimensões. Porém, uma classe de ambientes que não podem ser facilmente tratadas pelos algoritmos atuais é composta por superfícies arbitrárias. Estas superfícies, com buracos e torções, por exemplo, não podem ser facilmente projetadas em um plano. O fato de o caminho ser restrito à superfície faz com que, em um dado ponto o algoritmo precise calcular um caminho 2D em uma superfície 3D, o que não é trivial de mapear em um algoritmo de planejamento de caminhos para várias dimensões. Este trabalho apresenta uma nova técnica de planejamento de caminhos em superfícies 3D, chamada 3DS-BVP. Este novo planejador de caminhos é baseado em um algoritmo de planejamento de caminhos para ambientes 2D. O algoritmo anterior, chamado BVPPath- Planner, utiliza problemas de valor de contorno (Boundary Value Problems, BVP) e funções harmônicas para gerar campos potenciais. Ao seguir o gradiente descente destes campos potenciais, é possível produzir caminhos suaves livres de mínimos locais, partindo de qualquer posição do ambiente para um dado objetivo. Nosso algoritmo gera um campo potencial diretamente na superfície 3D utilizando um método numérico que foi inspirado por aquele utilizado no BVP-Path-Planner. O 3DS-BVP trabalha sobre superfícies complexas com buracos ou curvaturas, representadas por malhas de triângulos, sem a necessidade de parametrizar a superfície em uma representação 2D. Nossos resultados demonstram que a técnica pode gerar caminhos com qualidade similar àqueles gerados pelo BVP-Path-Planner em ambientes planos. O mesmo algoritmo é capaz de gerar caminhos em superfícies arbitrárias a taxas de atualização interativas.
Efficient path planning methods are being explored along the years to allow the movement of autonomous robots or virtual agents. Basically these algorithms search the environment for a path with low probability of collision with obstacles that conduces the agent from an initial to a goal position. Although the first path planning algorithms to compute routes in graphs were presented more than 50 years ago, there is still a lot of effort into improving the current approaches. The current path planning algorithms usually assume that the environment can be easily projected on a plane. There are also other algorithms that can easily deal with higher dimensional spaces. But a class of environments that cannot be easily treated by current algorithms is the one composed by arbitrary surfaces. These surfaces, with holes and bends for instance, cannot be directly projected on a plane. Because the path must be on the surface, it has only 2 degrees of freedom in any point of the surface, which is not trivial to map for a higher dimensional path planning algorithm. This work presents a new technique for path planning on 3D surfaces called 3DS-BVP. This new path planner is based on a previous path planning algorithm for 2D environments. The former algorithm, called BVP-Path-Planner, uses Boundary Value Problems (BVP) and harmonic functions to generate potential fields. By following the gradient descent of these potential fields, it is possible to produce smooth paths free from local minima from any point of the environment to a given goal position. Our algorithm generates a potential field directly on the 3D surface using a numerical method inspired on the one used by the BVP-Path-Planner. The 3DS-BVP works over complex surfaces of arbitrary genus or curvature, represented by a triangle mesh, without the need of 2D parametrizations. Our results demonstrate that our technique can generate paths with similar quality as those generated by the BVP-Path-Planner in planar environments. The same algorithm is also able to generate paths in arbitrary surfaces at interactive frame rates.
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Nilsson, Linus. "Plug-in for stereoscopic studio production using 3Ds Max." Thesis, University of Gävle, Department of Industrial Development, IT and Land Management, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-7357.

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In this day and age when 3D cinema is ever increasing in popularity and 3D television sets on the verge of becoming a reality in our homes, the media production companies are interested in looking at how they can start producing stereoscopic format media for this exciting medium. This thesis proposes a solution to parts of the stereoscopic production pipeline by examining and proposing the extent of the requirements of a plug-in to aid in the setting up and rendering of stereo pairs and ultimately proposing such a plug-in and modifying it to suit the proposed requirements. With a high emphasis on ensuring that the plug-in is capable of producing enjoyable stereoscopic content, the plug-in is tested by rendering a demanding scene previously used in factual production work. The findings of these tests ultimately lead to the evaluation of the plug-ins usefulness as a tool for not only the production studio involved but for anyone interested in generating material for this exciting medium.

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Ekman, Viktor, and Jesper Moen. "Exteriör och interiör visualisering av ett bostadshus i 3ds max." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-108867.

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Denna rapport beskriver och drar jämförelser mellan olika visualiseringstekniker i 3D Studio Max och Adobe Photoshop CS3. Syftet med studien är att undersöka olika visualiserings- och renderingstekniker för att se vilka tekniker som ger ett smidigast och mest verklighetstroget resultat utifrån olika förutsättningar. Studien grundar sig på en huvudfråga och två stycken underfrågor. Hur skapar man ett effektivt och verklighetstroget visualiseringsresultat av ett bostadskvarter för intressenter? • Vilka fördelar och nackdelar finns det med olika visualiseringstekniker? • Vilka metoder ger ett verklighetstroget visualiseringsresultat vid interiör respektive exteriör visualisering? Slutsatsen med studien är att varje situation är unik och att det finns fördelar och nackdelar med varje teknik och metod i de olika programmen. För att nå ett önskat slutresultat så gäller det att lära sig hur varje metod fungerar och sedan anpassa den utifrån varje enskild situation.
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Вишневська, О. В. "Особливості створення реалістичних візуалізацій тривимірних сцен у програмі 3ds MAX." Thesis, Київський національний університет технологій та дизайну, 2018. https://er.knutd.edu.ua/handle/123456789/10762.

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Наведено результати досліджень щодо візуалізації тривимірних сцен, створених програмою 3ds Max. Окреслено складові елементи процесу рендеру візуалізатора VRay. Розроблено оптимальну послідовність налаштувань параметрів візуалізатора та оптимізацію процесу рендеру.
The results of three-dimensional scenes visualization created by the 3ds Max program are presented. The components of VRay render in renderering are shawn. The optimal sequence of settings for parameters of the visualizer and optimization of rendering are developed.
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Дуванов, С. С. "Комплекс інтерактивних тренажерів для вивчення технологій анімації в 3ds Max." Master's thesis, Сумський державний університет, 2021. https://essuir.sumdu.edu.ua/handle/123456789/86877.

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Дипломний проєкт присвячено розробці серії інтерактивних веб-тренажерів для вивчення основ створення анімації в програмі 3Ds Max. В роботі проведено аналіз предметної області та існуючих аналогів, розглянуто їх недоліки та переваги. Обрано засоби та технології реалізації проєкту. Виконано моделювання роботи серії веб-тренажерів з використанням методологій IDEF0 та UML, проведено планування робіт. Розроблено дизайн інтерфейсів, створено теоретичні блоки та блоки із завданнями для кожного веб-тренажера із серії. Результатом виконання проєкту є розроблена серія веб-тренажерів для вивчення основ створення тривимірної анімації в програмі 3ds Max для дистанційного курсу дисципліни "Технології анімації та візуалізації" університету СумДУ за темами: "Кінематика пов'язаних об'єктів", "Анімація об'єктів Bones", "Анімація за ключовими кадрами".
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Itoh, Daiki. "Force Haptic Interaction for Room-Scale 3D Painting." Research Showcase @ CMU, 2018. http://repository.cmu.edu/theses/134.

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Artistic painting involves mastery of haptic interaction with tools. Each tool brings unique physical affordances which determines an aesthetic expression of the finished work. For instance, a pen offers an ability to make a precise stroke in a realism painting, whereas a thick brush or a sponge works perfectly with dynamic arm movement in the abstract art such as action painting. Yet the selection of a tool is just a beginning. It requires repetitive training to understand the full capability of the tool affordance and to master the painting of preferred aesthetic strokes. Such physical act of an artistic expression cannot be captured by the computational tools today. Due to the increasing market adoption of augmented reality and virtual reality, and the decades of studies in haptics, we see an opportunity for advancing 3D painting experiences in non-conventional approach. In this research, we focus on force haptic interaction for 3D painting art in a room-scale virtual reality. We explore virtual tangibility and tool affordance of its own medium. In addition to investigating the fidelity of a physical interactivity, we seek ways to extend the painting capabilities by computationally customized force feedback and metaphor design. This system consists of a wearable force feedback device that sits on user’s hand, a software for motor control and real-time 3D stroke generation, and their integration to VR platform. We work closely with an artist to refine the 3D painting application and to evaluate the system’s usability.
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Борщова, С. П., and К. В. Донець. "Можливості застосування плагіну Populate: Terrain для моделювання ландшафтних сцен в 3DS Max." Thesis, КНУТД, 2016. https://er.knutd.edu.ua/handle/123456789/4351.

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Books on the topic "3dsi"

1

Бордман, Т. 3ds max 5. Санкт-Петербург: Питер, 2003.

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Boughen, Nicholas. 3ds Max lighting. Plano, Tex: Wordware Pub., 2005.

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Boardman, Ted. 3ds max 6. Paris: CampusPress, 2004.

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Murdock, Kelly L. 3Ds Max 2010. Hoboken: Wiley [Imprint], 2009.

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Inc, ebrary, ed. 3ds max 2011 bible. New York, NY: Wiley Publishing, 2010.

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Yeon, James. 3ds max 9 accelerated. Seoul, Korea: YoungJin.com, 2008.

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3ds max 4 Workshop. Upper Saddle River: Pearson Education, 2003.

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Derakhshani, Dariush. Introducing 3ds max 2008. Indianapolis, Ind: Wiley Pub., 2008.

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Derakhshani, Dariush. Introducing 3ds Max 2008. New York: John Wiley & Sons, Ltd., 2008.

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Inside 3ds max 4. Indianapolis, Ind: New Riders, 2002.

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Book chapters on the topic "3dsi"

1

Kulshreshth, Arun K., and Joseph J. LaViola. "Simultaneous Usage of Several 3DUI Technologies." In Designing Immersive Video Games Using 3DUI Technologies, 83–103. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-77953-9_6.

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Xynos, Konstantinos, Huw Read, Iain Sutherland, Matthew Bovee, and Trang Do. "Nintendo 3DS Forensic Examination Tools." In IFIP Advances in Information and Communication Technology, 55–70. Cham: Springer Nature Switzerland, 2023. http://dx.doi.org/10.1007/978-3-031-42991-0_4.

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Tjaarda, Iris Charlotte, David Skuse, and Kirstin Greaves-Lord. "Developmental, Dimensional and Diagnostic Interview (3Di)." In Encyclopedia of Autism Spectrum Disorders, 1–9. New York, NY: Springer New York, 2020. http://dx.doi.org/10.1007/978-1-4614-6435-8_102415-1.

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Tjaarda, Iris Charlotte, David Skuse, and Kirstin Greaves-Lord. "Developmental, Dimensional, and Diagnostic Interview (3Di)." In Encyclopedia of Autism Spectrum Disorders, 1369–76. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-319-91280-6_102415.

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Vani, V., R. Pradeep Kumar, and S. Mohan. "3DS3: A Framework for 3D Static Scene Streaming." In Lecture Notes in Electrical Engineering, 273–83. New Delhi: Springer India, 2013. http://dx.doi.org/10.1007/978-81-322-1157-0_29.

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Zhao, Qiwang, and Shaochi Pan. "Application of 3ds Max Technology in Archaeology." In Advances in Intelligent Systems and Computing, 10–16. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-62746-1_2.

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Tibamoso, Gerardo, Sergio Medina-Papagayo, Lizeth Vega-Medina, Byron Perez-Gutierrez, and Alvaro Uribe-Quevedo. "3DUI Electronic Syringe for Neonate Central Venous Access Procedure Simulation." In Lecture Notes in Computer Science, 565–73. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-39907-2_54.

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Read, Huw, Elizabeth Thomas, Iain Sutherland, Konstantinos Xynos, and Mikhaila Burgess. "A Forensic Methodology for Analyzing Nintendo 3DS Devices." In IFIP Advances in Information and Communication Technology, 127–43. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-46279-0_7.

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N., Guruprasad, Muskaan Jain, and Tamanna Pramanik. "Text Modifier Based on Autodesk Platform." In Advances in Web Technologies and Engineering, 133–66. IGI Global, 2022. http://dx.doi.org/10.4018/978-1-6684-4139-8.ch006.

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3ds Max is used in the video game industry for creating 3D character models, game assets, and animation. With an efficient workflow and powerful modeling tools, 3ds Max can save game artists a significant amount of time. 3ds Max fits into the animation pipeline at nearly every stage. From modeling and rigging to lighting and rendering, this program makes it easy to create professional-quality animations easier and simpler. Many industries use 3ds Max for generating graphics that are mechanical or even organic in nature. The engineering, manufacturing, educational, and medical industries all make use of 3ds Max for visualization needs as well. The real estate and architectural industries use 3ds Max to generate photorealistic images of buildings in the design phase. This way clients can visualize their living spaces accurately and offer critiques based on real models. 3ds Max uses polygon modeling which is a common technique in game design.
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Autodesk. "Understanding 3ds Max." In Learning Autodesk 3ds Max 2008 Foundation, 13–37. Elsevier, 2008. http://dx.doi.org/10.1016/b978-0-240-80927-4.50010-0.

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Conference papers on the topic "3dsi"

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Sideris, Petros, Arnaud Peizerat, Perrine Batude, Christoforos Theodorou, and Gilles Sicard. "Inter-tier Coupling Analysis in Back-illuminated Monolithic 3DSI Image Sensor Pixels." In 2021 10th International Conference on Modern Circuits and Systems Technologies (MOCAST). IEEE, 2021. http://dx.doi.org/10.1109/mocast52088.2021.9493347.

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Nazari Shirehjini, Ali A., and Felix Klar. "3DSim." In the 2005 joint conference. New York, New York, USA: ACM Press, 2005. http://dx.doi.org/10.1145/1107548.1107621.

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Guo, Rongkai, Ryan P. McMahan, and Benjamin Weyers. "3DUI-League: 9th Annual 3DUI Contest." In 2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR). IEEE, 2018. http://dx.doi.org/10.1109/vr.2018.8446389.

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Chen, Shannon, Klara Nahrstedt, and Indranil Gupta. "3DTI amphitheater." In the 5th ACM Multimedia Systems Conference. New York, New York, USA: ACM Press, 2014. http://dx.doi.org/10.1145/2557642.2557654.

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Varcholik, Paul D., Joseph J. LaViola, and Charles Hughes. "The Bespoke 3DUI XNA Framework." In the 2009 ACM SIGGRAPH Symposium. New York, New York, USA: ACM Press, 2009. http://dx.doi.org/10.1145/1581073.1581082.

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Figueroa, Pablo, Sebastien Kuntz, and Yoshifumi Kitamura. "The first 3DUI Grand Prize." In 2010 IEEE Symposium on 3D User Interfaces (3DUI 2010). IEEE, 2010. http://dx.doi.org/10.1109/3dui.2010.5444730.

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Guo, Rongkai, Michael Marner, and Benjamin Weyers. "3DUIdol - 6th annual 3DUI contest." In 2015 IEEE Symposium on 3D User Interfaces (3DUI). IEEE, 2015. http://dx.doi.org/10.1109/3dui.2015.7131768.

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Hirt, Christian, Anh Nguyen, and Markus Zank. "3DUI Contest 2018 - Team NaN." In 2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR). IEEE, 2018. http://dx.doi.org/10.1109/vr.2018.8446051.

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Sun, Bo, Aleksandr Fritz, Vincent Perry, Paul Havig, and Simon Su. "3DUI Contest 2018: 3D Interaction." In 2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR). IEEE, 2018. http://dx.doi.org/10.1109/vr.2018.8446176.

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Baran, Matthew S., Richard L. Tutwiler, David L. Hall, and Donald J. Natale. "3DSF: three-dimensional spatiotemporal fusion." In SPIE Defense, Security, and Sensing, edited by Raja Suresh. SPIE, 2011. http://dx.doi.org/10.1117/12.883905.

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Reports on the topic "3dsi"

1

Smith, Jeanne, Isiah Davenport, and Huaining Cheng. Simulated Lidar Images of Human Pose using a 3DS Max Virtual Laboratory. Fort Belvoir, VA: Defense Technical Information Center, December 2015. http://dx.doi.org/10.21236/ada626763.

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Kiv, Arnold E., Vladyslav V. Bilous, Dmytro M. Bodnenko, Dmytro V. Horbatovskyi, Oksana S. Lytvyn, and Volodymyr V. Proshkin. The development and use of mobile app AR Physics in physics teaching at the university. [б. в.], July 2021. http://dx.doi.org/10.31812/123456789/4629.

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This paper outlines the importance of using Augmented Reality (AR) in physics education at the university as a valuable tool for visualization and increasing the attention and motivation of students to study, solving educational problems related to future professional activities, improving the interaction of teachers and students. Provided an analysis of the types of AR technology and software for developing AR apps. The sequences of actions for developing the mobile application AR Physics in the study of topics: “Direct electronic current”, “Fundamentals of the theory of electronic circuits”. The software tools for mobile application development (Android Studio, SDK, NDK, Google Sceneform, 3Ds MAX, Core Animation, Asset Media Recorder, Ashampoo Music Studio, Google Translate Plugin) are described. The bank of 3D models of elements of electrical circuits (sources of current, consumers, measuring devices, conductors) is created. Because of the students’ and teachers’ surveys, the advantages and disadvantages of using AR in the teaching process are discussed. Mann-Whitney U-test proved the effectiveness of the use of AR for laboratory works in physics by students majoring in “Mathematics”, “Computer Science”, and “Cybersecurity”.
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Cherniavskyi, Ruslan, Yaroslav Krainyk, and Anzhela Boiko. Modeling university environment: means and applications for university education. [б. в.], February 2020. http://dx.doi.org/10.31812/123456789/3742.

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In the paper, we establish an investigation on the development of university 3D-model and its possible applications for educational and research fields. We assume that 3D-model of university can help in various scenarios and should be used to adopt modern immersing technologies into to university processes. Different means are employed for the development of the model. Bottom-up approach for using these means and their connection with each other are shown in the work. Then, details of the 3D-model design process are provided with peculiarities related to the university building location and corpuses positions. Finally, assembled models of university are shown in 3ds Max and Unity environments. In the final part of the paper, we suggest scenarios of model usage for educational and research fields. Universities can gain various benefits from integrating their research efforts to employ new technology and identify new development opportunities for both science and education in university. In case of the developed 3D-model, it is planned to use it in the projects connected with client-server applications, Internet-of-Things, Smart Grid, etc. In the educational process it will be a part of case-studies for learning 3D-modeling, development in Unity environment, training for emergency situations.
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Furman, Burford, Laxmi Ramasubramanian, Shannon McDonald, Ron Swenson, Jack Fogelquist, Yu Chiao, Alex Pape, and Mario Cruz. Solar-Powered Automated Transportation: Feasibility and Visualization. Mineta Transportation Institute, December 2021. http://dx.doi.org/10.31979/mti.2021.1948.

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A solar-powered automated transportation network (ATN) connecting the North and South campuses of San José State University with three passenger stations was designed, visualized, and analyzed in terms of its energy usage, carbon offset, and cost. The study’s methodology included the use of tools and software such as ArcGIS, SketchUp, Infraworks, Sketchup, Rhinoceros, and Autodesk 3DS Max. ATN vehicle energy usage was estimated using data from the university’s Park & Ride shuttle bus operation and by modeling with SUMOPy, the advanced simulation suite for the micro-traffic simulator SUMO. The energy study showed that an extensive solar photovoltaic (PV) canopy over the guideway and stations is sufficient for the network to run 24/7 in better-than-zero net-metered conditions—even if ridership were to increase 15% above that predicted from SJSU Park & Ride shuttle data. The resulting energy system has a PV-rated output of 6.2 MW, a battery system capacity of 9.8 MWh, and an estimated cost of $11.4 million USD. The solar ATN also produces 98% lower CO2 and PM2.5 emissions compared to the Park & Ride shuttle bus. A team of experts including urban planners, architects, and engineers designed and visualized the conceptual prototype, including a comprehensive video explaining the need for solar ATN and what a typical rider would experience while utilizing the system. This research demonstrates both benefits and challenges for solar-powered ATN, as well as its functionality within the urban built environment to serve diverse San José neighborhoods.
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