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1

Santos, Cristina Russo dos. "3D metaphoric information visualization /". Paris : École nationale supérieure des télécommunications, 2002. http://catalogue.bnf.fr/ark:/12148/cb38915995f.

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2

Gill, Lewis. "A 3D landscape information model". Thesis, University of Sheffield, 2013. http://etheses.whiterose.ac.uk/4879/.

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It is possible to construct increasingly realistic computer based three dimensional (3D) models of landscape designs, which when used in interactive visualisations, have been shown to increase engagement and cognitive response. However, they remain underutilised in the landscape design process, due to the time taken to produce a model and the perceived complexity of modelling software. There would be more reason to construct a 3D model if it could be utilised as more than just a visualisation. Therefore, this thesis explores the hypothesis that it is possible to make virtual 3D landscape models central to the landscape design process. As the role of 3D real-time graphics amongst more traditional forms of visualisation in the design process remains unclear, a new methodology for examining this as well as data regarding this issue are presented, highlighting an expert user preference for both two dimensional (2D) plans and interactive 3D visualisations. Given this result and other supporting research, this thesis presents the concept of a 3D Landscape Information Model (3D LIM), defined as an interactive software tool that supports the landscape design process in both the construction and judgement of a landscape design via 3D landscape models. A theoretical framework for key functionality and the usage of a 3D LIM is presented and the development of a prototype 3D LIM based on this framework is described. A set of distinct simulation techniques to aid judgement of the performance of a landscape design is connected to this prototype through adding a landscape semantic to the 3D model. Firstly, real-time integration of geo-spatial analysis and Bayesian Networks into a 3D LIM is shown to be possible. The 3D LIM is then integrated, in an offline manner, into computationally expensive microclimate and flood simulations. Next, a novel agent based pedestrian and vehicular model is developed that is driven from data held in the 3D LIM landscape system. Finally, the 3D LIM prototype is extended once more to contain a web server. It is shown that this development allows for on-site viewing and editing of the 3D model via mobile data networks for site surveys and as a possible method for public consultation.
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3

Andersson, Gustav. "Kartografisk kommunikation med hjälp av en 3D-modell : 3D-verktyg för kommunal planering". Thesis, University of Kalmar, School of Communication and Design, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:hik:diva-502.

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I det här arbetet behandlas användningen av 3D som planeringsverktyg för kommunal planering och vägprojektering. Projektet går ut på att utveckla en 3D-modell över ett område i Kalmar med teorier inom informationsdesign och kommunikation med kartor. Huvudsyftet är att undersöka hur en stadsmiljö i 3D kan utvecklas för att bli ett hjälpmedel i planeringsprocessen och dialogen med Kalmars befolkning och press.

Med stöd i teorier och en kvalitativ undersökning genom ett användartest undersöks problemformuleringen: Hur kan man utveckla en tredimensionell miljö i syfte att underlätta planeringen av nybyggnationer på områden Norra Kvarnholmen och Malmfjärden med utgångspunkt från teorier kring kommunikationsprocesser och kommunikation via kartor? Hur kan de huvudanvändare som skapar objekt i sagda miljö placera in valda byggnader och trafiklösningar?

Resultatet och slutsatsen av undersökningen visar att bilder och filmsekvenser ifrån en 3D-modell är ett värdefullt verktyg i planeringssammanhang och i syftet att föra en dialog med dess målgrupp.


In this paper treat the usage of 3D as planning tool for local planning and roadprojecting. The goal with the project is to develop a 3D model over an area in Kalmar with theories within information design and communication with maps.

The main purpose is to examine how an urban environment in 3D can develop to become a help in the planning process and the dialogue with the citizens of Kalmar and press. With support in theories and a qualitative examination through a user test examine the problem question: How is it possible to develop a three-dimensional region with intension to facilitate planning of new construction at Norra Kvarnholmen and Malmfjärden starting from theories in communication process and communication with maps? How can the main users creating objects in the mentioned milieu placing chosen buildings and traffic problems?

The result and conclusion of the examination show that the pictures and film sequences from a 3D model is a valuable tool in planning and in meaning of having a dialogue with their target group.

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4

Bengtsson, Jonas, e Mikael Grönkvist. "Performing Geographic Information System Analyses on Building Information Management Models". Thesis, KTH, Geodesi och satellitpositionering, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-208922.

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As the usage of both BIM (Building Information Modelling) and 3D-GIS (Three-Dimensional Geographic Information Systems) has increased within the field of urban development and construction, so has the interest in connecting these two tools.  One possibility of integration is the potential of visualising BIM models together with other spatial data in 3D. Another is to be able to perform spatial 3D analyses on the models. Both of these can be achieved through use of GIS software. This study explores how integration of BIM and GIS could look. The goal was to perform typical GIS analyses in 3D on BIM models. Previous research points towards some success within the field through use of the indicated standard format for each tool – IFC (Industry Foundation Classes) for BIM and CityGML (City Geographic Markup Language) for GIS. Transformation between the formats took place through use of the BIM software Revit, the transformation tool FME and the GIS software ArcGIS. A couple of reviewed applications of GIS analyses were chosen for testing on the converted models – indoor network analysis, visibility analysis and spatial analysis for 3D buildings. The input data in the study was several BIM models, both models created for real-life usage and others that only function as sample data within the different software. From the results of the practical work it can be concluded that a simple, automated and full-scale integration does not seem to be within reach quite yet. Most transformations between IFC and CityGML failed to some extent, especially the more detailed and complex ones. In some test cases, the file could not be imported into ArcGIS and in others geometries were missing or existing even though they should not. There were also examples where geometries had been moved during the process. As a consequence of these problems, most analyses failed or did not give meaningful results. A few of the original analyses did give positive results. Combining (flawed) CityGML models with other spatial data for visualisation purposes worked rather well. Both the shadow volume and sightline analyses did also get reasonable results which indicates that there might be a future for those applications. The obstacles for a full-scale integration identified during the work were divided into four different categories. The first is BIM usage and routines where created models need to be of high quality if the final results are to be correct. The second are problems concerning the level of detail, especially the lack of common definitions for the amount of details and information. The third category concerns the connection between local and global coordinate systems where a solution in form of updates to IFC might already be in place. The fourth, and largest, category contains those surrounding the different formats and software used. Here, focus should lie on the transformation between IFC and CityGML. There are plenty of possible, future, work concerning these different problems. There is also potential in developing own tools for integration or performing different analyses than those chosen for this thesis.
I takt med den ökade användningen av både BIM och 3D-GIS inom samhällsbyggnadsprocessen har även intresset för att sammanföra de två verktygen blivit större. En möjlighet med integration är potentialen att visualisera BIM-modeller tillsammans med andra geografiska data i 3D. En annan är att kunna genomföra rumsliga 3D-analyser på modellerna. Båda dessa går att utföra med hjälp av GIS-programvara. Denna studie utforskar hur en integration mellan BIM och GIS kan se ut. Målet är att genomföra typiska GIS-analyser i 3D på BIM-modeller. Tidigare forskning pekar mot vissa framgångar inom området genom att arbeta med det utpekade standardformatet för respektive verktyg – IFC för BIM och CityGML för GIS. Transformation mellan formaten skedde med hjälp av programvarorna Revit, FME och ArcGIS. Ett par framhållna tillämpningar av GIS-analyser valdes ut för tester på de konverterade modellerna – nätverksanalyser inomhus, siktanalyser och rumsliga analyser för 3D-byggnader. Som indata användes flera olika BIM-modeller, både sådana som tillverkats för faktisk användning och modeller som skapats för att användas som exempeldata inom programvarorna. Utifrån resultaten från det praktiska arbetet kan konstateras att en enkel, automatiserad och fullskalig integration mellan verktygen verkar ligga en bit in i framtiden. De flesta transformationerna mellan IFC och CityGML misslyckades i någon aspekt, speciellt de mer detaljerade och komplexa. I vissa testfall kunde filen inte importeras i ArcGIS, i andra saknas eller existerar oväntade geometrier även om importen lyckats. Det finns också exempel där geometrier förflyttats. Som en konsekvens av dessa problem kunde de flesta 3D-analyser inte genomföras alls eller lyckades inte ge betydelsefulla resultat. Ett fåtal av de ursprungliga analyserna gav dock positiv utdelning. Att kombinera (felaktiga) CityGML-modeller med annan rumslig data fungerade förhållandevis väl ur ett visualiseringssyfte. Både skuggvolymsanalysen och framtagandet av siktlinjer från byggnaderna gav någorlunda korrekta resultat vilket indikerar att det kan finnas en framtid gällande de tillämpningarna. Hindren för en fullskalig integration som identifierades genom arbetet delades upp i fyra olika kategorier. Den första är BIM-användning där hög kvalitet på de skapade modellerna är viktigt för korrekta slutresultat. Den andra är detaljeringsgraden där avsaknaden av gemensamma definitioner för detaljeringsgraderna ställer till problem. Den tredje kategorin är koordinat- och referenssystem där en lösning på kopplingen mellan lokala och globala system redan kan finnas på plats i en av de senare utgåvorna av IFC-formatet. Den sista och största kategorin är problematiken kring just format och programvaror där mer arbete på översättningen mellan IFC och CityGML kommer att krävas. I framtiden finns det gott om arbete att göra med dessa olika problem. Det finns också potential att utveckla egna verktyg för integrationen eller att ägna sig åt att göra andra analyser än de som valdes ut i den här studien.
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5

Apel, Marcus. "A 3d geoscience information system framework". Doctoral thesis, Technische Universitaet Bergakademie Freiberg Universitaetsbibliothek "Georgius Agricola&quot, 2009. http://nbn-resolving.de/urn:nbn:de:swb:105-3300478.

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Two-dimensional geographical information systems are extensively used in the geosciences to create and analyse maps. However, these systems are unable to represent the Earth's subsurface in three spatial dimensions. The objective of this thesis is to overcome this deficiency, to provide a general framework for a 3d geoscience information system (GIS), and to contribute to the public discussion about the development of an infrastructure for geological observation data, geomodels, and geoservices. Following the objective, the requirements for a 3d GIS are analysed. According to the requirements, new geologically sensible query functionality for geometrical, topological and geological properties has been developed and the integration of 3d geological modeling and data management system components in a generic framework has been accomplished. The 3d geoscience information system framework presented here is characterized by the following features: - Storage of geological observation data and geomodels in a XML-database server. According to a new data model, geological observation data can be referenced by a set of geomodels. - Functionality for querying observation data and 3d geomodels based on their 3d geometrical, topological, material, and geological properties were developed and implemented as plug-in for a 3d geomodeling user application. - For database queries, the standard XML query language has been extended with 3d spatial operators. The spatial database query operations are computed using a XML application server which has been developed for this specific purpose. This technology allows sophisticated 3d spatial and geological database queries. Using the developed methods, queries can be answered like: "Select all sandstone horizons which are intersected by the set of faults F". This request contains a topological and a geological material parameter. The combination of queries with other GIS methods, like visual and statistical analysis, allows geoscience investigations in a novel 3d GIS environment. More generally, a 3d GIS enables geologists to read and understand a 3d digital geomodel analogously as they read a conventional 2d geological map.
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6

Apel, Marcus. "A 3d geoscience information system framework". Doctoral thesis, Vandoeuvre-les-Nancy, INPL, 2004. https://tubaf.qucosa.de/id/qucosa%3A22479.

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Two-dimensional geographical information systems are extensively used in the geosciences to create and analyse maps. However, these systems are unable to represent the Earth's subsurface in three spatial dimensions. The objective of this thesis is to overcome this deficiency, to provide a general framework for a 3d geoscience information system (GIS), and to contribute to the public discussion about the development of an infrastructure for geological observation data, geomodels, and geoservices. Following the objective, the requirements for a 3d GIS are analysed. According to the requirements, new geologically sensible query functionality for geometrical, topological and geological properties has been developed and the integration of 3d geological modeling and data management system components in a generic framework has been accomplished. The 3d geoscience information system framework presented here is characterized by the following features: - Storage of geological observation data and geomodels in a XML-database server. According to a new data model, geological observation data can be referenced by a set of geomodels. - Functionality for querying observation data and 3d geomodels based on their 3d geometrical, topological, material, and geological properties were developed and implemented as plug-in for a 3d geomodeling user application. - For database queries, the standard XML query language has been extended with 3d spatial operators. The spatial database query operations are computed using a XML application server which has been developed for this specific purpose. This technology allows sophisticated 3d spatial and geological database queries. Using the developed methods, queries can be answered like: "Select all sandstone horizons which are intersected by the set of faults F". This request contains a topological and a geological material parameter. The combination of queries with other GIS methods, like visual and statistical analysis, allows geoscience investigations in a novel 3d GIS environment. More generally, a 3d GIS enables geologists to read and understand a 3d digital geomodel analogously as they read a conventional 2d geological map.
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7

Tian, Kehan. "Three dimensional (3D) optical information processing". Thesis, Massachusetts Institute of Technology, 2006. http://hdl.handle.net/1721.1/35627.

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Thesis (Ph. D.)--Massachusetts Institute of Technology, Dept. of Mechanical Engineering, 2006.
Includes bibliographical references (p. 141-151).
Light exhibits dramatically different properties when it propagates in or interacts with 3D structured media. Comparing to 2D optical elements where the light interacts with a sequence of surfaces separated by free space, 3D optical elements provides more degrees of freedom to perform imaging and optical information processing functions. With sufficient dielectric contrast, a periodically structured medium may be capable of forbidding propagation of light in certain frequency range, called band gap; the medium is then called a photonic crystal. Various "defects", i.e. deviations from perfect periodicity, in photonic crystals are designed and widely used as waveguides and microcavities in integrated optical circuits without appreciable loss. However, many of the proposed waveguide structures suffer from large group velocity dispersion (GVD) and exhibit relatively small guiding bandwidth because of the distributed Bragg reflection (DBR) along the guiding direction. As optical communications and optical computing progress, more challenging demands have also been proposed, such as tunable guiding bandwidth, dramatically slowing down group velocity and active control of group velocity. We propose and analyze shear discontinuities as a new type of defect in photonic crystals.
(cont.) We demonstrate that this defect can support guided modes with very low GVD and maximum guiding bandwidth, provided that the shear shift equals half the lattice constant. A mode gap emerges when the shear shift is different than half the lattice constant, and the mode gap can be tuned by changing the amount of the shear shift. This property can be used to design photonic crystal waveguides with tunable guiding bandwidth and group velocity, and induce bound states. The necessary condition for the existence of guiding modes is discussed. By changing the shape of circular rods at the shear interface, we further optimize our sheared photonic crystals to achieve minimum GVD. Based on a coupled resonator optical waveguide (CROW) with a mechanically adjustable shear discontinuity, we also design a tunable slow light device to realize active control of the group velocity of light. Tuning ranges from arbitrarily small group velocity to approximately the value of group velocity in the bulk material with the same average refractive index. The properties of eigenstates of tunable CROWs: symmetry and field distribution, and the dependence of the group velocity on the shear shift are also investigated.
(cont.) Using the finite-difference time-domain (FDTD) simulation, we demonstrate the process of tuning group velocity of light in CROWs by only changing the shear shift. A weakly modulated 3D medium diffracts light in the Bragg regime (in contrast to Raman-Nath regime for 2D optical elements), called volume hologram. Because of Bragg selectivity, volume holograms have been widely used in data storage and 3D imaging. In data storage, the limited diffraction efficiency will affect the signal-noise-ratio (SNR), thus the memory capacity of volume holograms. Resonant holography can enhance the diffraction efficiency from a volume hologram by enclosing it in a Fabry-Perot cavity with the light multiple passes through the volume hologram. We analyze crosstalk in resonant holographic memories and derive the conditions where resonance improves storage quality. We also carry out the analysis for both plane wave and apodized Gaussian reference beams. By utilizing Hermite Gaussian references (higher order modes of Gaussian beams), a new holographic multiplexing method is proposed - mode multiplexing.
(cont.) We derive and analyze the diffraction pattern from mode multiplexing with Hermite Gaussian references, and predict its capability to eliminate the inter-page crosstalk due to the independence of Hermite Gaussian's orthogonality on the direction of signal beam as well as decrease intra-page crosstalk to lower level through apodization. When using volume holograms for imaging, the third dimension of volume holograms provided more degrees of freedom to shape the optical response corresponding to more demanding requirements than traditional optical systems. Based on Bragg diffraction, we propose a new technique - 3D measurement of deformation using volume holography. We derive the response of a volume grating to arbitrary deformations, using a perturbative approach. This result will be interesting for two applications: (a) when a deformation is undesirable and one seeks to minimize the diffracted field's sensitivity to it and (b) when the deformation itself is the quantity of interest, and the diffracted field is used as a probe into the deformed volume where the hologram was originally recorded.
(cont.) We show that our result is consistent with previous derivations motivated by the phenomenon of shrinkage in photopolymer holographic materials. We also present the analysis of the grating's response to deformation due to a point indenter and present experimental results consistent with theory.
by Kehan Tian.
Ph.D.
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8

Trapp, Matthias. "Analysis and exploration of virtual 3D city models using 3D information lenses". Master's thesis, Universität Potsdam, 2007. http://opus.kobv.de/ubp/volltexte/2008/1393/.

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This thesis addresses real-time rendering techniques for 3D information lenses based on the focus & context metaphor. It analyzes, conceives, implements, and reviews its applicability to objects and structures of virtual 3D city models. In contrast to digital terrain models, the application of focus & context visualization to virtual 3D city models is barely researched. However, the purposeful visualization of contextual data of is extreme importance for the interactive exploration and analysis of this field. Programmable hardware enables the implementation of new lens techniques, that allow the augmentation of the perceptive and cognitive quality of the visualization compared to classical perspective projections. A set of 3D information lenses is integrated into a 3D scene-graph system: • Occlusion lenses modify the appearance of virtual 3D city model objects to resolve their occlusion and consequently facilitate the navigation. • Best-view lenses display city model objects in a priority-based manner and mediate their meta information. Thus, they support exploration and navigation of virtual 3D city models. • Color and deformation lenses modify the appearance and geometry of 3D city models to facilitate their perception. The presented techniques for 3D information lenses and their application to virtual 3D city models clarify their potential for interactive visualization and form a base for further development.
Diese Diplomarbeit behandelt echtzeitfähige Renderingverfahren für 3D Informationslinsen, die auf der Fokus-&-Kontext-Metapher basieren. Im folgenden werden ihre Anwendbarkeit auf Objekte und Strukturen von virtuellen 3D-Stadtmodellen analysiert, konzipiert, implementiert und bewertet. Die Focus-&-Kontext-Visualisierung für virtuelle 3D-Stadtmodelle ist im Gegensatz zum Anwendungsbereich der 3D Geländemodelle kaum untersucht. Hier jedoch ist eine gezielte Visualisierung von kontextbezogenen Daten zu Objekten von großer Bedeutung für die interaktive Exploration und Analyse. Programmierbare Computerhardware erlaubt die Umsetzung neuer Linsen-Techniken, welche die Steigerung der perzeptorischen und kognitiven Qualität der Visualisierung im Vergleich zu klassischen perspektivischen Projektionen zum Ziel hat. Für eine Auswahl von 3D-Informationslinsen wird die Integration in ein 3D-Szenengraph-System durchgeführt: • Verdeckungslinsen modifizieren die Gestaltung von virtuellen 3D-Stadtmodell- Objekten, um deren Verdeckungen aufzulösen und somit die Navigation zu erleichtern. • Best-View Linsen zeigen Stadtmodell-Objekte in einer prioritätsdefinierten Weise und vermitteln Meta-Informationen virtueller 3D-Stadtmodelle. Sie unterstützen dadurch deren Exploration und Navigation. • Farb- und Deformationslinsen modifizieren die Gestaltung und die Geometrie von 3D-Stadtmodell-Bereichen, um deren Wahrnehmung zu steigern. Die in dieser Arbeit präsentierten Techniken für 3D Informationslinsen und die Anwendung auf virtuelle 3D Stadt-Modelle verdeutlichen deren Potenzial in der interaktiven Visualisierung und bilden eine Basis für Weiterentwicklungen.
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Hsu, P. H. "3D information place : architecture for virtual place-making and information navigation". Thesis, University of Cambridge, 2009. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.604679.

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Performing activities together in online information environments is not unusual. It is functionally possible for shared information environments to become ‘virtual places’ in which social activities take place. Such environments, however, are traditionally designed based on the concept of digital documents accessed remotely from the outside, rather than on the concept of places. This thesis argues that shared information environments can be designed to allow multi-user navigation to take place inside the space, and suggests they should be designed as places, supporting and reflecting social interaction. A concept called 3D Information Place is proposed. A 3D information place is a 3D navigable virtual environment which provides a socio-spatial organisation of information. Its structures and formal attributes have an impact on users’ information-seeking activities, and they adapt to reflect patterns of such activities. Such a concept is based on the concept of place and the context of digital information environments, and leads to a theoretical framework consisting of four major elements: space, information, social factors and digital mediation. It is a fundamental hypothesis of this thesis that combining the four elements into a coherent system can lead to positive effects not only on users’ navigation experience and social interaction, but also on the performance of information environments for the purpose of information-seeking. In order to develop the four-element theoretical framework, this thesis investigates fields including architecture, information visualisation, virtual environments, and theories of hypothesis. The framework is developed in a few steps. Firstly, fundamental relations between information and space are investigated. Secondly, the concept of place is investigated and re-examined based on the context of 3D information environments, leading to the concept of 3D information place. Thirdly, principles of designing a 3D information place are developed based on an anatomical analysis of 3D virtual environments.
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Earnshaw, Rae A. "3D and multimedia on the information superhighway". IEEE, 1997. http://hdl.handle.net/10454/3509.

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Yes
What has generated the unprecedented fascination with the Internet? What future lies ahead for computing as the Internet and its associated infrastructure expand? Will the network be able to cope with rising demands for carrying capacity and response speed? Will it change the way scientists, designers, artists, computer professionals, and home users work in the future? These are some of the wideranging questions being asked about the Internet and World Wide Web.
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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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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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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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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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13

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

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

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14

Taylor, Ian. "'Dynamic scaling for three-dimensional information visualisation'". Thesis, University of Nottingham, 2000. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.324478.

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15

AndÅ, Hiroshi. "Dynamic reconstruction and integration of 3D structure information". Thesis, Massachusetts Institute of Technology, 1993. http://hdl.handle.net/1721.1/12360.

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16

Raja, Dheva. "The Effects of Immersion on 3D Information Visualization". Thesis, Virginia Tech, 2006. http://hdl.handle.net/10919/33469.

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The effects of immersion with respect to information visualization have rarely been explored. In this thesis, we describe a methodology, two information visualization applications that were developed using the CAVE, and three user studies in order to explore, examine and attempt to quantify the effects of immersion. We focus on three major components of immersion: field of regard (FOR), head-based rendering (HBR), and stereoscopic viewing. We hypothesize that a high degree of FOR will result in increased task performance and user satisfaction when visualizing data represented by scatter and surface plots. We also hypothesize that HBR and stereoscopic viewing will result in increased task performance, but the effects of these components would be greater in the scatter plots than surface plots. We have conducted three user studies with the information visualization applications developed for this research. In the first study, an exploratory pilot study, we observed a trend in favor of using high FOR and HBR. In the second exploratory pilot study, we observed a slight trend in favor of high FOR. In the third study, thirty-two subjects performed tasks using both the scatter plots and surface plots with eight test conditions. We observed trends in favor of high levels of FOR, HBR and stereoscopic viewing in scatter plots, a slight trend in favor of HBR for surface plots, and a significant interaction effect between FOR and HBR in scatter plots for a particular task.
Master of Science
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17

Bao, Guanqun. "Road Distress Analysis using 2D and 3D Information". University of Toledo / OhioLINK, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=toledo1289874675.

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18

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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19

Olsson, Gustav, e Adrian Lagerlöf. "Från 3D-modell till Virtual Reality". Thesis, Uppsala universitet, Institutionen för informatik och media, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-356633.

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20

Parviainen, E. (Eero). "3D-käyttöliittymien käyttäjäkokemusten arviointi virtuaaliportaalien kehittämiseksi". Master's thesis, University of Oulu, 2016. http://urn.fi/URN:NBN:fi:oulu-201610052883.

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Tässä tutkielmassa tutkitaan miten käyttäjäkokemuksia voidaan tutkia ja käyttää 3D-käyttöliittymäsuunnittelussa. Aihe on tärkeä, koska virtuaalimaailmat ja kolmiulotteisen grafiikan käyttö niissä ja käyttöliittymissä yleensäkin on kehittynyt ja yleistynyt viimeisten vuosien aikana. Tutkimuksessa käytettiin konstruktiivista tutkimusmenetelmää ja useita erilaisia tiedonkeruumenetelmiä, koska tavoitteena oli kerätä mahdollisimman monipuolisesti tietoa virtuaaliportaalien kehittämiseksi. Tutkimus osoittaa, että käyttäjäkokemuksen määrittely arvioinnille lähtee liikkeelle käyttäjästä, jolle kokemus on jatkuvaa. Lisäksi arvioinnissa tulisi ottaa huomioon käyttöympäristö, missä vuorovaikutteinen tuote ja sen käyttöliittymä vaikuttavat käytön kokemiseen ja missä se myös tulisi mitata esimerkiksi käytettävyystestillä tai arvioida käyttäjäkokemuksena asiantuntijoiden toimesta. Tutkimus myös osoittaa, että käytännössä käyttäjäkokemustutkimusta usein toteutetaan erilaisia yhdistelmätekniikoita käyttäen, ja näin toimittiin myös tässä tutkimuksessa. Tärkeä havainto oli myös se, että käyttäjäkokemukset voitiin videoida, jolloin arviointia voitiin jatkaa myöhemminkin ja siten tarkentaa havaintoja suunnittelua varten. Tässä tutkimuksessa käyttäjäkokemusarviointien hyödyntäminen virtuaaliportaalien kehittämisessä kohdistui erityisesti vuorovaikutuksen sujuvuuteen. Testien aikana kertyi paljon havaintoja, joiden perusteella käyttöliittymän elementtejä muutettiin tai toimintoja lisättiin virtuaaliportaaleihin. Näistä kuitenkin vain osa liittyi pelkästään vuorovaikutukseen, sillä esille nousi useita ei-vuorovaikutteisia elementtejä, joilla oli käytännössä merkittävä vaikutus käyttäjäkokemuksen kannalta. Lisäksi voidaan todeta, että virtuaalimaailmoissa käyttöliittymien kaksi- ja kolmeulotteiset elementit usein esiintyvät rinnakkain, jolloin suunnittelua joudutaan soveltamaan suhteessa näihin molempiin. Niiden toimintaan vaikuttavat laitteistojen muistikapasiteetit, prosessointi, reagointi- ja vasteajat sekä tietoverkot, jotka on otettava huomioon käyttäjäkokemuksiin vaikuttavina tekijöinä. Projektissa tehty kehitystyö oli myös näitä havaintoja vastaavaa.
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21

Hanson, Maria. "Kan 3D-visualisering hjälpa till vid artbestämning?" Thesis, Mälardalen University, Department of Innovation, Design and Product Development, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-4632.

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ABSTRACT

Syftet med mitt examensarbete är att forska i om bilder genererade ur 3D-modeller är en effektiv illustreringsmetod vid artbestämning. Arbetet består av två delar, en praktisk och en teoretisk. Den praktiska delen av arbetet ska resultera i renderade bilder av en mångfoting sedd utifrån olika vinklar och avstånd. Detaljrikedom och manér ska vara fotorealistiska. Den teoretiska delen ska ta upp fördelar och nackdelar med 3D som bildteknik vid artbestämning. Jag ska även redogöra för de vanligaste bildteknikerna, som används vid naturvetenskaplig illustration samt kortfattat berätta om nya tekniker.

En av de största fördelarna med att använda sig av 3D-visualisering vid artbestämning är om man arbetar med snarlika arter. Att generera bilder ur 3D-modeller kan vara en effektiv metod därför att man kan utgå ifrån en och samma grundmodell när man modellerar olika arter och endast göra förändringar där det behövs. Andra fördelar är att det går att vrida och böja på en grundmodell samt att man kan få ut renderingar av ett objekt i många olika vinklar och från olika avstånd. På så vis går det att använda sig av en och samma grundmodell när man jobbar med snarlika arter och ändå få ut varierade bilder i slutändan.

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22

Wagner, Filho Jorge Alberto. "Evaluating immersive approaches to multidimensional information visualization". reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2018. http://hdl.handle.net/10183/175082.

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O uso de novos recursos de display e interação para suportar a visualização imersiva de dados e incrementar o raciocínio analítico é uma tendência de pesquisa em Visualização de Informações. Neste trabalho, avaliamos o uso de ambientes baseados em HMD para a exploração de dados multidimensionais, representados em scatterplots 3D como resultado de redução de dimensionalidade. Nós apresentamos uma nova modelagem para o problema de avaliação neste contexto, levando em conta os dois fatores cuja interação determina o impacto no desempenho total nas tarefas: a diferença nos erros introduzidos ao se realizar redução de dimensionalidade para 2D ou 3D, e a diferença nos erros de percepção humana sob diferentes condições de visualização. Este framework em duas etapas oferece uma abordagem simples para estimar os benefícios de se utilizar um setup 3D imersivo para um dado conjunto de dados. Como caso de uso, os erros de redução de dimensionalidade para uma série de conjuntos de dados de votações na Câmara dos Deputados, ao se utilizar duas ou três dimensões, são avaliados por meio de uma abordagem empírica baseada em tarefas. O erro de percepção e o desempenho geral de tarefa, por sua vez, são avaliados através de estudos controlados comparativos com usuários. Comparando-se visualizações baseadas em desktop (2D e 3D) e em HMD (3D), resultados iniciais indicaram que os erros de percepção foram baixos e similares em todas abordagens, resultando em benefícios para o desempenho geral em ambas técnicas 3D A condição imersiva, no entanto, demonstrou requerer menor esforço para encontrar as informações e menos navegação, além de prover percepções subjetivas de precisão e engajamento muito maiores. Todavia, o uso de navegação por voo livre resultou em tempos ineficientes e frequente desconforto nos usuários. Em um segundo momento, implementamos e avaliamos uma abordagem alternativa de exploração de dados, onde o usuário permanece sentado e mudanças no ponto de vista só são possíveis por meio de movimentos físicos. Toda a manipulação é realizada diretamente por gestos aéreos naturais, com os dados sendo renderizados ao alcance dos braços. A reprodução virtual de uma cópia exata da mesa de trabalho do analista visa aumentar a imersão e possibilitar a interação tangível com controles e informações bidimensionais associadas. Um segundo estudo com usuários foi conduzido em comparação a uma versão equivalente baseada em desktop, explorando um conjunto de 9 tarefas representativas de percepção e interação, baseadas em literatura prévia. Nós demonstramos que o nosso protótipo, chamado VirtualDesk, apresentou resultados excelentes em relação a conforto e imersão, e desempenho equivalente ou superior em todas tarefas analíticas, enquanto adicionando pouco ou nenhum tempo extra e ampliando a exploração dos dados.
The use of novel displays and interaction resources to support immersive data visualization and improve the analytical reasoning is a research trend in Information Visualization. In this work, we evaluate the use of HMD-based environments for the exploration of multidimensional data, represented in 3D scatterplots as a result of dimensionality reduction. We present a new modelling for the evaluation problem in such a context, accounting for the two factors whose interplay determine the impact on the overall task performance: the difference in errors introduced by performing dimensionality reduction to 2D or 3D, and the difference in human perception errors under different visualization conditions. This two-step framework offers a simple approach to estimate the benefits of using an immersive 3D setup for a particular dataset. As use case, the dimensionality reduction errors for a series of roll calls datasets when using two or three dimensions are evaluated through an empirical task-based approach. The perception error and overall task performance are assessed through controlled comparative user studies. When comparing desktop-based (2D and 3D) with an HMD-based (3D) visualization, initial results indicated that perception errors were low and similar in all approaches, resulting in overall performance benefits in both 3D techniques. The immersive condition, however, was found to require less effort to find information and less navigation, besides providing much larger subjective perception of accuracy and engagement. Nonetheless, the use of flying navigation resulted in inefficient times and frequent user discomfort In a second moment, we implemented and evaluated an alternative data exploration approach where the user remains seated and viewpoint change is only realisable through physical movements. All manipulation is done directly by natural mid-air gestures, with the data being rendered at arm’s reach. The virtual reproduction of an exact copy of the analyst’s desk aims to increase immersion and enable tangible interaction with controls and two dimensional associated information. A second user study was carried out comparing this scenario to a desktop-based equivalent, exploring a set of 9 representative perception and interaction tasks based on previous literature. We demonstrate that our prototype setup, named VirtualDesk, presents excellent results regarding user comfort and immersion, and performs equally or better in all analytical tasks, while adding minimal or no time overhead and amplifying data exploration.
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23

Svensson, Stina. "Representing and analyzing 3D digital shape using distance information /". Uppsala : Swedish Univ. of Agricultural Sciences (Sveriges lantbruksuniv.), 2001. http://epsilon.slu.se/avh/2001/91-576-6095-6.pdf.

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24

Murphy, Darren W. "Extensible 3D (X3D) graphics clouds for geographic information systems". Thesis, Monterey, Calif. : Naval Postgraduate School, 2008. http://bosun.nps.edu/uhtbin/hyperion-image.exe/08Mar%5FMurphy_Darren.pdf.

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Thesis (M.S. in Meteorology)--Naval Postgraduate School, March 2008.
Thesis Advisor(s): Durkee, Philip A. "March 2008." Description based on title screen as viewed on May 5, 2008. Includes bibliographical references (p. 83-84). Also available in print.
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25

Wei, Xiaozhou. "3D facial expression modeling and analysis with topographic information". Diss., Online access via UMI:, 2008.

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26

Seppälä, M. (Marko). "Ympäristön 3D-mallintaminen quadrokopterilla kuvatun 2D-videon pohjalta". Master's thesis, University of Oulu, 2014. http://urn.fi/URN:NBN:fi:oulu-201404271314.

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Ympäristöistä muodostetuille 3D-malleille löytyy lisääntyvää kysyntää useilta eri teollisuuden aloilta, esimerkiksi robotiikan, arkkitehtuurin, arkeologian, filmiteollisuuden ja virtuaaliturismin parista. Lisääntyneen kysynnän vuoksi 3D-malleja halutaan luoda aikaisempaa nopeammin, edullisemmin ja automaattisemmin. Perinteisten 3D-mittaukseen perustuvien järjestelmien avulla suurten ympäristöjen 3D-mallintaminen ei ole käytännössä järkevää, sillä 3D-informaation mittaaminen on liian hidasta, vaikeaa ja kallista. Tämän vuoksi kehitetään järjestelmiä, joiden avulla 3D-informaatio voidaan laskea suoraan 2D-kuvien pohjalta käyttämällä apuna useita samasta näkymästä otettuja kuvia. Tällöin puhutaan niin sanotusta monen näkymän geometriasta. Tässä diplomityössä tehdään alustava toteutus järjestelmästä, jonka avulla ympäristö voidaan 3D-mallintaa videokuvan pohjalta hyödyntämällä monen näkymän geometriaan perustuvia menetelmiä. Kuvausrobottina käytetään Parrot-yhtiön AR Drone 2.0 quadrokopteria. Ohjelmiston toteuttamisessa hyödynnetään avoimeen lähdekoodiin perustuvia VisualSFM- ja OpenCV-ohjelmistoja. Puuttuvat ohjelmiston osat on toteutettu Python-ohjelmointikielen avulla. Työssä on selvitetty, että mitä ongelmia tällaisen järjestelmän toteuttamisessa kohdataan ja mitä menetelmiä näiden ongelmien ratkaisemiseen on olemassa
Increasing demand for environment based 3D models can be found in various different industries such as robotics, architecture, archeology, the film industry, and virtual tourism. Due to the increasing demand, 3D models now require faster, cheaper and more automatized creation than before. 3D modelling of large environments with the use of traditional 3D measuring systems is not reasonable in practice because measuring of 3D information is too slow, difficult, and expensive. Because of this, systems are being developed that allow 3D information to be calculated directly from 2D images by utilizing several images taken of the same view. This is so-called multiple view geometry. In this Master’s thesis a preliminary implementation of a system, by the aid of which a 3D model of an environment can be created from the basis of video capture, was completed. The system utilizes methods based on multiple view geometry. For the video capturing robot, a Parrot AR Drone 2.0 quadricopter was used. In the software implementation, open-source based VisualSFM and OpenCV software were used. Remaining parts of the software were implemented using Python software language. This thesis determines what problems are encountered when implementing this type of system, and what methods exist for solving those problems
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27

Olofsson, Anna. "Visualisering av information vid navigering i skärgård : Utveckling av gränssnitt för informativa 3D-kartor/sjökort". Thesis, Linköpings universitet, Maskinkonstruktion, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-119484.

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Denna rapport beskriver process och resultat av ett examensarbete inom produktutveckling, genomfört vid Linköpings universitet under vårterminen 2015. Examensarbetet har skett i samarbete med Reality Labs vid Combitech AB och varit en del av ett projekt som syftar till att utveckla ett informativt navigeringshjälpmedel för båtturister på Kosteröarna. Fokus i examensarbetet har varit användbarhet och visualisering, och målet har varit att utveckla ett koncept för produktens gränssnitt. Detta genomfördes i fyra steg; användarstudie, konceptutveckling, prototyputveckling och prototyputvärdering. I användarstudien intervjuades 10 personer, fem med erfarenhet av navigering med båt och fem utan sådan erfarenhet, om vilka krav och önskemål som finns på ett hjälpmedel för att dels navigera och dels få en positiv helhetsupplevelse av Kosteröarna. Konceptutvecklingen skedde i ett antal steg där antalet alternativa koncept minskades för varje steg samtidigt som detaljgraden ökades för de kvarvarande alternativen, tills ett slutligt koncept tagits fram. Detta koncept innefattade tre olika lägen; planera, navigera och upptäcka, för att kunna ge användaren en personlig upplevelse. Genom ett omfattande planeringsverktyg möjliggörs att användaren får förslag baserat på personliga preferenser. Dessutom läggs största delen av användarens beslutsfattande i planeringsstadiet, vilket begränsar mängden information som ges under navigering. Två prototyper togs fram; en pappersprototyp innefattande alla tre lägen samt en interaktiv prototyp innefattande enbart läget navigera. Dessa prototyper utvärderades tillsammans med några av de användare som deltagit i användarstudien. Konceptet som helhet fick mycket positiv feedback, men också konstruktiva synpunkter som kan tas vidare för förbättring av konceptet. Även om det inte finns utrymme för vidare arbete inom examensarbetet kan användarnas synpunkter bidra med värdefulla insikter till projektet.
This report describes the process and result of a master thesis in product development, conducted at Linköping university during spring term 2015. The master thesis has been carried out in cooperation with Reality Labs at Combitech AB and has been a part of a project aiming to develop an informative navigation equipment for boat tourists at Koster islands. The focus of the thesis has been usability and visualization, and the objective has been to develop a concept for the interface of the product. This was conducted through four steps; user study, concept development, prototype development and prototype evaluation. For the user study, 10 participants were interviewed, five with experience from navigation with a boat and five without such experience. The interviews were about what requirements and requests there are for an equipment made for both navigation and providing a positive overall experience of the Koster islands. The concept development was conducted through several steps, i which the number of alternative concepts decreased for each step while the level of detail was increased for the remaining alternatives, until one final concept had been developed. The concept included three different modes; plan, navigate and explore, in order to provide the user with a personal experience. Using an extensive planning tool, it is possible for the user to receive suggestions based on personal preferences. Furthermore, the most of the user’s decisions are made during the planning stage, limiting the amount of information provided during navigation. Two prototypes were developed; one paper prototype including all the three modes and one interactive prototype incuding only the navigate mode. These prototypes were evaluated with some of the participants from the user study. The concept received a large amount of positive feedback, but also constructive comments that can be used for furthur improvement of the concept. Even though there is no room for furthur development within this master thesis, the users’ opinions can provide valuable insights for the project.
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Andersen, Tobias Peulicke. "Midnight : The 3d creation process". Thesis, Högskolan på Gotland, Institutionen för speldesign, teknik och lärande, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:hgo:diva-683.

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In this report I am going to go through the process of creating the 3d graphics for the game Midnight produced at Gotland university spring 2010. Midnight is a real time strategy game who utilizes the rock, paper, scissor principal in the balancing of the teams. My main focus will be the pipeline of the workflow that was used during production of the graphics. What worked and what didn´t and how to make it more efficient. In the method part of this report, I am going to explain how the pipeline looked and worked. The process that was used started with the production of concept art, turnarounds were produced and it was then modeled and textured. When it was complete, rigging and animation were commenced, and the artifacts were then put into the game. The pipeline worked rather good later in the production, but was inefficient in the beginning because of other projects and courses colliding with this one. There were some problems with the structuring of the different teams. Everybody wanted to be a part of everything. This led to inefficiency. It could be resolved with stricter and better structure of the teams in the group.
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Höglind, Mattias. "Studie av 3d-visualiserad interaktiv monteringsanvisning : För pulsgivare". Thesis, Mälardalen University, Department of Innovation, Design and Product Development, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-722.

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Mattasantharam, R. (Rubini). "3D web visualization of continuous integration big data". Master's thesis, University of Oulu, 2018. http://urn.fi/URN:NBN:fi:oulu-201812063239.

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Continuous Integration (CI) is a practice that is used to automate the software build and its test for every code integration to a shared repository. CI runs thousands of test scripts every day in a software organization. Every test produces data which can be test results logs such as errors, warnings, performance measurements and build metrics. This data volume tends to grow at unprecedented rates for the builds that are produced in the Continuous Integration (CI) system. The amount of the integrated test results data in CI grows over time. Visualizing and manipulating the real time and dynamic data is a challenge for the organizations. The 2D visualization of big data has been actively in use in software industry. Though the 2D visualization has numerous advantages, this study is focused on the 3D representation of CI big data visualization and its advantage over 2D visualization. Interactivity with the data and system, and accessibility of the data anytime, anywhere are two important requirements for the system to be usable. Thus, the study focused in creating a 3D user interface to visualize CI system data in 3D web environment. The three-dimensional user interface has been studied by many researchers who have successfully identified various advantages of 3D visualization along with various interaction techniques. Researchers have also described how the system is useful in real world 3D applications. But the usability of 3D user interface in visualizations in not yet reached to a desirable level especially in software industry due its complex data. The purpose of this thesis is to explore the use of 3D data visualization that could help the CI system users of a beneficiary organization in interpreting and exploring CI system data. The study focuses on designing and creating a 3D user interface for providing a more effective and usable system for CI data exploration. Design science research framework is chosen as a suitable research method to conduct the study. This study identifies the advantages of applying 3D visualization to a software system data and then proceeds to explore how 3D visualization could help users in exploring the software data through visualization and its features. The results of the study reveal that the 3D visualization help the beneficiary organization to view and compare multiple datasets in a single screen space, and to see the holistic view of large datasets, as well as focused details of multiple datasets of various categories in a single screen space. Also, it can be said from the results that the 3D visualization help the beneficiary organization CI team to better represent big data in 3D than in 2D.
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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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Yang, Ying. "Information analysis for steganography and steganalysis in 3D polygonal meshes". Thesis, Durham University, 2013. http://etheses.dur.ac.uk/8492/.

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Information hiding, which embeds a watermark/message over a cover signal, has recently found extensive applications in, for example, copyright protection, content authentication and covert communication. It has been widely considered as an appealing technology to complement conventional cryptographic processes in the field of multimedia security by embedding information into the signal being protected. Generally, information hiding can be classified into two categories: steganography and watermarking. While steganography attempts to embed as much information as possible into a cover signal, watermarking tries to emphasize the robustness of the embedded information at the expense of embedding capacity. In contrast to information hiding, steganalysis aims at detecting whether a given medium has hidden message in it, and, if possible, recover that hidden message. It can be used to measure the security performance of information hiding techniques, meaning a steganalysis resistant steganographic/watermarking method should be imperceptible not only to Human Vision Systems (HVS), but also to intelligent analysis. As yet, 3D information hiding and steganalysis has received relatively less attention compared to image information hiding, despite the proliferation of 3D computer graphics models which are fairly promising information carriers. This thesis focuses on this relatively neglected research area and has the following primary objectives: 1) to investigate the trade-off between embedding capacity and distortion by considering the correlation between spatial and normal/curvature noise in triangle meshes; 2) to design satisfactory 3D steganographic algorithms, taking into account this trade-off; 3) to design robust 3D watermarking algorithms; 4) to propose a steganalysis framework for detecting the existence of the hidden information in 3D models and introduce a universal 3D steganalytic method under this framework. %and demonstrate the performance of the proposed steganalysis by testing it against six well-known 3D steganographic/watermarking methods. The thesis is organized as follows. Chapter 1 describes in detail the background relating to information hiding and steganalysis, as well as the research problems this thesis will be studying. Chapter 2 conducts a survey on the previous information hiding techniques for digital images, 3D models and other medium and also on image steganalysis algorithms. Motivated by the observation that the knowledge of the spatial accuracy of the mesh vertices does not easily translate into information related to the accuracy of other visually important mesh attributes such as normals, Chapters 3 and 4 investigate the impact of modifying vertex coordinates of 3D triangle models on the mesh normals. Chapter 3 presents the results of an empirical investigation, whereas Chapter 4 presents the results of a theoretical study. Based on these results, a high-capacity 3D steganographic algorithm capable of controlling embedding distortion is also presented in Chapter 4. In addition to normal information, several mesh interrogation, processing and rendering algorithms make direct or indirect use of curvature information. Motivated by this, Chapter 5 studies the relation between Discrete Gaussian Curvature (DGC) degradation and vertex coordinate modifications. Chapter 6 proposes a robust watermarking algorithm for 3D polygonal models, based on modifying the histogram of the distances from the model vertices to a point in 3D space. That point is determined by applying Principal Component Analysis (PCA) to the cover model. The use of PCA makes the watermarking method robust against common 3D operations, such as rotation, translation and vertex reordering. In addition, Chapter 6 develops a 3D specific steganalytic algorithm to detect the existence of the hidden messages embedded by one well-known watermarking method. By contrast, the focus of Chapter 7 will be on developing a 3D watermarking algorithm that is resistant to mesh editing or deformation attacks that change the global shape of the mesh. By adopting a framework which has been successfully developed for image steganalysis, Chapter 8 designs a 3D steganalysis method to detect the existence of messages hidden in 3D models with existing steganographic and watermarking algorithms. The efficiency of this steganalytic algorithm has been evaluated on five state-of-the-art 3D watermarking/steganographic methods. Moreover, being a universal steganalytic algorithm can be used as a benchmark for measuring the anti-steganalysis performance of other existing and most importantly future watermarking/steganographic algorithms. Chapter 9 concludes this thesis and also suggests some potential directions for future work.
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Leon, Kimberly A. "Chatbots and 3D maps : evaluating information retrieval across multiple mediums". Thesis, Massachusetts Institute of Technology, 2017. http://hdl.handle.net/1721.1/119532.

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Thesis: M. Eng., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2017.
This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
Cataloged from student-submitted PDF version of thesis.
Includes bibliographical references (pages 57-59).
In this thesis, we present data retrieval accomplished through two extremes of affordance. First, a natural language understanding (NLU) driven chatbot, which has minimal affordance -- the only visual cue users are given is an empty text box, an initial greeting message, and a list of general topics the chatbot can respond to. Second, a table-mounted tactile / digital map display (tangible map), the proposed antithesis to the chatbot, which has maximal affordance -- users can see everything available to them through the combination of a three-dimensional map atop interactive touch-screens and a native iPad app. The two mediums described above were both implemented as pieces of a single larger project: the MIT Atlas Service Center, and are meant to showcase the talent and research that happens in each of the 5 schools of MIT. As the author's time was not spent equally between the two mediums during the design and implementation phases, the main focus of this thesis up until Chapter 5, User Studies, will be the chatbot, and the length and detail of the chatbot-related sections will reflect this. In this thesis, we describe the motivation behind both projects, as well as their design and technical development. We then describe the evaluation of both mediums, which involves user studies with the goal of evaluating information retrieval across multiple mediums (the chatbot, the tangible map, and existing, public information retrieval services, i.e. Google Search). Finally, We describe the conclusions we arrive at as a result of the collected user study data. Our primary contributions are the implemented chatbot and tangible map, as well as the insights learned due to the user studies performed with both mediums.
by Kimberly A. Leon.
M. Eng.
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Leissler, Martin. "A generic framework for the development of 3D information visualization applications". Phd thesis, [S.l. : s.n.], 2004. http://elib.tu-darmstadt.de/diss/000428.

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Ielina, Tetiana, Liudmyla Halavska, Daiva Mikucioniene e Rimvidas Milasius. "Information models of knitwear in computational science and engineering". Thesis, Київський національний університет технологій та дизайну, 2021. https://er.knutd.edu.ua/handle/123456789/19105.

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Marion, Olivier. "Object identication in 3D urban environments". Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-264920.

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This project investigates the problem of object identification in three-dimensional (3D) urban models represented by meshes. More specifically, the objective is to detect defects or poorly rendered objects, called artefacts, in order to remove them later on. The literature on related urban analyses is marginal for meshes while abundant for 3D point clouds. The contribution of this project is then twofold: studying whether objects can be identified in meshes and how semantic mesh segmentation methods can be extended to lower-resolution meshes. Our methods correspond to alternative solutions for different steps of an unsupervised pipeline algorithm commonly used for object classification in 3D point clouds. First, a ground model is generated either from an elevation image-based approach or from direct clustering of the triangles. The latter corresponds to a mesh segmentation problem and was investigated using either k-means or a Markov Random Field formulation. The clustering approach divides the input mesh in different meshes with the following classes: ground, façade, roof and optionally vegetation. The project investigates two new features that can help identify vegetation in lower-resolution meshes. Then, objects are segmented from the ground model using a watershed approach with local maxima as markers and additional propagation constraints based on textures. Our results include a survey study based on users’ visual inspection in order to evaluate methods against one another. Our findings can be put in the context of urban meshes’ semantic analysis. Artefacts in urban meshes are successfully detected by extending already existing mesh segmentation methods in association with a density-based feature. The survey results also support the hypothesis that existing mesh segmentation methods do not adapt well to lower-resolution meshes. Finally, regardless of mesh resolution, successful vegetation identification is the main remaining problem in most approaches.
Detta examensprojekt undersöker problemet med objektidentifikation i tredimensionella (3D) stadsmodeller som representeras av polygonytor. Mer specifikt är målet att upptäcka defekter eller dåligt renderade objekt, artefakter, för att kunna ta bort dem i ett senare skede. Litteraturen om relaterade stadsmodellsanalyser är marginell för polygonytor medan den är riklig för 3D-punktmoln. Projektets bidrag är då dubbelt: Det studerar hur objekt kan identifieras i polygonytor samt hur semantiska polygonytesegmenteringsmetoder kan utvidgas till polygonytor med lägre upplösning. Våra metoder motsvarar alternativa lösningar för olika steg i en oövervakad pipelinealgoritm som vanligtvis används för objektklassificering i 3D-punktmoln och undersöker alternativa lösningar för de olika stegen. Först genereras en markmodell, antingen från ett höjdbildsbaserat tillvägagångssätt eller från direkt klustring av trianglarna. Det sistnämnda motsvarar en polygonytessegmentering problem och undersöktes med antingen k-means-klustring eller en Markov Random Field-modell. Klustringsmetoden delar polygonytan i separata polygonytor med följande klasser: mark, fasad, tak och eventuellt vegetation. Projektet undersöker två nya egenskaper för representationsvektor som kan hjälpa till att identifiera vegetation i polygonytor med lägre upplösning. Därefter segmenteras objekt från markmodellen med hjälp av ett watershed-tillvägagångssätt med lokala maxima som markörer och ytterligare utbredningsbegränsningar baserat på texturingen. Våra resultat inkluderar en undersökning baserad på användarnas visuella inspektion för att utvärdera metoder mot varandra. Våra resultat kan sättas i samband med stadsmaskens semantiska analys. Artefacts i stadspolygonytor upptäcks med framgång genom att utvidga redan befintliga semantiska polygonytesegmenteringsmetoder i samband med en densitetsbaserad funktion. Undersökningsresultaten stöder också hypotesen att befintliga semantiska polygonytesegmenteringsmetoder inte anpassar sig bra till polygonytor med lägre upplösning. Slutligen, oavsett polygonytors upplösning, är framgångsrik vegetationsidentifiering det viktigaste kvarvarande problemet i de flesta tillvägagångssätt.
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Stigeborn, Patrik. "Generating 3D-objects using neural networks". Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-230668.

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Enabling a 2D- to 3D-reconstruction is an interesting future service for Mutate AB, where this thesis is conducted. Convolutional neural networks (CNNs) is examined in different aspects, in order to give a realistic perception of what this technology is capable of. The task conducted, is the creation of a CNN that can be used to predict how an object from a 2D image would look in 3D. The main areas that this CNN is optimized for are Quality, Speed, and Simplicity. Where Quality is the output resolution of the 3D object, Speed is measured by the number of seconds it takes to complete a reconstruction, and Simplicity is achieved by using machine learning (ML). Enabling this could potentially ease the creation of 3D games and make the development faster. The chosen solution is to use two CNNs. The first CNN is using convolution to extract features from an input image. The second CNN is using transpose convolution to create a prediction of how the object would look in 3D, from the features extracted by the first neural network. This thesis is using an empirical development approach to reach an optimal solution for the CNN structure and its hyperparameters. The 3D-reconstruction is inspired by a sculpting process, meaning that the reconstruction starts with a low resolution and improves it iteratively. The result shows that the quality gained from each iteration grows exponentially whilst the increased time grows a lot less. Thereof, the conclusion is that the trade-off between speed and quality is in our favor. However, when looking at commercializing this technology or deploy it in a professional environment, it is still too slow to generate high resolution output. Also, in this case, the CNN is fragile when there are a lot of unrecognized shapes in the input image.
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Axelsson, David, e Beatrice Runesson. "Digitala kartor för webben : En turistguide i 2D- och 3D". Thesis, University of Kalmar, School of Communication and Design, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:hik:diva-2012.

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The city of Kalmar has a desire that their 3D maps of the city should come to a greater use and get residents more involved in Kalmar city. The purpose of this report is to show one way to work with these 3D maps when it comes to presenting information about Kalmar for its residents and tourists in a specific area.  The report also includes information about advantages and disadvantages with the use of 2D and 3D maps in different environments. Various reports and other sources indicate an interest in 3D and a use for this, but even that 2D is still seen as a natural way to read a map. By collecting information from relevant literature, interviews and user testing, the group has obtained sufficient background information to present the results of a web site, where the visitor can navigate in both 2D and 3D in a specific area of Kalmar. User tests and surveys have been conducted in two rounds and the web site has been revised after their results.


Kalmar kommun har en önskan om att deras 3D-kartor över staden skall komma till en utökad användning och att få kommuninvånarna mer engagerade i Kalmar kommun. Syftet med denna rapport är att visa hur man på ett sätt kan arbeta med dessa 3D-kartor när det kommer till att presentera information om Kalmar kommun för dess invånare och turister i ett specifikt område. I rapporten tas även fördelar och nackdelar upp med att använda sig av 2D- respektive 3D-kartor i olika miljöer. Olika rapporter och andra källor visar på ett intresse för 3D och ett användningsområde för detta, men även att 2D fortfarande ses som ett naturligt sätt att läsa en karta. Genom att samla in information både från relevant litteratur, intervjuer samt användartester har gruppen fått tillräcklig bakgrundinformation för att presentera resultatet med en webbplats, där besökaren kan navigera både i 2D och 3D i ett specifikt område i Kalmar. Användartester och enkäter har utförts i två omgångar på webbplatsen och har omarbetats efter det som framgick där.

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Fredriksson, Daniel. "3D på Internet i syfte att instruera och informera". Thesis, University of Kalmar, School of Communication and Design, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:hik:diva-248.

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SammanfattningDen här rapporten beskriver arbetet att ta fram försöksmaterial i form av 3D-modeller med tillhörande animationer till det Internetbaserade rådgivningsverktyget för läkemedelsprodukter AssistansPlus*. Utöver detta ger rapporten en inblick i hur framtagning av 3D-medierat material för Internet, inom området rådgivning och presentation, kan se ut generellt.Viktigt att tänka på vid arbetet med modeller och animationer till AssistansPlus är att de måste anpassas till W3D formatet, som 3D spelaren i verktyget är utvecklad i. De viktigaste var här att veta vad som följde med vid en export till formatet W3D (animerandet måste ske på ett relativt analogt sett, vissa bildformat för texturerna fungerar bättre än andra etc.). Rapporten innehåller en checklista som ska fungera som en guide vid framtida framtagning av material till verktyget. Filstorlek är av stor vikt i arbete med 3D för Internet och var därför en viktig del också i uppdraget.

Att begränsa filernas storlek genom att använda så få ytor som möjligt, genom att stilisera

modellerna och genom att göra texturer så bra som möjligt i förhållande till filstorleken, var viktiga delar arbetet. För och nackdelar med denna rika mediatyp diskuteras i rapporten. Aspekter som tas upp är navigering

och interaktivitet samt synen på 3D som medietyp. Många Internetanvändare har aldrig interagerat med 3D, varför en väl genomtänkt navigering är viktig. 3D kopplas gärna ihop med spel och animerad film. Att behandle 3D som en mediatyp bland de på Internet mer etablerade (som text bild och film) är viktigt. Det finns relativt många format och visningsverktyg att välja mellan i arbete med 3D på Internet. Det finns inget enskilt format som idag kan anses vara att rekomendera. En framtida Flash-version

med implementerat stöd för 3D hantering tycks vara den mest sannolika allmäna standarden i framtiden.3D-material för användning i webbläsare är rapportens fokus och innehållet begränsas därför till detta. Vidare begränsas innehållet till webbaserat 3D med syfte att informera, instruera eller marknadsföra kring en produkt. 3D-applikationer inom området nöje behandlas inte. Trots att utvecklingen av 3D-grafik i hög grad har drivits framåt av spel- och filmindustrin, är detta områden

som det inte läggs fokus på. Dock är det så att områdena ofta går in i varandra; paralleller är därför förekommande.

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Nordin, Elin. "ICEHOTEL möter Astronomiåret i snön : Att kommunicera med hjälp av 3D-skisser i en designprocess på distans". Thesis, Umeå University, Department of Informatics, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-22331.

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Att föra en bra kommunikation vid designprocesser är nyckeln till ett lyckat designresultat. Vid designsituationer där designer och projektledare inte befinner sig på samma ort, utan istället cirka 60 mil ifrån varandra, så går det att påstå att kommunikationen är avgörande för utgången av projektet. I denna designprocess befinner jag, som designer, mig i Umeå medan min uppdragsgivare och projektledare är lokaliserade i Jukkasjärvi utanför Kiruna. Mitt uppdrag som designer är att i 3D skapa skisser för hur interiören ska se ut i ICEHOTELS kommande samarbete med Astronomiåret 2009. Den fråga som jag har valt att bearbeta är således hur designarbete på distans kan underlättas.Ett tält kommer att sättas upp under vintern 2008/2009 på älven nedanför ICEHOTEL i Jukkasjärvi. Temat för interiören i tältet kommer att gå i samma tema som på hotellet, nämligen i snö och is. I tältet ska det finnas möjlighet att åka skridskor samtidigt som ett norrsken projiceras i taket. Med hjälp av verktyget Google-Sky och i samarbete med Astronomiåret 2009 så ska det finnas tillfälle att få lära sig mer om rymden och dess betydelse för oss människor.Som ett första steg i denna designprocess besökte jag ICEHOTEL för att diskutera projektet med ansvariga på hotellet och för att skapa en egen uppfattning om hotellet samt att få en känsla för miljön där. Vi bestämde att vi i designprocessen skulle kommunicera på så vis att jag som designer får modellera interiören i 3D för att sedan skicka dessa skisser till Petra, som är projektansvarig på ICEHOTEL, för att sedan ge mig feedback. Det huvudsakliga syfte jag har med detta arbete är att i samband med denna designprocess få visa att 3D-skisser hjälper designers vid arbete på distans. Genom en kontinuerlig e-postkommunikation med skisser i 3D så kom vi tillslut fram till ett färdigt resultat som både jag och uppdragsgivaren är mycket nöjda med. Den metod som jag har valt att använda är i huvudsak en kvalitativ metod som innebär att jag under designprocessen kommer att observera arbetet mellan mig som designer och Petra på ICEHOTEL. Jag undersöker detta samarbete i termer av tre tillvägagångssätt, nämligen ett besök på ICEHOTEL för att medverka på ett möte, design av 3D-skisser samt kommunikation via e-post. Fördelar med e-post i detta projekt är att det går snabbt, är lättåtkomligt och att det är billigt. Det har varit klara direktiv, vilket har gett ett bra flöde i designprocessen. Att kommunicera med e-post och 3D-skisser har definitivt gjort att vi har kommit varandra närmre under designprocessen. 3D-skisserna hjälper mig som designer genom att det är lätt för projektledaren att följa med i designprocessen och ge kommentarer. Nackdelarna har inte varit många, men det har uppstått vissa missförstånd under arbetets gång på grund av både tekniska aspekter samt otydlighet från båda sidor. Resultatet är dock att enligt min undersökning kan designarbete på distans underlättas. Detta genom att kontinuerligt skicka 3D-skisser på designen via e-post för att på så vis utveckla designen tillsammans med resten av designteamet till en slutprodukt.

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41

Lång, Magnus. "3D Teleconferencing : The construction of a fully functional, novel 3D Teleconferencing system". Thesis, Linköping University, Linköping University, The Institute of Technology, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-51466.

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This report summarizes the work done to develop a 3D teleconferencing system, which enables remote participants anywhere in the world to be scanned in 3D, transmitted and displayed on a constructed 3D display with correct vertical and horizontal parallax, correct eye contact and eye gaze. The main focus of this report is the development of this system and especially how to in an efficient and general manner render to the novel 3D display. The 3D display is built out of modified commodity hardware and show a 3D scene for observers in up to 360 degrees around it and all heights. The result is a fully working 3D Teleconferencing system, resembling communication envisioned in movies such as holograms from Star Wars. The system transmits over the internet, at similar bandwidth requirements as concurrent 2D videoconferencing systems.


Project done at USC Institute for Creative Technologies, LA, USA. Presented at SIGGRAPH09.
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42

Vonkavaara, Stefan. "Visualisering av 3D-objekt från fågel-vy i Augmented Reality-miljö". Thesis, Luleå tekniska universitet, Institutionen för system- och rymdteknik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-73108.

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Detta arbete har som syfte att skapa ett applikationstillägg som möjliggör betraktande av 3Dobjektfrån en fågel-vy i Augmented Reality (AR) -miljö. AR är en teknologi under starktillväxt, teknologin bygger på att placera virtuella objekt i den verkliga världen och betraktadessa genom olika typer av hårdvara.Arbetet har utförts mot företaget Neava som upptäckt ett behov av fågel-vy i derasAR-applikation vilken används för byggnadsvisualisering.Metoden som tillämpats för arbetet är Design Science Research (DSR) med enproblemcentrerad inledning som genom metodens sekvenser utmynnat i en IT-artefakt, genomdemonstrationer och kvalitativ datainsamling har lärdom utvunnits utifrån upplevelse ochförståelse av 3D-objektet vid användning av artefakten.Analysen av resultatet visar på ökad upplevelse och förståelse för storlek, placering och formav en virtuell byggnad i AR-miljö när den kan betraktas från en fågel-vy.
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43

Brewin, Michael A. "Reduced information integral imaging". Thesis, De Montfort University, 1998. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.391420.

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44

Ju, Quan. "A high performance automatic face recognition system using 3D shape information". Thesis, University of York, 2010. http://etheses.whiterose.ac.uk/1200/.

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Face recognition is one of the most important applications to receive attention in the areas of Computer Vision and Pattern Recognition. However, face recognition has many challenges and difficulties, such as the requirement for high speed search in large datasets and the requirement for high match accuracy under various noise conditions. Currently, as numerous 3D face datasets become available, more and more researchers start to move their concentration to 3D face recognition. Compared with 2D face image, 3D face images contain more explicit information which is very useful for dealing with the head orientation and the facial expression problem. In this thesis, a framework to implement automatic 3D face recognition is proposed and implemented. In the first stage, a key facial feature - the nose has to be extracted for the subsequent face recognition process. In order to exploit the local feature information, we present a face feature extraction methods based on a 3D shape descriptor. Two different 3D shape descriptor Multi Contour Surface Angle Moments Descriptor(MCSAMD) and Multi Shell Surface Angle Moments Descriptor(MSSAMD) are designed and implemented. The nose tip is identified using a binary neural network technique called k-Nearest Neighbour Correlation Matrix Memories(CMM) algorithm. The main face area is localized and cropped based on the nose tip localization with an identification rate of almost 100% on FRGC 3D face database. Secondly, a face aligned approach is implemented by applying a combination of methods including Principal Component Analysis(PCA) face correction, Iterative Closest Point algorithms(ICP) and the alignment using the symmetry of human face. All faces are aligned to a unified coordinate system from the original pose position even under expression variations. The position of the nose tip is also further corrected. After the face alignment, the main face area is divided into several regions with different weights according to the face expression variability. Similarity measurement algorithms based on the pose-invariant 3D shape descriptor MSSAMD are used to match the corresponding regions for different faces. The expression variability weights are applied in the final consideration of face identification and verification. Experiments are performed on the FRGC database which is the largest 3D face database of 4950 faces with different expressions. In the experiments dealing with 4007 faces with different expressions, a 91.96% verification at a false acceptance rate(FAR) of 0.1% and a 97.63% rank-one identification rate are achieved.
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45

Galindo, Patricio A. "Image matching for 3D reconstruction using complementary optical and geometric information". Thesis, Université de Lorraine, 2015. http://www.theses.fr/2015LORR0007/document.

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L’appariement d’images est un sujet central de recherche en vision par ordinateur. La recherche sur cette problématique s’est longuement concentrée sur ses aspects optiques, mais ses aspects géométriques ont reçu beaucoup moins d’attention. Cette thèse promeut l’utilisation de la géométrie pour compléter les informations optique dans les tâches de mise en correspondance d’images. Tout d’abord, nous nous penchons sur les méthodes globales pour lesquelles les occlusions et arêtes vives posent des défis. Dans ces scenarios, le résultat est fortement dépendant de la contribution du terme de régularisation. À l'aide d’une caractérisation géométrique de ce comportement, nous formulons une méthode d’appariement qui dirige les lignes de la grille loin des régions problématiques. Bien que les méthodes variationnelles fournissent des résultats qui se comportent bien en général, les méthodes locales basées sur la propagation de correspondances fournissent des résultats qui s’adaptent mieux à divers structures 3D mais au détriment de la cohérence globale de la surface reconstruite. Par conséquent, nous présentons une nouvelle méthode de propagation guidée par des reconstructions locales de surface
AbstractImage matching is a central research topic in computer vision which has been mainly focused on optical aspects. The aim of the work presented herein consists in the direct use of geometry to complement optical information in the tasks of 2D matching. First, we focus on global methods based on the calculus of variations. In such methods occlusions and sharp features raise difficult challenges. In these scenarios only the contribution of the regularizer accounts for results. Based on a geometric characterization of this behaviour, we formulate a variational matching method that steers grid lines away from problematic regions. While variational methods provide well behaved results, local methods based on match propagation provide results that adapt closely to varying 3D structures although choppy in nature. Therefore, we present a novel method to propagate matches using local information about surface regularity correcting 3D positions along with corresponding 2D matchings
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46

Galindo, Patricio A. "Image matching for 3D reconstruction using complementary optical and geometric information". Electronic Thesis or Diss., Université de Lorraine, 2015. http://www.theses.fr/2015LORR0007.

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L’appariement d’images est un sujet central de recherche en vision par ordinateur. La recherche sur cette problématique s’est longuement concentrée sur ses aspects optiques, mais ses aspects géométriques ont reçu beaucoup moins d’attention. Cette thèse promeut l’utilisation de la géométrie pour compléter les informations optique dans les tâches de mise en correspondance d’images. Tout d’abord, nous nous penchons sur les méthodes globales pour lesquelles les occlusions et arêtes vives posent des défis. Dans ces scenarios, le résultat est fortement dépendant de la contribution du terme de régularisation. À l'aide d’une caractérisation géométrique de ce comportement, nous formulons une méthode d’appariement qui dirige les lignes de la grille loin des régions problématiques. Bien que les méthodes variationnelles fournissent des résultats qui se comportent bien en général, les méthodes locales basées sur la propagation de correspondances fournissent des résultats qui s’adaptent mieux à divers structures 3D mais au détriment de la cohérence globale de la surface reconstruite. Par conséquent, nous présentons une nouvelle méthode de propagation guidée par des reconstructions locales de surface
AbstractImage matching is a central research topic in computer vision which has been mainly focused on optical aspects. The aim of the work presented herein consists in the direct use of geometry to complement optical information in the tasks of 2D matching. First, we focus on global methods based on the calculus of variations. In such methods occlusions and sharp features raise difficult challenges. In these scenarios only the contribution of the regularizer accounts for results. Based on a geometric characterization of this behaviour, we formulate a variational matching method that steers grid lines away from problematic regions. While variational methods provide well behaved results, local methods based on match propagation provide results that adapt closely to varying 3D structures although choppy in nature. Therefore, we present a novel method to propagate matches using local information about surface regularity correcting 3D positions along with corresponding 2D matchings
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47

Gkagkos, Polydefkis. "3D Human Pose and Shape-aware Modelling". Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-285922.

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The focus of this thesis is the task of 3D pose estimation while taking into consideration the shape of a person in a single image. For rendering the human pose and the body shape we use a newly proposed statistical model, the SMPL [1]. We train a neural network to estimate the shape and the pose of a person in an image. Afterwards, we use an optimization procedure to further enhance the output. the network is trained by incorporating the optimized and the predicted parameters into the loss. This approach is based on SPIN [2]. We extend this method by using a stronger optimization that is based on several views and the error is summed over all of them. The main objective of this thesis is to utilize information from multiple views. The motivation for our method is to explore whether this optimization can provide better supervision to the network. In order to verify the effectiveness of our method, we conduct several experiments and we show appealing visual results. Lastly, to make the network generalize better we train simultaneously on seven datasets and achieve comparable to even better accuracy than similar methods from related work.
Fokus för denna avhandling är uppgiften att skatta en mänsklig 3D-pose ochsamtidigt ta hänsyn till personens form i en bild. För att rendera mänskligaposer och kroppsformer använder vi en nyligen föreslagen statistisk modell,SMPL [1]. Vi tränar ett neuralt nätverk för att skatta en persons pose och formi en bild. Därefter använder vi en optimerings-procedur för att ytterligare förbättradessa skattningar. Nätverket tränas genom att integrera de förbättradeskattningarna i en målfunktion tillsammans med de primitiva skattningarna.Denna strategi är baserad på SPIN [2]. Vi utökar denna metod genom att användaen optimerings-procedur som bygger på att inkorporera flera vyer ochsummera felet över alla dessa. Motivationen för vår metod är att utforska omden kan förbättra guidningen av nätverkets träning. För att få vårt nätverk attgeneralisera bättre så tränar vi på sju dataset samtidigt och uppnår jämförbarnoggrannhet med liknande metoder från relaterad forskning. Vi utför även fleraexperiment för att verifiera vår metods effektivitet.
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48

Cata, Villa Marcel. "3D Bounding Box Detection from Monocular Images". Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-261593.

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Object detection is particularly important in robotic applications that require interaction with the environment. Although 2D object detection methods obtain accurate results, these are not enough to provide a complete description of the 3D scenario. Therefore, many models have recently showed promising progress in this challenging field. In this work, the goal is to predict 3D bounding boxes from single images without using temporal data or any explicit depth estimation. We propose an approach for 3D monocular object detection based on Deep3DBox. We replace the geometric constraints taken into account to predict the 3D location of objects by a deep learning module. Moreover, we undertake a study on the different parameters for the modules that are used to predict dimensions and orientation of objects. We conduct experiments in order to search for the best hyperparameters of our model for KITTI cars and we report and compare our results on KITTI and the challenging NuScenes benchmarks for cars and pedestrians with other state of the art methods. Therefore, we conclude that our approach performs on par with similar methods and improves Deep3DBox results.
Objektsdetektion är särskild viktigt i robotikapplikationer som kräver interaktion med miljön. Fastän metoder för objektssdetektion i 2D ger precisa resultat, så krävs det mer för en komplett beskrivning av 3D-scenariot. Därför har flera modeller nyligen visat lovande framsteg i detta utmanande område. I detta arbete är målet att förutsäga inkapslande 3D-lådor från en bild utan användning av temporal data eller explicit beräkning av djup. Tillvägagångssättet vi föreslår för 3D monokulär objektsdetektion baseras på Deep3DBox. Vårt mål är att ersätta de geometriska gränserna som har använts för förutsägning av 3D-position med en djupinlärningsmodul. Dessutom genomför vi en studie på olika modulparametrar som används för förutsägelse av dimension och orientering av objekt. Vi gör experiment för att finna de bästa hyperparametrarna för vår model för KITTI-bilar och vi rapporterar och jämför våra resultat med KITTI och NuScenes utmanande riktmärken för bilar och fotgängare med andra toppresterande metoder. Vi kan därför dra slutsatsen att vårt tillvägagångssätt presterar likvärdigt med liknande metoder och förbättrar Deep3DBox-resultaten.
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49

Guo, Yuhua. "Implementation of 3D Kiviat Diagrams". Thesis, Växjö University, School of Mathematics and Systems Engineering, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:vxu:diva-2442.

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In this thesis, a 3D approach to visualize software metrics is presented. Software metrics are attributes of a piece of software or its specification. They generally contain a set of multivariate time-series data and can be displayed, for example, as a Kiviat diagram consisting of axes and polylines. The aim of this work is to design a Win32 application that can load multivariate time-series data from a file and visualize it as an interactive 3D Kiviat diagram.

There has been an approach that can display software metrics by using 2D Kiviat diagrams, but there are still some drawbacks on it. Since a better visualization of software metrics can help the developer to control the quality of software products more easily, this thesis improved the existing approach by extending 2D Kiviat diagram to 3D Kiviat diagram.

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50

Torre, Fabrizio. "3D data visualization techniques and applications for visual multidimensional data mining". Doctoral thesis, Universita degli studi di Salerno, 2014. http://hdl.handle.net/10556/1561.

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2012 - 2013
Despite modern technology provide new tools to measure the world around us, we are quickly generating massive amounts of high-dimensional, spatialtemporal data. In this work, I deal with two types of datasets: one in which the spatial characteristics are relatively dynamic and the data are sampled at different periods of time, and the other where many dimensions prevail, although the spatial characteristics are relatively static. The first dataset refers to a peculiar aspect of uncertainty arising from contractual relationships that regulate a project execution: the dispute management. In recent years there has been a growth in size and complexity of the projects managed by public or private organizations. This leads to increased probability of project failures, frequently due to the difficulty and the ability to achieve the objectives such as on-time delivery, cost containment, expected quality achievement. In particular, one of the most common causes of project failure is the very high degree of uncertainty that affects the expected performance of the project, especially when different stakeholders with divergent aims and goals are involved in the project...[edited by author]
XII n.s.
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