Tesi sul tema "3D"

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1

JOHANSSON, ANNA. "3D-2D-3D". Thesis, Högskolan i Borås, Institutionen Textilhögskolan, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-18108.

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Abstract (sommario):
The area of this work is a combination of draping and printing. It strives towards the technique that dazzles the eye with illusions of more than one dimension. As a viewer you will believe that the prints are real drapings while they are flat surfaces. Today prints in fashion are categorized as placed prints or all-over prints, and generally created as a flat surface to decorate the garments. In this work the idea is to manipulate and challenge the boundaries of print and give it life through the body shapes and in the movement. Potentially this work could be an introduction to a new way of working with prints in fashion. This work could poosibly be presented as a new technique where placed- print and all-over prints comes together- called placed all-over prints. Also, it could develop into further techniques in using two-dimensional flatness and save fabric in using photography as an option to the real three-dimensional drapings. Furthermore could it mean savings in material as a conscious choice in the process ? This investigation explores two particular kinds of techniques, - print and draping, that are merged into one expression. The aims of this work is to find new ways of using print in combination with draping in dress and explore the possibilities to find a new technique to create interesting womenswear. To unite dimensions like two-dimensional and three-dimensional as a method of finding new forms and expressions. Through experiments with striped textiles the focus is to investigate the possibilities of greater visual effects on two-dimensional prints. For a depth and to exaggerate the directions in the fabric before translating it into a flat surface the striped textile can be a tool for further design. The striped textile has the potential to help the eye to understand the directions in the print and can be used in more than one dimension and color. To explore how to create 3D effect on 2D in print design through draping in dress is the aim of this work.
Program: Modedesignutbildningen
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2

Bergman, Jens, e Fredrik Wallin. "3D-portal : Kommunikation i 3D". Thesis, Mittuniversitetet, Avdelningen för informations- och kommunikationssystem, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-22255.

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Abstract (sommario):
I dagens samhälle används internet för kommunikation mellan människor runtom i världen. Det första videosamtalet gjordes runt år 1940 och det är dags fören utveckling, där 3D är något som skulle kunna göra videomöten mer verkliga.För att möjliggöra detta så konstruerades ett system som skulle kunna ta in datafrån olika time-of-flight- och färgkameror och en ljudenhet. Denna data ska sedankomprimeras och sändas över internet för att kunna spelas upp på någonannans 3D-skärm. För att samtalet inte ska kännas fördröjt måste samtliga delartillsammans ske inom realtid. De utvecklingsmetoder som har använts är parprogrammeringoch en variant utav testdriven utveckling. Systemet har utvärderatsutifrån tidmätningar, bildkvalitet och datastorlek för att hitta en bra balansmellan tid och kvalitet. Systemet konstruerades med fem delar: insamling avbilder och ljud, bilduppskalning, komprimering och avkomprimering, internetöverföringsamt rendering. Resultatet visade att de delar som berörs av datastorlekoch bildkvalitet kunde uppnå en bra balans mellan tid och kvalitet. Dockkunde inte alla mål uppnås då vissa delar tog upp mer tid än realtidsmålet samtatt alla delar inte han konstrueras. Eftersom systemet byggdes upp modulärt såkan de delar som inte uppnådde målen förbättras eller bytas ut. Utifrån resultatetkunde sedan lösningsförslag ges för att förbättra resultaten för en eventuell vidareutveckling.
In todays society internet is used for communication between each other aroundthe world. The first video call was made around the year 1940 and it is time fora development, where 3D is something that can make video calls more real. Tomake this possible a system was constructed that would be able to get data fromdifferent time-of-flight cameras and color cameras and audio devices. That datashould later on be compressed and transmitted over internet to be able to play iton someone else’s 3D-display. To prevent the feeling of delay in the call, allparts together must happen in real time. The development methods that havebeen used is pair programming and a variation of test-driven development. Thesystem has been evaluated by time messurements, image quality and data sizeto find a good balance between time and quality. The system was constructedby five parts: capturing of images and audio, image upscaling, compression anddecompression, network streaming and also rendering. The result showed thatthe parts affected by data size and image quality could achieve a good balancebetween time and quality. However, all goals could not be achieved becausesome parts where too slow for the real time goal to be achieved and also someparts could not be constructed in time. Since the system was built up modularlythe parts that did not achieve the goals can be improved or replaced. Based onthe results, solution proposals was made to improve the results for a possiblefurther development.
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3

Kratochvíla, Michael. "Korekce barev 3D scanneru a 3D tiskárny". Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2019. http://www.nusl.cz/ntk/nusl-401952.

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Abstract (sommario):
This thesis deals with color correction of a chain that starts with the 3D Artec MHT scanner, and ends with the 3D printers (CJP – Color Jet Printing technology). In principle, it is necessary to control the color interpretation of the entire chain from the scanning of real models to the 3D print model. With color properties and their color shade, including color textures. The principle of model surface scanning using a 3D scanner is in the same principle as photo camera which scans using a conventional CMOS chip. For this reason, color palettes were scanned using the photo camera and the resulting digital data were analyzed by the Darktable software. This analysis consisted of comparing the scanned color shades of the surface with the spectrofotometer measured data. The main goal of this method was to achieve color precision in the digital data during their acquirement, adjustment and interpretation. Then the same principle was applied to the data acquired by the 3D scanner to create an ICC profile of the 3D scanner. Because the 3D printer (CJP – Color Jet Printing) uses the same principle as the 2D printer, the 2D printing device calibration principle was used again to calibrate it. There have been defined procedures that adjust the color shade to the spectrophotometrically correct shades of the resulting print on a 3D printer. Color swatches were also printed for print quality verification. It has been found that with photo camera, which was used for objective measurement in the L*a*b* coordinates of independent space, any color setting and their adjustment is very sensitive to even small imprecisions. It has been found that it is not easy to obtain accurate colors within the Detla E
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4

Котенко, А. В. "Spheree-перший крок до технологій майбутнього". Thesis, Сумський державний університет, 2014. http://essuir.sumdu.edu.ua/handle/123456789/38776.

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Abstract (sommario):
Кожен, хто мав справу з 3D – зображенням, помітив, що на плоскому моніторі не зовсім зручним є аналіз та оцінка досліджуваної моделі. Плоске зображення дає певне уявлення про предмет, але не дозволяє розглядати його з будь-якого ракурсу, без використання функцій прокрутки зображення.
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5

Karásek, Miroslav. "Zpracování a vizualizace stereo snímků". Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2012. http://www.nusl.cz/ntk/nusl-219673.

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Abstract (sommario):
This thesis deals with the processing of stereo images. It described the principles of calibration and rectification of stereo images. The thesis described several methods for finding important points. SURF method is then implemented for practical solution. Finding correspondences is realized using the methods of image processing library OpenCV. Reconstructed spatial coordinates of points and write by the format specified VRML97. Finally, there is introduced evaluated accuracy of spatial data acquisition and comparison of computational cost generated programs.
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6

Karlsson, Tobias. "Kroppsspråk i 3d-animation : Lögner hos 3d-karaktärer". Thesis, Högskolan i Skövde, Institutionen för kommunikation och information, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-5022.

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Detta arbete undersöker huruvida vi kan uppfatta lögn och nervositet hos en avskalad virtuell karaktär. Utifrån forskning om beteendevetenskap, kroppsspråk och icke-verbala signaler har lögnsignaler och nervositetstecken animerats hos en avskalad virtuell karaktär. Dessa animationer visades utan audiella ledtrådar, såsom tal, för urvalsgrupper och en kvantitativ undersökning genomfördes för att besvara arbetets frågeställning. Undersökningens resultat gav emellertid inget konkret svar på frågeställningen. För att respondenterna skulle uppfatta lögnsignaler hos en avskalad virtuell karaktär krävdes att ett flertal aspekter togs i beaktning, exempelvis behövde lögnsignalerna vara tydliga och inte överskuggas av starkare känslor eller signaler. Nervositetstecken avlästes dock enkelt av respondenterna i undersökningen vilket kan betyda att en avskalad virtuell karaktär kan gestalta ett nervöst tillstånd utan audiella ledtrådar. Resultatet som undersökningen gav har ställts mot insamlad data och tidigare forskning för att diskutera undersökningens brister och lämpliga framtida justeringar för att åtgärda dessa. Slutligen har även möjligheter för framtida arbete diskuterats och spekulationer kring användningsområden för en liknande undersökning i ett branschperspektiv har genomförts.
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7

Murali, Ram Subramanian. "Pose Estimation and 3D Reconstruction for 3D Dispensing". Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-288533.

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Abstract (sommario):
Currently in most of the cases the material deposition or dispensing is done only on planar surfaces, in applications such as extrusion 3D printing and surface mount technology (SMT) electronics assembly solutions. In future, the dispensing will be carried out on arbitrary three dimensional objects, where the dispenser needs to know the exact shape and location of them. This drives the necessity of using vision based high degree of freedom (DoF) robotic manipulator dispensers, instead of existing hard-coded Computer Numerical Control (CNC) based limited DoF 3D dispensers. Given a 3D object to be dispensed on and a CAD model of it along with the dispensing path, this thesis aims to answer the following industrial problem: How to adapt the 3D dispensing path if the object is displaced from CAD model position? The most important requirement is high dispensing accuracy, in the order of 100 _m with respect to the ideal (CAD) dispensing path, to improve the dispensing quality. Moreover, maintaining an appropriate distance between the dispensing tip and the surface of the object is important for both the positioning accuracy and the volume precision of the deposit. In order to achieve high dispensing accuracy, robust volumetric scanning (3D reconstruction) of the object closely resembling the CAD model and robotic manipulator with high path tracking accuracy are required. However, the scope of this thesis is restricted only to 3D reconstruction and dispensing path adaptation based on the object’s pose displacement. The additional requirements are low overall tact time and low equipment cost. This thesis aims at three things: i) investigating different types of fiducial marker based camera 3D pose estimations using low cost consumer-grade RGBD camera ii) generating 3D reconstruction of the object for all the pose estimation types and iii) finding the object pose displacement from CAD model position. Checkerboard and ArUco markers are used as fiducial markers. Different types of pose estimation involving RGB only and RGB-D fused techniques are used to find the pose of the object. Truncated Signed Distance Function (TSDF) is used for surface reconstruction and Iterative Closest Point (ICP) is used for finding the pose alignment between the CAD and reconstruction. Tests are conducted for different object shapes in different positions. Then the reconstruction and the dispensing path adaptation accuracy are evaluated, along with the alignment tact time.
Dispensering av vätskor är en viktig del av många industriella tillämpningar, som 3D-skrivare och ytmontering. I en majoritet av dessa tillämpningar idag sker dispenseringen på platta, två-dimensionella ytor (eller substrat). I framtiden kommer dispensering i ökad omfattning ske på godtyckliga tredimensionella objekt, varför positionen av dispenseringshuvudet relativt hela det tre-dimensionella substratet kommer att krävas. Behovet driver på möjligheten att använda vision-baserade, fem- eller sex-axliga robotmanipulatorer, istället för befintliga lösningar med hårdkodade rumsbeskrivningar av ett objekt som dispenseringshuvudet ska följa. Given en tre-dimensionell kropp, en CAD-beskrivning av densamme och en bana på kroppen som ska följas av ett dispenseringshuvud syftar denna avhandling till att svara på följande industriella problem: Hur anpassas dispenseringsbanan om kroppen förskjuts från CAD-modellens position? Det viktigaste kravet för tillämpningen är hög volymsnoggrannhet på den nedlagda volymen som kräver hög positioneringsnoggrannhet, ned till 100 um med avseende på den tänkta CAD-definierade dispenseringsbanan. Den hög positioneringsnoggrannheten på dispenseringshuvudet garanterar även god positioneringsnoggrannhet på den dispenserade vätskan på substratet. För att uppnå hög doseringsnoggrannhet krävs robust volymetrisk skanning (3D-rekonstruktion) av objektet som liknar CADmodellen och robotmanipulator med hög noggrannhet. Arbetet i denna avhandling är begränsad till den tre-dimensionella rekonstruktionen och justering av dispenseringsbanan baserat på en ändring av objektets position. Andra tillämpningsspecifikationer är låg total takttid och låg utrustningskostnad. Avhandling syftar till att: i) undersöka olika typer av markörbaserade 3Dpositioneringsuppskattningar med en billig RGBD konsumentkamera ii) generera en 3D-rekonstruktion av objektet för alla typer av poseuppskattningar och iii) hitta objektets positioneringsförskjutning från CAD-modellens. Schackbräda och ArUco-markörer används som fiducialmarkörer. Olika typer av poseuppskattningar som utnyttjar RGB or RGB-D-kombinerade tekniker används. Truncated Signed Distance Function (TSDF) används för ytrekonstruktion. Iterative Closest Point (ICP) används för att hitta pose-justering mellan CADbeskrivningen och rekonstruktionen. Tester utförs för olika objektformer i olika positioner och riktningar. Därefter utvärderas rekonstruktionen, noggrannheten i justeringen av dispenseringsbanan, samt takttiden.
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8

Ohlsson, Jonathan, e Max Englund. "Detaljnivåer inom 3D-modellering : Abstraktion av 3d-karaktärer". Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-19942.

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Abstract (sommario):
Low-poly är en term som används för att beskriva 3D-modeller som består av få polygoner, vilket är de 2D-plan som utgör en 3D-model. Denna rapport försöker ta reda på hur modeller med hög detaljnivå kan göras om till modeller med lägre detaljnivå för att spara in på tid och kostnader. Det skapades fyra 3D-modeller till en studie som med hjälp av enkäter tog reda på hur mycket uppfattningen av en detaljerad kontra mindre detaljerad modell uppfattas av ett antal informanter. Resultatet visar att med hjälp av tidigare dokumentation om karaktärsdesign så går det att skapa effektiva low-poly karaktär som tydligt kan representera den initiala karaktärsdesignen. Low-poly är en relativ term som innefattar olika nivåer av abstraktion. Framtida arbeten bör undersöka en större spännvidd av detaljnivåer för att ta reda på vad som fungerar bäst, vilket förhoppningsvis kan motivera spelskapare att använda sig av stilen mer.
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9

Karlsson, Lars. "Förslag till 3D-strategi för Skövde kommun". Thesis, Karlstad University, Faculty of Social and Life Sciences, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-2149.

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Att vilja lagra sina geografiska data i tre dimensioner har börjat bli allt vanligare bland de svenska kommunerna. Man vill utifrån dessa data skapa en 3D-modell över sina tätorter med realistiska byggnader och andra objekt. Detta ger ökade möjligheter inom planprocesser, bygglov, skuggstudier och andra kommunala ändamål för invånarna.Detta examensarbete hade till syfte att ta fram ett förslag till 3D-strategi för Skövde kommun. De har idag sina data lagrade i två dimensioner i en Oracle-databas och man har en del andra material som till exempel punktmoln från laserskanning som skulle kunna användas för att skapa en geografisk databas i tre dimensioner.Examensarbetet tar upp olika mjukvaror man kan använda för skapandet och användandet av 3D-modeller. Den tar även upp vilka standarder man kan använda för att lagra geografiska data i tre dimensioner och vilka databaser man kan använda för detta ändamål. Dessutom berörs hur man skulle kunna ajourföra data och hur långt några andra kommuner har kommit i deras arbete med en 3D-strategi.Som slutsats så ser man att det det är svårt att hitta information inom området. Men att det finns mycket information att hämta från andra kommuner som redan gjort en hel del arbete. Ett bra exempel är Göteborg som tagit fram en riktigt fin modell som man kan se som en förebild. Man kan också se att Oracle och CityGML är en bra lösning för lagring av data i 3D. Det finns också företag som tagit fram lösningar för skapandet av kompletta 3D-lösningar efter en automatisk process men att de kan behöva utvecklas mer för att användas i dessa ändamål.


Swedish municipalities increasingly want to store their spatial data in three dimensions. On the basis of these data they want to create a 3D model of their cities with realistic buildings and other items. This provides increased opportunities in planning, building applications, studies of shadows and other municipal purposes for the residents.The purpose of this degree project was to develop a proposal for a 3D strategy for Skövde municipality. For the moment they have their data stored in two dimensions in an Oracle database and they have a number of other materials such as point clouds from laser scanning that could be used to create a spatial database in three dimensions.The degree project points to various software that can be used for the creation and use of 3D models. It also shows standards that can be used for storing of spatial data in three dimensions and which databases can be used for this purpose. Furthermore the study deals with how the model can be updated and how far other municipalities have advanced in their work with 3D strategies.As a conclusion, we can notice that it is difficult to find information in this area. But there are a lot of information to require from other municipalities that already has done a lot of work. A great example is Göteborg who have created a really nice model that can be seen as a paragon. You can also see that Oracle and CityGML is a good solution for storage of data in 3D. There are also companies that have developed solutions for the creation of complete 3D solutions trough an automatic process but that they need to develop it more for making it able to use for this purposes.

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Matyskiewicz, Jiří. "3D simulační toolbox". Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2011. http://www.nusl.cz/ntk/nusl-218941.

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Abstract (sommario):
This project deals with the design and implementation of the extensible programmable environment intended for the creation of various 3D simulations, specifically targeted for testing of the algorithms and creation of applications from the field of computer vision and robotics. Environment VISIMBOX was implemented in c# programming language and uses OpenGL as back-end for hardware accelerated rendering.
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11

Håkansson, Filip. "3D PDF". Thesis, Jönköping University, JTH, Civil Engineering, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-1341.

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Abstract (sommario):

This report is about Adobe Acrobat 3D and their new PDF format witch can contain 3 dimensional models that are interactive. The purpose is to find out if the program and the format work in a level that is suitable for the market. To create this PDF you need Acrobat 3D installed on your computer but it only needs Acrobat Reader 7 or 8 to open it, and the Reader is free to download on the internet.

The examination is focusing on four formats: U3D, 3DS, DWG and DXF because they are the most common in the building industry seen from the architects’ way. From a 3D model exported to these four formats they where converted to PDF in different settings to be compared in different points as information and size of the files. The result where put together in tables for an easy overview.

During the work there were no big differences between the results from the different settings noticed. The differences depended more from which format the PDF where converted from. Then the program is not that old on the market there are still some things that can be improved.

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Panchenko, O. O., e E. O. Gumennyy. "3D printing". Thesis, Сумський державний університет, 2014. http://essuir.sumdu.edu.ua/handle/123456789/35039.

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Abstract (sommario):
3D printing or Additive manufacturing is a process of making a three-dimensional solid object of virtually any shape from a digital model. When you are citing the document, use the following link http://essuir.sumdu.edu.ua/handle/123456789/35039
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Золотова, Світлана Григорівна, Светлана Григорьевна Золотова, Svitlana Hryhorivna Zolotova e T. M. Shabelnyk. "3D gaming". Thesis, Вид-во СумДУ, 2011. http://essuir.sumdu.edu.ua/handle/123456789/22501.

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Бібік, В. І. "3D-принтер". Thesis, Сумський державний університет, 2013. http://essuir.sumdu.edu.ua/handle/123456789/41084.

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Бевза, Ірина Олегівна. "3D-сканер". Bachelor's thesis, КПІ ім. Ігоря Сікорського, 2019. https://ela.kpi.ua/handle/123456789/28937.

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У дипломній роботі представлено огляд науково-технічної літератури по контактним та безконтактним 3D-сканерам. Показано перспективи використання таких пристроїв для потреб людини (проектування, будівництво, археологія, медицина тощо). Проаналізовано основні види лазерів, які можна використати в далекомірі. Описана технологія виготовлення лазерних діодів. Зроблено огляд параметрів, характеристик та технологій цифрових камер. Описано структурну та оптичну схеми 3D-сканера. Розроблено методику побудови матричної моделі поверхні 3D-сканера. Розроблено конструкцію сканера, його структурну та оптичні схеми. 3D-сканер може забезпечити наступні параметри: • глибину сканованої сцени 03–1,0 м ; • точність вимірювання відстані до точок поверхні об’єкта не гірше 0,5 мм; • роздільну здатність не гірше 0,5 мм; • діапазон сканування 360°; • час побудови матричної 3D-моделі об’єкта не більше 5 хвилин.
In thіі thesis the review of scientific and technical literature on contact and non-contact 3D scanners is presented. The prospects of using such devices for human needs (design, construction, archeology, medicine, etc.) are shown. The main types of lasers that can be used in range measurements are analyzed. The technology of manufacturing laser diodes is described. An overview of the parameters, characteristics and technologies of digital cameras is made. The structural and optical diagrams of a 3D scanner are described. The method of constructing a matrix model of 3D-scanner surface is developed. The design of the scanner, its structural and optical circuits is developed. The 3D scanner can provide the following options: • depth of the scene is 03-1,0 m; • the accuracy of measuring the distance to the points of the surface of the object is not worse than 0,5 mm; • Resolution is not worse than 0.5 mm; • Scan range 360°; • Time to construct a matrix 3D object model for no more than 5 minutes.
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Langr, Petr. "3D autoškola". Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2015. http://www.nusl.cz/ntk/nusl-234940.

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This thesis deals with 3D Driving School simulator development, especially with control compliance of traffic rules. Thesis introduce game engine Unity 3D, which was the key factor of creating simulator. Game development in thesis begins with model and ends with scripting object behaviour.
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Řeháček, Prokop. "3D Autoškola". Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2014. http://www.nusl.cz/ntk/nusl-236061.

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The main topic of this thesis is to create a simulator for educational purposes, which is able to simulate the traffic situations and to control the compliance of traffic regulations. Modern game engine Unity 3D and development of simulator in C # for this engine are introduced within this thesis. Creating a simulator or computer game in general, imposes multiple requirements in different disciplines, and therefore, this work deals with themes such as the creation of 3D models, work with audio content, design of virtual city model, etc.
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Pernica, Lukáš. "3D Autoškola". Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2009. http://www.nusl.cz/ntk/nusl-236792.

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This study was created to describe and to design the 3D simulator for a driving schools. In the study there are gathered the basic definitions of available simulators and possibilities of their application in real life. This new simulator is designed on a basis of detailed study of available simulators. In study are described the issues with simulation of traffic system, monitoring compliance with the traffic rules as well as a new user interface model. The whole concept and procedure during implementation of the simulator are described at the end of the work.
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19

Melcer, Pavel. "3D Autoškola". Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2019. http://www.nusl.cz/ntk/nusl-412569.

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This work deals with driving skills training problematics using a driving school 3D simulator, which monitors the observance of road traffic rules. Existing simulators are categorized by characteristics and described. The text contains a list of implemented rules and a summary of suitable tools. The resultant application is based on the Unreal engine and the text describes the various stages of development.
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20

Rastau, Vlad. "Something 3D". Thesis, Uppsala universitet, Observationell astrofysik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-410097.

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Modelling stellar structures and comparing them with observationsis a very important step when it comes to verifying our theories aboutstellar evolution. Three-dimensional reconstruction is therefore impor-tant and in the case of certain stellar types it makes for a large portionof the ongoing research.For this project, three dierent objects and their three-dimensionalmodels were selected for 3D-printing. The systems in question areEta Carinae, 1 Gruis and HD 101584 and the reason behind thischoice is the fact that each object showcases a dierent phase and/orprocess of stellar evolution approaching or during the planetary nebula(PN) stage. On top of that, these objects have been observed using atechnique that allows us to deduce their 3D structure.The three-dimensional models and prints allow us to nd features(such as axial symmetries) that give us more information about themovements inside the system and their consequences on how the stellarstructure has and will evolve.
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21

Ropelatto, Luciane. "Prototipagem 3D". reponame:Repositório Institucional da UFSC, 2015. https://repositorio.ufsc.br/xmlui/handle/123456789/160574.

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Dissertação (mestrado) - Universidade Federal de Santa Catarina, Centro de Comunicação e Expressão, Programa de Pós-Graduação em Design e Expressão Gráfica, Florianópolis, 2015.
Made available in DSpace on 2016-04-15T13:17:25Z (GMT). No. of bitstreams: 1 337787.pdf: 6882829 bytes, checksum: 0c306ae8c89ef73383c6c79d6987668e (MD5) Previous issue date: 2015
A presente dissertação trata da pesquisa em torno da investigação e do registro do processo de produção e animação de um protótipo virtual de em 3D, visando desenvolver um traje inspirado no século XVII. Usou-se conhecimentos de design para propor uma representação com características realísticas do comportamento de um tecido, considerando as restrições de produção do objeto da época e com vista a dar maior credibilidade a essa representação ? justificada pela busca, na atualidade, de resultados digitais e virtuais que sejam fidedignos ao artefato real. Realizou-se uma pesquisa de natureza aplicada, de abordagem qualitativa, de ordem exploratória e descritiva. Como fundamentação do estudo, foram abordados tópicos referentes à história da indumentária no século XVII; à percepção visual da imagem; à prototipagem virtual em 3D e as tecnologias utilizadas no processo de animação; ao tecido e sua simulação no ambiente virtual. O referencial teórico embasou o processo adotado para construir o traje virtual e, ainda, a partir dos dados coletados, resultaram-se experimentações com tecidos e uma prototipagem real das roupas. Estas, por sua vez, serviram de referência visual para a observação do caimento e do movimento do tecido. Considerando tempo de execução, a habilidade técnica, a qualidade final dentro das possibilidades de representação visual fiel ao artefato real, foram escolhidos softwares compatíveis e apropriadas para o desenvolvimento virtual do traje. Após resultado positivo frente aplicação de uma pesquisa de satisfação, onde se considerou os atributos estético-formais do traje virtual em relação ao real, constatou-se que se alcançou uma percepção visual adequadamente realística da roupa com o objeto em movimento, validando o protótipo virtual e, especialmente, o processo para o seu desenvolvimento.

Abstract : This dissertation deals with the research on the investigation and record of the production process and animation of a virtual prototype of a 3D costume, in order to develop a costume inspired in the seventeenth century. Knowledge on design was used to propose a representation with realistic features of the performance of a tissue, considering the production constraints of the object of the time being in order to give greater credibility to such representation - justified by the pursuit, nowadays, of digital and virtual results that are reliable in accordance to the real artifact. To do so an applied research was carried out, with qualitative approach, of an exploratory and descriptive order. In support of the study topics related to the history of clothing in the seventeenth century were approached, as well as the visual perception of the image; the virtual 3D prototyping and the technologies used in the animation process; the tissue and its simulation in virtual environment. The theoretical framework used to ground the process adopted to build virtual costume and also the collected data led to experimentation with fabrics and a real prototype of the clothes. These, in turn, serve as a visual reference for observing the fabric trim and movement. Considering runtime, the technical skill, the final quality within the possibilities of visual representation faithful to the real artifact, consistent and appropriate software for virtual development costume were chosen. After positive result in connection to the application of a satisfaction survey, where the aesthetic-formal attributes of the virtual costume related to the real one was considered, it was found that adequately realistic visual perception of the clothes with the object in movement was reached, validating the virtual prototype and especially the process for its development.
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Ctibor, Jiří. "3D tiskárna". Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2016. http://www.nusl.cz/ntk/nusl-242004.

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Master thesis deals with topic about 3D printers, concretely making hardware of control and power electronic for FDM 3D printer. The work could offer an overview about basic 3D printing technologies after reading. More information could be read about FDM technology, which is used in our printer, also with description of all important components. The furthest is discussed about electronic drives. If reader is interested in this topic, part of this thesis is schematic design of control electronics, which can be used to build own boards. Design of printed circuit boards is not present in attachment and can be obtained by contacting the author. For own control is used one of the open source control software. Mechanical problems and also mechanical design is done in parallel thesis by other student of Faculty of mechanical engineering.
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Muñoz, Álvaro Aranda. "Comparing 3D interfaces of virtual factories : an iconic 3D interface against an abstract 3D visualisation". Thesis, Blekinge Tekniska Högskola, Institutionen för datalogi och datorsystemteknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-4115.

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Context. 3D visualisations are highly demanded in different industries such as virtual factories. However, the benefits that 3D representations can bring to this industry have not been fully explored, being most of the representations either photorealistic or presenting abstract visualisations. Objectives. This thesis explores and compares two prototypes that present a visualisation of the process state of a factory. The first prototype presents a generic interface in which primitive 3D shapes convey the information of the factory status. The second prototype is complemented with specific and iconic 3D models of the factory that help the users associating the conveyed information to the factory flow. The motivation behind this dissertation is that the type of generic interface presented can lead to more reusable interfaces in the future. Methods. For the creation and development of the prototypes, the user-centered design process was followed in which the designs are iterated with users of the factory. Based on the two prototypes, a usability evaluation is conducted to analyse the perceived usability and the usability performance. This is complemented with post-interviews with all the participants. The results are presented attending to the triangulation methodology to support the strength of the qualitative findings. Conclusions. The results show that both interfaces are perceived as highly usable. However, the 3D iconic interface seemed to help the users more in depicting a better mental model of the factory flow, helping the users to complete most of the tasks with faster times.
This thesis explores and compares two prototypes that present a visualisation of the process state of a factory. The first prototype presents a generic interface in which primitive 3D shapes convey the information of the factory status. The second prototype is complemented with specific and iconic 3D models of the factory that help the users associating the conveyed information to the factory flow. The motivation behind this dissertation is that the type of generic interface presented can lead to more reusable interfaces in the future.
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Sun, Jing. "The Integration of 3D Geodata and BIM Data in 3D City Models and 3D Cadastre". Licentiate thesis, KTH, Geodesi och satellitpositionering, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-262845.

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The initial geographic information system (GIS) and building information modelling (BIM) are designed and developed independently in order to serve different purposes and use. Within the prolific increase and growing maturity of three-dimensional (3D) technology, both 3D geodata and BIM data can specify semantic data and model 3D buildings that are prominent for the 3D city models and 3D cadastre. 3D geodata can be collected from geodetic surveying methods such as total station, laser scanning and photogrammetry and generate 3D building models by CityGML format for macro analysis on city scale. BIM data has significant advantages in planning, designing, modelling and managing building information, which contains rich details of building elements. Additionally, BIM helps and supports to exchange and share complex information through life-cycle project. Because there are some overlaps between them, the integration of BIM and 3D city models is mutually beneficial for representing comprehensive 3D building models. This thesis is a summary and compilation of two papers, where one is a review paper published in Journal of Spatial Science, and the other is a research paper currently under review in ISPRS International Journal of Geo-Information. The first paper designed and implemented a methodology to formalize the integration of BIM data into city models (CityGML models) that were generated from BIM data and from ALS/footprint data based on the proposed common modelling guidelines. The geometric results of the CityGML models were compared and evaluated visually and quantitatively. The second paper proposed a general framework for sharing and integrating cadastral information with BIM and 3D GIS together with general requirements. Based on the requirements and framework, the case study focused on how to represent and visualize 3D cadastral boundaries legally and technically by integrating BIM at building level and CityGML at city level. Both the Industry Foundation Classes (IFC) model and the CityGML model were connected to Land Administration Domain Model (LADM) at the conceptual level using Unified Modeling Language (UML) models and on database level. The findings of the first paper include investigation of BIM data as a qualified source on the geometric aspects in order to satisfy the need for a more rapid update process of 3D city models, and the second paper shows that the proposed framework and requirements perform well for generating 3D cadastral model in the real-world case study.
Det ursprungliga geografiska informationssystemet (GIS) och byggnadsinformationsmodellering (BIM) är utformade och utvecklade oberoende av varandra för att tjäna olika syften och användning. Inom 3D-teknik kan både 3D geodata och BIM-data specificera semantiska data och modellera 3D-byggnader som är framträdande för 3D stadsmodeller och 3D fastighetsregister. 3D-geodata kan samlas in från geodetiska mätningsmetoder som totalstation, laserskanning och fotogrammetri och de kan generera 3D modeller av byggnader i CityGML för makroanalys av städer. BIM-data har betydande fördelar i planering, design, modellering och hantering av byggnadsinformation eftersom det innehåller detaljerade uppgifter om byggelement. Dessutom gör BIM det möjligt att förmedla och analysera komplex information över byggnaders livscykel. Integrationen av BIM- och 3D-stadsmodeller är viktigt för att kunna analysera både byggnader och stad, exempelvis i stadsplanering, byggnadskonstruktion och hållbarhetsanalys.Denna avhandling är en sammanfattning och sammanställning av två artiklar, varav den ena är publicerad i Journal of Spatial Science, och den andra är under granskning i ISPRS International Journal of Geo-Information. Den första artikeln utformade och implementerade en metod för att formalisera integrationen av BIM-data i stadsmodeller (CityGML-modeller) som genererades från BIM-data och flygburen laserskanning/fotavtryck baserat på gemensamma modelleringsriktlinjerna. De geometriska resultaten av CityGML modellerna jämfördes och utvärderades visuellt och kvantitativt. Den andra artikeln föreslog en allmän ram för att dela och integrera fastighets information med BIM och 3D GIS tillsammans med allmänna krav. Baserat på kraven och ramverket så visade en fallstudie på hur man kan representera och visualisera 3D fastighetsgränser juridiskt och tekniskt genom att integrera BIM på byggnadsnivå och CityGML på stadsnivå. Både IFC-modellen och CityGML-modellen kopplades till LADM på konceptuell nivå med hjälp av UML-modeller och på databasnivå.Slutsatserna från den första artikeln inkluderar undersökning av BIM data som en kvalificerad källa på de geometriska aspekterna för att uppfylla behovet av en snabbare uppdateringsprocess av 3D-stadsmodeller, och den andra uppsatsen visar att det föreslagna ramverket och kraven presterar väl för att generera 3D fastighets modeller i den verkliga världen.

QC 20191023

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25

Ponomarenko, V. S. "Creat your own 3D life". Thesis, Sumy State University, 2018. http://essuir.sumdu.edu.ua/handle/123456789/66824.

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The first 3D model was developed in the 1960s. 3D modeling of the involved professionals who were masters in the area of computers and automation. This system worked with mathematics and data analysis. The innovator of 3D graphics is Ivan Sutherland. This groundbreaking program helped to create 3D objects. Many talented individual from across the country helped to contribute to the formation of the industry.
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Mullick, Rakesh. "Automatic orientation determination of 3D objects from 3D data". Diss., Georgia Institute of Technology, 1994. http://hdl.handle.net/1853/13877.

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Herfort, Benjamin, Marcel Kaibel e Bernhard Höfle. "3D-MAPP: 3D-MicroMapping von großen Geodatensätzen im Web". Rhombos-Verlag, 2017. https://slub.qucosa.de/id/qucosa%3A21275.

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Die automatische Detektion von Objekten in 3D-Geodaten ist ein wichtiger Bestandteil vieler GIS-Workflows, sei es bei der Kartierung geomorphologischer Formen (Bremer, Sass 2012; Rutzinger et al. 2012) Austrian Alps, using a combination of terrestrial (TLS, der Generierung von 3D-Stadtmodellen (Niemeyer et al. 2012) oder der Entwicklung autonom agierender Fahrzeuge (Maturana, Scherer 2015). Besonders in städtischen Räumen, welche durch komplexe Objektstrukturen sowie eine Vielzahl an verschiedenen Objekttypen charakterisiert sind, können automatische Methoden allein jedoch selten zufriedenstellende Ergebnisse liefern. In diesem Beitrag möchten wir daher untersuchen, inwieweit nutzergenerierte Geodaten bzw. sogenanntes „MicroMapping“ Ansatzpunkte für die Lösung des beschriebenen Problems sein können. Im Rahmen des 3D-MAPP-Projektes wurden dazu 3D-MicroMapping-Aufgaben mit einer unterschiedlichen Komplexität entworfen und in einer Webanwendung implementiert. Die Anwendbarkeit der Methode wurde anschließend in einer empirischen Nutzerstudie untersucht. In der Studie wurden segmentierte LiDAR-Punkwolken genutzt, welche Bäume im städtischen Raum abbilden. Die Aufgabe für die Teilnehmer der Studie bestand darin, Informationen zur Höhe der Baumkrone, zu fehlenden Teilen der Bäume und zu weiteren in der Punktwolke abgebildeten Objekten zu erfassen.
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Lanterne, Célestin. "Réparation et optimisation de maillages 3D pour l'impression 3D". Thesis, Bordeaux, 2019. http://www.theses.fr/2019BORD0454.

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Les imprimantes 3D utilisent des modèles 3D sous la forme de maillages pour définir la géométrie et l'apparence des objets à imprimer. Un maillage 3D doit posséder certaines propriétés topologiques pour que la géométrie qu'il représente soit imprimable, et la géométrie elle même doit respecter certaines conditions pour être imprimable. Ces propriétés et conditions peuvent varier selon la technologie d'impression 3D utilisée.De nombreux maillages 3D utilisés pour l'impression n'ont dans un premier temps pas été conçus pour cette application. La principale utilisation première de ces maillages est la visualisation, qui ne nécessite pas les mêmes propriétés topologiques et conditions géométriques. Le sujet de cette thèse est la réparation de ces maillages afin de les rendre imprimables.Une chaîne de réparation comprenant plusieurs étapes a été conçue dans ce but. Les conditions de non-variété sont réparées en réalisant une extraction de composantes connexes (surfaces). Les bords des surfaces sont détectés et classés en fonction de la meilleure réparation à appliquer sur chaque. Les bords des surfaces sont réparés suivant leurs classement soit par une méthode de remplissage soit par une méthode d'épaississement. La fragilité de la géométrie est détectée et contrôlée
3D printers use 3D models in the form of meshes to define the geometry and the appearance of objects to be printed. A 3D mesh must have some topological properties so that the geometry it represents could be printable and the geometry itself must respect certain conditions to be printable. These properties and conditions may vary depending on the 3D printing technologies in use.Many 3D meshes used for printing were not initially designed for this purpose application. The main primary use of these meshes is visualization, which does not require the same topological properties and geometric conditions. The subject of this thesis is the repair of these meshes to make them printable.A repair chain including several steps was designed for this purpose. Non-manifold conditions are repaired by extracting related components (surfaces). The boundaries of surfaces are detected and classified according to the best repair to be applied on each. The boundaries of surfaces are repaired according to their classification either by a filling method or by an offset method. The weakness of the geometry is detected and controlled
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Keil, Christiane, Dominik Haim, Ines Zeidler-Rentzsch, Franz Tritschel, Bernhard Weiland, Olaf Müller, Thomas Treichel e Günter Lauer. "3D-volldigitalisierte Behandlungsplanung bei Lippen-Kiefer-Gaumenspalten (LKGS-3D)". Thelem Universitätsverlag & Buchhandlung GmbH & Co. KG, 2021. https://tud.qucosa.de/id/qucosa%3A75877.

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Die Idealvorstellung eines vollständig digitalisierten Behandlungsalltags rückt mit fortschreitender technologischer und informationeller Entwicklung stetig näher an die Realität. Zu Beginn bestand lediglich die Möglichkeit einer elektronischen Patientenakte, hinzu kamen vielfältige Möglichkeiten der digitalen Bildgebung und wurden schließlich um das Ziel eines vollständigen digitalen Workflows ergänzt. Die Planung der interdisziplinären kieferorthopädischen / kieferchirurgischen Versorgung von Patienten mit Lippen-Kiefer-Gaumen-Spalten (LKGS) wurde bis vor kurzem am Universitätsklinikum Dresden noch hauptsächlich analog durchgeführt. Eine volldigitalisierte Behandlungsplanung unter Einbeziehung aller beteiligten Behandler fand nicht statt. Ziel des Projektes war es deshalb, eine digitale Plattform zur interdisziplinären zahnmedizinischen Versorgung von LKGS-Patienten zu schaffen. Dazu wurde zuerst die bisher erforderliche Abdrucknahme mittels Alginat und die anschließende Herstellung eines Gipsmodells durch einen intraoralen 3D-Scan der Zahnbögen des Patienten abgelöst. Anhand des intraoralen 3D-Scans können nun die erforderlichen Trinkplatten mittels 3D-Druck erstellt werden. Zweiter Schritt war die Anfertigung von 3D-Aufnahmen der Weichteile des Gesichtes mittels eines extraoralen 3D-Scanners. Als dritter Schritt erfolgte die Anfertigung von Digitalen Volumentomografie (DVT)-Aufnahmen zur 3D-Darstellung des Schädelknochens und Kieferskeletts. Nach der Anfertigung wurden diese bildbasierten Datensätze zu einem „digitalen Zwilling“ (virtuelles 3D-Modell aus DVT, intra- und extraoralen 3D-Scan) zusammengefasst, wodurch erstmalig ein umfassendes 3D-Modell des Mund-Kiefer-Raumes einschließlich wichtiger Informationen zum Kiefergelenk und der anliegenden Weichteile entstand. Dieses virtuelle Modell bildet jetzt die Grundlage für die Behandlungsplanung und die Planung der weiteren zahnmedizinischen und medizinischen Versorgung. Es konnte also im Projekt die komplette Digitalisierung der Diagnostik, die Etablierung einer Fusionsplattform und der Datenaustausch zwischen Uniklinik und privater Praxis umgesetzt werden.
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Li, Peiyi. "Exploration of 3D Images to Understand 3D Real World". Diss., Temple University Libraries, 2016. http://cdm16002.contentdm.oclc.org/cdm/ref/collection/p245801coll10/id/413481.

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Computer and Information Science
Ph.D.
Our world is composed of 3-dimension objects. Every one of us is living in a world with X, Y and Z axis. Even though the way we record our world is usually taking a photo: reduce dimensionality from 3-dimension to 2-dimension, the most natural and vivid way to understand the world, and to interact with it, is to sense from our 3D real world. We human beings are sensoring our 3D real world everyday using our build-in stereo system: two eyes. In another word, the raw source data human beings obtain to recognize the real 3D world has depth information. It is not difficult to figure out: Will it help if we give machines depth map of a scene during understanding the 3D real world using computer vision technologies? The answer is yes. Following this concept, my research work is focused on 3D topics in Computer Vision. 3-dimension world is the most intuitive and vivid world human beings can perceive. In the past, it is very costly to get 3D raw source data. However, things have changed since the release of many 3D sensors in recent decades. With the help of many modern 3D sensor, I am motivated to choose my research topics among this direction. Nowadays, 3D sensor has been used in various aspects of industries. In gaming industry, we have many kinds of commercial in-door 3D sensors. This kind of sensors can generate 3D cloud points in in-door environment with very cheap cost. Thus, provides depth information to traditional computer vision algorithms, and achieves state-of-the-art detection results of human body skeleton. 3D sensor in gaming brings out new ways to interact with computers. In medical industry, engineers offer cone beam computed tomography (CBCT). The raw source data this technology provides gives doctors the idea of holographic structure of target soft/hard tissue. By extend pattern recognition algorithms from 2D to 3D, computer vision scientists can now suggest doctors with 3D texture feature, and help them when diagnose. My research works are along these two lines. In medical image, by looking into trabecular bone 3D structures, I want to use Computer Vision tools to interpret the most tiny density change. In human-computer-interaction task, by studying the 3D point cloud, I want to find a way to estimate human hand pose. First of all, in Medical Image, by using Computer Vision methods, I want to find out a useful algorithm to distinguish bone texture patterns. This task is critical in clinical diagnosis. Variations in trabecular bone texture are known to be correlated with bone diseases, such as osteoporosis. In my research work, we propose a multi-feature multi-ROI (MFMR) approach for analyzing trabecular patterns inside the oral cavity using cone beam computed tomography (CBCT) volumes. For each dental CBCT volume, a set of features including fractal dimension, multi-fractal spectrum and gradient based features are extracted from eight regions-of-interest (ROI) to address the low image quality of trabecular patterns. Then, we use generalized multi-kernel learning (GMKL) to effectively fuse these features for distinguishing trabecular patterns from different groups. To validate the proposed method, we apply it to distinguish trabecular patterns from different gender-age groups. On a dataset containing dental CBCT volumes from 96 subjects, divided into gender-age subgroups, our approach achieves 96.1\% average classification rate, which greatly outperforms approaches without the feature fusion. Besides, in human-computer-interaction task, the most natural way is to use your hand pointing things, or use a gesture to express your ideas. I am motivated to estimate all skeleton joint locations in 3D space, which is the foundation of all gesture understanding. Through logical decision on these skeleton join locations, we can obtain the Semantics behind the hand pose gesture. So, the task is to estimate a hand pose in 3D space, locating all skeletal joints. A real-time 3D hand pose estimation algorithm is then proposed using the randomized decision forest framework. The algorithm takes a depth image as input and generates a set of skeletal joints as output. Previous decision-forest-based methods often give labels to all points in a point cloud at a very early stage and vote for the joint locations. By contrast, this algorithm only tracks a set of more flexible virtual landmark points, named segmentation index points (SIPs), before reaching the final decision at a leaf node. Roughly speaking, an SIP represents the centroid of a subset of skeletal joints, which are to be located at the leaves of the branch expanded from the SIP. Inspired by a latent regression-forest-based hand pose estimation framework, we integrate SIP into the framework with several important improvements. The experimental results on public benchmark datasets show clearly the advantage of the proposed algorithm over previous state-of-the-art methods, and the algorithm runs at 55.5 fps on a normal CPU without parallelism. After the study on RGBD (RGB-depth) images, we have come to another issue. When we want to take advantage of our algorithms, and make an application, we find it really hard to accomplish. The majority of devices today are equipped with RGB cameras. Smart devices in recent years rarely have RGBD cameras on them. We have come to a dilemma that we are not able to apply our algorithms to more general scenarios. So I have changed my perspective to try some 3D reconstruction algorithms on ordinary RGB cameras. As a result, we shift our attention to human face analysis in RGB images. Detection faces in photos are critical in intelligent applications. However, this is far from enough for modern application scenarios. Many applications require accurate localization of facial landmarks. Face Alignment (FA) is critical for face analysis, it has been studied extensively in recently years. For academia, research work among this line is challenging when face images have extreme poses, lighting, expressions, and occlusions etc. Besides, FA is also a fundamental component in all face analysis algorithms. For industry, once having these facial key point locations, many impossible applications becomes reachable. A robust FA algorithm is in great demand. We developed our proposed Convolutional Neural Networks (CNN) on Deep Learning framework Caffe while employing a GPU server of 8 NVIDIA TitanX GPUs. Once finalized the CNN structure, thousands of human-labeled face image data are used to train the proposed CNN on a GPU server cluster with 2 nodes connected by Infinite Band. Each node has 4 NVIDIA K-40 GPU on its own. Our framework outperforms deep learning state-of-the-art algorithms.
Temple University--Theses
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31

Han, Ching-Pei B. "3D alchemy : a guide to 3D realistic computer graphics /". Online version of thesis, 1993. http://hdl.handle.net/1850/11747.

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Berdeu, Anthony. "Imagerie sans lentille 3D pour la culture cellulaire 3D". Thesis, Université Grenoble Alpes (ComUE), 2017. http://www.theses.fr/2017GREAS036/document.

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Ce travail de thèse se situe à l’interface de deux domaines : la culture cellulaire en trois dimensions et l’imagerie sans lentille.Fournissant un protocole de culture cellulaire plus réaliste sur le plan physiologique, le passage des cultures monocouches (2D) à des cultures tridimensionnelles (3D) - via l’utilisation de gels extracellulaires dans lesquels les cellules peuvent se développer dans les trois dimensions - permet de faire de grandes avancées dans de nombreux domaines en biologie tels que l’organogénèse, l’oncologie et la médecine régénérative. Ces nouveaux objets à étudier crée un besoin en matière d’imagerie 3D.De son côté, l’imagerie sans lentille 2D fournit un moyen robuste, peu cher, sans marquage et non toxique, d’étudier les cultures cellulaires en deux dimensions sur de grandes échelles et sur de longues périodes. Ce type de microscopie enregistre l’image des interférences produites par l’échantillon biologique traversé par une lumière cohérente. Connaissant la physique de la propagation de la lumière, ces hologrammes sont rétro-propagés numériquement pour reconstruire l’objet recherché. L’algorithme de reconstruction remplace les lentilles absentes dans le rôle de la formation de l’image.Le but de cette thèse est de montrer la possibilité d’adapter cette technologie sans lentille à l’imagerie des cultures cellulaires en 3D. De nouveaux prototypes de microscopes sans lentille sont conçus en parallèle du développement d’algorithmes de reconstructions tomographiques dédiés.Concernant les prototypes, plusieurs solutions sont testées pour converger vers un schéma alliant deux conditions. La première est le choix de la simplicité d’utilisation avec une culture cellulaire en boîte de Petri standard et ne nécessitant aucune préparation spécifique ou aucun changement de contenant. Cette condition entraînant de fortes contraintes géométriques sur l’architecture, la deuxième est de trouver la meilleure couverture angulaire possible des angles d’éclairage. Enfin, une version adaptée aux conditions en incubateur est développée et testée avec succès.Concernant les algorithmes, quatre types de solutions sont proposés, basées sur le théorème de diffraction de Fourier classiquement utilisé en tomographie diffractive optique. Toutes cherchent à corriger deux problèmes inhérents au microscope sans lentille : l’absence de l’information de phase, le capteur n’étant sensible qu’à l’intensité de l’onde reçue, et la couverture angulaire limitée. Le premier algorithme se limite à remplacer la phase inconnue par celle d’une onde incidente plane. Rapide, cette méthode est néanmoins source de nombreux artefacts. La deuxième solution, en approximant l’objet 3D inconnu par un plan moyen, utilise les outils de la microscopie sans lentille 2D pour retrouver cette phase manquante via une approche inverse. La troisième solution consiste à implémenter une approche inverse régularisée sur l’objet 3D à reconstruire. C’est la méthode la plus efficace pour compenser les deux problèmes mentionnés, mais elle est très lente. La quatrième et dernière solution est basée sur un algorithme de type Gerchberg-Saxton modifié avec une étape de régularisation sur l’objet.Toutes ces méthodes sont comparées et testées avec succès sur des simulations numériques et des données expérimentales. Des comparaisons avec des acquisitions au microscope classique montrent la validité des reconstructions en matière de tailles et de formes des objets reconstruits ainsi que la précision de leur positionnement tridimensionnel. Elles permettent de reconstruire des volumes de plusieurs dizaines de millimètres cubes de cultures cellulaires 3D, inaccessibles en microscopie standard.Par ailleurs, les données spatio-temporelles obtenues avec succès en incubateur montrent aussi la pertinence de ce type d’imagerie en mettant en évidence des interactions dynamiques sur de grandes échelles des cellules entres elles ainsi qu’avec leur environnement tridimensionnel
This PhD work is at the interface of two fields: 3D cell culture and lens-free imaging.Providing a more realistic cell culture protocol on the physiological level, switching from single-layer (2D) cultures to three-dimensional (3D) cultures - via the use of extracellular gel in which cells can grow in three dimensions - is at the origin of several breakthroughs in several fields such as developmental biology, oncology and regenerative medicine. The study of these new 3D structures creates a need in terms of 3D imaging.On another side, 2D lens-free imaging provides a robust, inexpensive, non-labeling and non-toxic tool to study cell cultures in two dimensions over large scales and over long periods of time. This type of microscopy records the interferences produced by a coherent light scattered by the biological sample. Knowing the physics of the light propagation, these holograms are retro-propagated numerically to reconstruct the unknown object. The reconstruction algorithm replaces the absent lenses in the role of image formation.The aim of this PhD is to show the possibility of adapting this lens-free technology for imaging 3D cell culture. New lens-free microscopes are designed and built along with the development of dedicated tomographic reconstruction algorithms.Concerning the prototypes, several solutions are tested to finally converge to a scheme combining two conditions. The first requirement is the choice of simplicity of use with a cell culture in standard Petri dish and requiring no specific preparation or change of container. The second condition is to find the best possible angular coverage of lighting angles in regards of the geometric constraint imposed by the first requirement. Finally, an incubator-proof version is successfully built and tested.Regarding the algorithms, four major types of solutions are implemented, all based on the Fourier diffraction theorem, conventionally used in optical diffractive tomography. All methods aim to correct two inherent problems of a lens-free microscope: the absence of phase information, the sensor being sensitive only to the intensity of the incident wave, and the limited angular coverage. The first algorithm simply replaces the unknown phase with that of an incident plane wave. However, this method is fast but it is the source of many artifacts. The second solution tries to estimate the missing phase by approximating the unknown object by an average plane and uses the tools of the 2D lens-free microscopy to recover the missing phase in an inverse problem approach. The third solution consists in implementing a regularized inverse problem approach on the 3D object to reconstruct. This is the most effective method to deal with the two problems mentioned above but it is very slow. The fourth and last solution is based on a modified Gerchberg-Saxton algorithm with a regularization step on the object.All these methods are compared and tested successfully on numerical simulations and experimental data. Comparisons with conventional microscope acquisitions show the validity of the reconstructions in terms of shape and positioning of the retrieved objects as well as the accuracy of their three-dimensional positioning. Biological samples are reconstructed with volumes of several tens of cubic millimeters, inaccessible in standard microscopy.Moreover, 3D time-lapse data successfully obtained in incubators show the relevance of this type of imaging by highlighting large-scale interactions between cells or between cells and their three-dimensional environment
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33

Mehr, Éloi. "Unsupervised Learning of 3D Shape Spaces for 3D Modeling". Electronic Thesis or Diss., Sorbonne université, 2019. http://www.theses.fr/2019SORUS566.

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Bien que les données 3D soient de plus en plus populaires, en particulier avec la démocratisation des expériences de réalité virtuelle et augmentée, il reste très difficile de manipuler une forme 3D, même pour des designers ou des experts. Partant d’une base de données d’instances 3D d’une ou plusieurs catégories d’objets, nous voulons apprendre la variété des formes plausibles en vue de développer de nouveaux outils intelligents de modélisation et d’édition 3D. Cependant, cette variété est souvent bien plus complexe comparée au domaine 2D. En effet, les surfaces 3D peuvent être représentées en utilisant plusieurs plongements distincts, et peuvent aussi exhiber des alignements ou des topologies différentes. Dans cette thèse, nous étudions la variété des formes plausibles à la lumière des défis évoqués précédemment, en approfondissant trois points de vue différents. Tout d'abord, nous considérons la variété comme un espace quotient, dans le but d’apprendre la géométrie intrinsèque des formes à partir d’une base de données où les modèles 3D ne sont pas co-alignés. Ensuite, nous supposons que la variété est non connexe, ce qui aboutit à un nouveau modèle d’apprentissage profond capable d’automatiquement partitionner et apprendre les formes selon leur typologie. Enfin, nous étudions la conversion d’une entrée 3D non structurée vers une géométrie exacte, représentée comme un arbre structuré de primitives solides continues
Even though 3D data is becoming increasingly more popular, especially with the democratization of virtual and augmented experiences, it remains very difficult to manipulate a 3D shape, even for designers or experts. Given a database containing 3D instances of one or several categories of objects, we want to learn the manifold of plausible shapes in order to develop new intelligent 3D modeling and editing tools. However, this manifold is often much more complex compared to the 2D domain. Indeed, 3D surfaces can be represented using various embeddings, and may also exhibit different alignments and topologies. In this thesis we study the manifold of plausible shapes in the light of the aforementioned challenges, by deepening three different points of view. First of all, we consider the manifold as a quotient space, in order to learn the shapes’ intrinsic geometry from a dataset where the 3D models are not co-aligned. Then, we assume that the manifold is disconnected, which leads to a new deep learning model that is able to automatically cluster and learn the shapes according to their typology. Finally, we study the conversion of an unstructured 3D input to an exact geometry, represented as a structured tree of continuous solid primitives
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Романюк, О. Н., e В. М. Чорний. "Особливості технологій 3D-біопрінтінгу". Thesis, Cумський державний університет, 2016. http://essuir.sumdu.edu.ua/handle/123456789/47639.

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3D-біопрінтінг – технологія створення об'ємних моделей клітин з використанням 3D-друку, при якій зберігаються функції і життєздатність клітин. Така технологія дозволяє розробити та синтезувати ряд інноваційних біоматеріалів, що застосовуються для вирощування живих тканин та органів. Основною відмінністю біопрінтінга від технології 3D-друку [1] є використання конгломератів клітин як біочорнил та спеціального гідрогеля як біопаперу. При цьому вихідна 3D-модель створюється в звичайному 3D-редакторі [2].
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Ромбовський, Михайло Юрійович, Михаил Юрьевич Ромбовский, Mykhailo Yuriiovych Rombovskyi e С. В. Терновський. "Технології відображення 3D відео". Thesis, Видавництво СумДУ, 2011. http://essuir.sumdu.edu.ua/handle/123456789/13830.

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36

Баскаков, Е., e В. Шерстюк. "3-D принтери в машинобудуванні". Thesis, Сумський державний університет, 2018. http://essuir.sumdu.edu.ua/handle/123456789/67099.

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Для створення прототипів, технологічної оснастки або кінцевих елементів різних систем в машинобудуванні активно почали використовувати 3D принтери. Цей прилад використовується в аерокосмічній промисловості,при виготовленні спортивних мотоциклів фірми HTW та при будуванні автомобілів BMW, Audi, FCA.
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37

Свириденко, Ю. А. "Человек в мире 3D". Thesis, Сумский государственный университет, 2013. http://essuir.sumdu.edu.ua/handle/123456789/40921.

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Научный прогресс так сильно меняет наш образ жизни, что даже самые красочные фантастические рассказы не могут с ним сравниться. Еще 60 лет назад никто и подумать не мог, что мы сможем любоваться не только 3D картинками, но и 3D фильмами.
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Слухай, С. "Применение 3D-принтеров в стоматологии". Thesis, Сумский государственный университет, 2016. http://essuir.sumdu.edu.ua/handle/123456789/48328.

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Сегодня мы можем наблюдать грандиозные достижения прогресса в науке и технике, которые отражаются на современных технологиях в медицине. Мы уже давно привыкли к таким методам диагностики, как компьютерная томография, УЗИ, допплерография, привыкли к микрохирургическим и малоинвазивным вмешательствам. Каждый год в медицине появляются все новые и новые технологии. Инновации касаются почти всех сфер медицины. Целью нашего исследования было проанализировать значение и применение 3D- принтеров и 3D-печати в стоматологии.
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Louro, Vinicius Hector Abud. "Procedimentos de análise em magnetometria: estimativa de magnetização remanente visando inversões para exploração mineral". Universidade de São Paulo, 2013. http://www.teses.usp.br/teses/disponiveis/14/14132/tde-21062013-142824/.

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Neste estudo é apresentado um procedimento de análise de dados magnéticos em casos de presença de magnetização remanente para, ao final do processo, a realização de uma inversão mais rápida e fiel ao comportamento do alvo em sub-superfície. O procedimento é composto por seis passos: (1) Delimitação lateral do alvo; (2) Estimativa de suas profundidades; (3) Estimativa das direções de inclinação e declinação aparentes de seu vetor de magnetização total; (4) Modelagem inicial com inferência de valores de susceptibilidades oriundos de estudos geológicos anteriores sobre o alvo e/ou sua região; (5) Inversão dos dados magnéticos utilizando o modelo inicial; e (6) atribuição das características magnéticas do passo (3) sobre o modelo de contraste de susceptibilidade magnética obtido com a inversão para a modelagem final do alvo, conhecendo-se seus vetores de magnetização induzida, total e, por subtração vetorial de ambos, remanente. Este procedimento foi aplicado a 108 casos sintéticos e a 8 casos reais pertencentes às províncias ígneas do Alto do Paranaíba e Rondoniana-San-Ignácio. Os resultados do uso deste procedimento indicaram uma recuperação das direções das componentes de magnetização com erro menor que 10%, em casos sintéticos, uma redução de mais de 20% no tempo de inversão com o uso de modelos iniciais, e qualitativamente, apresentaram modelos mais próximos dos originais (nos casos sintéticos) e geologicamente factíveis nos casos reais.
In this study, we present a procedure of analysis of magnetic data when remanence is present in order to, at the end of the process, obtain an inversion faster and more reliable inversion. The procedure is composed of six steps: (1) Estimation of the borders of the target; (2) Estimation of its depths; (3) A sweeping for the total apparent inclination and declination directions; (4) Initial modeling of a synthetic body, based on the recovered geometry and depth, on the directions of inclination and declination of the total magnetic field, and on previous analysis of the target and/or its region; (5) Inversion of magnetic data using the initial model; and (6) Attribution of the magnetic features of step (3) to the model recovered by the inversion for a final modeling of the target, estimating as well its remanent magnetization; the last through the vectorial resultant of the induction and total magnetization subtraction. This procedure was applied to 108 synthetic and to 8 real cases from the Alto do Paranaíba and Rondonian-San Ignacio Igneous Provinces. Their results pointed out that the error between the recovered directions of the magnetization components and the original values, in synthetic cases, was smaller than 10%; The inversions had their processing-time reduced in more than 20% and, qualitatively, presented models were more similar to the original (synthetic cases) and geologically feasible (real cases).
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40

Mundle, Heiko. "Kartographische Online-3D-Plattformen : Methana 3D: eine kartographische Online-3D-Plattform mit Datenbankanbindung der Halbinsel Methana (Griechenland) /". Karlsruhe : Fachhochschule Karlsruhe, Fachbereich Geoinformationswesen, 2000. http://www.gbv.de/dms/bs/toc/314081178.pdf.

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41

Jonasson, Per, e Ola Elmvik. "Interaktiv 3d-grafik : utveckling av en 3d-applikation för Internet". Thesis, Linköping University, Department of Science and Technology, 2002. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-1229.

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Interaktiv 3d-grafik är ett område som i dagsläget genomgår stora förändringar med ständigt ökad efterfrågan. Tack vare förbättrad mjuk- och hårdvara går det idag att åstadkomma saker som bara för ett par år sedan var fiktion.

Syftet med rapporten är att dokumentera dessa möjligheter genom att undersöka grunderna för hantering och manipulering av 3d-modeller i programvaran Macromedia Director 8.5, samt implementera denna kunskap i en interaktiv 3d- applikation.

3d-grafik som används i Director är polygonbaserad och renderas i realtid på användarens dator. Moduleringen av 3d-grafiken kan utföras på två sätt, antingen i programmeringsspråket Lingo eller via fristående program. Director erbjuder goda möjligheter för manipulering av 3d-modeller vilket har utnyttjas i arbetets praktiska del.

Den praktiska delen av vårt arbete har resulterat i en applikation där användaren kan inreda ett virtuellt rum i 3d-miljö. All interaktion med denna sker i realtid. Applikationen kan användas som plattform för projekt där företag vill visualisera sina produkter i en interaktiv 3d-miljö.

För att skapa en sådan interaktiv 3d-miljö krävs det i dagsläget goda kunskaper om hur 3d-grafik är uppbyggd och hur den hanteras i programmeringsspråket Lingo. Denna rapport är ämnad att ge läsaren en inblick av detta.

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42

Giehl, Markus. "3D-Bildgebung mit einem mobilen C-Bogen (Iso-C 3D)". Diss., lmu, 2006. http://nbn-resolving.de/urn:nbn:de:bvb:19-62992.

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43

Breckon, Toby P. "Completing unknown portions of 3D scenes by 3D visual propagation". Thesis, University of Edinburgh, 2006. http://hdl.handle.net/1842/1244.

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As the requirement for more realistic 3D environments is pushed forward by the computer {graphics | movie | simulation | games} industry, attention turns away from the creation of purely synthetic, artist derived environments towards the use of real world captures from the 3D world in which we live. However, common 3D acquisition techniques, such as laser scanning and stereo capture, are realistically only 2.5D in nature - such that the backs and occluded portions of objects cannot be realised from a single uni-directional viewpoint. Although multi-directional capture has existed for sometime, this incurs additional temporal and computational cost with no existing guarantee that the resulting acquisition will be free of minor holes, missing surfaces and alike. Drawing inspiration from the study of human abilities in 3D visual completion, we consider the automated completion of these hidden or missing portions in 3D scenes originally acquired from 2.5D (or 3D) capture. We propose an approach based on the visual propagation of available scene knowledge from the known (visible) scene areas to these unknown (invisible) 3D regions (i.e. the completion of unknown volumes via visual propagation - the concept of volume completion). Our proposed approach uses a combination of global surface fitting, to derive an initial underlying geometric surface completion, together with a 3D extension of nonparametric texture synthesis in order to provide the propagation of localised structural 3D surface detail (i.e. surface relief). We further extend our technique both to the combined completion of 3D surface relief and colour and additionally to hierarchical surface completion that offers both improved structural results and computational efficiency gains over our initial non-hierarchical technique. To validate the success of these approaches we present the completion and extension of numerous 2.5D (and 3D) surface examples with relief ranging in natural, man-made, stochastic, regular and irregular forms. These results are evaluated both subjectively within our definition of plausible completion and quantitatively by statistical analysis in the geometric and colour domains.
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44

Pinto, Sílvia Cristina Dias. "Análise de formas 3D usando wavelets 1D, 2D e 3D". Universidade de São Paulo, 2005. http://www.teses.usp.br/teses/disponiveis/76/76132/tde-02052007-085441/.

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Este trabalho apresenta novos métodos para análise de formas tridimensionais dentro do contexto de visão computacional, destacando-se o uso das transformadas wavelets 1D, 2D e 3D, as quais proporcionam uma análise multi-escala das formas estudadas. As formas analisadas se dividem em três tipos diferentes, dependendo da sua representação matemática: f(t)=(x(t),y(t),z(t)), f(x,y)=z e f(x,y,z)=w. Cada tipo de forma é analisado por um método melhor adaptado. Primeiramente, tais formas passam por uma rotina de pré-processamento e, em seguida, pela caracterização por meio da aplicação das transformadas wavelet 1D, 2D e 3D para as respectivas formas. Esta aplicação nos permite extrair características que sejam invariantes à rotação e translação, levando em consideração alguns conceitos matemáticos da geometria diferencial. Destaca-se também neste trabalho a não obrigatoriedade de parametrização das formas. Os resultados obtidos a partir de formas extraídas de imagens médicas e dados biológicos, que justificam este trabalho, são apresentados.
This work presents new methods for three-dimensional shape analysis in the context of computational vision, being emphasized the use of 1D, 2D and 3D wavelet transforms, which provide a multiscale analysis of the studied shapes. The analyzed shapes are divided in three different types depending on their representation: f(t)=(x(t),y(t),z(t)), f(x,y)=z and f(x,y,z)=w. Each type of shape is analyzed by a more suitable method. Firstly, such shapes undergo a pre-processing procedure followed by the characterization using the 1D, 2D or 3D wavelet transform, depending on its representation. This application allows to extract features that are rotation- and translation-invariant, based on some mathematical concepts of differential geometry. In this work, we emphasize that it is not necessary to use the parameterized version of the 2D and 3D shapes. The experimental results obtained from shapes extracted from medical and biological images, that corroborate the introduced methods, are presented.
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45

Юсеф, Алі. "Інформаційна підтримка створення ієрархічної структури 3D-об’єктів для 3D-сцен". Bachelor's thesis, КПІ ім. Ігоря Сікорського, 2019. https://ela.kpi.ua/handle/123456789/31091.

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Структура та обсяг роботи. Пояснювальна записка дипломного проекту складається з шести розділів, містить 16 рисунків, 10 таблиць, 1 додаток, 27 джерел. У дипломному проекті реалізована тема «Інформаційна підтримка створення ієрархічної структури 3D-об’єктів для 3D-сцен», метою якої є спрощення інтеграції 3D-асетів в 3D-оточення (сцену) створене в Unreal Engine 4, завдяки категоризації та сортуванню великого обєму 3д асетів, спрощенню процесу імпорту асетів в бібліотеку та спрощенню процесу експорту асетів в ігровий редактор Unreal Engine 4. Розділ «Загальні положення» описує процес діяльності та можливі варіанти використання даної системи. В розділі «Інформаційне забезпечення» описана структура вхідних та вихідних даних, наведена структура бази даних. В розділі «Математична забезпечення» наведено детальний опис математичних алгоритмів, що були використані. В розділі «Програмне та технічне забезпечення» описані основні програмні засоби, які були використані для розробки даної програми, наведені технічні вимоги до системи, на якій буде запускатись програма, описана програмна архітектура, яка була обрана для розробки. В технологічному розділі наведено інструкцію користувача та набір тестів, проведених для оцінки якості роботи програми.
Structure and extent of the project. The explanatory note of this graduation project consists of six sections, contains 16 drawings, 10 tables, 1 supplement, and 27 sources. For this thesis the theme that was implemented is «Informational Support for Creating a 3D-Object Hierarchical Structure for 3D Environments», the purpose of which is to ease the implementation of 3D Assets in 3D environments created in the Unreal Engine 4, by categorizing and sorting a large number of 3D assets, simplifying the process of importing assets into the library and simplifying the process of exporting assets to the Unreal Engine 4 editor. The general provisions section describes the activities and use cases of the system. In the informational provision section, the input and output data were defined, and the database structure was shown. The mathematical provision section provides a detailed description of the mathematical algorithms that have been used. The software provision section describes the main tools used to develop the program, the technical requirements for the system on which the program will be launched, and the software architecture selected for development. The technical provision section consists of the user manual, and a number of tests conducted to evaluate the quality assurance of the program.
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Lind, Olof. "Designrekommendationer för 3D-interiör : En kvalitativ studie för 3D-applikationer". Thesis, Luleå tekniska universitet, Institutionen för system- och rymdteknik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-82661.

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I dagens samhälle är digitalisering en självklarhet genom olika former av applikationer vilka samspelar med människan. Det ställer höga krav på både användare och utvecklare, att de ska vara anpassningsbara. Inom fastighetsbranschen är visualisering ett väl etablerat verktyg för att kommunicera information, och en del av digitaliseringen sker genom mjukvaror som 3D-applikationer. Det är givet att dessa visualiseringsapplikationer måste förhålla sig till ett antal punkter som vilken information som ska presenteras, hur det ska förmedlas samt vilken nivå av abstraktion att bistå. På senare tid har begreppet användarbarhet blivit väldigt populärt där det grundläggande är att designa med människan i centrum. Det är en strategi för interaktiv utveckling där fokus är användarna och definierar vad folk har för kunskap, vad de arbetar med, gör och känner. Vid utveckling av dessa mjukvaror är det viktigt att just fokusera på individen för att en produkt eller tjänst ska bli så god som möjligt, vilket underlättar acklimatiseringen för slutanvändarna. Denna undersökning har fokuserat på användarupplevelsen av design som koncept samt existerande teorier vilket behandlar principer och element i 3D. Målgruppen har varit utvecklare av 3D-applikationer där undersökningen gjorts på fastighetsspekulanter, deras åsikter har legat som grund för viktiga funktioner inom en mjukvara. Datainsamlingen har skett enligt kvalitativa intervjuer, litteraturstudie och en benchmarkundersökning. Undersökningen har visat att respondenterna i det stora hela bekräftar tidigare forskning, med mindre bortfall. I studien har det framkommit ytterligare delar som är viktiga både från undersökningen med respondenterna och genom benchmarkingen.
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47

Zhu, Junyi S. M. Massachusetts Institute of Technology. "A software pipeline for converting 3D models into 3D breadboards". Thesis, Massachusetts Institute of Technology, 2019. https://hdl.handle.net/1721.1/122732.

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Abstract (sommario):
Thesis: S.M. in Computer Science and Engineering, Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2019
Cataloged from PDF version of thesis.
Includes bibliographical references (pages 44-46).
3D breadboards are a new form of physical prototypes with breadboard functions directly integrated into its surfaces. 3D breadboards offer both the flexibility and re-configurability of breadboards, while also integrating well with the shape of the prototype. As a result, 3D breadboards can be used to test function directly in context of the actual physical form. Our custom 3D editor plugin supports designers in the process of converting 3D models into 3D breadboards. Our plugin first generates a pinhole pattern on the surface of the 3D model; designers can then connect the holes into power lines and terminal strips depending on the desired layout. To fabricate the 3D breadboards, designers only have to 3D print the housing and then fill the wire channels with conductive silicone. We explore a number of computational design and computer graphics approaches to convert arbitrary 3D models into 3D breadboards. We demonstrate a range of different interactive prototypes designed by our software system, and report on a user study with six participants to validate the concept of integrating breadboards into physical prototypes.
by Junyi Zhu.
S.M. in Computer Science and Engineering
S.M.inComputerScienceandEngineering Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science
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48

Dang, Quoc Viet. "Similarités dans des Modèles BRep Paramétriques : Détection et Applications". Phd thesis, Toulouse, INPT, 2014. http://oatao.univ-toulouse.fr/12154/1/Dang_quoc_viet.pdf.

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Dans cette thèse, nous identifions et exploitons des similarités partielles dans des objets 3D pour répondre à des besoins courants du domaine de la Conception Assistée par Ordinateur (CAO). De nouvelles méthodes sont introduites, d'une part pour détecter les similarités partielles, d'autre part pour utiliser ces similarités dans des applications spécifiques telles que l'édition de forme, la compression et l'indexation d'objets 3D. Grâce au développement des applications de la modélisation géométrique, ces modèles sont de plus en plus nombreux et sont disponibles à travers plusieurs modalités. Pour augmenter la productivité dans la création de tels objets virtuels, la réutilisation et l'adaptation des modèles existants est un choix prioritaire. Cela exige donc des méthodes facilitant le stockage, la recherche et l'exploitation de ces modèles. Heureusement, les similarités dans des objets 3D est un phénomène fréquent. De nombreux objets sont composés de parties similaires à une rotation, à une translation ou à une symétrie près. De ce fait, la détection des similarités partielles dans ces modèles est capable de répondre aux problématiques courantes : la taille du stockage est réduite en conservant seulement une partie au lieu de toutes les parties répétées d'un modèle; l'indexation des modèles 3D requiert a priori l'orientation canonique des modèles. Or, la symétrie dans un objet 3D est toujours une référence d'orientation cohérente avec la perception humaine. Nous utilisons donc la symétrie partielle pour aligner ces modèles et ainsi renforcer la robustesse des méthodes d'indexation. Dans un premier temps, nous introduisons une approche similaire à la Transformée de Hough pour détecter des similarités partielles dans des modèles BRep-NURBS. Cette approche identifie non seulement les parties similaires mais aussi les transformations qui les lient. À travers la classification des isométries dans l'analyse des transformations, notre approche peut distinguer la nature de transformation liant des parties similaires d'un modèle, c'est-à-dire, les parties similaires à une rotation, à une translation ou à une symétrie près. Dans le deuxième temps, nous proposons deux applications héritées directement des résultats obtenus par la détection. Tout d'abord, pour la compression, un modèle se transforme en un graphe de similarités d'où les faces principales à conserver sont sélectionnées dans la structure compressée. Ensuite, pour l'orientation, le plan de la symétrie dominante et la projection orthographique d'un modèle autour de ce plan permettent de définir un repère canonique pour aligner ce modèle.
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49

Pavlyuk, M. O. "3D printers and printing". Thesis, Sumy State University, 2014. http://essuir.sumdu.edu.ua/handle/123456789/45447.

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What is a 3D printer? Is any fiction or real technology? 3D-printer - a device that uses the method of layering creating of a physical object in a digital 3D-model.In fact 3D printer is a device that can print any volumetric product. 3D-printing can be implemented in different ways and it uses materials.
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50

Hammoudi, Karim. "Contributions to the 3D city modeling : 3D polyhedral building model reconstruction from aerial images and 3D facade modeling from terrestrial 3D point cloud and images". Phd thesis, Université Paris-Est, 2011. http://tel.archives-ouvertes.fr/tel-00682442.

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The aim of this work is to develop research on 3D building modeling. In particular, the research in aerial-based 3D building reconstruction is a topic very developed since 1990. However, it is necessary to pursue the research since the actual approaches for 3D massive building reconstruction (although efficient) still encounter problems in generalization, coherency, accuracy. Besides, the recent developments of street acquisition systems such as Mobile Mapping Systems open new perspectives for improvements in building modeling in the sense that the terrestrial data (very dense and accurate) can be exploited with more performance (in comparison to the aerial investigation) to enrich the building models at facade level (e.g., geometry, texturing).Hence, aerial and terrestrial based building modeling approaches are individually proposed. At aerial level, we describe a direct and featureless approach for simple polyhedral building reconstruction from a set of calibrated aerial images. At terrestrial level, several approaches that essentially describe a 3D urban facade modeling pipeline are proposed, namely, the street point cloud segmentation and classification, the geometric modeling of urban facade and the occlusion-free facade texturing
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