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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.
101

Uso de interfaces naturais na modelagem de objetos virtuais

Oliveira, Fábio Henrique Monteiro 05 August 2013 (has links)
Fundação de Amparo a Pesquisa do Estado de Minas Gerais / The researches about gestural interfaces have been grown significantly. In particular, after the development of sensors that can accurately capture bodily movements. Consequently, several fields arise for the application of these technologies. Among them stands the 3D modeling industry, which is characterized by having robust software. However, these software often lack a facilitator human-computer interface. This happens since the interaction is usually enabled by 2 degrees of freedom mouse. Due to these limitations, common tasks such as rotate the scene viewpoint or move an object are hardly assimilated by users. This discomfort with the usual and complex 3D modeling software interface is one of the reasons that lead to quit its use. In this context, Natural User Interfaces stand out by exploring the natural human gestures in a better way, in order to promote a more intuitive interface. This work presents a system that allows the user to perform 3D modeling using poses and hand gestures, providing an interface with 3 degrees of freedom. An evaluation was conducted with 10 people, to validate the strategy and application proposed. In this evaluation the participants reported that the system has potential to become an innovative interface, despite its limitations. Overall, the hand tracking approach to 3D modeling seems to be promising and deserves further investigation. / As pesquisas na área de interfaces gestuais vêm crescendo significativamente. Em especial, após o desenvolvimento de sensores que podem capturar movimentos corporais com precisão. Como consequência, surgem diversos campos para a aplicação destas tecnologias. Dentre eles, destaca-se o setor de modelagem 3D, o qual é marcado por possuir programas robustos. Entretanto, estes são muitas vezes ausentes de uma interface homem-computador facilitadora. Isto porque a interação, normalmente, é viabilizada pelo mouse com 2 graus de liberdade. Devido a estas limitações, tarefas frequentes como rotacionar o ponto de vista da cena e transladar um objeto são assimiladas pelo usuário com dificuldade. Este desconforto perante a usual e complexa interface dos programas para modelagem 3D é um dos fatores que culminam na desistência de seu uso. Neste contexto, Natural User Interfaces se destacam, por melhor explorar os gestos naturais humanos, a fim de promover uma interface mais intuitiva. Neste trabalho é apresentado um sistema que permite ao usuário realizar a modelagem 3D por meio de poses e gestos com as mãos provendo uma interface com 3 graus de liberdade. Uma avaliação foi conduzida com 10 pessoas, a fim de validar a estratégia e a aplicação proposta. Nesta avaliação os participantes reportaram que o sistema tem potencial para se tornar uma interface inovadora, a despeito de suas limitações. Em geral, a abordagem de rastreamento das mãos para modelagem 3D parece ser promissora e merece uma investigação mais aprofundada. / Mestre em Ciências
102

O Projeto da produção de formas para estrutura de concreto armado incorporando BIM / The Formwork Design for reinforced concrete structures incorporating BIM

Neiva Neto, Romeu da Silva, 1988- 08 January 2014 (has links)
Orientador: Regina Coeli Ruschel / Dissertação (mestrado) - Universidade Estadual de Campinas, Faculdade de Engenharia Civil, Arquitetura e Urbanismo / Made available in DSpace on 2018-08-25T11:41:04Z (GMT). No. of bitstreams: 1 NeivaNeto_RomeudaSilva_M.pdf: 25903368 bytes, checksum: 7606709c0fa33a6f6699ae620c3c1fb9 (MD5) Previous issue date: 2014 / Resumo: Os sistemas de formas para concreto armado existentes no mercado brasileiro compõem até 30% do custo das obras de estruturas de concreto armado no país. Porém, construtoras geralmente não dão a devida atenção a essa disciplina, pois são poucos os casos em que o projeto para esse fim é desenvolvido e quando o é, geralmente carece de detalhamento e precisão. Isso resulta em desperdícios, falta de planejamento e atrasos nos cronogramas gerais das obras. Desta forma, o objetivo deste trabalho foi incorporar os preceitos da Modelagem da Informação da Construção (BIM) no Projeto Construtivo de Formas de Madeira (PCFM). Restringiu-se a estruturas de concreto armado para edifícios de múltiplos pavimentos. O método adotado foi o da pesquisa construtiva, pois desejava-se desenvolver de forma inovadora, projetos de forma, resolvendo problemas do mundo real por meio de uma teorização digital aplicada. O delineamento da pesquisa compreendeu a descrição da problemática (conhecimento prático e teórico), a formulação da solução digital para o projeto de formas, a implementação da solução e a consideração de sua aplicabilidade. A solução para o projeto de formas abarcou incrementalmente diferentes níveis de abstração do projeto: do componente (modelagem paramétrica), da quantificação (detalhamento e custo) e do planejamento (simulação 4D). A contribuição resultante foi a virtualização do projeto de formas em BIM gerando impacto benéfico: no processo construtivo e na adoção deste novo paradigma no contexto brasileiro / Abstract: The Formwork systems that exist in the Brazilian construction industry contributes to 30 % of the cost of works of reinforced concrete structures in the country. However, builders generally do not give due attention to this subject because there are few cases in which the formwork design is developed for this purpose and when it is, often lacks detail and accuracy. This results in waste, lack of planning and delays in general schedules of projects. Thus, the aim of this research was to incorporate the concepts of the Building Information Modeling (BIM) in Formwork Construction Design (FCD). The research was restricted to reinforced concrete structures for multiple floors buildings. The scientific method used was the constructive research as it was desired to develop in an innovative way, for workshop drawings, solving real-world problems by means of a digital applied theory. The scope of the research consisted of the research problem (practical and theoretical knowledge), the formulation of the digital solution for the formwork design, solution implementation and consideration of its applicability. The solution for the formwork design encompassed incrementally different levels of design abstractions: the component (parametric modeling), quantity take-off (and cost breakdown) and site planning (4D simulation). The resulting contribution was the virtual construction for the formwork design systems incorporating BIM. That brought beneficial impacts to the construction process and to the adoption of this new paradigm in the Brazilian context / Mestrado / Arquitetura e Construção / Mestre em Engenharia Civil
103

Produktvisualisering på webben : Material, färg och form för applikation av interaktiv produktvisning

Westermark, Erik January 2009 (has links)
Denna rapport tar upp teorier och metoder kring användbarhet i skapandet av en Flash-applikation. Rapporten beskriver steg för steg i skapandeprocessen, hela vägen från att ta fram behov och användningsområde till att skapa innehållet och slutligen en utförlig redogörelse för hur applikationen sammansätts. Metoderna som använts är huvudsakligen ITK (Identity Tool Kit) och scenarier enligt Alan Cooper. Vidare har metoder för hopsättning och visualisering av applikationen använts med stöd av Nielsen och Raskins användbarhetsprinciper. Resultatet visar att för att använda ITK i syfte att kartlägga en verksamhet, kräver detta en stor förståelse och modifikation av denna. Det visar också att Alan Coopers teorier om scenarier inte heller kommer till sin rätt utan en utförlig analys av användarna i denna. Resultatet visar även att med hjälp av programvarorna 3D studio Max och Flash kan interaktivt innehåll för produktvisualisering på nätet skapas med goda resultat. / This report addresses the theories and methods of usability in creating a Flash application. The report describes step by step in the creative process, all the way from the development needs and use to create content and finally a detailed explanation of how the application assemblies. The methods used are mainly ITK (Identity Tool Kit) and scenarios according to Alan Cooper. Furthermore, methods of assembly and visualization of application used with the support of Nielsen and Raskin usability principles. The result shows that the use of ITK in order to identify an activity, this requires a great understanding and modification of this. It also shows that Alan Cooper's theories about the scenarios do not come into its own, without a detailed analysis of the users thereof. The results also show that using the software 3D Studio Max and Flash for interactive content for product visualization on the web is created with good results.
104

3D structure estimation from image stream in urban environment / Estimation de la structure 3D d'un environnement urbain à partir d'un flux vidéo

Nawaf, Mohamad Motasem 05 December 2014 (has links)
Dans le domaine de la vision par ordinateur, l’estimation de la structure d’une scène 3D à partir d’images 2D constitue un problème fondamental. Parmi les applications concernées par cette problématique, nous nous sommes intéressés dans le cadre de cette thèse à la modélisation d’un environnement urbain. Nous nous sommes intéressés à la reconstruction de scènes 3D à partir d’images monoculaires générées par un véhicule en mouvement. Ici, plusieurs défis se posent à travers les différentes étapes de la chaine de traitement inhérente à la reconstruction 3D. L’un de ces défis vient du fait de l’absence de zones suffisamment texturées dans certaines scènes urbaines, d’où une reconstruction 3D (un nuage de points 3D) trop éparse. De plus, du fait du mouvement du véhicule, d’une image à l’autre il n’y a pas toujours un recouvrement suffisant entre différentes vues consécutives d’une même scène. Dans ce contexte, et ce afin de lever les verrous ci-dessus mentionnés, nous proposons d’estimer, de reconstruire, la structure d’une scène 3D par morceaux en se basant sur une hypothèse de planéité. Nous proposons plusieurs améliorations à la chaine de traitement associée à la reconstruction 3D. D’abord, afin de structurer, de représenter, la scène sous la forme d’entités planes nous proposons une nouvelle méthode de reconstruction 3D, basée sur le regroupement de pixels similaires (superpixel segmentation), qui à travers une représentation multi-échelle pondérée fusionne les informations de couleur et de mouvement. Cette méthode est basée sur l’estimation de la probabilité de discontinuités locales aux frontières des régions calculées à partir du gradient (gradientbased boundary probability estimation). Afin de prendre en compte l’incertitude liée à l’estimation du mouvement, une pondération par morceaux est appliquée à chaque pixel en fonction de cette incertitude. Cette méthode génère des regroupements de pixels (superpixels) non contraints en termes de taille et de forme. Pour certaines applications, telle que la reconstruction 3D à partir d’une séquence d’images, des contraintes de taille sont nécessaires. Nous avons donc proposé une méthode qui intègre à l’algorithme SLIC (Simple Linear Iterative Clustering) l’information de mouvement. L’objectif étant d’obtenir une reconstruction 3D plus dense qui estime mieux la structure de la scène. Pour atteindre cet objectif, nous avons aussi introduit une nouvelle distance qui, en complément de l’information de mouvement et de données images, prend en compte la densité du nuage de points. Afin d’augmenter la densité du nuage de points utilisé pour reconstruire la structure de la scène sous la forme de surfaces planes, nous proposons une nouvelle approche qui mixte plusieurs méthodes d’appariement et une méthode de flot optique dense. Cette méthode est basée sur un système de pondération qui attribue un poids pré-calculé par apprentissage à chaque point reconstruit. L’objectif est de contrôler l’impact de ce système de pondération, autrement dit la qualité de la reconstruction, en fonction de la précision de la méthode d’appariement utilisée. Pour atteindre cet objectif, nous avons appliqué un processus des moindres carrés pondérés aux données reconstruites pondérées par les calculés par apprentissage, qui en complément de la segmentation par morceaux de la séquence d’images, permet une meilleure reconstruction de la structure de la scène sous la forme de surfaces planes. Nous avons également proposé un processus de gestion des discontinuités locales aux frontières de régions voisines dues à des occlusions (occlusion boundaries) qui favorise la coplanarité et la connectivité des régions connexes. L’ensemble des modèles proposés permet de générer une reconstruction 3D dense représentative à la réalité de la scène. La pertinence des modèles proposés a été étudiée et comparée à l’état de l’art. Plusieurs expérimentations ont été réalisées afin de démontrer, d’étayer, la validité de notre approche / In computer vision, the 3D structure estimation from 2D images remains a fundamental problem. One of the emergent applications is 3D urban modelling and mapping. Here, we are interested in street-level monocular 3D reconstruction from mobile vehicle. In this particular case, several challenges arise at different stages of the 3D reconstruction pipeline. Mainly, lacking textured areas in urban scenes produces low density reconstructed point cloud. Also, the continuous motion of the vehicle prevents having redundant views of the scene with short feature points lifetime. In this context, we adopt the piecewise planar 3D reconstruction where the planarity assumption overcomes the aforementioned challenges.In this thesis, we introduce several improvements to the 3D structure estimation pipeline. In particular, the planar piecewise scene representation and modelling. First, we propose a novel approach that aims at creating 3D geometry respecting superpixel segmentation, which is a gradient-based boundary probability estimation by fusing colour and flow information using weighted multi-layered model. A pixel-wise weighting is used in the fusion process which takes into account the uncertainty of the computed flow. This method produces non-constrained superpixels in terms of size and shape. For the applications that imply a constrained size superpixels, such as 3D reconstruction from an image sequence, we develop a flow based SLIC method to produce superpixels that are adapted to reconstructed points density for better planar structure fitting. This is achieved by the mean of new distance measure that takes into account an input density map, in addition to the flow and spatial information. To increase the density of the reconstructed point cloud used to performthe planar structure fitting, we propose a new approach that uses several matching methods and dense optical flow. A weighting scheme assigns a learned weight to each reconstructed point to control its impact to fitting the structure relative to the accuracy of the used matching method. Then, a weighted total least square model uses the reconstructed points and learned weights to fit a planar structure with the help of superpixel segmentation of the input image sequence. Moreover, themodel handles the occlusion boundaries between neighbouring scene patches to encourage connectivity and co-planarity to produce more realistic models. The final output is a complete dense visually appealing 3Dmodels. The validity of the proposed approaches has been substantiated by comprehensive experiments and comparisons with state-of-the-art methods
105

Apport de la modélisation 3D et de la restauration structurale dans la compréhension des gisements de matières premières minérales / Ore-deposits modeling and improving their understanding with structural restoration

Mejía-Herrera, Pablo-Eliécer 16 December 2014 (has links)
L'objectif de cette thèse est d'expliquer les avantages qu'offrent la reconstruction de l'architecture des unités géologiques, leurs déformations ainsi que leurs variations au cours du temps à l'exploration de ressources minérales, tout en appliquant des méthodes et outils de modélisation 3D et 4D. La modélisation et la restauration structurale sont utilisées ici pour estimer des attributs géologiques qui peuvent aider à la compréhension de la formation des gisements, et à l'identification des zones favorables aux minéralisations. Cette thèse est axée sur l'application de la modélisation 3D et 4D à des cas réels pour trouver le lien entre une minéralisation et des processus géologiques tel que l'exhumation des terrains, l'activité des failles et la fracturation résultant d'un évènement de déformation. Ce mémoire est organisé en trois parties : (i) la modélisation structurale ainsi que la restauration surfacique ont été appliquées au district minier de la Ceinture de Cuivre de Legnica-Glogów (sud-ouest de la Pologne), pour estimer les conditions favorables à la fracturation hydraulique. Cette fracturation est intervenue dans le nord de l'Europe lors d'une phase d'inversion à la fin du Crétacé et au début du Paléocène. Dans notre hypothèse de départ, la fracturation hydraulique développée au cours de cette période a joué un rôle important dans la distribution en cuivre observée aujourd'hui dans le district minier ; (ii) la courbure des surfaces triangulées, représentant les horizons de la région des Sudètes polonaises, permet de mettre en évidence les systèmes de failles dans le socle. En particulier, des méthodes de restauration surfaciques ont été utilisées pour évaluer l'activité de des failles au cours du temps, en se basant sur la courbure des surfaces obtenues à chaque étape de la restauration. Les zones de fortes activités sont ici associées aux processus de minéralisation cuprifère de la région ; (iii) la restauration mécanique de la région de Mount Pleasant (Australie occidentale), a permis de simuler un évènement de raccourcissement apparu dans l'Archéen et qui est lié à un processus de minéralisation aurifère. La restauration mécanique est appliquée pour estimer le champ des déformations de la région au moment du raccourcissement. Avec ce champ de déformation, il est possible de calculer les paramètres d'endommagement de la masse rocheuse qui semblent liés aux zones aurifères situées hors des systèmes principaux de failles. Cette thèse a ainsi permis de mettre en évidence l'aspect prometteur de la modélisation et de la restauration structurale pour identifier des zones potentiellement minéralisées, mettant en valeur leur utilisation pour l'exploration des gisements et des ressources minérales / The objective of this Ph.D. thesis is to apply 3D and 4D modeling methods to reconstruct the architecture and deformations over time of geological entities in a defined region. Structural restoration modeling is used here to estimate geological, physical and structural attributes for understanding the origin of ore-deposits, and for identifying potential mineralized areas. We focused this thesis on 3D and 4D modeling on real case studies with different geological contexts (e.g. uplifting, fault activity and shortening), demonstrating the advantages and drawbacks on their use for similar situations. This thesis is organized into three parts: (i) the application of structural modeling in the mining district of the Copper Belt of Legnica-Glogów (south-west Poland). A surface-restoration approach was applied to estimate favorable conditions for hydraulic fracturing during an inversion, occurred in the northern part of Europe at Late Cretaceous--Early Paleocene. In our hypothesis, hydraulic fracturing developed at that time played an important role in the distribution of copper content observed in present days in the mining district. (ii) The curvature calculated on triangulated surfaces that represent the stratigraphic horizons in the Fore-Sudetic region (Poland), are used to highlight the fault systems in the basement as well as their activity. High curvature values reveal the fault activity which is associated with the copper mineralization process in the region. (iii) Mechanical restoration of the Mount Pleasant, Western Australia, simulates an Archean shortening event which occurred in the area linked to the gold mineralization process. The mechanical restoration was used to estimate the strain field in the region at the time of shortening. This deformation field was used to estimate the damage parameters of the rock mass. They show new potential gold areas located in off-fault gold systems. In conclusion, it is shown that 3D modeling and structural restoration could be used to identify potential favorable zones for the presence of mineralization, and seem promising as a tool for the exploration of ore-deposits and mineral resources
106

[en] BOOLEAN OPERATIONS ON POINT-BASED MODELS / [pt] OPERAÇÕES BOOLEANAS NA MODELAGEM POR PONTOS

HELOISA REIS LEAL 19 January 2005 (has links)
[pt] Operações booleanas em modelagem 3D são usadas para criar novos modelos ou para modificá-los. Na maioria dos tipos de representação de objetos 3D, estas operações são bastante complexas. Nos últimos anos tem sido muito explorado um novo tipo de modelagem, a modelagem por pontos, que apresenta muitas vantagens em relação às outras representações como maior simplicidade e eficiência. Dois trabalhos exploram as operações booleanas na modelagem por pontos, o trabalho de Adams e Dutré e o trabalho de Pauly et. al. Dada a grande importância deste novo tipo de modelagem e do uso de operações booleanas, esta dissertação apresenta uma introdução à modelagem por pontos, implementa o algoritmo proposto em Adams e Dutré com algumas melhorias e o compara com o método de Pauly et. al. / [en] Boolean operations are used to create or modify models. These operations in the majority of 3D object representations are very complex. In the last years a significant trend in computer graphics has been the shift towards point sampled 3D models due to their advantages over other representations, such as simplicity and efficiency. Two recent works present algorithms to perform interactive boolean operations on point-based models: the work by Adams and Dutré and the work by Pauly et. Al.. Due to great importance of this novel representation and of the use of boolean operations, the present work makes an introduction to point-based representation, implements the algorithm proposed by Adams and Dutré with some improvements, and compares this implementation with the work by Pauly et. al..
107

Numerické modelování proudění v bezpečnostním přelivu vodního díla Letovice / Numerical Modelling of Flow over Spillway of the Letovice Dam

Křivohlávek, Roman January 2018 (has links)
This diploma thesis deals with numerical modeling of water flow. The numerical model was created to simulate the flow of water through the spillway of the Letovice dam. The spillway is constructed as a side channel and is located on the right bank. Autocad 2015 was used to create a 3D model, and FLOW-3D version 11.0.4 was used to create a numerical model.
108

Výpočtová simulace tlakové zkoušky kovové pěny s otevřenými buňkami / Computational simulation of the compression test of the open cell metal foam

Homola, Václav January 2020 (has links)
The thesis presents computational simulation of compression test of a nickel foam and the 3D reconstruction of micro-CT images was utilized to generate the foam’s model of geometry. Explicit FEM is used to simulate compression test using software tool LS-DYNA and the stress–deformation curve is obtained together with deformed model’s mesh used for subsequent analysis. Sensitivity analyses were performed to configure the model and ensure best fit with values obtained during real-life experiment. The ANSYS Classic environment was then used to simulate tensile test of the foam compressed to various thicknesses. The tensile moduli in three mutually perpendicular directions of nickel foam were computed and the results were compared to experimental values as well. The results of tensile test simulation revealed considerable anisotropy of the foam’s elastic behavior. It can be said that the measured experimental data correspond very well with the elastic properties obtained from simulation up to certain level of compression. Analysis of the relationship between the element size and tensile moduli showed a significant difference between fine and coarse mesh. The optimal level of discretization and the overall model configuration ensuring high level of accuracy is proposed in this thesis.
109

Optický polygon / Optical polygon

Kubica, Matěj January 2021 (has links)
Diploma thesis focuses on a problematics of an optical networks in terms of an optical cables laying and a work with individual fibers. Thesis contains an basic physical properties which are used in a fiber optics. Methodology of correct working procedures used in fiber optics is discussed at the same time. Thesis also contains detailed documentation of realized optical connections including scheme of realized outdoor connection. 3D design of an rack case is also part of the thesis. Rack case provides an option to simulate plenty of different lengths of optical routes. Rack case is designed in 6U variant.
110

VYUŽITÍ 3D TECHNOLOGIÍ VE VEŘEJNÉM PROSTORU / THE USE OF 3D TECHNOLOGY IN THE PUBLIC SPACE

Šebánek, Jan Unknown Date (has links)
The aim of this thesis is to define the impact of rapid prototyping technology in terms of creative potential to use this technology represents a particularly sculpture and architecture. Rapid Prototyping is a generic term covering a range of technologies: 3D scan converting the already realistic three-dimensional objects in computer memory, parametric modeling, which creates three-dimensional objects based on the formative algorithms, photogrammetry method of compiling three-dimensional object from a photo, technology, 3D printing materializing after each layer objects transferred from the computer's memory. When processing the theoretical work will be explored and discussed possibilities for realization of basic three-dimensional objects using 3D technology. The second step will be to map the different methods of access to artists working with 3D technology. In the end it tried to evaluate the benefits of these technologies in the field of sculpture and architecture in terms of traditional approaches. This paper attempts to describe the possible implications and potential of this progressive field in the classical artistic disciplines such as sculpture and architecture, both in terms of benefits and in terms of the eventual negative impact with respect to increasing the availability of this technology.

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