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Статті в журналах з теми "Objet déformable":
Peixoto, Sergio Alves. "Duas faces do humor na poesia de Mário Quintana." Revista do Centro de Estudos Portugueses 26, no. 36 (December 31, 2006): 91. http://dx.doi.org/10.17851/2359-0076.26.36.91-99.
Дисертації з теми "Objet déformable":
Soussen, Charles. "Reconstruction 3D d'un objet compact en tomographie." Phd thesis, Université Paris Sud - Paris XI, 2000. http://tel.archives-ouvertes.fr/tel-00004126.
Giraud, Victor. "Commande robuste d'objets déformables avec des bras robotiques et application à un procédé industriel." Electronic Thesis or Diss., Université Clermont Auvergne (2021-...), 2024. http://www.theses.fr/2024UCFA0012.
Deformable objects are ubiquitous. In the form of cables, clothing, plastics, they are part ofeveryday life. These objects need to be manipulated, manufactured, and transported. Their defor-mability makes these tasks more challenging than for their rigid counterparts. The work of thisthesis focuses on solving a specific industrial case, which is unresolved and of practical interest :the assembly of heavy-duty tire treads, the part that comes into contact with the road, which isstill a manual process. This industrial process is proposed by the industrial partner Michelin wi-thin the SoftManBot consortium, a Horizon20 program of the European Union with the ambitionto automate the industrial production of deformable objects. The manipulation of deformable ob-jects raises several problems that rigid objects do not present : a modeling problem, a perceptionproblem, a shape servoing problem, and a system engineering problem to make all the precedingcomponents work together.In this thesis, we propose two major contributions. The first one, Optimal Shape Servoing, is astate feedback control based on optimal control that improves the state of the art in shape controlby adding an implicit management of the deformation trajectory - how the object reaches its finaldeformation. Furthermore, the control strategy allows for decoupling and weighting shape andposition errors. Finally, this thesis presents a demonstration-based learning of controller parametersusing a genetic algorithm to mimic the behavior of an object manipulated by a human, in orderto reproduce this deformation during manipulation tasks. Identifying these parameters throughmachine learning strategies combines the best of both worlds - both explainable operation andbehavior close to that performed by a human.Our second contribution, Holistic Architecture for Deformable Object Software, addresses thesystem engineering problem by proposing a modular software architecture that formalizes theneeds and interfaces required for deformable object manipulation problems, both in the labora-tory and in an industrial context, from user interface to gripper drivers. This architecture has beenvalidated and tested through the integration of numerous software components - models, controls,perception, user interfaces, robot controllers, camera drivers, gripper drivers. These componentsare objectively compared using industrial metrics governing the quality of a final product, allowingnot only the automation of the proposed task but also the selection of the most suitable combinationof modules for the same task
Guingo, Geoffrey. "Synthèse de texture dynamique sur objets déformables." Thesis, Université Grenoble Alpes (ComUE), 2019. http://www.theses.fr/2019GREAM053.
In virtual worlds, the objects appearance is a crucial point for users immersion. In order to approximate light-matter relationships, a common way is to use textures. To help artists during the creative process, texture synthesis and texture editing methods have emerged. These methods are differentiated by the ranges of synthesizable textures, and especially by taking into account the heterogeneous textures. These textures are composed of several regions with different contents, whose distribution is lead by a global structure. Each of the zones corresponds to a different material having a specific appearance and dynamic behavior.First, we propose an additive model of static textures, allowing on-the-fly synthesis of heterogeneous textures of arbitrary sizes from an example. This method includes a spatially varying Gaussian noise pattern, as well as a mechanism for synchronization with a structure layer. The aim is to improve the variety of synthesis while preserving plausible small details. Our method consists of an analysis phase, composed of a set of algorithms for instantiating the different layers from an example image, then a real-time synthesis step. During synthesis, the two layers are independently generated, synchronized, and added, preserving details consistency even when the structure layer is deformed to increase variety.In a second step, we propose a new approach to model and control the dynamic deformation of textures, whose implementation in the standard graphical pipeline remains simple. The deformation is modeled at pixels resolution in the form of a warping in the parametric domain. Making possible to have a different behavior for each pixel, and thus depending of texture content. The warping is locally and dynamically defined by real-time integration along the flow lines of a pre-calculated velocity field, and can be controlled by the deformation of the underlying surface geometry, by parameters of environment or through interactive editing. In addition, we propose a method to pre-compute the velocity field from a simple scalar map representing heterogeneous dynamic behaviors, as well as a solution to handle sampling problems occurring in overstretched areas at the time. deformation
Brouet, Remi. "Interactions gestuelles multi-point et géométrie déformable pour l'édition 3D sur écran tactile." Thesis, Université Grenoble Alpes (ComUE), 2015. http://www.theses.fr/2015GREAM073/document.
Multi-touch gesture interactions and deformable geometry for 3D edition on touch screen: Despite the advances made in the fields of existing objects capture and of procedural generation, creation of content for virtual worlds can not be perform without human interaction. This thesis suggests to exploit new touch devices ("multi-touch" screens) to obtain an easy, intuitive 2D interaction in order to navigate inside a virtual environment, to manipulate, position and deform 3D objects. First, we study the possibilities and limitations of the hand and finger gestures while interacting on a touch screen in order to discover which gestures are the most adapted to edit 3D scene and environment. In particular, we evaluate the effective number of degrees of freedom of the human hand when constrained on a planar surface. Meanwhile, we develop a new gesture analysis method using phases to identify key motion of the hand and fingers in real time. These results, combined to several specific user-studies, lead to a gestural design pattern which handle not only navigation (camera positioning), but also object positioning, rotation and global scaling. Then, this pattern is extended to complex deformation (such as adding and deleting material, bending or twisting part of objects, using local control). Using these results, we are able to propose and evaluate a 3D world editing interface that handle a natural touch interaction, in which mode selection (i.e. navigation, object positioning or object deformation) and task selections is automatically processed by the system, relying on the gesture and the interaction context (without any menu or button). Finally, we extend this interface to integrate more complex deformations, adapting the garment transfer from a character to any other in order to process interactive deformation of the garment while the wearing character is deformed
Duriez, Christian. "Contact frottant entre objets déformables dans des simulations temps-réels avec retour haptique." Evry-Val d'Essonne, 2004. http://www.theses.fr/2004EVRY0036.
This work aims the interactive manipulationsof virtuals objets. In interactive simulations, haptic feedback computation often comes from contact forces. Subsequentently, the fidelity of haptic feedback depends significantly on contact modeling. Contact and friction laws between deformable models are simplified. They do not allow a realistic rending of contact space physical phenomena. In this work, we use Signorini's contact law and Coulomb'sfriction law as a basis. Real-time performance is made possible thanks to the formulation of Delassus operator, and interatively solved by Gauss-Seidel type algorithm dynamica models use corotational formulation to obtain the Delassus operator in which the mass and the stiffness ratio are dissociated from the simulation time step. This global approach has been pachkaged, implemented and tested. A virtual snapin task with 6D haptic feedback illustrates the approach
Aulignac, Diego d'. "Modélisation de l'interaction avec objets déformables en temps-réel pour des simulateurs médicaux." Grenoble INPG, 2001. http://www.theses.fr/2001INPG0127.
Talbi, Nadjet. "Résolution du contact frottant entre objets déformables en temps réel et avec retour haptique." Phd thesis, Université d'Evry-Val d'Essonne, 2008. http://tel.archives-ouvertes.fr/tel-00419386.
Lombardo, Jean-Christophe. "Modélisation d'objets déformables avec un système de particules orientées." Phd thesis, Université Joseph Fourier (Grenoble), 1996. http://tel.archives-ouvertes.fr/tel-00005000.
Artinian, Azad. "Manipulation robotique d'objets déformables basée sur le modèle Cosserat." Electronic Thesis or Diss., Sorbonne université, 2024. http://www.theses.fr/2024SORUS080.
Handling deformable objects is an obvious task for human beings. We manipulate them every day, whether it's clothes, food or accessories.Even for objects we've never seen before, it's intuitive to know in advance how the object will react and deform when handled. By seeing only the geometry, appearance and texture of an object, and referring to our past experiences with other similar objects, we can very often predict in advance how the object will deform without even touching it. Furthermore, with a reduced number of interactions with a new material, it's very easy for us to extrapolate and quickly deduce the set of actions required to deform the object specifically. Robots, however, do not have this memory to help them apprehend new situations. For them, there is no obvious link between the actions they perform on an object and the shape it takes. Enabling robots to manipulate deformable objects is therefore a challenge for robotics. Behind the apparent simplicity of the task, transcribing the link we intuitively possess between the actions we perform and the shape of an object into a language that a robot can understand is a complex problem. However, many tasks involving the handling and processing of deformable objects would benefit greatly from the help of robots, whether in the industrial, public or even everyday sectors. In this thesis, we aim to advance research in this field by proposing an approach enabling a robot to manipulate deformable objects. Based on a mechanical model of the object, we first propose an off-line method for planning the robot's actions in order to perform a deformable object manipulation task, taking into account the constraints applied to the object. Secondly, we extend the previous approach to the task of detaching a deformable object attached to a flat surface. Finally, we propose an on-line shape control method, which can be used in conjunction with the planning method or independently of it
Debunne, Gilles. "Animation multirésolution d'objets déformables en temps-réel : application à la simulation chirurgicale." Phd thesis, Grenoble INPG, 2000. http://tel.archives-ouvertes.fr/tel-00006740.