Dissertations / Theses on the topic '3DUS'
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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.
Full textAndersson, Tommy, Mattis Torkelsson, and Gustav Wärlinge. "3DES, AES i hårdvara - Förmåga att skala i en växande miljö." Thesis, Linnaeus University, School of Computer Science, Physics and Mathematics, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-5783.
Full textDen här rapporten beskriver arbetet och utförda studier inom området kryptering och VPN. Fokus ligger på hur väl krypteringsalgoritmerna Triple Data Encryption Standard (3DES) och Advanced Encryption Standard (AES) skalar i en förutbestämd miljö. Huvudfokus har varit att svara på frågan: Vilken av krypteringsalgoritmerna AES och 3DES kräver minst systemresurser? Under utbildningstiden har det flera gånger framförts att 3DES-algoritmen skulle vara mer krävande för krypteringsenheterna att utföra jämfört med AES. Denna rapport söker finna om det är så det förhåller sig och i så fall hur stor skillnaden är mellan algoritmerna. För att söka svar på frågorna genomfördes ett flertal experiment. Dessa syftade till att påvisa eller vederlägga ovan beskrivna påståenden kring 3DES och AES. Resultatet av utförda experiment blev att ingen större skillnad kunde noteras mellan 3DES och AES. Detta står i stark kontrast till de påståenden som ofta florerar kring krypteringsalgoritmerna 3DES och AES
This report describes the work and studies carried out in the field of encryption and VPN. The focus is on how well the encryption algorithms Triple Data Encryption Standard (3DES) and Advanced Encryption Standard (AES) perform in a predetermined environment. The main focus has been to answer the question: Which of the encryption algorithms AES and 3DES requires less system resources. During the period of studies, lectures and literature have several times claimed the 3DES algorithm to require more resources of encryption devices, compared to AES. This report tries to find if it is a fact and if so how big is the difference between the algorithms. To seek answers to the questions, a number of experiments was performed. These experiments were intended to demonstrate or refute the above claims about 3DES and AES. The results of the performed experiments shows no major differences between 3DES and AES. This differs from what have been publicly accepted concerning facts regarding encryption algorithms 3DES and AES.
Barber, Cody. "The Virtual Steamroller: How CGI Paved the Way for 3D's Comeback." Ohio University / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1323194803.
Full textFischer, 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.
Full textEfficient 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.
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.
Full textIn 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.
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.
Full textВишневська, 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.
Full textThe 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.
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.
Full textItoh, Daiki. "Force Haptic Interaction for Room-Scale 3D Painting." Research Showcase @ CMU, 2018. http://repository.cmu.edu/theses/134.
Full textБорщова, 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.
Full textJego, Jean-François. "Interaction basée sur des gestes définis par l’utilisateur : Application à la réalité virtuelle." Thesis, Paris, ENMP, 2013. http://www.theses.fr/2013ENMP0033/document.
Full textIn this thesis, we propose and evaluate new gestural interfaces for 3DUI. This work is motivated by two application cases: the first one is dedicated to people with limited sensory-motor abilities for whom generic interaction methods may not be adapted. The second one is artistic digital performances, for which gesture freedom is part of the creative process. For those cases, a standardized approach is not possible and thus user-specific or dedicated interfaces are needed. We propose a user-defined gestural interaction that allows the user to make the system learn the gestures that he has created, in a specific phase, prior to using the system. Then, the user reuses his created gestures to interact in the virtual environment. This approach raises research questions about memorization of gestures, effects of fatigue and effects of visual feedbacks. To answer those questions, we study the memorization of user created gestures regarding the role of affordances and colocalization on gesture recall. Then, we study the role of different visual feedbacks on gesture repetitions for a set of manipulation tasks. We also compare full-collocated gestures to loose gestures with lower amplitude. Also, the approach has been designed to be affordable using low-cost devices. We explore solutions to deal with the lower data quality of such devices. The results of the user-studies are based on the analysis of six thousand gestures performed by forty subjects
Hadjichristofi, George Costa. "IPSec Overhead in Wireline and Wireless Networks for Web and Email Applications." Thesis, Virginia Tech, 2001. http://hdl.handle.net/10919/35710.
Full textMaster of Science
Є, Рижавський К., and Євген Володимирович Мартин. "Дослідження режиму полігонального моделювання Еditable poly у 3ds max для формування 3d-моделей." Thesis, Проблеми та перспективи розвитку системи безпеки життєдіяльності: Зб. наук. праць ХVІ Міжнар. наук.-практ. конф. молодих вчених, курсантів та студентів. – Львів: ЛДУ БЖД, 2021, 2021. http://sci.ldubgd.edu.ua:8080/jspui/handle/123456789/8324.
Full textEdström, Sofie. "Interior visualization of an office in Braxen 3." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-94545.
Full textWingrave, Chadwick A. "Concept-Oriented Design in Chasm: Conversational Domain Language Inspired 3D User Interface Design and Development." Diss., Virginia Tech, 2008. http://hdl.handle.net/10919/28571.
Full textPh. D.
Ясменко, В. Р., and К. В. Донець. "Аналіз можливостей візуалізатора NVIDIA Iray у порівнянні з візуалізатором V-Ray програми 3DS Max." Thesis, КНУТД, 2016. https://er.knutd.edu.ua/handle/123456789/4360.
Full textErlandsson, Hampus. "Decision support for new travel center in Norrköping." Thesis, Linköpings universitet, Kommunikations- och transportsystem, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-134386.
Full textSyversen, Eva. "Wayshowing i Visualiceringscenter C : Jämförelse av observationer under skyltskapande i virtuell miljo." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-80934.
Full textThis bachelor thesis is about wayshowing in a 3D model of Visualiseringscenter C, Norrköping. The aim is to examine different ways to make signs in a virtual environment and which of these ways is the easiest to apply for the user. The essay is based on theory regarding wayshowing and how a good sign should look in order to fulfill its purpose. With the use of this theory, signs have been created in a 3D environment. The collected data which the results are based on comes from two structured observations and one interview. The participant and the observer of the observations was the author herself and the interview was done with a student who has similar experiences in graphic design and 3D as the author. The observations evaluated two different ways to create signs. One way in which the texture was made before the signs were made in the 3D environment and one way in which the texture was made after the signs had been manufactured in the 3D environment. The results of the observations show that the latter approach is more convenient to use because it is easier to adjust the texture after the sign has been created. The observations also considered the digital processes used and the time spent on these processes. The observations revealed that rendering was the most used digital process. The digital process which was most time consuming was the use of tutorials, i.e. to acquire knowledge of how an previously unknown digital process could be performed. The observations also revealed that re-use of cameras, materials, and 3D models was time saving.
Анісімов, Костянтин Віталійович, Д. В. Горбатенко, and А. В. Ліповська. "Моделювання віртуального 3D-макету Національного технічного університету "Харківський політехнічний інститут" в програмній системі Autodesk 3ds Max." Thesis, НТУ "ХПІ", 2013. http://repository.kpi.kharkov.ua/handle/KhPI-Press/3192.
Full textВойцеховський, Я. С., and В. С. Зубко. "Візуалізація високополігональних моделей в 3D MAX." Thesis, Сумський державний університет, 2014. http://essuir.sumdu.edu.ua/handle/123456789/38748.
Full textOden, Charles Dean. "The Effect of Wisdom in Organizations on Team Cohesiveness, Interpersonal Trust, and Intrinsic Job Satisfaction, Partially mediated by Emotional Intelligence." NSUWorks, 2011. http://nsuworks.nova.edu/hsbe_etd/86.
Full textJennergren, Johan. "Storängen Söderköping- en visualisering av blivande ägarlägenheter på Storängen i Söderköping." Thesis, Linköpings universitet, Institutionen för teknik och naturvetenskap, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-74332.
Full textBenediktsdottir, Ásdis. "Analysing a Harvest Moon : On the translation of role language in Bokujō Monogatari: Hajimari no Daichi for the Nintendo 3DS." Thesis, Stockholms universitet, Tolk- och översättarinstitutet, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-118401.
Full textDenna uppsats ämnar introducera översättning av rollspråk som en del av spellokalisering. Det finns inte mycket skrivet om rollspråk i översättning från japanska till engelska, och inget som åsyftar rollspråk i spel. Det finns även en märkbar brist på studier som behandlar översättning som slutprodukt inom sammanhanget spellokalisering. Genom att analysera utvalda karaktärer från Bokujō Monogatari: Hajimari no Daichi till Nintendo 3DS och hur deras respektive rollspråksprofiler ter sig i översättning, är förhoppningen att denna uppsats ska tjäna som ett första steg mot ett nytt område inom spellokalisering. Åtta karaktärer, fyra manliga och fyra kvinnliga, valdes ut och analyserades för att bygga deras respektive rollspråksprofiler. Fyra videoklipp valdes ut per karaktär, första och sista hjärte-händelsen, kärleksbekännelsen, och livet som gifta. Översättningarna av dessa analyserades, tillsammans med hur de respektive karaktärerna framställdes språkligt. Studien fann att trots att flera av karaktärerna i stort behöll sina ursprungliga språkprofiler i översättning, fanns det tillfällen då källtexten kan ha missuppfattats. Översättningar där detta snarare än en annorlunda framställning av karaktären var skillnaden, visade sig ofta vara mer källtextsorienterade. I översättningar där karaktäriseringen tedde sig likartad, verkar det vara resultatet av ett kritiskt omdöme och avstånd från källtexten tillsammans med översättarens villighet att ta sig friheter med källan. Rollspråk är en väsentlig del i japansk populärlitteratur och populärkultur, och det verkar inte som att spel i sammanhanget skulle vara något undantag. Trots att denna uppsats endast har analyserat ett begränsat urval verkar det inte helt omöjligt att kunna dra en första slutsats där att ta ett steg tillbaka från källtexten och istället lägga fokus på att förmedla en uppfattning av en karaktär, snarare än det skrivna manuset, mycket väl kan leda till en karaktärisering i måltexten som är mer lik samma i källtexten.
Lindström, Daniel, and Henrik Hedlund. "Webbsida med interaktiv banguide." Thesis, Linköping University, Department of Science and Technology, 2003. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-2244.
Full textThis degree project is made for Sundbyholms Golf&Country Club in Eskilstuna. The aim of the report is to produce a website which include a golf course interactive guide and an online game. Programs that have been used during the project are Adobe Photoshop, Macromedia Dreamweaver, Macromedia Director, Discreet 3DS Max and the plug-in 3DS Max Exporter. The choice of programs are based on experience and knowledge from the university education Media and Communication Engineering at Linköping University.
The golf course guide contains a 2D-guide (image) and a 3D-guide (interactive image). The guides have an image overview of each hole, with liked key points to photograph’s. The photos gives the user a physical view of the course. In the 3D-guide the visitor can “look around” in the view. The interactiv photo is created in 3DS Max combined with Director. The online game, Minituregolf, was programed in Directors own language Lingo.
Chromečka, Jiří. "Analýza šifrovacích metod pro klonování disků." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2016. http://www.nusl.cz/ntk/nusl-255381.
Full textJego, Jean-François. "Interaction basée sur des gestes définis par l'utilisateur : Application à la réalité virtuelle." Phd thesis, Ecole Nationale Supérieure des Mines de Paris, 2013. http://pastel.archives-ouvertes.fr/pastel-00944726.
Full textМіщенко, Я. Я. "Інтерактивний квест-додаток для візуалізації інтер'єру музею-садиби Івана Котляревського м. Полтава." Master's thesis, Сумський державний університет, 2021. https://essuir.sumdu.edu.ua/handle/123456789/81414.
Full textOduyiga, Adeshola Oyesanya. "Security in Cloud Storage : A Suitable Security Algorithm for Data Protection." Thesis, Mittuniversitetet, Avdelningen för informationssystem och -teknologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-34428.
Full textAndersson, Björn, and Martin Valfridsson. "Digital 3D Facial Reconstruction Based on Computed Tomography." Thesis, Linköping University, Department of Science and Technology, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-2862.
Full textDespite the introduction of DNA-analysis for identification of human remains (1997-2000) several cases exist where the deceased remain unidentified. Approximately ten percent of unknown deceased persons can not be identified by dental status or other present methods. During the year 2003 alone, seven individuals, in Sweden, remain unidentified.
Increase in travel in Europe will lead to more discoveries of foreign human remains in Sweden. In these cases, dental and medical records are often unavailable for the identification process. When reconstructing a face from a skull, a technique with so called landmarks is used. These landmarks define the distance between the skull and the skin.
Today the reconstruction is performed by a forensic artist applying modelling clay to a cast of the skull according to the placement of the landmarks. This method is considered unethical since it involves manipulation of the skull. Another drawback with this method is that it is very time consuming and changes and modifications of the model are hard to do.
This thesis presents the possibilities of digitally, in 3D, reconstructing deceased persons'faces based on computed tomography of skulls. This is done by presenting our PC based 3D modelling tool that we have implemented in Discreet 3ds max. By developing and testing our software we have shown that digital 3D facial reconstruction can be performed by acquiring data from CT and performing the reconstruction process in 3ds max withhelp from our software.
Cleve, Oscar, and Aleks Durowicz. "Increasing Commitment during PLM Implementation through Change Management : A Case Study at Dassault Systèmes." Thesis, KTH, Skolan för industriell teknik och management (ITM), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-296356.
Full textProduct Lifecycle Management (PLM) är ett sätt för tillverkande företag att möta sina utmaningar med att hantera produktinformation genom produktens livscykel. Förändringsledning förbises ofta under PLM-implementationer. Detta kan leda till misslyckade projekt och negativa konsekvenser för organisationer. En ytterligare brist i förändringsledningen inom PLM-implementationer är att inte ta hänsyn till individuellt engagemang till förändring. Därför var den här fallstudiens syfte att utforska hur förändringsledning kan öka slutanvändarnas engagemang och därigenom bidra till förbättrade PLM-implementationer. Detta undersöktes genom att utföra en kvalitativ fallstudie av Dassault Systèmes och deras PLM-implementationsprojekt hos fyra olika kundorganisationer: Saab Dynamics, Jaguar Land Rover, Scania och Ericsson. Sexton individer som var involverade i PLM-projekten, jämnt fördelade mellan Dassault Systèmes-anställda och kundrepresentanter, intervjuades. De insamlade uppgifterna analyserades med hjälp av ett teoretiskt ramverk baserat på förändringsledning och engagemang. Studien identifierade fyra viktiga områden inom förändringsledning för att öka slutanvändarens engagemang under PLM-implementationer: (1) vision, (2) företagets ledning, (3) utbildning och (4) individuell behandling. En översikt över de föreslagna rekommendationerna inom varje område är: (1) en specifik vision och en känsla av brådska bör skapas och kommuniceras; (2) företagets ledning, inklusive VD:n, bör vara engagerad i projektet och kommunicera till slutanvändarna; (3) utbildningen bör vara kontinuerlig, anpassad till slutanvändarna och inkludera andra syften än att lära ut PLM-verktyget; (4) olika slutanvändare bör hanteras annorlunda och inkluderas i implementationsprojektet. Dessa slutsatser bidrar till forskningen inom PLM-implementationer genom att förbättra förståelsen för hur förändringsledning kan öka slutanvändarnas engagemang i PLM-implementationsprojekt.
Васюхно, К. В. "Інтерактивний квест-додаток для популяризації заходів легкоатлетичного манежу СумДУ." Master's thesis, Сумський державний університет, 2020. https://essuir.sumdu.edu.ua/handle/123456789/81422.
Full textКриштоп, М. О. "Платформа з вивчення зразків озброєння та військової техніки." Master's thesis, Сумський державний університет, 2018. http://essuir.sumdu.edu.ua/handle/123456789/71866.
Full textЧеревко, Д. П. "Інформаційна технологія проектування віртуального музею комп’ютерної техніки." Master's thesis, Сумський державний університет, 2019. http://essuir.sumdu.edu.ua/handle/123456789/76431.
Full textАрістархов, В. С. "Віртуальна екскурсія секцією інформаційних технологій проектування Сумського державного університету." Master's thesis, Сумський державний університет, 2021. https://essuir.sumdu.edu.ua/handle/123456789/81987.
Full textAzevedo, Marco Antonio de. "Modelagem facial 3D foto-realista para utilização em mídias de alta definição." reponame:Repositório Institucional da UFSC, 2012. https://repositorio.ufsc.br/handle/123456789/106781.
Full textMade available in DSpace on 2013-12-05T22:20:43Z (GMT). No. of bitstreams: 0 Previous issue date: 2012
A modelagem 3D vem sendo muito utilizada na indústria de cinema e vídeo de alta definição de imagem. O rápido avanço tecnológico de computadores e aplicativos 3D tem permitido criar imagens cuja aparência se assemelha a uma imagem real, tal qual uma foto. Personagens 3D estão substituindo atores e dublês reais, permitindo a geração de cenas perigosas ou mesmo cenas antes impossíveis.Tendo como base os softwares 3D para a geração do modelo virtual e tendo em vista a gama de ferramentas que eles proporcionam para produzirem-se infinitos objetos via computador, esta pesquisa tem como principal objetivo propor processos de modelagem facial 3D foto-realista para utilização em animação em mídias de alta definição.A fim de atender ao objetivo geral exposto, foi realizada uma pesquisa-ação, que possui características tanto da prática rotineira, quanto da pesquisa científica. Do ponto de vista da natureza, trata-se de uma pesquisa classificada como aplicada, gerando conhecimentos para a aplicação prática. Em relação a abordagem, esta pesquisa é classificada como qualitativa.Desta forma, com base na fundamentação teórica, identificou-se os principais métodos de desenvolvimento de um modelo virtual 3D. Em se-guida, determinou-se recursos que permitam aumentar visualmente o realismo da imagem final. Por fim, o modelo desenvolvido foi aplicado
Abstract: The 3D modeling has been widely used in the industry of film and high definition video image. The rapid technological advancement of compu-ters and 3D applications has allowed to create images whose appearance resembles a picture just like a real photo. 3D characters are replacing real actors and stuntmen, allowing the generation of stunt scenes before or even impossible.Based on the 3D software to generate the virtual model and in view of the range of tools they provide up to produce infinite objects via compu-ter, this study discusses about construction of 3D human face modeling from a leading 3D software market media and digital entertainment today.Starting with a theoretical basis about the tools and technologies for the production of 3D modeling, this research addresses the entire process of building a 3D facial modeling photo-real animation for use in high-definition media.Aspects of modeling techniques, the photography use on textures, as well as the physical the physical aspects that have some correspondence to the real world within the virtual 3D environment such as lighting systems, are addressed in this research.The survey ends with the 3D model built, represented in a digital image rendered.
Forsman, Maria, and Emma Stråle. "Produktionsflöde för rendering av bilder i katalogproduktion." Thesis, Linköping University, Department of Science and Technology, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-4029.
Full textPå IKEA går produktionsflödet för en produktbild i dagsläget från konstruktionsritning till fotografering via tillverkning och montering. En produkt som är färdig för tillverkning definieras av sin mekaniska konstruktion och sina ytegenskaper. Ledtiden och kostnaden för bildproduktionen skulle kunna minskas betydligt om produkten kunde avbildas redan i detta stadium, utan att finnas tillverkad. För detta ändamål såg IKEA en möjlighet i att introducera ett nytt produktionsflöde där avancerad datorgrafik, grafisk teknik och bildbehandling omvandlar konstruktionsritningen till produktbild. Ambitionen är att från ritningen ta ut en 3D-modell, placera den i en omgivning, ljussätta och belägga den med material och av detta skapa en tryckbar produktbild som uppfyller företagets höga kvalitetskrav.
Syftet med examensarbetet var att ta fram förslag på ett konkret sådant flöde genom att undersöka olika programvaror som skulle kunna användas samt att identifiera problemområden och komma med lösningsförslag på dessa. Flödet delades upp i de fem problemområdena konvertering, modellering, ljussättning, material och rendering som bearbetades parallellt. Fokus har under hela projektet legat på färghantering och upplevd bildkvalitet genom att korrekt färg- och detaljåtergivning i bilderna varit pekpinne och ledsagare.
Konstruktionsritningarna som görs i SolidWorks har konverterats till 3D-modeller med programvaran PolyTrans. I 3ds max har produktmodellerna satts in i en miljö som liknar den verkliga fotostudion, belysts och belagts med material. Efter en studie av olika programvaror för rendering beslutades det att mental ray skulle användas varpå alla bilder skapats med denna. mental ray är en komplex renderare som beräknar ljussättning fysikaliskt riktigt vilket bidrar till fotorealistiska bilder.
Examensarbetet handlade till mångt och mycket om att köra olika produkter genom flödet och testa med olika inställningar i de olika stegen. Flödet utvärderades kontinuerligt genom att bilderna som kom ut bedömdes visuellt. Dessutom genomfördes några tester för att undersöka inblandade programvarors eventuella brister vad gäller färghantering och upplevd bildkvalitet. Det slutliga resultatet av examensarbetet blev ett flöde som i stor utsträckning liknar arbetsflödet vid nuvarande bildproduktion. Med minimal insats från retuschavdelningen uppfyller bilderna de krav som ställs för att de skall kunna tryckas i IKEA katalogen.
Горулько, Я. В. "Віртуальна 3D екскурсія прес-центром Сумського державного університету." Master's thesis, Сумський державний університет, 2019. http://essuir.sumdu.edu.ua/handle/123456789/75641.
Full textThorvaldson, Niclas, and Daniel Persson. "Utformning av konst- och musikhus med läge i unik miljö." Thesis, Linnéuniversitetet, Institutionen för teknik, TEK, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-12526.
Full textThe purpose of this thesis was to produce two alternative architectural designs, of a building, that will house various exhibitions and activities. Mainly those will be culture related; music and arts. The building is to be located in a Swedish lake, called Växjösjön, and the structure is intended to be placed on a floating hull.Initially the authors investigated, and discussed, what possibilities and limitations that were associated with the building. The authors then, separate from one another, created one alternative design each.The first of the two designs found its inspiration in different geometrical shapes, whereas the other was more of an organic design with a smooth and flowing architecture.
De digitala ritningarna finns att tillgå från författarna på begäran.
Rettaroli, Andrea. "Applicazione di Secure Dynamic Messaging a dispositivi RFID." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2020. http://amslaurea.unibo.it/21841/.
Full textRackwitz, Anja, and Markus Sterner. "Photorealistic Rendering with V-ray." Thesis, University of Gävle, Department of Mathematics, Natural and Computer Sciences, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-156.
Full textWhat makes an image photorealistic and how to pinpoint and understand how our mind interprets different elements in an image conditions? It is proposed that the phrase "imperfect makes perfect" is the key for the photorealistic goal in today’s 3D. There is a review of all the elements for the creation of one perfect image, such as Global Illumination, Anti-Aliasing and also a basic review of photography, how a scene is set up, color temperature and the nature of the real light. To put different theories to a test, the common three dimensional software 3D Studio Max was used with the V-Ray renderer. On a field trip to IKEA communications, we were assigned a project of a room scene containing a kitchen, with a finished scene model. A kitchen was created and experimented to reach a result where there is no visible difference between a computer generated image and the photography. Our result was not what we had hoped for due to many problems with our scene. We ourselves see this as a first step toward a scientific explanation to photorealism and what makes something photorealistic.
Leal, Anamary. "Exploring the effectiveness of 3D file browsing techniques for file searching tasks." Honors in the Major Thesis, University of Central Florida, 2009. http://digital.library.ucf.edu/cdm/ref/collection/ETH/id/1285.
Full textBachelors
Engineering and Computer Science
Early Childhood Education
Černý, Miloš. "Komplexní animace v 3D Studiu Max." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2011. http://www.nusl.cz/ntk/nusl-236931.
Full textŠevčík, Martin. "3D závodní hra pro platformu Android." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2013. http://www.nusl.cz/ntk/nusl-236353.
Full textBergonzoni, Giacomo. "(at)tendaendo Il Cielo, progetto per una chiesa a Ottawa." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2013. http://amslaurea.unibo.it/5494/.
Full textLíbal, Jan. "Využití termovizní kamery pro měření teploty elektrických strojů." Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2009. http://www.nusl.cz/ntk/nusl-217964.
Full textStein, Amelie. "Peptime-mediated interactions in high-resolution 3-dimensional structures." Doctoral thesis, Universitat Pompeu Fabra, 2010. http://hdl.handle.net/10803/7218.
Full textLos procesos moleculares subyacentes a la mayoría de funciones biológicas implican la participación directa de una infinidad de proteínas y múltiples interacciones entre ellas. En esta tesis estudiamos un tipo particular de estas interacciones, de carácter transitorio y altamente específicas, dónde un dominio globular en una proteína reconoce un corto péptido lineal en otra (DMIs). En concreto, identificamos múltiples casos de DMIs en estructuras tridimensionales (3D) de alta resolución y analizamos las bases moleculares de su especificidad. Además, derivamos parámetros estructurales globales que nos permiten identificar nuevos casos de DMIs. Así mismo, y como caso práctico, combinamos el motivo de fosforilación propio de la quinasa humana Aurora A con diversas clases de información contextual para predecir y validar 90 nuevos substratos. Por último, incorporamos las caracterizadas DMIs en nuestra base de datos de interacciones en 3D (3did) con el fin de diseminar nuestros resultados entre la comunidad científica.
Febriansyah and 宜安. "The Applications of 3ds max In Architectural Design Practice." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/79ngy6.
Full text國立臺灣科技大學
建築系
102
Architectural design plays a significant role in the components and elements of a structure to unify whole coherent and functional. In architecture, planning and designing are processes that performed simultaneously to facilitate future construction. Creative manipulation and coordination of material involve tools are assessed in terms of their ease of use (e.g. previous knowledge required, complexity of geometry input, etc.), efficiency (e.g. speed, render capabilities, etc.) and outcomes (e.g. presentation of results), etc. The study is based on the experiences in designing buildings for several competitions using 3ds Max software. There four steps in term of application 3ds Max as methodology for designing process that discussed in this paper are sketch, digital modeling, material, analysis day lighting and interior lighting. The result revealed some advantages architectural design process on utilization of 3ds Max software. First benefit is modelling that assists in locating mass of building form and eases in manipulating concept form. Second is implementation of material in design that affect lighting and visualization result. Third result is the proper use of light of exterior and interior light, and also recommendations building orientation. Final result is regulation of good visualization and animation in architectural design explanation. The potential of using 3ds Max shows opportunity to make large-scale changes in the final design process. It is possible to do almost whole analyses that needed in design process. All of the analyses that have been done is no longer valid since the shape and orientation of the building has changed
CHEN, CHIEH-HSUAN, and 陳潔萱. "Using 3ds Max to Reproduce Woodworking Method – Dougong as an Example." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/89769w.
Full text逢甲大學
應用數學系
105
Now we can still have many of the ancient woody architecture. Woodworking method is using a lot of space geometry concept to make each component can be mosaicked tightly. It can make the building stand stable without using any reinforced materials and nails. In addition to preserve the woodworking method. It is also a major issue that how to make the use of woodworking method in the present technology. Modern technology is changing with each passing day, perhaps we can use 3D technology to construct a practical building in the future. Therefore, we use the 3D technology to preserve the traditional woodworking method currently.
Liu, Yen-Ku, and 劉彥谷. "The Empirical Study of Financial Profitability of Taiwan Display, DRAM, LED & Solar (3D1S) Industries." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/96236606141965581044.
Full text國立交通大學
經營管理研究所
100
Industry has been fast changing, and firms in industry having advantages might lose its strength due to changing environment and competition. Especially in high tech industry, the high capital intensity and complex develop process require firm to constantly devote its resource to compete with others. The past well-performed industry might lose its competitive edge because of inefficient management. This raises my interest to explore some profit lagging technology firms, and Display, DRAM, LED & Solar (3D1S) are choose for this research. Based on Structure, Conduct, & Performance (S-C-P) model, this research uses industry variables and firm variables to examine Taiwan 3D1S firms’ financial performance. The research examined the factors related to financial performance measured by ROE. The result indicated that all 3D1S industry companies’ sales growth positively correlates to firm’s performance. High capital invested in fixed assets would negatively influence the company performance. Except solar industry, R&D activities would exert negative effect but with lagging positive effect to two year performance. The result is supported by empirical analysis of 94 Taiwanese stock listing technology manufacturing firms in 3D1S industries, and I hope to contribute managerial implication to related government policy maker, industry managers, and stockholders.
Kramárik, Jakub. "Tvorba fotorealistických V-Ray materiálů a jejich aplikace v programu 3Ds Max." Master's thesis, 2017. http://www.nusl.cz/ntk/nusl-431038.
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