• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 16
  • 6
  • 4
  • 1
  • Tagged with
  • 28
  • 28
  • 10
  • 8
  • 7
  • 6
  • 6
  • 6
  • 5
  • 5
  • 5
  • 5
  • 5
  • 5
  • 4
  • 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.
1

Progressive and Random Accessible Mesh Compression / Compression Progressive et avec Accès Aléatoire de Maillages

Maglo, Adrien, Enam 10 July 2013 (has links)
Les travaux de l'état de l'art en compression progressive de maillages se sont concentrés sur les maillages triangulaires. Mais les maillages contenant d'autres types de faces sont aussi couramment utilisés. Nous proposons donc une nouvelle méthode de compression progressive qui peut efficacement encoder des maillages polygonaux. Ce nouvel algorithme atteint un niveau de performance comparable aux algorithmes dédiés aux maillages triangulaires. La compression progressive est liée à la décimation de maillages car ces deux applications génèrent des niveaux de détail. Par conséquent, nous proposons une nouvelle métrique volumique simple pour guider la décimation de maillages polygonaux. Nous montrons ensuite que les possibilités offertes par les algorithmes de compression progressive peuvent être exploitées pour adapter les données 3D en proposant un nouveau cadre applicatif pour la visualisation scientifique distante. Les algorithmes de compression progressive avec accès aléatoire peuvent mieux adapter les données 3D aux différentes contraintes en prenant en compte les régions d'intérêt de l'utilisateur. Notre premier algorithme de ce type est basé sur une segmentation préliminaire du maillage d'entrée. Chaque grappe est ensuite compressée de manière indépendante par un algorithme progressif. Notre second algorithme est basé sur le groupement hiérarchique des sommets obtenu par la décimation. Cette seconde méthode offre une forte granularité d'accès aléatoire et génère des maillages décompressés en une pièce avec des transitions lisses entre les parties décompressées à différents niveaux de détail. Des résultats expérimentaux démontrent l'efficacité des deux approches. / Previous work on progressive mesh compression focused on triangle meshes but meshes containing other types of faces are commonly used. Therefore, we propose a new progressive mesh compression method that can efficiently compress meshes with arbitrary face degrees. Its compression performance is competitive with approaches dedicated to progressive triangle mesh compression. Progressive mesh compression is linked to mesh decimation because both applications generate levels of detail. Consequently, we propose a new simple volume metric to drive the polygon mesh decimation. We apply this metric to the progressive compression and the simplification of polygon meshes. We then show that the features offered by progressive mesh compression algorithms can be exploited for 3D adaptation by the proposition of a new framework for remote scientific visualization. Progressive random accessible mesh compression schemes can better adapt 3D mesh data to the various constraints by taking into account regions of interest. So, we propose two new progressive random-accessible algorithms. The first one is based on the initial segmentation of the input model. Each generated cluster is compressed independently with a progressive algorithm. The second one is based on the hierarchical grouping of vertices obtained by the decimation. The advantage of this second method is that it offers a high random accessibility granularity and generates one-piece decompressed meshes with smooth transitions between parts decompressed at low and high levels of detail. Experimental results demonstrate the compression and adaptation efficiency of both approaches.
2

An Automated Three-Dimensional Unstructured Mesh Generation Algorithm for Groundwater Modeling

Greer, James Edward 07 November 2005 (has links) (PDF)
This thesis describes a new method to create three-dimensional finite element meshes using the horizons to mesh algorithm. The algorithm uses available geologic data and user-defined inputs to guide the mesh generation process. This new approach allows for material layer pinch outs and many different layer refinement options to create well-formed elements that better represent hydrogeologic formations. Two case studies are presented that demonstrate the application of the algorithm's options and capabilities. A graphical interface for the algorithm was developed in the Groundwater Modeling System.
3

Erzeugung von 3D-Netzmodellen in der Produktentwicklung durch Deformation initialer 3D-Netzmodelle

Klaus, Matthias 04 June 2021 (has links)
Mit 3D-Netzmodellen werden Objekte der materiellen Welt oder unserer Vorstellung computergestützt abgebildet. In digitalen Produktentwicklungsprozessen werden mit ihnen sowohl die Objektgestalt als auch anwendungsspezifische Informationen von Objekten und von Prozessen definiert. Mit flächenhaften Netzen (z. B. Dreiecksnetze) wird die Oberfläche von Objekten in diskreter Form repräsentiert, mit volumenhaften Netzen (z. B. Tetraedernetze) zusätzlich das Objektinnere. 3D-Netzmodelle werden bei der Erzeugung und der Manipulation, der Analyse und der Validierung, in fertigungsvorbereitenden Prozessen sowie zur Präsentation digitaler 3D-Objekte angewandt.
4

Etude de caractéristiques saillantes sur des maillages 3D par estimation des normales et des courbures discrètes / Study of salient features on 3D meshes through discrete normal and curvature estimation.

Charton, Jerome 16 December 2014 (has links)
Dans l'objectif d'améliorer et d'automatiser la chaîne de reproductiond'objet qui va de l'acquisition à l'impression 3D. Nous avons cherché à caractériserde la saillance sur les objets 3D modélisés par la structure d'un maillage 3D.Pour cela, nous avons fait un état de l'art des méthodes d'estimation des proprié-tés différentielles, à savoir la normale et la courbure, sur des surfaces discrètes sousla forme de maillage 3D. Pour comparer le comportement des différentes méthodes,nous avons repris un ensemble de critères de comparaison classique dans le domaine,qui sont : la précision, la convergence et la robustesse par rapport aux variations duvoisinage. Pour cela, nous avons établi un protocole de tests mettant en avant cesqualités. De cette première comparaison, il est ressorti que l'ensemble des méthodesexistantes présentent des défauts selon ces différents critères. Afin d'avoir une estimationdes propriétés différentielles plus fiable et précise nous avons élaboré deuxnouveaux estimateurs. / With the aim to improve and automate the object reproduction chainfrom acquisition to 3D printing .We sought to characterize the salience on 3D objectsmodeled by a 3D mesh structure. For this, we have a state of the art of estimatingdifferential properties methods, namely normal and curvature on discrete surfaces inthe form of 3D mesh. To compare the behavior of different methods, we took a set ofclassic benchmarks in the domain, which are : accuracy, convergence and robustnesswith respect to variations of the neighbourhood. For this, we have established atest protocol emphasizing these qualities. From this first comparision, it was foundthat all the existing methods have shortcomings as these criteria. In order to havean estimation of the differential properties more reliable and accurate we developedtwo new estimators.
5

Perception and re-synchronization issues for the watermarking of 3D shapes

Rondao Alface, Patrice 26 October 2006 (has links)
Digital watermarking is the art of embedding secret messages in multimedia contents in order to protect their intellectual property. While the watermarking of image, audio and video is reaching maturity, the watermarking of 3D virtual objects is still a technology in its infancy. In this thesis, we focus on two main issues. The first one is the perception of the distortions caused by the watermarking process or by attacks on the surface of a 3D model. The second one concerns the development of techniques able to retrieve a watermark without the availability of the original data and after common manipulations and attacks. Since imperceptibility is a strong requirement, assessing the visual perception of the distortions that a 3D model undergoes in the watermarking pipeline is a key issue. In this thesis, we propose an image-based metric that relies on the comparison of 2D views with a Mutual Information criterion. A psychovisual experiment has validated the results of this metric for the most common watermarking attacks. The other issue this thesis deals with is the blind and robust watermarking of 3D shapes. In this context, three different watermarking schemes are proposed. These schemes differ by the classes of 3D watermarking attacks they are able to resist to. The first scheme is based on the extension of spectral decomposition to 3D models. This approach leads to robustness against imperceptible geometric deformations. The weakness of this technique is mainly related to resampling or cropping attacks. The second scheme extends the first to resampling by making use of the automatic multiscale detection of robust umbilical points. The third scheme then addresses the cropping attack by detecting robust prong feature points to locally embed a watermark in the spatial domain.
6

Progressive and Random Accessible Mesh Compression

Maglo, Adrien, Enam 10 July 2013 (has links) (PDF)
Previous work on progressive mesh compression focused on triangle meshes but meshes containing other types of faces are commonly used. Therefore, we propose a new progressive mesh compression method that can efficiently compress meshes with arbitrary face degrees. Its compression performance is competitive with approaches dedicated to progressive triangle mesh compression. Progressive mesh compression is linked to mesh decimation because both applications generate levels of detail. Consequently, we propose a new simple volume metric to drive the polygon mesh decimation. We apply this metric to the progressive compression and the simplification of polygon meshes. We then show that the features offered by progressive mesh compression algorithms can be exploited for 3D adaptation by the proposition of a new framework for remote scientific visualization. Progressive random accessible mesh compression schemes can better adapt 3D mesh data to the various constraints by taking into account regions of interest. So, we propose two new progressive random-accessible algorithms. The first one is based on the initial segmentation of the input model. Each generated cluster is compressed independently with a progressive algorithm. The second one is based on the hierarchical grouping of vertices obtained by the decimation. The advantage of this second method is that it offers a high random accessibility granularity and generates one-piece decompressed meshes with smooth transitions between parts decompressed at low and high levels of detail. Experimental results demonstrate the compression and adaptation efficiency of both approaches.
7

Automating the identification of components in 3D models

Olofsson, Oliver January 2024 (has links)
Online house building tools are robust instruments that have transformed the approach to home planning and design. The significance of 3D models on online house building and design platforms lies in their ability to elevate the user experience, enhance design precision, and foster collaboration. The creation of 3D house models is a demanding and detail-oriented undertaking that requires significant dedication and expertise. This thesis plans to investigate possibilities of implementing AI with a limited amount of data, to help streamline the manual process of working on 3D models for use in online house building tools. Multiple problems arouse related to issues with the acquired house mesh data, issues with the chosen AI models and hardware issues.  The problems during the different stages of work made any meaningful analyses hard but some evaluations could still be extracted. Time was a central aspect in that the time taken to train the AI models greatly correlated with the amount of data used for said training. It was also made apparent that there was a great need for more data if the AI was to be able to be trained on a dataset made from 3D house meshes. If this type of project was to be picked up in the future, a recommendation would be to not go at it alone as the time needed to perform the different steps should not be underestimated.
8

Contributions to objective and subjective visual quality assessment of 3d models / Contributions à l'évaluation objective et subjective de la qualité visuelle des modèles 3D

GUO, Jinjiang 06 October 2016 (has links)
Dans le domaine de l’informatique graphique, les données tridimensionnelles, généralement représentées par des maillages triangulaires, sont employées dans une grande variété d’applications (par exemple, le lissage, la compression, le remaillage, la simplification, le rendu, etc.). Cependant, ces procédés introduisent inévitablement des artefacts qui altèrent la qualité visuelle des données 3D rendues. Ainsi, afin de guider perceptuellement les algorithmes de traitement, il y a un besoin croissant d'évaluations subjectives et objectives de la qualité visuelle à la fois performantes et adaptées, pour évaluer et prédire les artefacts visuels. Dans cette thèse, nous présentons d'abord une étude exhaustive sur les différentes sources d'artefacts associés aux données numériques graphiques, ainsi que l’évaluation objective et subjective de la qualité visuelle des artefacts. Ensuite, nous introduisons une nouvelle étude sur la qualité subjective conçue sur la base de l’évaluations de la visibilité locale des artefacts géométriques, dans laquelle il a été demandé à des observateurs de marquer les zones de maillages 3D qui contiennent des distorsions visibles. Les cartes de distorsion visuelle collectées sont utilisées pour illustrer plusieurs fonctionnalités perceptuelles du système visuel humain (HVS), et servent de vérité-terrain pour évaluer les performances des attributs et des mesures géométriques bien connus pour prédire la visibilité locale des distorsions. Notre deuxième étude vise à évaluer la qualité visuelle de modèles 3D texturés, subjectivement et objectivement. Pour atteindre ces objectifs, nous avons introduit 136 modèles traités avec à la fois des distorsions géométriques et de texture, mené une expérience subjective de comparaison par paires, et invité 101 sujets pour évaluer les qualités visuelles des modèles à travers deux protocoles de rendu. Motivés par les opinions subjectives collectées, nous proposons deux mesures de qualité visuelle objective pour les maillages texturés, en se fondant sur les combinaisons optimales des mesures de qualité issues de la géométrie et de la texture. Ces mesures de perception proposées surpassent leurs homologues en termes de corrélation avec le jugement humain. / In computer graphics realm, three-dimensional graphical data, generally represented by triangular meshes, have become commonplace, and are deployed in a variety of application processes (e.g., smoothing, compression, remeshing, simplification, rendering, etc.). However, these processes inevitably introduce artifacts, altering the visual quality of the rendered 3D data. Thus, in order to perceptually drive the processing algorithms, there is an increasing need for efficient and effective subjective and objective visual quality assessments to evaluate and predict the visual artifacts. In this thesis, we first present a comprehensive survey on different sources of artifacts in digital graphics, and current objective and subjective visual quality assessments of the artifacts. Then, we introduce a newly designed subjective quality study based on evaluations of the local visibility of geometric artifacts, in which observers were asked to mark areas of 3D meshes that contain noticeable distortions. The collected perceived distortion maps are used to illustrate several perceptual functionalities of the human visual system (HVS), and serve as ground-truth to evaluate the performances of well-known geometric attributes and metrics for predicting the local visibility of distortions. Our second study aims to evaluate the visual quality of texture mapped 3D model subjectively and objectively. To achieve these goals, we introduced 136 processed models with both geometric and texture distortions, conducted a paired-comparison subjective experiment, and invited 101 subjects to evaluate the visual qualities of the models under two rendering protocols. Driven by the collected subjective opinions, we propose two objective visual quality metrics for textured meshes, relying on the optimal combinations of geometry and texture quality measures. These proposed perceptual metrics outperform their counterparts in term of the correlation with the human judgment.
9

Nouvelles méthodes de synchronisation de nuages de points 3D pour l'insertion de données cachées / New 3D point cloud synchronization methods for data hiding

Itier, Vincent 01 December 2015 (has links)
Cette thèse aborde les problèmes liés à la protection de maillages d'objets 3D. Ces objets peuvent, par exemple, être créés à l'aide d'outil de CAD développés par la société STRATEGIES. Dans un cadre industriel, les créateurs de maillages 3D ont besoin de disposer d'outils leur permettant de vérifier l'intégrité des maillages, ou de vérifier des autorisations pour l'impression 3D par exemple. Dans ce contexte nous étudions l'insertion de données cachées dans des maillages 3D. Cette approche permet d'insérer de façon imperceptible et sécurisée de l'information dans un maillage. Il peut s'agir d'un identifiant, de méta-informations ou d'un contenu tiers, par exemple, pour transmettre de façon secrète une texture. L'insertion de données cachées permet de répondre à ces problèmes en jouant sur le compromis entre la capacité, l'imperceptibilité et la robustesse. Généralement, les méthodes d'insertion de données cachées se composent de deux phases, la synchronisation et l'insertion. La synchronisation consiste à trouver et ordonner les éléments disponibles pour l'insertion. L'un des principaux challenges est de proposer une méthode de synchronisation 3D efficace qui définit un ordre sur les composants des maillages. Dans nos travaux, nous proposons d'utiliser les sommets du maillage, plus précisément leur représentation géométrique dans l'espace comme composants de base pour la synchronisation et l'insertion. Nous présentons donc trois nouvelles méthodes de synchronisation de la géométrie des maillages basées sur la construction d'un chemin hamiltonien dans un nuage de sommets. Deux de ces méthodes permettent de manière conjointe de synchroniser les sommets et de cacher un message. Cela est possible grâce à deux nouvelles méthodes d'insertion haute capacité (de $3$ à $24$ bits par sommet) qui s'appuient sur la quantification des coordonnées. Dans ces travaux nous mettons également en évidence les contraintes propres à ce type de synchronisation. Nous discutons des différentes approches proposées dans plusieurs études expérimentales. Nos travaux sont évalués sur différents critères dont la capacité et l'imperceptibilité de la méthode d'insertion. Nous portons également notre attention aux aspects sécurité des méthodes. / This thesis addresses issues relating to the protection of 3D object meshes. For instance, these objects can be created using CAD tool developed by the company STRATEGIES. In an industrial context, 3D meshes creators need to have tools in order to verify meshes integrity, or check permission for 3D printing for example.In this context we study data hiding on 3D meshes. This approach allows us to insert information in a secure and imperceptible way in a mesh. This may be an identifier, a meta-information or a third-party content, for instance, in order to transmit secretly a texture. Data hiding can address these problems by adjusting the trade-off between capacity, imperceptibility and robustness. Generally, data hiding methods consist of two stages, the synchronization and the embedding. The synchronization stage consists of finding and ordering available components for insertion. One of the main challenges is to propose an effective synchronization method that defines an order on mesh components. In our work, we propose to use mesh vertices, specifically their geometric representation in space, as basic components for synchronization and embedding. We present three new synchronisation methods based on the construction of a Hamiltonian path in a vertex cloud. Two of these methods jointly perform the synchronization stage and the embedding stage. This is possible thanks to two new high-capacity embedding methods (from 3 to 24 bits per vertex) that rely on coordinates quantization. In this work we also highlight the constraints of this kind of synchronization. We analyze the different approaches proposed with several experimental studies. Our work is assessed on various criteria including the capacity and imperceptibility of the embedding method. We also pay attention to security aspects of the proposed methods.
10

Robust Transmission Of 3d Models

Bici, Mehmet Oguz 01 November 2010 (has links) (PDF)
In this thesis, robust transmission of 3D models represented by static or time consistent animated meshes is studied from the aspects of scalable coding, multiple description coding (MDC) and error resilient coding. First, three methods for MDC of static meshes are proposed which are based on multiple description scalar quantization, partitioning wavelet trees and optimal protection of scalable bitstream by forward error correction (FEC) respectively. For each method, optimizations and tools to decrease complexity are presented. The FEC based MDC method is also extended as a method for packet loss resilient transmission followed by in-depth analysis of performance comparison with state of the art techniques, which pointed significant improvement. Next, three methods for MDC of animated meshes are proposed which are based on layer duplication and partitioning of the set of vertices of a scalable coded animated mesh by spatial or temporal subsampling where each set is encoded separately to generate independently decodable bitstreams. The proposed MDC methods can achieve varying redundancy allocations by including a number of encoded spatial or temporal layers from the other description. The algorithms are evaluated with redundancy-rate-distortion curves and per-frame reconstruction analysis. Then for layered predictive compression of animated meshes, three novel prediction structures are proposed and integrated into a state of the art layered predictive coder. The proposed structures are based on weighted spatial/temporal prediction and angular relations of triangles between current and previous frames. The experimental results show that compared to state of the art scalable predictive coder, up to 30% bitrate reductions can be achieved with the combination of proposed prediction schemes depending on the content and quantization level. Finally, optimal quality scalability support is proposed for the state of the art scalable predictive animated mesh coding structure, which only supports resolution scalability. Two methods based on arranging the bitplane order with respect to encoding or decoding order are proposed together with a novel trellis based optimization framework. Possible simplifications are provided to achieve tradeoff between compression performance and complexity. Experimental results show that the optimization framework achieves quality scalability with significantly better compression performance than state of the art without optimization.

Page generated in 0.0472 seconds