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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
11

Traitements interactifs d'images radiologiques et leurs applications cliniques

Nauroy, Julien 26 November 2010 (has links) (PDF)
Le monde médical dispose de plus en plus de sources d'images différentes, non seulement pour réaliser un diagnostic mais aussi pour évaluer l'efficacité d'un traitement et pour être guidé dans les interventions chirurgicales. Parallèlement, le développement des techniques opératoires s'oriente vers la chirurgie non " à ciel ouvert ", notamment la coelioscopie, qui permet de diminuer les risques liés à l'intervention ainsi que le temps d'hospitalisation du patient. En revanche, elle rend moins intuitive la réalisation de l'acte chirurgical, notamment du fait de la vision réduite à l'utilisation d'une ou plusieurs caméras dans la région d'intérêt. Durant ma thèse, j'ai conçu et mis en oeuvre des nouvelles méthodes informatiques de traitement 3D d'images radiologiques ainsi que de nouvelles utilisations médicales de ces images. Les contributions présentées concernent la visualisation et le traitement des données, la segmentation de structures 3D, la fusion mono et multimodale et l'aide à la réalisation d'interventions. Les applications présentées concernent notamment la planification et la réalisation d'interventions sous coelioscopie et de ponctions mais aussi l'imagerie industrielle. L'utilisation conjointe de différentes modalités d'images permet d'améliorer la visualisation, la manipulation et la compréhension de scènes tridimensionnelles, conduisant à une plus grande compréhension des observations et à une meilleure prise de décision.
12

A Smoothing Algorithm for the Dual Marching Tetrahedra Method

January 2011 (has links)
abstract: The Dual Marching Tetrahedra algorithm is a generalization of the Dual Marching Cubes algorithm, used to build a boundary surface around points which have been assigned a particular scalar density value, such as the data produced by and Magnetic Resonance Imaging or Computed Tomography scanner. This boundary acts as a skin between points which are determined to be "inside" and "outside" of an object. However, the DMT is vague in regards to exactly where each vertex of the boundary should be placed, which will not necessarily produce smooth results. Mesh smoothing algorithms which ignore the DMT data structures may distort the output mesh so that it could incorrectly include or exclude density points. Thus, an algorithm is presented here which is designed to smooth the output mesh, while obeying the underlying data structures of the DMT algorithm. / Dissertation/Thesis / M.S. Computer Science 2011
13

Fusing Stereo Measurements into a Global 3D Representation

Blåwiik, Per January 2021 (has links)
The report describes the thesis project with the aim of fusing an arbitrary sequence of stereo measurements into a global 3D representation in real-time. The proposed method involves an octree-based signed distance function for representing the 3D environment, where the geomtric data is fused together using a cumulative weighted update function, and finally rendered by incremental mesh extraction using the marching cubes algorithm. The result of the project was a prototype system, integrated into a real-time stereo reconstruction system, which was evaluated by benchmark tests as well as qualitative comparisons with an older method of overlapping meshes. / <p>Examensarbetet är utfört vid Institutionen för teknik och naturvetenskap (ITN) vid Tekniska fakulteten, Linköpings universitet</p>
14

Procedurell generering av volymetrisk terräng på olika beräkningsenheter / Procedural generation of volumetric terrain on different processing units

Mathiason, Jesper January 2016 (has links)
Detta arbete undersöker om de existerande algoritmerna Marching cubes och Perlin noise kan användas för att procedurellt generera terräng. Implementationen av dessa algoritmer genererar en terräng som representeras som en tredimensionell volym, för att lösa problem som kan uppkomma när terrängen representeras av ett tvådimensionellt höjdfält. Vidare parallelliseras kombinationen av dessa algoritmer och anpassas för körning på GPU, där experiment visade att parallelliseringen gav prestandaökning och således kortare genereringstider. / <p>Det finns övrigt digitalt material (t.ex. film-, bild- eller ljudfiler) eller modeller/artefakter tillhörande examensarbetet som ska skickas till arkivet.</p><p>There are other digital material (eg film, image or audio files) or models/artifacts that belongs to the thesis and need to be archived.</p>
15

Implicit representation of inscribed volumes

Sahbaei, Parto 01 May 2017 (has links)
We present an implicit approach for constructing smooth isolated or interconnected 3-D inscribed volumes which can be employed for volumetric modeling of various kinds of spongy or porous structures, such as volcanic rocks, pumice stones, Cancellus bones *, liquid or dry foam, radiolarians, cheese, and other similar materials. The inscribed volumes can be represented in their normal or positive forms to model natural pebbles or pearls, or in their inverted or negative forms to be used in porous structures, but regardless of their types, their smoothness and sizes are controlled by the user without losing the consistency of the shapes. We introduce two techniques for blending and creating interconnections between these inscribed volumes to achieve a great flexibility to adapt our approach to different types of porous structures, whether they are regular or irregular. We begin with a set of convex polytopes such as 3-D Voronoi diagram cells and compute inscribed volumes bounded by the cells. The cells can be irregular in shape, scale, and topology, and this irregularity transfers to the inscribed volumes, producing natural-looking spongy structures. Describing the inscribed volumes with implicit functions gives us a freedom to exploit volumetric surface combinations and deformations operations effortlessly / Graduate
16

[pt] EXTRAÇÃO DE ISOSUPERFÍCIES COM SUBDIVISÃO ADAPTATIVA DE MALHAS DE HEXAEDROS LEVEMENTE CÔNCAVOS / [en] ISOSURFACE EXTRACTION WITH ADAPTIVE TESSELLATION FROM HEXAHEDRAL MESHES WITH SLIGHTLY CONCAVE CELLS

JORDAN RODRIGUES RANGEL 11 December 2020 (has links)
[pt] A extração e visualização de isosuperfícies de campos escalares são importantes para inspeções e análises de modelos em diversas áreas. Uma isosuperfície é representada por uma malha de triângulos que aproxima um conjunto de nível do volume de dados. O foco deste trabalho é a extração e visualização de isosuperfícies de modelos de reservatório de petróleo, representados por malhas de hexaedros levemente côncavos. Para uma melhor representação das isosuperfícies, optou-se pela substituição de triângulos planares por superfícies curvas. Para assegurar a extração de superfícies contínuas e suaves, este trabalho propõe o uso de envelopes para determinação das normais. A técnica proposta é implementada em GPU com uso de subdivisão adaptativa das superfícies. / [en] The extraction and visualization of isosurfaces of scalar fields are important for inspections and analysis of models in several areas. An isosurface is represented by a mesh of triangles that approximates a level set of a data volume. The main focus of this work is the extraction and visualization of isosurfaces of black oil reservoir models, represented by hexahedral meshes with slightly concave cells. For a better representation of the isosurfaces, we have opted to replace planar triangles for curved patches. To ensure the extraction of continuous and smooth surfaces, this work proposes the use of envelopes to determine normals. The proposed technique is implemented in GPU with the usage of adaptive subdivision of patches.
17

Simulation numérique directe multiphasique de la déformation d'un alliage Al-Cu à l'état pâteux - Comparaison avec des observations par tomographie aux rayons X in situ en temps réel

Zaragoci, Jean-François 09 July 2012 (has links) (PDF)
La fissuration à chaud est un défaut majeur rencontré en solidification des alliages d'aluminium. Elle est liée à l'incapacité du liquide de s'écouler dans les zones où des porosités sont présentes, ne permettant pas de les refermer avant qu'elles gagnent en volume. Pour comprendre la fissuration à chaud, il est crucial de développer nos connaissances du comportement mécanique de la zone pâteuse. Pour cela, il est très utile d'effectuer des expériences de microtomographie aux rayons X et des simulations mécaniques sur des volumes élémentaires représentatifs. Dans cette thèse, nous proposons de coupler les deux approches en initialisant une simulation par éléments finis grâce à des données de microtomographie issues d'un test de traction isotherme d'un alliage d'aluminium-cuivre à l'état pâteux. Cette approche originale nous donne directement accès à la réalité expérimentale et permet des comparaisons des évolutions numérique et expérimentale de l'éprouvette. Nous expliquons dans un premier temps comment obtenir la représentation numérique à l'aide de l'algorithme des marching cubes et de la méthode d'immersion de volume. Nous présentons ensuite notre modèle numérique qui s'appuie sur une résolution monolithique des équations de Stokes. Une fois le champ de vitesse obtenu dans l'ensemble des phases solide, liquide et gazeuse, nous utilisons une méthode level set dans un formalisme eulérien afin de faire évoluer la morphologie de notre échantillon numérique. Malgré la simplicité du modèle, les résultats expérimentaux et numériques montrent un accord raisonnable en ce qui concerne la propagation de l'air à l'intérieur de l'échantillon.
18

Rekonstrukce 3D geometrie na základě diskrétních volumetrických dat / 3D Geometry Reconstruction from Discrete Volumetric Data

Svěchovský, Radek January 2013 (has links)
Conversion of discrete volumetric data to boundary representation is quite common operation. Standard approach to resolve this problem is to use well-known Marching cubes algorithm, which although simple and robust, generates low-quality output that requires subsequent post-processing. This master's thesis deals with uncommon algorithms used for isosurface extraction from volumes. The reader will be acquainted with fundamental principles of Hierarchical Iso-Surface Extraction method, that was independently implemented and tested in this work.
19

Morphological and statistical techniques for the analysis of 3D images

Meinhardt Llopis, Enric 03 March 2011 (has links)
Aquesta tesi proposa una estructura de dades per emmagatzemar imatges tridimensionals. L'estructura da dades té forma d'arbre i codifica les components connexes dels conjunts de nivell de la imatge. Aquesta estructura és la eina bàsica per moltes aplicacions proposades: operadors morfològics tridimensionals, visualització d'imatges mèdiques, anàlisi d'histogrames de color, seguiment d'objectes en vídeo i detecció de vores. Motivada pel problema de la completació de vores, la tesi conté un estudi de com l'eliminació de soroll mitjançant variació total anisòtropa es pot fer servir per calcular conjunts de Cheeger en mètriques anisòtropes. Aquests conjunts de Cheeger anisòtrops es poden utilitzar per trobar òptims globals d'alguns funcionals per completar vores. També estan relacionats amb certs invariants afins que s'utilitzen en reconeixement d'objectes, i en la tesi s'explicita aquesta relació. / This thesis proposes a tree data structure to encode the connected components of level sets of 3D images. This data structure is applied as a main tool in several proposed applications: 3D morphological operators, medical image visualization, analysis of color histograms, object tracking in videos and edge detection. Motivated by the problem of edge linking, the thesis contains also an study of anisotropic total variation denoising as a tool for computing anisotropic Cheeger sets. These anisotropic Cheeger sets can be used to find global optima of a class of edge linking functionals. They are also related to some affine invariant descriptors which are used in object recognition, and this relationship is laid out explicitly.
20

Částicové simulace v reálném čase / Real-Time Particle Simulations

Horváth, Zsolt January 2012 (has links)
Particle simulations in real-time become reality only a few years before, when in computer science occured the idea of GPGPU. This new technology allows use the massive force of graphics card for general purposes. Today, the trend is to accelerate existing algorithms by rewriting into parallel form. On this priciple operate the particle systems too. An interesting area of particle systems are fluid simulations. The simulations are based on the theory of Navier-Stokes equations and their numerical solutions with SPH (Smoothed particle hydrodynamics). Liquids are part of everyday life, and therefore it is important to render them realistically. They are used in modern computer games and different visualizations that run in real time, therefore they must be quickly displayed.

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