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Parameters design and the operation simulation of a pneumatic dispensing system for biomaterial 3D printingZhou, Wenqi 19 September 2016 (has links)
Tissue engineering (TE) combines methods of cells, engineering and materials to improve or replace biological functions of native tissues or organs. Fabricating scaffolds is a vital process in TE for the mechanical support of the cells proliferation with desired functions and intricate structures. A pneumatic dispensing system of 3D printing is used to build soft scaffolds with controllable pore sizes in this research. An effective method is required to help users to systematically select proper parameters to print hydrogel strands with desired widths to fabricate scaffolds. In this research, printing parameters are classified first to build a simplified mathematical model to identify the significant parameters. A factorial experiment is then conducted to investigate effects of selected parameters and their interactions on the strand width. The solution is further verified using single variable experiments with the regression test. Based on the results, a parameters selection method is proposed and evaluated using two verification tests. A comparison test of the scaffolds fabrication is conducted to verify the analytic solution of the proposed theory. It is found that the nozzle sizes, dispensing pressure, and moving speed of a printer head all statistically affect strand widths. Among them, the nozzle size has the most significant influence on strand widths. Factors interactions are mainly embodied in between the nozzle size - moving speed and the nozzle size - dispensing pressure. In addition, a statistical significant linear relationship is found between the moving speed - strand width and the dispensing pressure - strand width. Furthermore, due to the high cost of bio-materials and the high pressure threat of air compressor in the dispensing system, a 3D bio-printing simulation system is developed to demonstrate the system configuration and operation procedures to help new users avoiding operation mistakes in the real world. A haptic-based 3D bio-printing simulation system with the haptic feedback is presented by means of the Phantom Omni haptic interface. The virtual environment is developed using the Worldviz software. The haptic force feedback is calculated based on the spring-damper model and the proxy method. This system is verified using questionnaire survey to provide a flexible, cost-effective, safe, and highly interactive learning environment. / February 2016
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An investigation on the framework of dressing virtual humansYu, Hui January 2010 (has links)
Realistic human models are widely used in variety of applications. Much research has been carried out on improving realism of virtual humans from various aspects, such as body shapes, hair, and facial expressions and so on. In most occasions, these virtual humans need to wear garments. However, it is time-consuming and tedious to dress a human model using current software packages [Maya2004]. Several methods for dressing virtual humans have been proposed recently [Bourguignon2001, Turquin2004, Turquin2007 and Wang2003B]. The method proposed by Bourguignon et al [Bourguignon2001] can only generate 3D garment contour instead of 3D surface. The method presented by Turquin et al. [Turquin2004, Turquin2007] could generate various kinds of garments from sketches but their garments followed the shape of the body and the side of a garment looked not convincing because of using simple linear interpolation. The method proposed by Wang et al. [Wang2003B] lacked interactivity from users, so users had very limited control on the garment shape.This thesis proposes a framework for dressing virtual humans to obtain convincing dressing results, which overcomes problems existing in previous papers mentioned above by using nonlinear interpolation, level set-based shape modification, feature constraints and so on. Human models used in this thesis are reconstructed from real human body data obtained using a body scanning system. Semantic information is then extracted from human models to assist in generation of 3 dimensional (3D) garments. The proposed framework allows users to dress virtual humans using garment patterns and sketches. The proposed dressing method is based on semantic virtual humans. A semantic human model is a human body with semantic information represented by certain of structure and body features. The semantic human body is reconstructed from body scanned data from a real human body. After segmenting the human model into six parts some key features are extracted. These key features are used as constraints for garment construction.Simple 3D garment patterns are generated using the techniques of sweep and offset. To dress a virtual human, users just choose a garment pattern, which is put on the human body at the default position with a default size automatically. Users are allowed to change simple parameters to specify some sizes of a garment by sketching the desired position on the human body.To enable users to dress virtual humans by their own design styles in an intuitive way, this thesis proposes an approach for garment generation from user-drawn sketches. Users can directly draw sketches around reconstructed human bodies and then generates 3D garments based on user-drawn strokes. Some techniques for generating 3D garments and dressing virtual humans are proposed. The specific focus of the research lies in generation of 3D geometric garments, garment shape modification, local shape modification, garment surface processing and decoration creation. A sketch-based interface has been developed allowing users to draw garment contour representing the front-view shape of a garment, and the system can generate a 3D geometric garment surface accordingly. To improve realism of a garment surface, this thesis presents three methods as follows. Firstly, the procedure of garment vertices generation takes key body features as constraints. Secondly, an optimisation algorithm is carried out after generation of garment vertices to optimise positions of garment vertices. Finally, some mesh processing schemes are applied to further process the garment surface. Then, an elaborate 3D geometric garment surface can be obtained through this series of processing. Finally, this thesis proposes some modification and editing methods. The user-drawn sketches are processed into spline curves, which allow users to modify the existing garment shape by dragging the control points into desired positions. This makes it easy for users to obtain a more satisfactory garment shape compared with the existing one. Three decoration tools including a 3D pen, a brush and an embroidery tool, are provided letting users decorate the garment surface by adding some small 3D details such as brand names, symbols and so on. The prototype of the framework is developed using Microsoft Visual Studio C++,OpenGL and GPU programming.
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Utilisation de l'imagerie numérique couleur et modélisation de l'interaction lumière-peau pour l'évaluation de produits cosmétiques / Using numerical color imaging and light-skin interaction to evaluate cosmetic productsYousef, Hussam 06 July 2012 (has links)
L’objectivation de produits cosmétiques est une préoccupation importante pour les industriels et pour les consommateurs. La plupart des évaluations demeurent très subjectives du fait de la complexité des phénomènes visuels mis en jeu. Nous proposons d’utiliser les techniques de rendu visuel et de synthèse du visage en 3D pour développer un système d’évaluation quantitative des effets cosmétiques. Cette thèse est composée de trois parties. La première partie présente un dispositif de numérisation 3D du visage humain basé sur une technique de lumière structurée. Le motif prêté est composé de lignes colorées qui sont traitées par bloc et non point par point afin de rendre le système robuste vis-à-vis des conditions d’acquisition. La seconde partie concerne la modélisation de l’interaction lumière-peau basée sur l’approche BSSRDF de Jensen. Ce modèle permet d’extraire des paramètres quantitatifs pour évaluer des propriétés optiques de la peau. Le système d’acquisition 3D du visage est alors complété pour évaluer quantitativement des effets cosmétiques complexes. Une approche plus qualitative par rendu est aussi proposée. La troisième partie est consacrée à l’expérimentation lors d’un essai mené en milieu industriel. Le système se révèle particulièrement efficace pour évaluer quantitativement les effets cosmétiques souvent difficiles à appréhender pour un observateur expert. Cette thèse est valorisée par une proposition de système brevetable pour évaluer des effets cosmétiques complexes. / The objectification of cosmetic products is a major concern for both manufacturers and consumers. Most evaluations methods still very subjective due to the complex visual modifications. We propose to use the techniques of visual rendering and 3D facial synthesis to develop a system of quantitative assessment of cosmetic effects. This thesis consists of three parts. The first part presents a device for human face 3D scanning based on a structured light technique. The projected pattern is composed of colored strips separated by black gaps. Unlikely to the classic approaches, these strips are treated as blocks in the captured image. This procedure makes the proposed system more robust against the variation of the ambient conditions. The second part uses the BSSRDF of Jensen to model the interaction between light and skin. This model allows the extraction of quantitative parameters to assess the optical properties of the skin. The 3D acquisition system is then enhanced in order to be able to quantitatively evaluate the complex effects of the cosmetic product. Another qualitative evaluation approach is also proposed using the 3D rendering. The third part is devoted to experiment results conducted in collaboration with a cosmetic industry. The system is particularly effective to quantitatively evaluate the cosmetic effects which are usually difficult to grasp for an expert observer. Using the work of this thesis a patentable system to evaluate the cosmetic effects is proposed.
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Architectural exploration methods and tools for heterogeneous 3D-ICFrantz Ferreira, Felipe 26 October 2012 (has links)
L'intégration tridimensionnelle (3D), où plusieurs puces sont empilées et interconnectées, est en train de révolutionner l'industrie des semi-conducteurs.Cette technologie permet d'associer, dans un même boîtier, des puces électroniques (analogique, numérique, mémoire) avec des puces d'autres domaines(MEMS, bio-capteurs, optique, etc). Cela ouvre de nombreuses voies d'innovation. Néanmoins, l'absence d'outils de conception assistée ordinateur(CAO) adaptés aux systèmes 3D freine l'adoption de la technologie.Cette thèse contribue à deux problématiques liées à la conception 3D : le partitionnement d'un système sur de multiples puces et l'optimisation hiérarchique de systèmes multiphysiques (hétérogènes).La première partie de la thèse est dédiée au problème de partitionner la fonctionnalité d'un système sur de multiples puces. Un outil de « floorplan » 3D a été développé pour optimiser ce partitionnement en fonction de la surface des puces, de la température d'opération du circuit et de la structure des interconnexions. Ce type d'outil étant complexe, nous proposons de régler ses paramètres de façon automatique par l'utilisation d'algorithmes évolutionnaires.Des résultats expérimentaux sur une suite de benchmarks et sur une architecture multi processeur connecté en réseau démontrent l'efficacité et l'applicabilité des techniques d'optimisation proposées.Dans la deuxième partie, nous présentons une méthodologie de conception hiérarchique qui est adaptée aux systèmes hétérogènes. La méthode combine une approche ascendante et descendante et utilise des courbes de compromis(Fronts de Pareto) comme une abstraction de la performance d'un circuit.La contribution principale de la thèse consiste à utiliser des techniques d'interpolation pour représenter les Fronts de Pareto par des fonctions continues et à leur intégration dans des processus d'optimisation classiques. Cela permet un gain en flexibilité lors de l'étape ascendante du flot (caractérisation) et un gain en temps lors de l'étape descendante (synthèse). Le flot de conception est démontré sur un amplificateur opérationnel ainsi comme sur la synthèse d'un lien optoélectronique avec trois niveaux hiérarchiques. / 3D integration technology is driving a strong paradigm shift in the design of electronic systems. The ability to tightly integrate functions from different technology nodes (analog, digital, memory) and physical domains (MEMS, optics, etc) offers great opportunities for innovation (More than Moore). However, leveraging this potential requires efficient CAD tools to compare architectural choices at early design stages and to co-optimize multiphysics systems.This thesis work is divided into two parts. The first part is dedicated to the problem of partitioning a system into multiple dies. A 3D floorplanning tool was developed to optimize area, temperature and the interconnect structure of a 3DIC. Moreover, a meta-optimization approach based on genetic algorithms is proposed to automatically configure the key parameters of the floorplanner. Tests were carried out on architectural benchmarks and a NoC based multiprocessor to demonstrate the efficiency of the proposed techniques.In the second part of the thesis, a hierarchical design methodology adapted to heterogeneous systems is presented. The method combines the bottom-up and top-down approaches with Pareto-front techniques and response surface modeling. The Pareto front of lower level blocks are extracted and converted into predictive performance models that can be stored and reused in a top-down optimization process. The design flow is demonstrated on an operational amplifier as well as on the synthesis of an optoelectronic data link with three abstraction levels.
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Approches directes et planifiées de l'interaction 3D sur terminaux mobilesDecle, Fabrice 23 September 2009 (has links)
Les récentes évolutions technologiques des terminaux mobiles tels que les téléphones portables, assistants personnels ou GPS, ont été très importantes. Il est aujourd’hui possible d’af?cher en temps réel des scènes 3D complètes sur de tels appareils. Cependant, les spéci?cités ergonomiques et techniques des appareils mobiles risquent de rendre l’interaction avec l’environnement 3D dif?cile à réaliser ef?cacement. En particulier, les techniques d’interaction 3D développées pour les ordinateurs de bureau risquent de souffrir de l’absence de souris. Dans ce mémoire, nous nous intéresserons aux contraintes et aux spéci?cités des ter- minaux mobiles et étudierons leur in?uence pour des tâches d’interaction 3D. La première partie du mémoire constitue une introduction aux différents domaines abordés dans cette thèse. Nous y dé?nirons le terme de “terminal mobile” et aborderons les spéci?cités technologiques et ergonomique de ces appareils. Nous introduirons également les notions essentielles de géométrie et d’interaction 3D. Nous nous intéresserons dans un second temps à l’interaction 3D avec un contrôle direct, utilisé dans beaucoup d’applications 3D. Dans ce mode d’interaction, les actions de l’utilisateur produisent des modi?cations dans l’environnement 3D en temps réel. Après une analyse de l’existant, nous présenterons nos travaux avec une technique d’inspection de modèles 3D qui utilise des informations telles que la profondeur ou la présence de contours dans l’image a?n de calculer des mouvements de caméra adaptés au contexte. La suite de la deuxième partie sera consacrée à l’étude de l’apport de l’utilisation de deux doigts sur un écran tactile multi-points. La troisième et dernière partie de ce mémoire est consacrée à l’interaction 3D “plani?ée”. Ce mode d’interaction est plus adapté aux contraintes des terminaux mobiles et possède l’avantage d’offrir une interaction d’un plus haut niveau que ne l’offre le contrôle direct. Nous verrons dans cette partie la dé?nition exacte de ce mode d’interaction, ainsi que les différences, les forces et les faiblesses de cettemanière d’interagir avec un environnement 3D. Nous présenterons dans cette partie nos contributions, à savoir une technique de sélection de point 3D utilisable à l’aide des touches de l’appareil, ainsi qu’une technique de placement de caméra simple à utilisermais offrant un contrôle avancé, qui permet aux utilisateurs, novices ou experts, de spéci?er un point de vue à l’aide de quelques gestes simples seulement. / Mobile devices, such as phones, PDAs or GPS, are getting more and more powerful. They are now able to compute and to display 3D scenes in real time. However, mobile devices’ ergonomics and technical limitations may make 3D interaction hard to achieve ef?ciently. In particular, 3D interaction techniques developed for desktop computers may be affected by the lack of mouse. In this thesis, we will study mobile devices’ constraints and speci?cities, and their in?uences on 3D interaction tasks. The ?rst part of this thesis will be an introduction to the domains addressed in this thesis. We will de?ne the term “mobile device” and analyze their technical and ergonomic speci?cities. We will also de?ne some 3D geometry and 3D interaction basis. In the second part of the thesis, we will talk about 3D interaction with direct control, which is used in many 3D applications, where the user’s actions induce modi?cations into the 3D environment in real time. After presenting the related works, we will introduce a 3D inspection technique we have developed. This technique uses depth and contours information in order to compute camera movements adapted to the current context. The following of this second part will be dedicated to a study about bene?ts of using two ?ngers on a multitouch screen. The third part of this thesis is dedicated to “planned 3D interaction”. This kind of control is more adapted to the mobile devices’ constraints and offers a higher level of interaction than direct control. We will de?ne and analyze planned 3D interaction in this part. We will then present our contributions : a key based 3D navigation technique, and a 3D camera positioning technique based on some gestures which allows both expert and novice users to easily specify a point of view.
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high-resolution 3d stratigraphic modelling of the gresse-en-vercors lower cretaceous carbonate platform (SE france) : from digital outcrop modeling to carbonate sedimentary system characterization / Modélisation 3D haute résolution d'une marge de plate forme carbonaté : l'exemple de la falaise de Gresse-en VercorsRichet, Rémy 19 December 2011 (has links)
Les plateformes carbonatées sont typiquement caractérisées par une architecture sédimentaire et stratigraphique complexe qui s’exprime à une échelle qui peut dépasser le simple affleurement. Ce travail est centré sur les dépôts Barrémien (Crétacé inférieur) de la falaise de Gresse-en-Vercors (sud-est de la France) qui nous procure une fenêtre d’observation à l’échelle de la sismique à travers une bordure de plateforme – analogue des réservoirs du Moyen Orient - idéale pour étudier en continu et à grande échelle le développement des plateformes carbonatées. Cette falaise de 500 m de haut pour 25 km de long permet d’étudier la transition entre les dépôts de peu profonds de la plateforme et ceux du bassin. De nouvelles données biostratigraphiques montrent que la série de plate-forme de Gesse-en-Vercors est essentiellement Barrémien inférieur. Quatre séquences stratigraphiques ont été définies, avec deux épisodes complets de plateforme, séparés par trois « drowning ». Les nouvelles données numériques hautes résolutions (nuage de points LIDAR et photos géoréférencées hautes résolutions) acquises par hélicoptère permettent la réalisation d’un DEM 3D haute résolution pour l’ensemble de l’affleurement. L’intégration des observations stratigraphiques et du DEM dans gOcad abouti à la création d’un modèle 3D en continu de l’architecture stratigraphique et de la répartition des facies de l’affleurement qui peu être utilisé pour interprétations stratigraphiques et sédimentologiques. Le modèle géologique qui en résulte démontre que les données numériques d’affleurement et la modélisation géologique en 3D sont des outils pertinents pour tester la caractérisation des affleurements carbonatés et les modèles conceptuels de système de plateformes carbonatées. Il permet d’appréhender les variations subtiles de profils sédimentaires et d’établir une mosaïque de facies à haute résolution tout au long de la plateforme à l’échelle de la sismique. Cette approche est particulièrement critique en ce qui concerne la caractérisation 3D des clinoformes et des cortèges de dépôts sédimentaires dans un modèle non cylindrique tel que la plateforme carbonaté : par exemple, un prisme de bas niveau apparent ou des lobes distaux qui « onlappent » en 2D correspondent en réalité à des progradations en contexte de haut niveau en 3D. / Carbonate platforms are characterized by complex sedimentary and stratigraphic architectures that can be expressed at length scale exceeding single outcrops. This work focuses on the Barremian (Lower Cretaceous) deposits of the Gresse-en-Vercors cliff (southeastern France) that provide a seismic-scale slice though a platform margin - analogous to Middle East reservoirs - ideal to study large scale carbonate platform developments in continuous. The cliffs are 500 m high and extend for 25 km along depositional dip, straddling the transition from shallow water platform to deeper basin. New biostratigraphical data shows that the Vercors platform is mainly Lower Barremian. Four stratigraphic sequences were defined, with two complete platform stages, separated by three drowning events.New high-resolution numerical data (LIDAR point-set and high-resolution georeferenced photos) obtained by helicopter survey, allowed the realization of a 3D high-resolution DEM over the entire outcrops. Integrating the stratigraphic observations and the DEM in gOcad result in a continuous 3D stratigraphic architecture and facies model of the carbonate outcrop that can be used for stratigraphic and sedimentological interpretations. The resulting geological model demonstrates that outcrop numerical data and 3D geological modeling are pertinent tools for improving carbonate outcrop characterization and conceptual models of carbonate platform systems. It allows to establish subtle sedimentary profiles and high resolution facies mosaic along seismic scale platform trend. This approach is particularly critical for the 3D characterization of clinoforms and stratigraphic system tracts in non-cylindrical carbonate systems: for example, apparent low stand wedge or distal onlapping lobes in 2D are in reality prograding high stand systems in 3D.
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Ytmodellering i Civil 3D : Interoperabilitet och begränsningarGreen Pettersson, Karoline January 2016 (has links)
In order to create a complete BIM-model of a whole project, it is common thatseveral programs and software-suites are used. It is beneficial if the models producedin these programs are compatible with each other, in order to improve theeffectiveness of the construction process as a whole. If a model created in oneprogram has to be altered in order to be compatible with another the result is excesswork.Designers, utilizing Civil 3D, more often than not have to alter constructions whichare to be part of a surface-model. This creates a situation where the construction hasto be modelled twice as Civil 3D cannot use the original model. The purpose of thisessay is to research the problems pertaining to surface creation in Civil 3D and theconsequences they have for designers.To better understand the process of surface creation of an object containing verticalparts a practical study of the subject has been carried out in Civil 3D. A simpleconstruction was created in Revit and imported to Civil 3D as to create a surface ofthe highest parts of the construction.The methods used by designers working in Civil 3D were researched as a qualitativestudy by means of surveys and interviews. The result of the study makes it clear thatthe respondents are dependent on models from different fields involved in the sameproject. As the models do not automatically adapt to the software used by thedesigners in question a considerable amount of manual reconstruction of models areneeded. Fundamentally, the issue is two-fold. Firstly, designers depend upon 3Dmodels and objects created by others. Secondly, Civil 3D cannot render verticalsurfaces or overhangs while creating surfaces. Knowledge about the way Civil 3Dworks and utilizing methods avoiding future problems before they occur has thepotential to improve workflow. Sufficient communication between parties involvedalso results in a more effective process.
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Augmented reality-tekniken och dess tillämpning i en kontext av barnböcker, museer och kulturarvsplatserEriksson, Ellen January 2016 (has links)
KASTiS, Kulturarv och spelteknologi i Skaraborg
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Exploring the Brain : Interactivity and LearningOscarsson, Jacob January 2016 (has links)
This study has examined whether the use of an interactive 3D model of the human brain would be a more effective way of teaching it's anatomy in comparison to traditional book and paper-based techniques. The artefact created for the project was a three dimensional model of the brain made up of several anatomical structures that could be dissected to provide the user with a more accurate sense of the spatial relationships between each structure. The study conducted did not give sufficient information to accurately answer the research question, but interviews conducted during the experiment show interest in the technology. If developed, there could be potential for the use of this type of technology in the future.
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Digital texturering för augmented reality : En studie i möjligheten att återskapa effekten av subsurface scattering i albedo texturer / Digital texturing for augmented reality : A study in the ability to recreate the effect of subsurface scattering in albedo texturesKoitzsch, Robin January 2016 (has links)
No description available.
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