Dissertations / Theses on the topic 'Tools 3D'

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1

Roure, Garcia Ferran. "Tools for 3D point cloud registration." Doctoral thesis, Universitat de Girona, 2017. http://hdl.handle.net/10803/403345.

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In this thesis, we did an in-depth review of the state of the art of 3D registration, evaluating the most popular methods. Given the lack of standardization in the literature, we also proposed a nomenclature and a classification to unify the evaluation systems and to be able to compare the different algorithms under the same criteria. The major contribution of the thesis is the Registration Toolbox, which consists of software and a database of 3D models. The software presented here consists of a 3D Registration Pipeline written in C ++ that allows researchers to try different methods, as well as add new ones and compare them. In this Pipeline, we not only implemented the most popular methods of literature, but we also added three new methods that contribute to improving the state of the art. On the other hand, the database provides different 3D models to be able to carry out the tests to validate the performances of the methods. Finally, we presented a new hybrid data structure specially focused on the search for neighbors. We tested our proposal together with other data structures and we obtained very satisfactory results, overcoming in many cases the best current alternatives. All tested structures are also available in our Pipeline. This Toolbox is intended to be a useful tool for the whole community and is available to researchers under a Creative Commons license
En aquesta tesi, hem fet una revisió en profunditat de l'estat de l'art del registre 3D, avaluant els mètodes més populars. Donada la falta d'estandardització de la literatura, també hem proposat una nomenclatura i una classificació per tal d'unificar els sistemes d'avaluació i poder comparar els diferents algorismes sota els mateixos criteris. La contribució més gran de la tesi és el Toolbox de Registre, que consisteix en un software i una base de dades de models 3D. El software presentat aquí consisteix en una Pipeline de registre 3D escrit en C++ que permet als investigadors provar diferents mètodes, així com afegir-n'hi de nous i comparar-los. En aquesta Pipeline, no només hem implementat els mètodes més populars de la literatura, sinó que també hem afegit tres mètodes nous que contribueixen a millorar l'estat de l'art de la tecnologia. D'altra banda, la base de dades proporciona una sèrie de models 3D per poder dur a terme les proves necessàries per validar el bon funcionament dels mètodes. Finalment, també hem presentat una nova estructura de dades híbrida especialment enfocada a la cerca de veïns. Hem testejat la nostra proposta conjuntament amb altres estructures de dades i hem obtingut resultats molt satisfactoris, superant en molts casos les millors alternatives actuals. Totes les estructures testejades estan també disponibles al nostre Pipeline. Aquesta Toolbox està pensada per ésser una eina útil per tota la comunitat i està a disposició dels investigadors sota llicència Creative-Commons
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2

Aglan, Hassan. "3D tombs modeling by simple tools." Universitätsbibliothek Leipzig, 2016. http://nbn-resolving.de/urn:nbn:de:bsz:15-qucosa-201511.

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New archaeological research was carried out between 2009 and 2011 by the Ministry of State for Antiquities (MSA) at central Dra’ Abu el-Naga. Joining the MSA excavation team in the field in 2009, the author has been studying the findings from this area since then. The excavation site is situated ca. 700 km south of Cairo, opposite the modern city of Luxor in Upper Egypt on the western side of the Nile. Dra\' Abu el-Naga is the modern name of the northern area of the extended necropolis. Central Dra’ Abu el-Naga lies to the north of the causeway of queen Hatshepsut and just south of the German and Spanish concessions, overlooking the valley where a temple of Amenhotep I was once erected. The tombs are situated just below the hilltop of the middle range of the Dra’ Abu el-Naga hills Review And to reach fulfill this main objective, it was proposed in 2013 to follow these research objectives: Consequently one main objective was the recording of architecture of the new discovered tombs and the reconstruction of the original context of the objects, which formed part of their burial equipment. The overlying aim of the research is: Preparing plans of all the new tombs, and also sections and 3D views of two of the tombs as they are very complicated. To place the new tombs in their archaeological context. 2D drawings can be tricky for some people to read, but 3D model views are a universal language that anyone can understand. By using SketchUp Pro to get owners, researchers heads in the same direction.
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Uhercik, Marian. "Surgical tools localization in 3D ultrasound images." Phd thesis, INSA de Lyon, 2011. http://tel.archives-ouvertes.fr/tel-00735702.

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This thesis deals with automatic localization of thin surgical tools such as needles or electrodes in 3D ultrasound images. The precise and reliable localization is important for medical interventions such as needle biopsy or electrode insertion into tissue. The reader is introduced to basics of medical ultrasound (US) imaging. The state of the art localization methods are reviewed in the work. Many methods such as Hough transform (HT) or Parallel Integral Projection (PIP) are based on projections. As the existing PIP implementations are relatively slow, we suggest an acceleration by using a multiresolution approach. We propose to use model fitting approach which uses randomized sample consensus (RANSAC) and local optimization. It is a fast method suitable for real-time use and it is robust with respect to the presence of other high-intensity structures in the background. We propose two new shape and appearance models of tool in 3D US images. Tool localization can be improved by exploiting its tubularity. We propose a tool model which uses line filtering and we incorporated it into the model fitting scheme. The robustness of such localization algorithm is improved at the expense of additional time for pre-processing. The real-time localization using the shape model is demonstrated by implementation on the 3D US scanner Ultrasonix RP. All proposed methods were tested on simulated data, phantom US data (a replacement for a tissue) and real tissue US data of breast with biopsy needle. The proposed methods had comparable accuracy and the lower number of failures than the state of the art projection based methods.
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4

Schott, Thomas R. "Adopting Workgroup Collaboration Tools in 3D Virtual Worlds." Thesis, Robert Morris University, 2014. http://pqdtopen.proquest.com/#viewpdf?dispub=3629005.

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Collaboration is vital in today's information age, and tools are increasingly used to bring together teams that are geographically dispersed. Second Life, a 3D virtual world, can incorporate most of the visual, hearing and spatial elements of the real world, and can create a feeling of presence or the sense of actually "being there" for users. Common 2D groupware collaboration tools, such as web conferencing and conference calls used for virtual team collaboration in professional contexts, are key enablers for virtual teams. However, businesses and organizations have not adopted virtual worlds for virtual teams and workgroup collaboration. Shen & Eder (2009) conducted a study using their modified Technology Acceptance Model (TAM) applied to the adoption of Second Life for business purposes. For participants, they used college students who were new to Second Life. The purpose of this research is to examine how the seven factors identified in the Shen and Eder's (2009) extended Technology Acceptance Model (TAM) relate to the behavioral intention to use workgroup collaboration tools in the Second Life using a non-student sample of experienced Second Life users that was more demographically representative of the Second Life population. Although this research supported many of Shen and Eder's findings, it found a negative relationship between the construct of perceived enjoyment and behavioral intent. This finding is important because contrary to positive relationship with gaming and entertainment environments, perceived enjoyment is not an antecedent for behavioral intention of 3D virtual worlds when used for productivity activities. The results of this study may provide insight for tool developers and integrators on where to focus efforts that lead to improved adoption of these workgroup collaboration tools.

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5

Frantz, Ferreira Felipe. "Architectural exploration methods and tools for heterogeneous 3D-IC." Thesis, Ecully, Ecole centrale de Lyon, 2012. http://www.theses.fr/2012ECDL0033/document.

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L'intégration tridimensionnelle (3D), où plusieurs puces sont empilées et interconnectées, est en train de révolutionner l'industrie des semi-conducteurs.Cette technologie permet d'associer, dans un même boîtier, des puces électroniques (analogique, numérique, mémoire) avec des puces d'autres domaines(MEMS, bio-capteurs, optique, etc). Cela ouvre de nombreuses voies d'innovation. Néanmoins, l'absence d'outils de conception assistée ordinateur(CAO) adaptés aux systèmes 3D freine l'adoption de la technologie.Cette thèse contribue à deux problématiques liées à la conception 3D : le partitionnement d'un système sur de multiples puces et l'optimisation hiérarchique de systèmes multiphysiques (hétérogènes).La première partie de la thèse est dédiée au problème de partitionner la fonctionnalité d'un système sur de multiples puces. Un outil de « floorplan » 3D a été développé pour optimiser ce partitionnement en fonction de la surface des puces, de la température d'opération du circuit et de la structure des interconnexions. Ce type d'outil étant complexe, nous proposons de régler ses paramètres de façon automatique par l'utilisation d'algorithmes évolutionnaires.Des résultats expérimentaux sur une suite de benchmarks et sur une architecture multi processeur connecté en réseau démontrent l'efficacité et l'applicabilité des techniques d'optimisation proposées.Dans la deuxième partie, nous présentons une méthodologie de conception hiérarchique qui est adaptée aux systèmes hétérogènes. La méthode combine une approche ascendante et descendante et utilise des courbes de compromis(Fronts de Pareto) comme une abstraction de la performance d'un circuit.La contribution principale de la thèse consiste à utiliser des techniques d'interpolation pour représenter les Fronts de Pareto par des fonctions continues et à leur intégration dans des processus d'optimisation classiques. Cela permet un gain en flexibilité lors de l'étape ascendante du flot (caractérisation) et un gain en temps lors de l'étape descendante (synthèse). Le flot de conception est démontré sur un amplificateur opérationnel ainsi comme sur la synthèse d'un lien optoélectronique avec trois niveaux hiérarchiques
3D integration technology is driving a strong paradigm shift in the design of electronic systems. The ability to tightly integrate functions from different technology nodes (analog, digital, memory) and physical domains (MEMS, optics, etc) offers great opportunities for innovation (More than Moore). However, leveraging this potential requires efficient CAD tools to compare architectural choices at early design stages and to co-optimize multiphysics systems.This thesis work is divided into two parts. The first part is dedicated to the problem of partitioning a system into multiple dies. A 3D floorplanning tool was developed to optimize area, temperature and the interconnect structure of a 3DIC. Moreover, a meta-optimization approach based on genetic algorithms is proposed to automatically configure the key parameters of the floorplanner. Tests were carried out on architectural benchmarks and a NoC based multiprocessor to demonstrate the efficiency of the proposed techniques.In the second part of the thesis, a hierarchical design methodology adapted to heterogeneous systems is presented. The method combines the bottom-up and top-down approaches with Pareto-front techniques and response surface modeling. The Pareto front of lower level blocks are extracted and converted into predictive performance models that can be stored and reused in a top-down optimization process. The design flow is demonstrated on an operational amplifier as well as on the synthesis of an optoelectronic data link with three abstraction levels
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6

Chamberlain, Morne Edward. "A 3D Virtual Environment Development Platform for ASD Therapy Tools." Thesis, Stellenbosch : University of Stellenbosch, 2009. http://hdl.handle.net/10019.1/2634.

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Thesis (MSc (Computer Science))--University of Stellenbosch, 2009.
ENGLISH ABSTRACT: The aim of this thesis is to develop a generic 3D virtual environment development platform for autism spectrum disorder (ASD) therapy tools. The potential of using computerised therapy tools for ASD therapy is well known. However, the development of such tools is expensive and time-consuming, and is language and culture speci c. This work intends to alleviate these problems. The design of the platform is based on known game engine designs, but adapted for the requirements of ASD therapy tools. It supports standard features such as 3D rendering, animation and audio output. Speci c features, aimed at ASD therapy tools and educational games, included in our engine are: replays, data capturing, remote monitoring over a network and language localisation. We also implemented an input hardware abstraction layer to allow support for non-standard input peripherals in the future, without modifying existing game implementations. Furthermore, to separate the development of games and tools from the engine, we include wrapper libraries in our engine for Lua and Java. We successfully developed our engine and implemented a number of prototype therapy tools and educational games. These implementations confirmed that the engine works as expected. Some of these programs are currently in use at a local primary school.
AFRIKAANSE OPSOMMING: Die doel van hierdie tesis is om 'n 3D virtuele omgewing en ontwikkelingsplatform vir outistiese spektrum versteuring (OSV) terapiemiddels te ontwikkel. Die gebruik van rekenaargebaseerde terapiemiddels vir OSV terapie is bekend. Om sulke terapiemiddels te ontwikkel is egter duur, tydrowend en is dikwels gerig op spesi eke taal- en kultuurgroepe. Hierdie werk het dit ten doel om hierdie probleme te bowe te kom. Die ontwerp van die platform is gebaseer op die ontwerp van bekende videospeletjie-enjins, maar is aangepas vir die benodigdhede van OSV terapiemiddels. Dit ondersteun standaard funksionaliteit soos 3D uitbeelding, animasie en klank. Ons platform sluit in spesi eke funksionaliteit, wat gerig is op OSV terapiemiddels en opvoedkundige speletjies, naamlik: kykweer, datavaslegging, afstandswaarneming oor 'n netwerk en taal-lokalisering. Verder is 'n abstrakte koppelvlak vir toevoerapparatuur ontwikkel, wat dit moontlik maak om in die toekoms nie-standaard toevoerapparatuur te ondersteun, sonder om bestaande speletjies se implementasies aan te pas. Verder, om die ontwikkeling van speletjies en terapiemiddels te skei van die enjin, is koppelvlakke ontwikkel wat dit moontlik maak om die enjin in Lua en Java te gebruik.
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7

Southern, Richard. "Quality control tools for interactive rendering of 3D triangle meshes." Master's thesis, University of Cape Town, 2002. http://hdl.handle.net/11427/14035.

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Bibliography: leaves 109-115.
In this dissertation we explore methods of quality control of untextured polygonal models. The tools presented build, evaluate and improve on the field of multiresolution analysis through decimation. We evaluate the quality of models generated through various simplification algorithms to develop efficient measures of image quality. We develop an application for selective, progressive and view-dependent refinement, suitable for browsing 3D models on the internet. Existing work in continuous level-of-detail is extended to allow for faster interpolation between LOD sequences and we present a new LOD control mechanism for maintaining a constant polygon count. We present a generic framework generates multiresolution models through simplification. This allows for the comparison of surface compression methods under the same conditions, and to determine the performance of surface quality measures based on these results. These measures of surface quality are evaluated with both image and model based criteria. We find that the declining volume of a simplified object is a good method of predicting view-independent image quality. Using our generic framework, we extend two applications which can be used to improve rendering performance in a virtual environment. We develop a new selective refinement application which refines only a desired region of the model, suitable for online model browsing. This method provides substantial space saving due to a more compact representation of the simplification hierarchy, and also provides optimisations for use with a client/server model. A novel method of defining smooth mappings between different resolution versions of a model (called continuous level-of-detail) is also defined. This technique greatly improves rendering performance of these models by employing commonly available programmable graphics hardware. We also present a method of controlling the number of polygons in large scenes, which is capable of predictively maintaining a constant frame rate by guaranteeing a polygon budget.
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8

Mokdad, Ali G. "DEVELOPING TOOLS FOR RNA STRUCTURAL ALIGNMENT." Bowling Green State University / OhioLINK, 2006. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1143320655.

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9

Pester, Matthias. "Visualization Tools for 2D and 3D Finite Element Programs - User's Manual." Universitätsbibliothek Chemnitz, 2006. http://nbn-resolving.de/urn:nbn:de:swb:ch1-200600436.

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This paper deals with the visualization of numerical results as a very convenient method to understand and evaluate a solution which has been calculated as a set of millions of numerical values. One of the central research fields of the Chemnitz SFB 393 is the analysis of parallel numerical algorithms for large systems of linear equations arising from differential equations (e.g. in solid and fluid mechanics). Solving large problems on massively parallel computers makes it more and more impossible to store numerical data from the distributed memory of the parallel computer to the disk for later postprocessing. However, the developer of algorithms is interested in an on-line response of his algorithms. Both visual and numerical response of the running program may be evaluated by the user for a decision how to switch or adjust interactively certain parameters that may influence the solution process. The paper gives a survey of current programmer and user interfaces that are used in our various 2D and 3D parallel finite element programs for the visualization of the solution.
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10

Mathew, Justin D. "A design framework for user interfaces of 3D audio production tools." Thesis, Université Paris-Saclay (ComUE), 2017. http://www.theses.fr/2017SACLS328/document.

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Il y a un intérêt important et croissant à procurer des expériences d’écoute immersives pour une variété d’applications, et les améliorations constantes des technologies de reproduction audio 3D permettent de produire des scènes auditives immersives à la fois créatives et réalistes. Mais bien que ces technologies de rendu audio 3D soient maintenant relativement disponibles pour les consommateurs, la production et la création des contenus adéquats restent difficiles en raison de la variété des techniques de rendu, des considérations perceptives et des limites des interfaces utilisateur disponibles. Cette thèse traite de ces problèmes en développant un cadre de conception basé sur deux points de vue : l’analyse morphologique des méthodes et des pratiques audio 3D, et la conception d’interaction. À partir du recueil de données ethnographiques sur les outils, les méthodes et les pratiques pour la production de contenu audio 3D, de considérations sur la perception spatiale liée à l’audio 3D, et d’une analyse morphologique sur les objets d’intérêt connexes (objets audio 3D, paramètres interactifs et techniques de rendu), nous avons identifié les taches que doivent supporter les interfaces utilisateur audio 3D et proposé un cadre de conception qui caractérise la création et la manipulation des objets audio. Ensuite, nous avons conçu plusieurs techniques d’interaction pour la création audio 3D et avons étudié leurs performances et leur facilité d’utilisation selon différentes caractéristiques des méthodes d’entrée et de ’mapping’ (multiplexage, intégralité, ’directitude’). Nous avons observé des différences de performances lors de la création et de l’édition de trajectoires audio suggérant que l’augmentation de la sensibilité de la technique de ’mapping’ améliore les performances, et qu’un équilibre entre la séparabilité et l’intégralité des méthodes d’entrée peut résulter en un compromis satisfaisant entre la performance de l’utilisateur et la simplicité matérielle de la solution. Plus généralement, à partir de ces perspectives, nous avons identifié les critères de conception requis pour les interfaces utilisateur audio 3D en vue de compléter notre cadre de conception. Ce dernier, associé à nos résultats expérimentaux, sont un moyen d’aider les concepteurs à mieux prendre en compte les dimensions importantes dans le processus de conception, analyser les fonctionnalités et améliorer les interfaces utilisateur pour les outils de production audio 3D
There has been a significant interest in providing immersive listening experiences for a variety of applications, and recent improvements in audio production have provided the capability for 3D audio practitioners to produce realistic and imaginative immersive auditory scenes. Even though technologies to reproduce 3D audio content are becoming readily available for consumers, producing and authoring this type of content is difficult due to the variety of rendering techniques, perceptual considerations, and limitations of available user interfaces. This thesis examines these issues through the development of a framework of design spaces that classifies how 3D audio objects can be created and manipulated from two different viewpoints : Morphological Analysis of 3D Audio Methods and Practices and Interaction Design. By gathering ethnographic data on tools, methods, and practices of 3D audio practitioners, overviewing spatial perception related to 3D audio, and conducting a morphological analysis on related objects of interest (3D audio objects, interactive parameters, and rendering techniques), we identified the tasks required to produce 3D audio content and how 3D audio objects can be created and manipulated. This work provided the dimensions of two design spaces that identify the interactive spatial parameters of audio objects by their recording and rendering methods, describing how user interfaces provide visual feedback and control the interactive parameters. Lastly, we designed several interaction techniques for 3D audio authoring and studied their performance and usability according to different characteristics of input and mapping methods (multiplexing, integrality, directness). We observed performance differences when creating and editing audio trajectories, suggesting that increasing the directness of the mapping technique improves performance and that a balance between separability and integrality of input methods can result into a satisfactory trade-off between user performance and cost of equipment. This study provided results that inform designers on what they might expect in terms of usability when designing input and mapping methods for 3D audio trajectory authoring tasks. From these viewpoints, we proposed design criteria required for user interfaces for 3D audio user production that developed and improved the framework of design spaces. We believe this framework and the results of our studies could help designers better account for important dimensions in the design process, analyze functionalities in current tools, and improve the usability of user interfaces for 3D audio production tools
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11

Skounakis, Emmanouil D. "Development of advanced 3D medical analysis tools for clinical training, diagnosis and treatment." Thesis, Brunel University, 2013. http://bura.brunel.ac.uk/handle/2438/7967.

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The objective of this PhD research was the development of novel 3D interactive medical platforms for medical image analysis, simulation and visualisation, with a focus on oncology images to support clinicians in managing the increasing amount of data provided by several medical image modalities. DoctorEye and Automatic Tumour Detector platforms were developed through constant interaction and feedback from expert clinicians, integrating a number of innovations in algorithms and methods, concerning image handling, segmentation, annotation, visualisation and plug-in technologies. DoctorEye is already being used in a related tumour modelling EC project (ContraCancrum) and offers several robust algorithms and tools for fast annotation, 3D visualisation and measurements to assist the clinician in better understanding the pathology of the brain area and define the treatment. It is free to use upon request and offers a user friendly environment for clinicians as it simplifies the implementation of complex algorithms and methods. It integrates a sophisticated, simple-to-use plug-in technology allowing researchers to add algorithms and methods (e.g. tumour growth and simulation algorithms for improving therapy planning) and interactively check the results. Apart from diagnostic and research purposes, it supports clinical training as it allows an expert clinician to evaluate a clinical delineation by different clinical users. The Automatic Tumour Detector focuses on abdominal images, which are more complex than those of the brain. It supports full automatic 3D detection of kidney pathology in real-time as well as 3D advanced visualisation and measurements. This is achieved through an innovative method implementing Templates. They contain rules and parameters for the Automatic Recognition Framework defined interactively by engineers based on clinicians’ 3D Golden Standard models. The Templates enable the automatic detection of kidneys and their possible abnormalities (tumours, stones and cysts). The system also supports the transmission of these Templates to another expert for a second opinion. Future versions of the proposed platforms could integrate even more sophisticated algorithms and tools and offer fully computer-aided identification of a variety of other organs and their dysfunctions.
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Xu, Xiaorong. "Conformal cooling and rapid thermal cycling in injection molding with 3D printed tools." Thesis, Massachusetts Institute of Technology, 1999. http://hdl.handle.net/1721.1/9344.

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Thesis (Ph.D.)--Massachusetts Institute of Technology, Dept. of Mechanical Engineering, 1999.
Includes bibliographical references.
Solid Freeform Fabrication processes such as 30 Printing have demonstrated the potential to produce tools with complex internal geometry. This work explores the application of this capability to improved thermal management for injection molding tooling through: i)cooling lines which are conformal to the mold surface which provide improved uniformity and stability of mold temperature and ii) tools with low thermal inertia which, in combination with conformal fluid channels allow for rapid heating and cooling of tooling, thereby facilitating isothermal filling of the mold cavity. This work presents a systematic, modular, approach to the design of conformal cooling channels. Recognizing that the cooling is local to the surface of the tool, the tool is divided up into geometric regions and a channel system is designed for each region. Each channel system is itself modeled as composed of cooling elements, typically the region spanned by two channels. Six criteria are applied including; a transient heat transfer condition which dictates a maximum distance from mold surface to cooling channel, considerations of pressure and temperature drop along the flow channel and considerations of strength of the mold. These criteria are treated as constraints and successful designs are sought which define windows bounded by these constraints. The methodology is demonstrated in application to a complex core and cavity for injection molding. In the area of rapid thermal cycling, this work utilizes the design methods for conformal channels for the heating phases and adds analysis of the packing and cooling phases. A design is created which provides thermal isolation and accommodation of cyclic thermal stresses though an array of bendable support columns which support the molding portion of the tool where the heating/cooling channels are contained. Designed elasticity of the tool is used to aid in packing of the polymer during the cooling phase. Methodology for the design of this structure is presented. A set of tools has been fabricated and subjected to thermal and mechanical tests.
by Xiaorong Xu.
Ph.D.
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Crespel, Thomas. "Optical and software tools for the design of a new transparent 3D display." Thesis, Bordeaux, 2019. http://www.theses.fr/2019BORD0366.

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Nous vivons une époque exaltante où de nouveaux types d'écrans sont rendus possibles, et la communauté scientifique s'emploie à améliorer l'expérience utilisateur. Nous vivons notamment l'émergence d'écrans courbés, volumétriques, autostéréoscopiques, transparents ou même portés sur la tête, avec des capteurs et algorithmes de plus en plus complexes permettant des interactions toujours plus riches.Cette thèse vise à contribuer à la création de ces nouveaux types d'afficheurs. À travers trois projets concrets, nous associons l'optique et l'informatique pour répondre à des problématiques spécifiques, avec l'objectif final de créer un nouveau type d'écran 3D. Chacun de ces projets a mené au développement de prototypes basés sur l'utilisation de picoprojecteurs laser, de caméras, d'éléments optiques et de logiciels dédiés.Dans un premier projet, nous avons étudié les écrans sphériques : ceux-ci sont plus adaptés que les écrans classiques pour visualiser des données sphériques, cependant les solutions existantes sont onéreuses et difficiles à mettre en place. Nous proposons une méthode pour concevoir un écran sphérique tactile à moindre coût en utilisant seulement des optiques commerciales et peu onéreuses ainsi que des éléments créés par impression 3D, dans le but de rendre ces écrans plus accessibles et reproductibles. Notre solution utilise un picoprojecteur laser associé à un système optique permettant de projeter une image nette sur toute la sphère. L'aspect tactile est réalisé par suivi optique de doigts dans l'infrarouge et nous avons développé un logiciel permettant de gérer l'affichage et l'interaction. Nous compensons l'utilisation de matériel peu coûteux par des calibrations et des corrections logicielles.Nous avons ensuite largement étudié la technologie des guides "wedges" (en forme de "cale"), qui sont devenus des éléments essentiels du reste de la thèse. Les guides wedges ont été initialement développés pour des systèmes de projection plats, mais dans ce projet nous les utilisons dans un contexte d'acquisition. La problématique est la suivante : dans certaines configurations, une zone d'intérêt peut être difficile à imager avec une caméra standard à cause du manque d'espace en face de celle-ci. Nous proposons d'utiliser un guide wedge et un film prismatique afin de replier la distance nécessaire. Nous avons étudié et validé différentes applications dans le domaine spécifique de l'archéologie.Les compétences que nous avons développées au cours de ces deux projets nous ont permis d'imaginer et de concevoir un nouvel écran autostéréoscopique transparent. Un tel écran peut être vu comme une vitre permettant d'ajouter au monde réel des information 3D dépendantes du point de vue, et cela sans avoir besoin de porter de lunettes ou de casques. Le principe est d'utiliser un guide wedge avec des picoprojecteurs laser générant chacun un point de vue différent. Les points de vues sont répartis en face de l'écran par un élément optique holographique que nous avons spécialement conçu. Ce nouvel écran ouvre le champ à de nombreuses applications en réalité augmentée
We live exciting times where new types of displays are made possible, and current challenges focus on enhancing user experience. As examples, we witness the emergence of curved, volumetric, head-mounted, autostereoscopic, or transparent displays, among others, with more complex sensors and algorithms that enable sophisticated interactions.This thesis aims at contributing to the creation of such novel displays. In three concrete projects, we combine both optical and software tools to address specific applications with the ultimate goal of designing a three-dimensional display. Each of these projects led to the development of a working prototype based on the use of picoprojectors, cameras, optical elements, and custom software.In a first project, we investigated spherical displays: they are more suitable for visualizing spherical data than regular flat 2D displays, however, existing solutions are costly and difficult to build due to the requirement of tailored optics. We propose a low-cost multitouch spherical display that uses only off-the-shelf, low-cost, and 3D-printed elements to make it more accessible and reproducible. Our solution uses a focus-free projector and an optical system to cover a sphere from the inside, infrared finger tracking for multitouch interaction, and custom software to link both. We leverage the use of low-cost material by software calibrations and corrections.We then extensively studied wedge-shaped light guides, in which we see great potential and that became the center component of the rest of our work. Such light guides were initially devised for flat and compact projection-based displays but in this project we exploit them in a context of acquisition. We seek to image constrained locations that are not easily accessible with regular cameras due to the lack of space in front of the object of interest. Our idea is to fold the imaging distance into a wedge guide thanks to prismatic elements. With our prototype, we validated various applications in the archaeological field.The skills and expertise that we acquired during both projects allowed us to design a new transparent autostereoscopic display. Our solution overcomes some limitations of augmented reality displays allowing a user to see both a direct view of the real world as well as a stereoscopic and view-dependent augmentation without any wearable or tracking. The principle idea is to use a wedge light guide, a holographic optical element, and several projectors, each of them generating a different viewpoint. Our current prototype has five viewpoints, and more can be added. This new display has a wide range of potential applications in the augmented reality field
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14

Benazzouz, Omar. "New tools for subsurface imaging of 3D seismic node data in hydrocarbon exploration." Doctoral thesis, Universidade de Aveiro, 2016. http://hdl.handle.net/10773/16799.

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Doutoramento em Geociências
A aquisição de dados sísmicos de reflexão multicanal 3D/4D usando Ocean Bottom NODES de 4 componentes constitui atualmente um sector de importância crescente no mercado da aquisição de dados reflexão sísmica marinha na indústria petrolífera. Este tipo de dados permite obter imagens de sub-superfície de alta qualidade, com baixos níveis de ruído, banda larga, boa iluminação azimutal, offsets longos, elevada resolução e aquisição de tanto ondas P como S. A aquisição de dados é altamente repetitiva e portanto ideal para campanhas 4D. No entanto, existem diferenças significativas na geometria de aquisição e amostragem do campo de ondas relativamente aos métodos convencionais com streamers rebocados à superfície, pelo que é necessário desenvolver de novas ferramentas para o processamento deste tipo de dados. Esta tese investiga três aspectos do processamento de dados de OBSs/NODES ainda não totalmente resolvidos de forma satisfatória: a deriva aleatória dos relógios internos, o posicionamento de precisão dos OBSs e a implementação de algoritmos de migração prestack 3D em profundidade eficientes para obtenção de imagens precisas de subsuperfície. Foram desenvolvidos novos procedimentos para resolver estas situações, que foram aplicados a dados sintéticos e a dados reais. Foi desenvolvido um novo método para detecção e correcção de deriva aleatória dos relógios internos, usando derivadas de ordem elevada. Foi ainda desenvolvido um novo método de posicionamento de precisão de OBSs usando multilateração e foram criadas ferramentas de interpolação/extrapolação dos modelos de velocidades 3D de forma a cobrirem a extensão total área de aquisição. Foram implementados algoritmos robustos de filtragem para preparar o campo de velocidades para o traçado de raios e minimizar os artefactos na migração Krichhoff pre-stack 3D em profundidade. Os resultados obtidos mostram um melhoramento significativo em todas as situações analisadas. Foi desenvolvido o software necessário para o efeito e criadas soluções computacionais eficientes. As soluções computacionais desenvolvidas foram integradas num software standard de processamento de sísmica (SPW) utilizado na indústria, de forma a criar, conjuntamente com as ferramentas já existentes, um workflow de processamento integrado para dados de OBS/NODES, desde a aquisição e controle de qualidade à produção dos volumes sísmicos migrados pre-stack em profundidade.
Ocean bottom recording of 3D/4D multichannel seismic reflection data using 4 component Nodes is a recent and growing major segment in the marine seismic acquisition market in the oil and gas industry. These data provide high quality subsurface imaging with low ambient noise levels, broad bandwidth, wide azimuth illumination, long-offset, high resolution, and recordings of both P and S waves. In addition, data acquisition is highly repeatable and therefore ideal for 4D surveys. However, there are significant differences in acquisition geometry and wavefield sampling, compared to the conventional towed streamer data, which require new tools to be developed for data processing. This thesis investigates three key issues in OBS/NODE data processing that have not yet been satisfactorily fully solved: random clock drifts, accurate OBS positioning and efficient 3D pre-stack depth migration algorithms for accurate subsurface imaging. New procedures were developed to tackle these issues and these were tested on synthetic and real datasets. A new method for random clock drift was created using high order derivatives to detect and correct these residual drifts. A new accurate OBS/NODE positioning algorithm, using multilateration was developed. Tools were created for interpolation/extrapolation of 3D velocity functions across the full extent of the acquisition survey, and robust smoothing algorithms were used to prepare the velocity field to be used for ray tracing and prestack 3D Kirchhoff depth migration, so as to minimize migration artifacts. The results obtained show a clear improvement in all situations analyzed. Dedicated software tools were created and computationally efficient solutions were implemented. These were incorporated into an industry standard seismic processing software package (SPW), so as to provide, together with the already existing tools, a fully integrated processing workflow for OBS/NODE data, from data acquisition and quality control, to the production of the final pre-stack depth migrated seismic volumes.
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Forbes, Jessica LeeAnn. "Development and verification of medical image analysis tools within the 3D slicer environment." Thesis, University of Iowa, 2016. https://ir.uiowa.edu/etd/3085.

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Rapid development of domain specialized medical imaging tools is essential for deploying medical imaging technologies to advance clinical research and clinical practice. This work describes the development process, deployment method, and evaluation of modules constructed within the 3D Slicer environment. These tools address critical problems encountered in four different clinical domains: quality control review of large repositories of medical images, rule-based automated label map cleaning, quantification of calcification in the heart using low-dose radiation scanning, and waist circumference measurement from abdominal scans. Each of these modules enables and accelerates clinical research by incorporating medical imaging technologies that minimize manual human effort. They are distributed within the multi-platform 3D Slicer Extension Manager environment for use in the computational environment most convenient to the clinician scientist.
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Szeptycki, Przemyslaw. "Processing and analysis of 2.5D face models for non-rigid mapping based face recognition using differential geometry tools." Phd thesis, Ecole Centrale de Lyon, 2011. http://tel.archives-ouvertes.fr/tel-00675988.

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This Ph.D thesis work is dedicated to 3D facial surface analysis, processing as well as to the newly proposed 3D face recognition modality, which is based on mapping techniques. Facial surface processing and analysis is one of the most important steps for 3Dface recognition algorithms. Automatic anthropometric facial features localization also plays an important role for face localization, face expression recognition, face registration ect., thus its automatic localization is a crucial step for 3D face processing algorithms. In this work we focused on precise and rotation invariant landmarks localization, which are later used directly for face recognition. The landmarks are localized combining local surface properties expressed in terms of differential geometry tools and global facial generic model, used for face validation. Since curvatures, which are differential geometry properties, are sensitive to surface noise, one of the main contributions of this thesis is a modification of curvatures calculation method. The modification incorporates the surface noise into the calculation method and helps to control smoothness of the curvatures. Therefore the main facial points can be reliably and precisely localized (100% nose tip localization using 8 mm precision)under the influence of rotations and surface noise. The modification of the curvatures calculation method was also tested under different face model resolutions, resulting in stable curvature values. Finally, since curvatures analysis leads to many facial landmark candidates, the validation of which is time consuming, facial landmarks localization based on learning technique was proposed. The learning technique helps to reject incorrect landmark candidates with a high probability, thus accelerating landmarks localization. Face recognition using 3D models is a relatively new subject, which has been proposed to overcome shortcomings of 2D face recognition modality. However, 3Dface recognition algorithms are likely more complicated. Additionally, since 3D face models describe facial surface geometry, they are more sensitive to facial expression changes. Our contribution is reducing dimensionality of the input data by mapping3D facial models on to 2D domain using non-rigid, conformal mapping techniques. Having 2D images which represent facial models, all previously developed 2D face recognition algorithms can be used. In our work, conformal shape images of 3Dfacial surfaces were fed in to 2D2 PCA, achieving more than 86% recognition rate rank-one using the FRGC data set. The effectiveness of all the methods has been evaluated using the FRGC and Bosphorus datasets.
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Chen, Xiang. "Making Fabrication Real: Fabrication for Real Usage, with Real Objects, by Real People." Research Showcase @ CMU, 2017. http://repository.cmu.edu/dissertations/1139.

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The increasingly personal and ubiquitous capabilities of computing—everything from smartphones to virtual reality—are enabling us to build a brave new world in the digital realm. Despite these advances in the virtual world, our ability as end-users to transform the physical world still remains limited. The emergence of low-cost fabrication technology (most notably 3D printing) has brought us a dawn of making, promising to empower everyday users with the ability to fabricate physical objects of their own design. However, the technology itself is oblivious of the physical world—things are, in most cases, assumed to be printed from scratch in isolation from the real world objects they will be attached to and work with. To bridge this ‘gulf of fabrication’, my thesis research focuses on developing fabrication techniques with design tool integration to enable users to expressively create designs that can be attached to and function with existing real-world objects. Specifically, my work explores techniques that leverage the 3D printing process to create attachments directly over, onto and around existing objects; a design tool further enables people to specify and generate adaptations that can be attached to and mechanically transform existing objects in user-customized ways; a user-driven approach allows people to express and iterate structures that are optimized to support existing objects; finally, a library of ‘embeddables’ demonstrate that existing objects can also augment 3D printed designs by embedding a large variety of material to realize different properties and functionalities. Overall my thesis aspires to make fabrication real—enabling people to express, iterate and fabricate their designs that closely work with real-world objects to augment one another.
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Kolbeinsson, Ari. "Mind the gap : Extending the body into 3d environments using 2d tools for interaction." Thesis, Högskolan i Skövde, Institutionen för kommunikation och information, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-5279.

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This thesis is a literature study on how existing research on embodied tool use may support the use of the use of the computer mouse within three dimensional environments, followed by an analysis of a typical scenario in the use of three dimensional environment. Problems with interaction in this domain are well known to designers of 3d programs but not well understood, which results in programs in which mouse controllers are used to control three dimensional objects being more difficult to learn and less efficient to use than would be possible if the interaction was better understood. The problems are often identified by their symptoms, such as the drag-threshold problem, picking problem, and the object rotation/viewpoint management problem, but this thesis will explore what the cause of those problems is, and identifies them all as a single cognitive problem which is found to be caused by a rift between the functioning of the two dimensional tool in use (the mouse and cursor) and the simulated three dimensional environment with which the cursor is interacting. Analyses are performed on a scenario, and result in a pinpointing of the problem and possible solutions to the interaction part of the problem (with design guidelines emerging), as well as finding the possibility that the cognitive roots of the problem result from an incompatibility between body-schema frames of reference for movement between the two dimensional parts of the action and the three dimensional part of the action.
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Weinmann, Michael [Verfasser]. "Material Recognition Meets 3D Reconstruction: Novel Tools for Efficient, Automatic Acquisition Systems / Michael Weinmann." Bonn : Universitäts- und Landesbibliothek Bonn, 2017. http://d-nb.info/1132711231/34.

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20

Logan, Savannah. "Imaging Vibrio Cholerae Invasion and Developing New Tools for 3D Microscopy of Live Animals." Thesis, University of Oregon, 2019. http://hdl.handle.net/1794/24524.

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All animals harbor microorganisms that interact with each other and with their hosts. These microorganisms play important roles in health, disease, and defense against pathogens. The microbial communities in the intestine are particularly important in preventing colonization by pathogens; however, this defense mechanism and the means by which pathogens overcome it remain largely unknown. Moreover, while the composition of animal-associated microbial communities has been studied in great depth, the spatial and temporal dynamics of these communities has only recently begun to be explored. Here, we use a transparent model organism, larval zebrafish, to study how a human pathogen, Vibrio cholerae, invades intestinal communities. We pay particular attention to a bacterial competition mechanism, the type VI secrection system (T6SS), in this process. In vivo 3D fluorescence imaging and differential contrast imaging of transparent host tissue allow us to establish that V. cholerae can use the T6SS to modulate the intestinal mechanics of its host to displace established bacterial communities, and we demonstrate that one part of the T6SS apparatus, the actin crosslinking domain, is responsible for this function. Next, we develop an automated high-throughput light sheet fluorescence microscope to allow rapid imaging of bacterial communities and host cells in live larval zebrafish. Light sheet fluorescence microscopy (LSFM) has been limited in the past by low throughput and tedious sample preparation, and our new microscope features an integrated fluidic circuit and automated positioning and imaging to address these issues and allow faster collection of larger datasets, which will considerably expand the use of LSFM in the life sciences. This microscope could also be used for future experiments related to bacterial communities and the immune system. The overarching theme of the work in this dissertation is the use and development of advanced imaging techniques to make new biological discoveries, and the conclusions of this work point the way toward understanding pathogenic invasion, maximizing the use of LSFM in the life sciences, and gaining a better grasp of host-associated bacterial community dynamics. This dissertation includes previously published and unpublished co-authored material.
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Baker, Ryan. "IMAGING AND ANALYSIS OF LARVAL ZEBRAFISH GUT MOTILITY, AND AUTOMATED TOOLS FOR 3D MICROSCOPY." Thesis, University of Oregon, 2018. http://hdl.handle.net/1794/23133.

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Nearly all individual members of the animal kingdom have gastrointestinal tracts which feature unique cellular compositions, geometries, and temporal dynamics. These guts are distinct enough from one another, even across siblings or even across the same individual at different points in space and time, that defining meaningful scientific representations of those features is difficult. Studying these guts is also innately challenging as it requires accessing to the insides of the enclosed 3D volumes. The work presented here describes tools and methodologies designed to address these difficulties. To investigate gut motility, we constructed a combined light sheet fluorescence and differential interference contrast microscope to obtain videos of larval zebrafish (Danio rerio) gut motility and to obtain 3D information about nearby fluorescently tagged cells. Using advanced computer vision algorithms, we quantified aspects of zebrafish gut motility which have never before been characterized, then used that information to identify the effects of different genetic, chemical, and physiological states of zebrafish gut motility. Finally, we designed and constructed an instrument for automating 3D microscopy for future studies. This dissertation includes previously published and unpublished co-authored material.
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Mitzenheim, Thomas, and Christoph Knoch-Weber. "Innovation in der Orthopädie- und Rehatechnik, 3D-Digitalisierung und CAD/CAM-Nutzung." Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2016. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-214953.

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Management Summary Die Orthopädie- und Rehatechnik Dresden GmbH ist ein innovatives Unternehmen der Orthopädietechnik in Dresden und der kompetente Partner für Gesundheit, Wohlbefinden und Mobilität. Ein Schwerpunkt liegt bei der Fertigung orthopädischer Hilfsmittel. Dabei wird die gesamte Bandbreite möglicher Versorgungen abgedeckt. Diese sind: — Bein- und Armprothesen, — Bein- und Armorthesen, — Korsetts zur Behandlung von Wirbelsäulendeformationen, — Sitzschalen für Rollstühle, — Orthopädische Maßschuhe. Mit hoher handwerklicher Präzision werden die Hilfsmittel in der eigenen Werkstatt individuell für jeden Kunden gefertigt. Die Wertschöpfungskette besteht abhängig von der Versorgungsart aus unterschiedlichen Bestandteilen. Allgemeingültig für alle Versorgungen sind: — Maßnahme beim Kunden, — Modellierung und Erstellung von Positivmodellen, — Herstellung der Hilfsmittel bis zur Anprobe, — Anprobe und Anpassung der Hilfsmittel, — Endmontage und Fertigstellung der Hilfsmittel, — Einweisung in den Gebrauch sowie Auslieferung. Sinkende Vergütungen durch die Krankenkassen, stark zunehmende Versorgungszahlen und die immer schwieriger werdende Gewinnung von Fachpersonal erfordern eine Straffung der Wertschöpfungskette. Erreichbar ist diese Straffung nur über eine Umgestaltung der zugrundeliegenden Produktionsprozesse. Die Geschäftsführung entschied, innerhalbeines Projektes zu prüfen, ob der Einsatz digitaler Datenerfassungs- und Bearbeitungstechniken einen wirtschaftlichen Vorteil für die künftige Unternehmensentwicklung darstellt. Dabei sollen künftig die betroffenen Körperbereiche der Kunden individuell durch geeignete 3D-Digitalisiertechnik erfasst, aufbereitet, modifiziert und archiviert und schließlich als Modellvorlagen in einem CAD/CAM-Verfahren durch CNC-Fräsen hergestellt werden. Für die Orthopädie- und Rehatechnik Dresden GmbH als stark handwerklich geprägtes KMU ist dieses Projekt ein Meilenstein für die weitere Entwicklung, sowohl hinsichtlich des Investitionsbedarfes als auch der Projektorganisation und der Kommunikation der Änderungen im Unternehmen. Bedingt durch die Art der angebotenen Produkte und Dienstleistungen finden sich im Unternehmen Mitarbeiter, die über hochspezialisiertes Wissens und individuelle Fähigkeiten verfügen. Die hohe Mitarbeiterzahl im den Bereichen Orthopädie-technik und Orthopädieschuhtechnik erlaubt eine Spezialisierung von Mitarbeitern auf einzelne Produktgruppen. Diese ist der entscheidende Wettbewerbsvorteil in einem von starkem Wettbewerbsdruck geprägten Markt. Sie ist sowohl notwendig für den wirtschaftlichen Erfolg als auch für die erfolgreiche Umsetzung der Veränderungsprozesse. Eine Umgestaltung der Produktion wie Sie im Rahmen dieses Projektes angestrebt wird bedeutet eine tiefgreifende Veränderung des bisherigen Arbeitsumfeldes. Es entstehen neue, spezialisierte Aufgaben, Verschiebungen von Arbeitsinhalten sowie die Notwendigkeit, vermehrt Aufgaben zu delegieren.
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Howes, Julie K. "Testing of lumbar porcine spines, development of an experimental apparatus, protocol and 3D analysis tools." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1997. http://www.collectionscanada.ca/obj/s4/f2/dsk2/ftp04/mq20653.pdf.

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24

Yao, Jianchao, and 姚劍超. "Predicting the 3D structure of human aquaporin-0 protein in eye lens using computational tools." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2003. http://hub.hku.hk/bib/B2948540X.

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25

Kumbhare, Deepak. "3D FUNCTIONAL MODELING OF DBS EFFICACY AND DEVELOPMENT OF ANALYTICAL TOOLS TO EXPLORE FUNCTIONAL STN." VCU Scholars Compass, 2011. http://scholarscompass.vcu.edu/etd/2531.

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Introduction: Exploring the brain for optimal locations for deep brain stimulation (DBS) therapy is a challenging task, which can be facilitated by analysis of DBS efficacy in a large number of patients with Parkinson’s disease (PD). The Unified Parkinson's Disease Rating Scale (UPDRS) scores indicate the DBS efficacy of the corresponding stimulation location in a particular patient. The spatial distribution of these clinical scores can be used to construct a functional model which closely models the expected efficacy of stimulation in the region. Designs and Methods: In this study, different interpolation techniques were investigated that can appropriately model the DBS efficacy for Parkinson’s disease patients. These techniques are linear triangulation based interpolation, ‘roving window’ interpolation and ‘Monopolar inverse weighted distance’ (MIDW) interpolation. The MIDW interpolation technique is developed on the basis of electric field geometry of the monopolar DBS stimulation electrodes, based on the DBS model of monopolar cathodic stimulation of brain tissues. Each of these models was evaluated for their predictability, interpolation accuracy, as well as other benefits and limitations. The bootstrapping based optimization method was proposed to minimize the observational and patient variability in the collected database. A simulation study was performed to validate that the statistically optimized interpolated models were capable to produce reliable efficacy contour plots and reduced false effect due to outliers. Some additional visualization and analysis tools including a graphic user interface (GUI) were also developed for better understanding of the scenario. Results: The interpolation performance of the MIDW interpolation, the linear triangulation method and Roving window method was evaluated as interpolation error as 0.0903, 0.1219 and0.3006 respectively. Degree of prediction for the above methods was found to be 0.0822, 0.2986 and 0.0367 respectively. The simulation study demonstrate that the mean improvement in outlier handling and increased reliability after bootstrapping based optimization (performed on Linear triangulation interpolation method) is 6.192% and 12.8775% respectively. The different interpolation techniques used to model monopolar and bipolar stimulation data is found to be useful to study the corresponding efficacy distribution. A user friendly GUI (PDRP_GUI) and other utility tools are developed. Conclusion: Our investigation demonstrated that the MIDW and linear triangulation methods provided better degree of prediction, whereas the MIDW interpolation with appropriate configuration provided better interpolation accuracy. The simulation study suggests that the bootstrapping-based optimization can be used as an efficient tool to reduce outlier effects and increase interpolated reliability of the functional model of DBS efficacy. Additionally, the differential interpolation techniques used for monopolar and bipolar stimulation modeling facilitate study of overall DBS efficacy using the entire dataset.
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26

Opletal, Martin. "Vývoj 3D aplikací v prostředí Blender." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2014. http://www.nusl.cz/ntk/nusl-235410.

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Thesis is focused on evaluation of available tools for 3D application development. In one selected tool (Blender) is created computer game. This game demonstrates Blender's capabilities. The process of creating is recorded in a case study for the possible purposes of own complex games development.
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Sosa, John Manuel. "Development of Tools for 2D and 3D Microstructural Characterization and Their Application to Titanium Alloy Microstructures." The Ohio State University, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=osu1420629389.

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28

M'Zah, Abir. "Les méthodologies de conception ASIC des NoCs 3D dédiées aux MPSOCs Hétérogènes." Phd thesis, Ecole Polytechnique X, 2012. http://pastel.archives-ouvertes.fr/pastel-00769455.

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La feuille de route d'ITRS prévoit que le nombre de processeurs dans la même puce va augmenter suivant une courbe exponentielle. Assurer la connexion entre les différents processeurs dans la même puce constitue un vrai défi quand le nombre des composants est important. L'utilisation d'un réseau sur puce est une solution efficace qui résout les problèmes des moyens classiques de connexion comme le bus et le point à point. Le réseau sur puce régulier coûte cher en termes de surface et d'énergie, c'est pourquoi la conception d'une architecture optimale représente une motivation majeure. En plus, avec la réduction de la taille des transistors, le temps de propagation dans les liens dépasse celui des portes logiques. En effet, il est indispensable de trouver de nouvelles techniques qui permettent de continuer le développement des circuits du semi conducteur. La conception 3D des circuits intégrés est une solution prometteuse qui peut réduire la longueur des liens, la surface de la puce et qui permet d'utiliser des technologies différentes dans la même architecture. Vu le manque d'implémentations réelles des architectures à base de multiprocesseurs avec la technique 3D, nous proposons dans cette thèse d'étudier les méthodologies de conception ASIC des architectures MPSOC à base du NoC 3D. Bien que les réseaux sur puce soient considérés comme une solution efficace pour le problème de connexions entre les processeurs, rares sont les travaux qui valident le NoC par une vraie implémentation sur FPGA/ASIC. Nous considérons que la validation d'un NoC par émulation nous permet de garantir la bonne fonctionnalité de notre architecture lors de l'implémentation en 3D. La technique de conception en 3D IC est confrontée à plusieurs problèmes comme le placement des connexions verticales, la dissipation de chaleur et le problème de partitionnement. Dans ce cadre, nous proposons dans cette thèse une nouvelle méthodologie de synthèse NoC 3D qui se base sur les algorithmes évolutionnaires. Nous avons implémenté une architecture MPSOC avec la technologie 3D de Tezzaron. Notre cas d'étude représente une architecture significative qui tient en considération les contraintes de la technologie 3D de Tezzaron.
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29

Peiffer, Quentin C. "Biofabrication: Tools for new therapeutics in regenerative medicine and drug delivery." Thesis, Queensland University of Technology, 2018. https://eprints.qut.edu.au/119359/1/Quentin_Peiffer_Thesis.pdf.

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This thesis highlights how 3D fabrications techniques could revolutionize modern medicine, notably in the field of regenerative medicine and drug delivery. Two potential therapeutic usages of 3D fabricated polycaprolactone scaffolds are presented, the first project focuses on the regeneration of auricular cartilage while the second focus on implantable drug delivery system. If this work gives a glimpse of the potential of new fabrication methods, it remains clear from the results that significant steps are still to be undertaken to produce functional scaffolds able to regenerate tissue or to deliver drugs efficiently over an extended period.
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Kihlström, Andreas. "Design Tools for Sketching of Dome Productions in Virtual Reality." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-152251.

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This report presents the problem of designers working on new productions for fulldomes. The back and forth process of moving between a work station and the fulldome is time consuming, a faster alternative would be useful. This thesis presents an option, a virtual reality application where a user can sketch the new environment directly on a virtual representation of a fulldome. The result would then be exported directly to the real fulldome to be displayed. The application is developed using Unreal Engine 4. The virtual dome is constructed using a procedurally generated mesh, with a paintable material assigned to it. All painting functionality is implemented manually, as is all other tools. The final product is fully useable, but requires additional work if it is to be used commercially. Additional features can be added, including certain features discussed that were cut due to time constraints, as well as improvements to existing features. Application stability is currently a concern that needs to be addressed, as well as optimizations to the software.
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31

Msiska, Mwawi Fred. "A visual programming environment for authoring ASD therapy tools." Thesis, Stellenbosch : Stellenbosch University, 2011. http://hdl.handle.net/10019.1/17939.

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Thesis (MSc)--Stellenbosch University, 2011.
ENGLISH ABSTRACT: 3D virtual environments can be used as therapy tools in patients with autism spectrum disorders (ASDs); however, the development of such tools is time-consuming. A 3D virtual environment development platform for such tools has been developed specifically for the South African context, because of the language and culture sensitivity of these therapy tools. The 3D virtual environment development platform has a Lua scripting interface for specifying logic in the virtual environments. Lua is a textual programming language, and presents a challenge to ASDs therapists’ ability to create therapy tools without engaging an expert programmer. The aim of this research was to investigate the design and implementation of a visual programming environment to support non-expert programmers in scripting within the 3D virtual environment development platform. Various visual program representation techniques, reported in the literature, were examined to determine their appropriateness for adoption in our design. A visual programming language based on the “building-block” approach was considered the most suitable. The research resulted in the development of a visual script editor (VSE), based on an open source framework called the OpenBlocks library. The VSE successfully alleviated the syntax burden that textual programming languages place on non-expert programmers. The fitness of purpose of our VSE was exemplified in a sample 3D virtual environment that was scripted using the VSE. Despite the success, we argue that the applicability of the “building-block” approach is limited to domain-specific programming languages due to the absence of visual expressions for defining user-defined types, and for specifying hierarchy.
AFRIKAANSE OPSOMMING: Geen opsomming
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Bonomi, Mattia. "Facial-based Analysis Tools: Engagement Measurements and Forensics Applications." Doctoral thesis, Università degli studi di Trento, 2020. http://hdl.handle.net/11572/271342.

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The last advancements in technology leads to an easy acquisition and spreading of multi-dimensional multimedia content, e.g. videos, which in many cases depict human faces. From such videos, valuable information describing the intrinsic characteristic of the recorded user can be retrieved: the features extracted from the facial patch are relevant descriptors that allow for the measurement of subject's emotional status or the identification of synthetic characters. One of the emerging challenges is the development of contactless approaches based on face analysis aiming at measuring the emotional status of the subject without placing sensors that limit or bias his experience. This raises even more interest in the context of Quality of Experience (QoE) measurement, or the measurement of user emotional status when subjected to a multimedia content, since it allows for retrieving the overall acceptability of the content as perceived by the end user. Measuring the impact of a given content to the user can have many implications from both the content producer and the end-user perspectives. For this reason, we pursue the QoE assessment of a user watching multimedia stimuli, i.e. 3D-movies, through the analysis of his facial features acquired by means of contactless approaches. More specifically, the user's Heart Rate (HR) was retrieved by using computer vision techniques applied to the facial recording of the subject and then analysed in order to compute the level of engagement. We show that the proposed framework is effective for long video sequences, being robust to facial movements and illumination changes. We validate it on a dataset of 64 sequences where users observe 3D movies selected to induce variations in users' emotional status. From one hand understanding the interaction between the user's perception of the content and his cognitive-emotional aspects leads to many opportunities to content producers, which may influence people's emotional statuses according to needs that can be driven by political, social, or business interests. On the other hand, the end-user must be aware of the authenticity of the content being watched: advancements in computer renderings allowed for the spreading of fake subjects in videos. Because of this, as a second challenge we target the identification of CG characters in videos by applying two different approaches. We firstly exploit the idea that fake characters do not present any pulse rate signal, while humans' pulse rate is expressed by a sinusoidal signal. The application of computer vision techniques on a facial video allows for the contactless estimation of the subject's HR, thus leading to the identification of signals that lack of a strong sinusoidality, which represent virtual humans. The proposed pipeline allows for a fully automated discrimination, validated on a dataset consisting of 104 videos. Secondly, we make use of facial spatio-temporal texture dynamics that reveal the artefacts introduced by computer renderings techniques when creating a manipulation, e.g. face swapping, on videos depicting human faces. To do so, we consider multiple temporal video segments on which we estimated multi-dimensional (spatial and temporal) texture features. A binary decision of the joint analysis of such features is applied to strengthen the classification accuracy. This is achieved through the use of Local Derivative Patterns on Three Orthogonal Planes (LDP-TOP). Experimental analyses on state-of-the-art datasets of manipulated videos show the discriminative power of such descriptors in separating real and manipulated sequences and identifying the creation method used. The main finding of this thesis is the relevance of facial features in describing intrinsic characteristics of humans. These can be used to retrieve significant information like the physiological response to multimedia stimuli or the authenticity of the human being itself. The application of the proposed approaches also on benchmark dataset returned good results, thus demonstrating real advancements in this research field. In addition to that, these methods can be extended to different practical application, from the autonomous driving safety checks to the identification of spoofing attacks, from the medical check-ups when doing sports to the users' engagement measurement when watching advertising. Because of this, we encourage further investigations in such direction, in order to improve the robustness of the methods, thus allowing for the application to increasingly challenging scenarios.
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Malmelöv, Tomas. "Implementation and Evaluation of Encoder Tools for Multi-Channel Audio." Thesis, Luleå tekniska universitet, Institutionen för system- och rymdteknik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-71986.

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The increasing interest for immersive experiences in areas such as augmented and virtual reality makes high quality 3D sound more important than ever before. A technique for capturing and rendering 3D audio which has received more attention during the last twenty years are Higher Order Ambisonics (HOA). Higher Order Ambisonics is a scene based audio format which has a lot of advantages compared to other standard formats. Hovever, one problem with HOA is that it requires a lot of bandwidth. For example, sending an uncoded high quality HOA signal requires 49 channels to be transmitted at the same time which requires a bandwidth of about 40 Mbps. A lot of effort has been made in the last ten years on coding HOA signals. In this thesis, two different approaches are taken on coding HOA signals. In one approach, called Sound Field Rotation (SFR) in this thesis, the microphone that records the sound field is virtually rotated to see if it is possible to make some of the channels zero. The second approach, called Sound Field Decomposition (SFD) in this thesis, use Principal component analysis to decompose a sound field into a foreground and background component. The Sound Field Decomposition approach is inspired by the emerging MPEG-H 3D Audio standard for coding HOA signals. The result shows that the Sound Field Rotation method only works for very simple sound scenes. It has also been shown that a 49 channels HOA signal can be reduced to as little as 7 channels if the sound scene consists of a point source. The Sound Field Deomposition method worked for more complex sound scenes. It was shown that a MPEG similar system could be improved. Result from MUSHRA (Multiple stimuli with hidden reference and anchor) listening tests showed that an improved MPEG similar system reached a MUSHRA score about 78 while the MPEG similar system reached 55 at a bitrate of 256 kbps. Without coding each monochannels with the 3GPP EVS (Enhanced voice services) codec, the improved MPEG similar system reached the MUSHRA score 85. At 256 kbps, the improved MPEG similar system coded the HOA signal into six channels instead of 49 for the uncoded signal. From objective results, it was shown that the improved MPEG similar system had largest effect at low bitrates.
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Wikström, Jonas. "3D Model of Fuel Tank for System Simulation : A methodology for combining CAD models with simulation tools." Thesis, Linköpings universitet, Maskinkonstruktion, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-71370.

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Engineering aircraft systems is a complex task. Therefore models and computer simulations are needed to test functions and behaviors of non existing systems, reduce testing time and cost, reduce the risk involved and to detect problems early which reduce the amount of implementation errors. At the section Vehicle Simulation and Thermal Analysis at Saab Aeronautics in Linköping every basic aircraft system is designed and simulated, for example the fuel system. Currently 2-dimensional rectangular blocks are used in the simulation model to represent the fuel tanks. However, this is too simplistic to allow a more detailed analysis. The model needs to be extended with a more complex description of the tank geometry in order to get a more accurate model. This report explains the different steps in the developed methodology for combining 3-dimensional geometry models of any fuel tank created in CATIA with dynamic simulation of the fuel system in Dymola. The new 3-dimensional representation of the tank in Dymola should be able to calculate fuel surface location during simulation of a maneuvering aircraft.  The first step of the methodology is to create a solid model of the fuel contents in the tank. Then the area of validity for the model has to be specified, in this step all possible orientations of the fuel acceleration vector within the area of validity is generated. All these orientations are used in the automated volume analysis in CATIA. For each orientation CATIA splits the fuel body in a specified number of volumes and records the volume, the location of the fuel surface and the location of the center of gravity. This recorded data is then approximated with the use of radial basis functions implemented in MATLAB. In MATLAB a surrogate model is created which are then implemented in Dymola. In this way any fuel surface location and center of gravity can be calculated in an efficient way based on the orientation of the fuel acceleration vector and the amount of fuel. The new 3-dimensional tank model is simulated in Dymola and the results are compared with measures from the model in CATIA and with the results from the simulation of the old 2-dimensional tank model. The results shows that the 3-dimensional tank gives a better approximation of reality and that there is a big improvement compared with the 2-dimensional tank model. The downside is that it takes approximately 24 hours to develop this model.
Att utveckla ett nytt flygplanssystem är en väldigt komplicerad arbetsuppgift. Därför används modeller och simuleringar för att testa icke befintliga system, minska utvecklingstiden och kostnaderna, begränsa riskerna samt upptäcka problem tidigt och på så sätt minska andelen implementerade fel. Vid sektionen Vehicle Simulation and Thermal Analysis på Saab Aeronautics i Linköping designas och simuleras varje grundflygplanssystem, ett av dessa system är bränslesystemet. För närvarande används 2-dimensionella rätblock i simuleringsmodellen för att representera bränsletankarna, vilket är en väldigt grov approximation. För att kunna utföra mer detaljerade analyser behöver modellerna utökas med en bättre geometrisk beskrivning av bränsletankarna. Denna rapport går igenom de olika stegen i den framtagna metodiken för att kombinera 3- dimensionella tankmodeller skapade i CATIA med dynamisk simulering av bränslesystemet i Dymola. Den nya 3-dimensionella representationen av en tank i Dymola bör kunna beräkna bränsleytans läge under en simulering av ett manövrerande flygplan. Första steget i metodiken är att skapa en solid modell av bränslet som finns i tanken. Därefter specificeras modellens giltighetsområde och alla tänkbara riktningar hos accelerationsvektorn som påverkar bränslet genereras, dessa används sedan i den automatiserade volymanalysen i CATIA.  För varje riktning delar CATIA upp bränslemodellen i ett bestämt antal delar och registrerar volymen, bränsleytans läge samt tyngdpunktens position för varje del. Med hjälp av radiala basfunktioner som har implementerats i MATLAB approximeras dessa data och en surrogatmodell tas fram, denna implementeras sedan i Dymola. På så sätt kan bränsleytans och tyngdpunktens läge beräknas på ett effektivt sätt, baserat på riktningen hos bränslets accelerationsvektor samt mängden bränsle i tanken. Den nya 3-dimensionella tankmodellen simuleras i Dymola och resultaten jämförs med mätningar utförda i CATIA samt med resultaten från den gamla simuleringsmodellen. Resultaten visar att den 3-dimensionella tankmodellen ger en mycket bättre representation av verkligheten och att det är en stor förbättring jämfört med den 2-dimensionella representationen. Nackdelen är att det tar ungefär 24 timmar att få fram denna 3-dimensionella representation.
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Gintert, Brooke E. "Spatial and Temporal Dynamics of Andros Coral Communities: Long-Term Assessments and the Development of Improved Community Evaluation Tools." Scholarly Repository, 2011. http://scholarlyrepository.miami.edu/oa_dissertations/696.

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Understanding recent decades of coral community change has been hindered by a shortage of long-term monitoring and a lack of tools that provide a lasting record of benthic reef communities. To increase our understanding of Caribbean coral reef dynamics, this dissertation research developed and used innovative technologies involving landscape mosaic images and 3D reef models, to analyze a novel 40 year dataset of coral community health from Andros Island, Bahamas. Historical data from Andros Island (1968-2000) were provided as part of a Cooperative Research and Development Agreement (CRADA) between the University of Miami and the Naval Undersea Warfare Center Division Newport. Long-term monitoring at Andros Island revealed that reef decline was a-typical over recent decades. Coral mortality and disease increased significantly between 1970 and 2000, whereas macroalgal cover did not. To complement studies of coral mortality and disease, the resilience and resistance of individual coral species at Andros were measured from 1972 to 2008. Of the 24 species studied, only three (Siderastrea siderea, Montastraea cavernosa, and Porites astreoides) were resistant to recent disturbance histories, whereas Porites porites was resilient. Further studies using 3D models explored relationships between coral population dynamics and spatial patterns of coral species. Results indicated that the arrangement of dominant coral species and the processes of recruitment, growth, and mortality were non-random over time. In summary, the application of mosaic images and 3D reef models to a previously un-published long-term coral health dataset led to improved understanding of factors controlling past reef communities.
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Kemp, Jeremy William. "Introducing an avatar acceptance model: Student intention to use 3D immersive learning tools in an online learning classroom." FIELDING GRADUATE UNIVERSITY, 2012. http://pqdtopen.proquest.com/#viewpdf?dispub=3452838.

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37

Nettley, Amy Jessica. "Visualising change in the Tamar Valley : participatory processes for generating 3D visual tools to communicate sea-level rise." Thesis, University of Exeter, 2013. http://hdl.handle.net/10871/15030.

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This thesis introduces and analyses a unique approach which involved iteratively engaging with stakeholders to generate a film about sea-level rise at a heritage site. The project used fine-scale remote sensing techniques, including airborne and terrestrial laser scanning (TLS), to produce spatially accurate and realistic 3D digital visualisations of projected sea level rise at Cotehele Quay, a site on the River Tamar in Cornwall which is owned and managed by the National Trust. Area residents and stakeholders were involved in a series of focus groups which provided guidance on the integration of the spatial models into a short film. This thesis makes an original contribution to knowledge about how non-scientific audiences understand and interpret visual realism and spatial accuracy when engaged with the process of developing such a tool. Ultimately, the thesis proposes a new kind of visual realism based on this knowledge, known as ‘participatory realism’. The main output of this research was a film, ‘Changing Tides at Cotehele Quay’, which is presently being used by the National Trust as part of their wider communication toolkit. In addition to reflecting on the production of the film, the thesis makes the argument that at present TLS is not being proactively used to engage wider audiences. The research explored how TLS and other spatial data can be used in settings which are more public-facing; the thesis analyses the results of this innovative practice and interrogates the way in which people interacted and responded in the course of their participation.
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Alekhue, Jude E. "Investigation of the Miocene Moki Formation within the Parahaki 3D Survey; Taranaki Basin, Offshore New Zealand Using Some Geophysical Tools." Thesis, University of Louisiana at Lafayette, 2019. http://pqdtopen.proquest.com/#viewpdf?dispub=10826643.

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Abstract A geophysical analysis was carried out to delineate and characterize the Mid-Miocene Moki sandstone reservoir in the Taranaki basin, offshore New Zealand. The study is an effort to use the new 3D seismic from the Parahaki survey to answer some concerns of an earlier 2D seismic line that drilled a dry hole. Well log curves were used to identify two sands within the Moki package (Moki-1 and Moki-2). Amplitude Variation with Offset (AVO) forward modeling was done to evaluate the seismic response of the Moki-1 and Moki-2 sands. The modeling results indicate that the Moki-1 sand exhibits a Class III AVO response, while the result of the Moki-2 show a class 2/2P AVO response. The Far times Far minus Near (Far*(Far- Near) AVO attribute was employed to discriminate hydrocarbon from the background geology. This attribute was applied because gathers were available only over a subset of the survey and not the entire survey area. Intercept/gradient crossplot of gathers close to the well location falls in quadrant IV and shows a wet sandstone background trend, which is consistent with the modeled response. The results from the analysis underscore the application of fluid substitution and AVO synthetic modeling in reservoir seismic studies.

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39

Salih, Shafik. "Generation of 3D autostereoscopic integral images using computer simulated imaging systems." Thesis, Brunel University, 2015. http://bura.brunel.ac.uk/handle/2438/10477.

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Production of artificial Three-Dimension (3-D) images was the aim of many researches over hundreds of years. 3-D images are the images that create sense of depth when viewing them. 3-D images are closer to the real world scenes than 2-D images due to the 3-D effect or the sense of depth the 3-D images provide. Sense of depth can be caused by binocular cues including convergence and parallax. Convergence is created by the difference between the angles of the left eye and the right eye viewing axes. Parallax is the effect of viewing with one eye a view of the scene that is inherently shifted to the view seen by the other eye. Several techniques have targeted the creation of 3-D images with the mentioned cues. The technique is preferred when it is able to create 3-D images so that the viewer can view these images without wearing special glasses and the occurrence of viewer fatigue. Integral photography that was invented in 1908 is able to meet the previous requirements. Based on integral photography, several techniques, research and studies have been published. The purposes of this thesis include the computer simulation of flexible integral photography systems, the computer generation of good quality 3-D static and animated integral images using the simulated systems, optimising the generation process to be more accurate, less expensive, more effective, and faster, and producing a portable specialist software tool to achieve these targets. New techniques and algorithms are needed to meet these purposes. A literature survey was carried out about the closest researches and studies to the subject of computer-generated integral images; these were compared with the new techniques introduced in this study to prove the advantages and the necessity of these new techniques. The closest technique to the suggested techniques was implemented using more developed tools to compare the quality of the resulting integral images with the targeted integral images that are going to be produced using the tools and algorithms proposed in this thesis. A method to simulate an imaging system and produce integral images based on the new technique of dividing the view volume of the scene was introduced, explained, proved, and implemented with a program designed for this purpose. To optimise the processing time and the image quality, the previous method is developed, new features are added to the resulting integral images, and better performance was achieved by introducing the method of Displacing the Virtual Camera Target (DCT). Application software with Graphical User Interface is designed and implemented to allow users to select the required parameters of the imaging system and the required features of the resultant integral images. The software tool that is based on the developed techniques and employing OpenGL is useful to simulate the imaging systems, tune their parameters before the actual implementation of these systems, and as a result, save time and materials when designing these systems. The introduced techniques and the software tools are faster, more effective, and cheaper original methods to help in optimising both the integral imaging systems and the quality of integral images. These software tools based on the new techniques can be used on a wide range of devices and platforms because these are employing the portable Application Interface OpenGL. With these methods, integral imaging systems are simulated, and optimised; good quality static and animated integral images were created.
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40

Kim, Doo-Il. "Development and application of integrated ozone contactor design and optimization tools." Diss., Available online, Georgia Institute of Technology, 2007, 2007. http://etd.gatech.edu/theses/available/etd-05182007-120642/.

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Thesis (Ph. D.)--Civil and Environmental Engineering, Georgia Institute of Technology, 2008.
Jae-Hong Kim, Committee Chair ; Philip J.W. Roberts, Committee Member ; E. Michael Perdue, Committee Member ; Sotira Yiacoumi, Committee Member ; Thorsten Stoesser, Committee Member.
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41

Longair, Mark. "Computational neuroanatomy of the central complex of Drosophila melanogaster." Thesis, University of Edinburgh, 2009. http://hdl.handle.net/1842/3943.

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In many different insect species the highly conserved neuropil regions known as the central complex or central body complex have been shown to be important in behaviours such as locomotion, visual memory and courtship conditioning. The aim of this project is to generate accurate quantitative neuroanatomy of the central complex in the fruit fly Drosophila melanogaster. Much of the authoritative neuroanatomy of the fruit fly from past literature has been derived using Golgi stains, and in important cases these data are available only from 2D camera lucida drawings of the neurons and linguistic descriptions of connectivity. These cannot easily be mapped onto 3D template brains or compared directly to our own data. Using GAL4 driver and reporter constructs, some of the findings within these studies could be visualized using immunohistochemistry and confocal microscopy. A range of GAL4 driver lines were selected that particularly had prominent expression in the fan-shaped body. Images of brains from these lines were archived using a web-based 3D image stack archive developed for the sharing and backup of large confocal stacks. This is also the platform which we use to publish the data, so that other researchers can reuse this catalogue and compare their results directly. Each brain was annotated using desktop-based tools for labelling neuropil regions, locating landmarks in image stacks and tracing fine neuronal processes both manually and automatically. The development of the tracing and landmark annotation tools is described, and all of the tools used in this work are available as free software. In order to compare and aggregate these data, which are from many different brains, it is necessary to register each image stack onto some standard template brain. Although this is a well-studied problem in medical imaging, these high resolution scans of the central fly brain are unusual in a number of respects. The relative effectiveness of various methods currently available were tested on this data set. The best registrations were produced by a method that generates free-form deformations based on B-splines (the Computational Morphometry Toolkit), but for much faster registrations, the thin plate spline method based on manual landmarks may be sufficient. The annotated and registered data allows us to produce central complex template images and also files that accurately represent the possible central complex connectivity apparent in these images. One interesting result to arise from these efforts was evidence for a possible connection between the inferior region of the fan-shaped body and the beta lobe of the mushroom body which had previously been missed in these GAL4 lines. In addition, we can identify several connections which appear to be similar to those described in [Hanesch et al., 1989], the canonical paper on the architecture of the Drosophila melanogaster central complex, and describe for the first time their variation statistically. This registered data was also used to suggest a method for classifying layers of expression within the fan-shaped body.
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42

Serim, Baris. "Designing for Engagement: Using indirect manipulation to support form exploration in 3D modeling." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22790.

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This thesis aims to study the design possibilities for supporting explorative form-finding in 3D modeling applications. For today’s many design professions, 3D forms are achieved partly in engagement with digital environments. Use of software has far exceeded final idea execution, extending to the early phases of design work in which the outcome is not predetermined. This insight led designers of interactive systems support sketching and ideating activities by reducing the risk of experimentation and cognitive effort demanded from user. Yet, there has been less emphasis on traditional design and craft practice that acknowledges engagement with materials and effort spent on work as an integral part of creative process.The notion of exploration in the scope of this thesis attempts to incorporate such aspects. Relevant literature about workshop practice in design and craft has been reviewed, as well as examples of CAD technologies that aid designers. In this light, HCI perspectives on the design of creativity support tools and games have been discussed. The thesis work aimed to concretize this background by building a design strategy and an interactive artifact. A 3D form-finding application concept using objects in modeling space to indirectly manipulate geometry, “kfields”, has been developed and evaluated with users at various stages. The thesis concludes by reflecting on the findings of different design stages and proposing further directions for design.
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43

Gustafsson, Christopher. "Lead-time reduction and rapid prototyping of tools and fixtures, therefore I AM : A case study about additive manufacturing in the automotive industry." Thesis, Mälardalens högskola, Innovation och produktrealisering, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-44762.

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The purpose of this thesis is to investigate how to decrease lead-times of conventionally manufactured prototypes of tools and fixtures. Which could lead to increased knowledge of how an operations site within the automotive industry could utilize additive manufacturing when producing company specific prototypes of tools and fixtures.  The research approach applied in this case study combines a literature review to systematically find relevant literature aligned with the research topic of additive manufacturing or 3D printing related to lead-time reduction and generative design terms. With the help of interviews and observations profound knowledge was gained as preparation before continuing the research. Thereafter, a pre-study was conducted in order to further enhance the understanding of the industrial context of the two chosen fixtures (study objects). Rapid prototyping activities with additive manufacturing processes and technologies of experimentation character was conducted iteratively with both 3D CAD and 3D printing software and hardware. Analysis of the data was conducted through a comparison between lead-times of conventionally manufactured and 3D printed prototypes of the two chosen fixtures. Moreover, identifying potential effects with additive manufacturing of prototypes have with a SWOT analysis.  The case study found that additive manufacturing could significantly decrease lead-times when producing prototypes compared to conventional manufacturing. Furthermore, the results showed that the effects of additive manufacturing are plenty and rather complex due to the fact of this new way to manufacture prototypes. Therefore, the term design for additive manufacturing need first class priority if next steps were to be taken in the additive manufacturing field to enhance industrial and academic benefits.  The research on this subject is strongly constrained by the scarcity of empirical experience and, consequently, by the scarcity of available empirical data. Research publication on the topic are fruitful and plenty but their findings specified to their chosen study objects. This case study gives an up-to-date contribution to the topic of additive manufacturing with endless possibilities to reduce lead-time with rapid prototyping activities that utilizes additive manufacturing. Moreover, the research approach used in this thesis combines 3D CAD data through theoretical concepts and physical objects with additive manufacturing practice. Overall, the results can be used to improve academic research in the topic and promote discussion among different actors entering or within the additive manufacturing field.
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Hackney, Philip. "An investigation into the characteristics of materials and processes, for the production of accurate direct parts and tools using 3D rapid prototyping technologies." Thesis, Northumbria University, 2007. http://nrl.northumbria.ac.uk/982/.

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The work reported here reflects the fundamental research undertaken by the author into the technologies of Rapid Prototyping, Rapid Manufacturing and Rapid Tooling. This research was undertaken over 4 years, in a period when these technologies were experiencing huge change, through innovation and development, to produce viable and reliable industrial processes. The research presented here deals with the two low cost, high speed Rapid Prototyping manufacturing processes. The first technology produces concept models for verifying design intent in the early stages of the product development cycle — referred to as the Z-Corps 3D Printing, 3DP process. The second technology investigated was the EnvisionTec 3D Digital Light Manufacturing, DLM process. This is machine capable of producing final parts in real engineering materials. In both cases the default manufacturing settings and materials were evaluated for accuracy, finish and material properties and an experimental test methodology was developed. Each process was then optimised utilising Taguchi techniques and applied to industrial projects. Finite Element Analysis (FEA), has been used to predict best build orientation for these non-isotropic materials. This work investigating the Z-Corps 3D printing process has improved the accuracy by 2%, part strength by 25% using new infiltrates and has been applied to both production of polymer injection mould tool inserts and electrode manufacture. The EnvisionTec Digital Light Manufacturing build parameters have been optimised and characterised for accuracy, hardness, part strength, surface finish. The application of FEA analysis using Non-isotropic properties has been shown to improve product performance by 14% and the optimised process has been applied to Rapid Tooling applications. In all twelve case studies are presented here, several of which have been turned into successful commercial products, and for one case over 1 million products have been sold.
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45

Mehdi, Ali. "Developing a Computer System for the Generation of Unique Wrinkle Maps for Human Faces. Generating 2D Wrinkle Maps using Various Image Processing Techniques and the Design of 3D Facial Ageing System using 3D Modelling Tools." Thesis, University of Bradford, 2011. http://hdl.handle.net/10454/5144.

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Facial Ageing (FA) is a very fundamental issue, as ageing in general, is part of our daily life process. FA is used in security, finding missing children and other applications. It is also a form of Facial Recognition (FR) that helps identifying suspects. FA affects several parts of the human face under the influence of different biological and environmental factors. One of the major facial feature changes that occur as a result of ageing is the appearance and development of wrinkles. Facial wrinkles are skin folds; their shapes and numbers differ from one person to another, therefore, an advantage can be taken over these characteristics if a system is implemented to extract the facial wrinkles in a form of maps. This thesis is presenting a new technique for three-dimensional facial wrinkle pattern information that can also be utilised for biometric applications, which will back up the system for further increase of security. The procedural approaches adopted for investigating this new technique are the extraction of two-dimensional wrinkle maps of frontal human faces for digital images and the design of three-dimensional wrinkle pattern formation system that utilises the generated wrinkle maps. The first approach is carried out using image processing tools so that for any given individual, two wrinkle maps are produced; the first map is in a binary form that shows the positions of the wrinkles on the face while the other map is a coloured version that indicates the different intensities of the wrinkles. The second approach of the 3D system development involves the alignment of the binary wrinkle maps on the corresponding 3D face models, followed by the projection of 3D curves in order to acquire 3D representations of the wrinkles. With the aid of the coloured wrinkle maps as well as some ageing parameters, simulations and predictions for the 3D wrinkles are performed.
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46

Schunemann, Esteban. "Paste deposition modelling : deconstructing the additive manufacturing process : development of novel multi-material tools and techniques for craft practitioners." Thesis, Brunel University, 2015. http://bura.brunel.ac.uk/handle/2438/13803.

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A novel paste deposition process was developed to widen the range of possible materials and applications. This experimental process developed an increasingly complex series of additive manufacturing machines, resulting in new combinations of novel materials and deposition paths without sacrificing many of the design freedoms inherit in the craft process. The investigation made use of open-source software together with an approach to programming user originated infill geometries to form structural parts, differing from the somewhat automated processing by 'closed' commercial RP systems. A series of experimental trials were conducted to test a range of candidate materials and machines which might be suitable for the PDM process. The combination of process and materials were trailed and validated using a series of themed case studies including medical, food industry and jewellery. Some of the object created great interest and even, in the case of the jewellery items, won awards. Further evidence of the commercial validity was evidenced through a collaborative partnership resulting in the development of a commercial version of the experimental system called Newton3D. A number of exciting potential future directions having been opened up by this project including silicone fabrics, bio material deposition and inclusive software development for user originated infills and structures.
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47

Lisstrand, Johanna, and Lundin Peter Sikell. "FÖR EN ÖKAD ANVÄNDNING AV DIGITALA VERKTYG I BYGGPRODUKTIONEN : En studie om vad som krävs för att byggbranschen ska digitaliseras i takt med omvärlden." Thesis, KTH, Byggteknik och design, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-213704.

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Bakgrund: I dagens samhälle går den digitala utvecklingen ständigt framåt inom flera olika områden. Inom byggbranschen blir projekten allt mer komplexa och installationstekniskt avancerade. Samtidigt haltar arbetsmetoderna inom byggproduktionen efter och kan i vissa fall upplevas som föråldrade. För att hänga med övriga branscher både när det kommer till teknik och metoder behöver byggföretag satsa på frågor som rör användandet av digitala verktyg inom byggproduktionen. Syfte: Forskningen visar på en vinst för byggprojekt inom både tids- och kostnadseffektivisering vid användning av BIM och digitala verktyg i byggprojekt. Med denna utgångspunkt kommer examensarbetet rikta in sig på att undersöka orsaken till den begränsade användningen av digitala verktyg i produktionen. Rapporten vill också belysa svårigheterna i användning av digitala verktyg där extra fokus kommer att ligga på 3D-modeller och arbetet med tidsplaneringen i produktionen. Metod: Teori inom ämnet har inhämtats dels genom litteratur men också i form av tidigare studier. Genom kvalitativa intervjuer och en större kvantitativ enkätundersökning önskade författarna att kunna besvara rapportens frågeställningar. Båda metoderna jämfördes för att undersöka om svårigheterna med användning av digitala verktyg delades av centrala resurser på Skanskas huvudkontor och ute hos medarbetarna i produktionen och hur utbrett problematiken var på Skanskas olika projekt. Resultat: Viljan att börja arbeta mer digitalt finns redan hos medarbetarna. Okunskap och brist på erfarenhet leder till att digitala verktygen upplevs som besvärliga istället för något som hjälper medarbetaren i dess vardag. Med rätt resurser och utbildningen kommer ett ökat användande av digitala verktyg inte vara en omöjlighet för byggbranschen inom en snar framtid. Konsekvenser: En ökad användning av digitala verktyg genom hela byggprocessen har flera fördelar. Företaget kommer klara av allt mer komplexa projekten och få en ökad operativ effektivitet som i sin tur leder till nöjdare kunder, medarbetare och en högre kvalité på slutprodukten. En ökad digitalisering kommer med stor sannolikhet göra företaget mer attraktivt på arbetsmarknaden. Avgränsningar: Rapporten är avgränsad mot byggproduktionens användning av digitala verktyg, med ett extra fokus på 3D-modeller och tidsplanering. Dessutom har författarna valt att även avgränsa rapporten till Skanska Sverige AB:s arbete med ett utökat användande av digitala verktyg.
Background: In today's society, the digital development is constantly advancing in several different areas. In the construction industry, the projects are getting more complex and installations more advanced. At the same time, working methods in the construction industry get behind other industries and may in some cases be perceived as outdated. In order to keep up with other industries when it comes to technology and methods, construction companies need to focus on issues related to the implementation of digital tools in construction phase. Purpose: Research shows a profit for construction projects in both time and cost efficiency when using BIM and digital tools in construction projects. With this starting point, the bachelor thesis will focus on investigating the reason for the limited use of digital tools in production. The report also wants to highlight the difficulties in using digital tools with extra focus on 3D-models and the work on scheduling in production. Method: Theory of the subject has been obtained partly through literature but also in form of previous studies. Through qualitative interviews and a larger quantitative questionnaire survey, the authors wanted to be able to answer the report's questions. Both methods were compared to investigate whether the difficulties with using digital tools were shared by the central resources at Skanska's headquarters and the coworkers in the production and how widely the problem was on Skanska's various projects. Result: The willingness to start working more digital already exists among coworkers. Lack of knowledge and experience leads to that digital tools are experienced as difficult instead of something that will helps employee in the everyday work. With the right resources and education, increased use of digital tools will not be an impossibility for the construction industry in the near future. Consequences: I ncreased use of digital tools throughout the construction process has several advantages. The company will be able to handle more complex projects and increase their operational efficiency which in turn leads to satisfied customers, coworkers and a higher quality on the final product. Increased digitization will most likely make the company more attractive in the labor market. Restrictions: The report is limited to the construction phase use of digital tools with an additional focus on 3D-models and scheduling. In addition, the authors have chosen to delimit the report to Skanska Sweden AB's work on increasing the use of digital tools.
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48

Turkovič, Matúš. "Porovnání návrhu plynem izolované rozvodny ve 2D a 3D prostředí ve fázi nabídky." Master's thesis, Vysoké učení technické v Brně. Fakulta strojního inženýrství, 2017. http://www.nusl.cz/ntk/nusl-318400.

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This thesis deals with the design of gas insulated switchgear produced in company ABB s.r.o. Theoretically describes the basics of project engineering in the 2D and 3D environments as well as the construction, partition and properties of the switchgear substations. In thesis is included practical designs and comparison of a gas insulated switchgear draft in 2D and 3D interface in the offer phase.
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49

Spiteri, Michael Richard, and redgreen@bigpond net au. "Theatre of light - living images in shadows and light." RMIT University. Creative Media, 2009. http://adt.lib.rmit.edu.au/adt/public/adt-VIT20090709.140613.

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How the artist deals with death, loss and the spiritual has been a major theme of art throughout history. New media tools provide renewed opportunity to explore these themes while testing the tools against a familiar subject. This research attempts to deal with these themes by examining and reinterpreting them through myths while evaluating the tools of creative media. In so doing, this has the potential to uncover any revealing insights that are relevant to the times. The project uses myth to explore the potential of the interaction between 2D digital images and 3D virtual environments. Elements of particular significance in the 3D virtual environment - such as Lighting and Point of View - are examined from the perspective of an artist who has practised only in 2D. Twelve final works have been generated for this project and presented as large-scale digital prints, along with a short video piece. In particular, the research explores 3D lighting techniques of 2D images by applying theatrical protocols within a virtual, computer-generated environment, and using myth as context and driving principle. The idea of theatre 'flats' has been applied as a device within the virtual realm to provide a conceptual housing and rationale for virtual lighting techniques, virtual camera techniques, digital rendering and digital printing.
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50

Lundskog, Måns. "Analysis of 3D design tools for tubing and piping design : Evaluating E3D and CATIA for on-machine tubing and piping design of paper machines using the analytic hierarchy process." Thesis, Karlstads universitet, Institutionen för ingenjörsvetenskap och fysik (from 2013), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-72960.

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This thesis covers a degree project for a Bachelor of Science in mechanical engineering degree and is written on behalf of Valmet AB. The purpose of the project is to evaluate and analyse the differences between CATIA and E3D and conclude which of the software is most suitable for on-machine tubing and piping design at Valmet. The tubing and piping modules in CATIA are currently used but is considered somewhat ineffective. E3D is also used at Valmet but in another branch of engineering design, namely field pipe engineering. The analysis is done using the analytic hierarchy process (AHP) which is a multi-criteria decision making (MCDM) methodology developed to aid in complex decision-making problems. The methodology follows a six-step process which results in a prioritized ranking or relative weight of both alternatives with respect to the established criteria and sub-criteria for selection. A total of four main criteria and 12 sub-criteria for the selection of the most suitable CAD system were identified and analysed with the help of relevant personnel in various departments such as engineering, purchasing and management The results of the project conclude that E3D is the preferred CAD system for on-machine tubing and piping at Valmet with regards to the given criteria and sub-criteria. The criteria that favoured E3D most were the availability of the systems, meaning the possibility that Valmet can outsource projects to consultants, as well as the more effective 3D modelling process. However, the results are not heavily one-sided which suggest that more research should be done before a final decision can be taken. The suggested further research includes looking at the in-direct implications of using a new CAD system such as computer updates and the usage of a new PLM system. Moreover, the actual performance of 3D modelling using the two systems is beyond the scope of this thesis and would have to be further researched in another thesis or a pilot case.
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