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Reconstrução tridimensional de baixo custo a partir de par de imagens estéreo. / Low cost three-dimensional reconstruction using a stereo image pair.Marcelo Archanjo José 30 May 2008 (has links)
A obtenção e a reconstrução da geometria tridimensional (3D) de objetos e ambientes têm importância crescente em áreas como visão computacional e computação gráfica. As formas atuais de obtenção e reconstrução 3D necessitam de equipamentos e montagens sofisticadas que, por conseqüência, têm custos elevados e aplicação limitada. Este trabalho apresenta criticamente os principais algoritmos para a reconstrução 3D a partir de par de imagens estéreo e identifica os mais viáveis para utilização com equipamentos convencionais. Por meio da implementação de alguns destes algoritmos, da comparação dos resultados obtidos em sua execução e também pela comparação com os resultados encontrados na literatura, são identificadas as principais deficiências. São propostas adequações aos algoritmos existentes, em particular, é apresentada a proposta da técnica das faixas que proporciona a redução drástica no consumo de memória para o processamento da geometria 3D e que possui desempenho computacional melhor em relação às técnicas tradicionais. Foi implementado um protótipo de sistema de reconstrução 3D que permite a reconstrução pelas diferentes técnicas estudadas e propostas, bem como permite visualizar o cenário reconstruído sob diferentes pontos de vista de forma interativa. / The acquisition and reconstruction of three-dimensional (3D) geometry of objects and environments have their importance growing in areas such as Computer Vision and Computer Graphics. The current methods to acquire and reconstruct three-dimensional data need sophisticated equipments and assemblies, which have expensive costs and limited applications. This work presents the main algorithms for 3D reconstruction using a pair of stereo images and identifies which are viable to use with conventional equipments. Through the implementation of some of these algorithms, by comparing the results obtained and comparing with the results presented in the literature, the main limitations were identified. This work proposes adjustments in the existing algorithms, in particular it proposes the stripping technique, which provides a huge memory usage reduction for 3D geometry processing and better computing performance if compared with traditional approaches. A prototype system for 3D reconstruction was implemented, which allows the reconstruction using the different researched and proposed techniques and allows interactive visualization of the reconstructed scene in different angles.
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Produktvisualisering på webben : Material, färg och form för applikation av interaktiv produktvisningWestermark, Erik January 2009 (has links)
<p>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.</p> / <p>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.</p>
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The role of 3D printing in biological anthropologyAllard, Travis T. 14 September 2006 (has links)
The following work explores the role of 3D printing in biological anthropology. A case study approach is used to provide an understanding of two different applications for 3D printing and to identify a potential methodology for creating 3D models. Case study one looks at the application of 3D printing to reconstruction projects using a flowerpot to test the reconstruction methodology. The second case study uses both laser surface and CT scanning to create a replica of a human skeleton. The two methods of data acquisition are evaluated for advantages and limitations in creating the virtual model. This work shows that there is a role for 3D printing in biological anthropology, but that data acquisition and processing issues are the most significant limiting factors in producing skeletal replicas. / October 2006
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Design and Test of Algorithms for the Evaluation of Modern Sensors in Close-Range Photogrammetry / Entwicklung und Test von Algorithmen für die 3D-Auswertung von Daten moderner Sensorsysteme in der NahbereichsphotogrammetrieScheibe, Karsten 01 December 2006 (has links)
No description available.
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The role of 3D printing in biological anthropologyAllard, Travis T. 14 September 2006 (has links)
The following work explores the role of 3D printing in biological anthropology. A case study approach is used to provide an understanding of two different applications for 3D printing and to identify a potential methodology for creating 3D models. Case study one looks at the application of 3D printing to reconstruction projects using a flowerpot to test the reconstruction methodology. The second case study uses both laser surface and CT scanning to create a replica of a human skeleton. The two methods of data acquisition are evaluated for advantages and limitations in creating the virtual model. This work shows that there is a role for 3D printing in biological anthropology, but that data acquisition and processing issues are the most significant limiting factors in producing skeletal replicas.
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The Relationship of the Lingual Nerve to the 3rd Molar Region: A Three Dimensional AnalysisGarbedian, Justin 19 January 2010 (has links)
The objective of this study was to: (1) model the course of the lingual nerve (LN) in the third molar region using digitized data and (2) investigate landmarks to aid in predicting the position of LN. A MicroScribe 3-DX digitizer and Autodesk® Maya® 8.5 were used to create 3-D in-situ models of LN for seven human cadaveric specimens. Regression analysis demonstrated that an anteriorly positioned lingula is directly proportional to the vertical distance of the LN relative to the alveolar crest (p < 0.05). A superiorly positioned mylohyoid ridge was also directly proportional to the vertical distance of the LN relative to the alveolar crest (p < 0.05). The LN is positioned closer to the alveolar crest in specimens where the mylohyoid ridge is positioned superiorly (p = 0.001). This study demonstrated a novel way of quantifying the relative position of the LN using 3-D computer modeling.
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The Relationship of the Lingual Nerve to the 3rd Molar Region: A Three Dimensional AnalysisGarbedian, Justin 19 January 2010 (has links)
The objective of this study was to: (1) model the course of the lingual nerve (LN) in the third molar region using digitized data and (2) investigate landmarks to aid in predicting the position of LN. A MicroScribe 3-DX digitizer and Autodesk® Maya® 8.5 were used to create 3-D in-situ models of LN for seven human cadaveric specimens. Regression analysis demonstrated that an anteriorly positioned lingula is directly proportional to the vertical distance of the LN relative to the alveolar crest (p < 0.05). A superiorly positioned mylohyoid ridge was also directly proportional to the vertical distance of the LN relative to the alveolar crest (p < 0.05). The LN is positioned closer to the alveolar crest in specimens where the mylohyoid ridge is positioned superiorly (p = 0.001). This study demonstrated a novel way of quantifying the relative position of the LN using 3-D computer modeling.
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Analysis and Implementation of Fine-grained Distributed Maximum Power Point Tracking in Photovoltaic SystemsPoshtkouhi, Shahab 19 December 2011 (has links)
This thesis deals with quantifying the merits of Distributed Maximum Power Point Tracking (DMPPT), as well as providing solutions to achieve DMPPT in PV systems. A
general method based on 3D modeling is developed to determine the energy yield of PV
installations exploiting different levels of DMPPT granularity. Sub-string-level DMPPT
is shown to have up to 30% more annual energy yield than panel-level DMPPT. A
Multi-Input-Single-Output (MISO) dc-dc converter is proposed to achieve DMPPT in
parallel-connected applications. A digital current-mode controller is used to operate the MISO converter in pseudo-CCM mode. For series-connected applications, the virtualparallel concept is introduced to utilize the robustness of the parallel connection. This concept is demonstrated on a three-phase boost converter. The topology offers reduced output voltage ripple under shading which increases the life-time of the output capacitor.
The prototypes yield output power benefits of up to 46% and 20% for the tested shading
conditions.
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The role of 3D printing in biological anthropologyAllard, Travis T. 14 September 2006 (has links)
The following work explores the role of 3D printing in biological anthropology. A case study approach is used to provide an understanding of two different applications for 3D printing and to identify a potential methodology for creating 3D models. Case study one looks at the application of 3D printing to reconstruction projects using a flowerpot to test the reconstruction methodology. The second case study uses both laser surface and CT scanning to create a replica of a human skeleton. The two methods of data acquisition are evaluated for advantages and limitations in creating the virtual model. This work shows that there is a role for 3D printing in biological anthropology, but that data acquisition and processing issues are the most significant limiting factors in producing skeletal replicas.
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Analyse morphométrique 3D de structures anatomiques pour la paléoanthropologie / 3D morphometric analysis of anatomical structures for paleoanthropologyDumoncel, Jean 06 April 2017 (has links)
L'évolution biologique des organismes peut être étudiée comme une succession de transformations morphologiques qui sont caractérisées par le changement de leur géométrie tridimensionnelle globale et locale. Dans ce contexte, il est nécessaire de développer des outils mathématiques et informatiques comparatifs de formes tridimensionnelles afin d'étudier ces transformations et de pouvoir les comparer avec les variabilités inter- et intra-espèces. Dans la chaîne de traitement des données tridimensionnelles (images 3D ou maillages 3D) employée en " paléoanthropologie virtuelle ", la méthode la plus souvent utilisée en analyse comparative est basée sur des points de repère (en général, anatomiques) dont les coordonnées sont analysées à l'aide d'outils mathématiques tels que la " morphométrie géométrique ". Plus récemment, une autre classe de méthodes a été proposée. Elle permet des comparaisons globales entre les surfaces complètes de structures anatomiques sans avoir besoin de définir des points de repère. On obtient ainsi une analyse statistique de la forme moyenne et de sa variabilité en tout point. Dans cette thèse, nous proposons d'étudier la chaîne d'analyse morphométrique des données 3D utilisées en paléoanthropologie, de la numérisation à l'exploitation des données par les chercheurs. Cette thèse présente des méthodes analytiques pour le traitement des données issues de la paléoanthropologie, depuis la numérisation des sites de fouilles jusqu'à l'acquisition et l'analyse des spécimens. Nous établissons des modèles numériques de terrain (analyses multidimensionnelles de données issues de différentes modalités d'acquisition telles que les scans laser et la photogrammétrie) qui permettent d'appréhender les vestiges dans leur contexte et nous proposons des analyses qui répondent à des problématiques qui sont spécifiques aux études en biologie. En particulier, nous apportons des outils d'analyse et de visualisation (cartographies 3D et analyses statistiques) pour des problématiques de déformation basées sur des recalages surfaciques. Nous proposons également une méthode d'analyse sur des données partielles afin de pouvoir exploiter l'ensemble des données disponibles dans les registres fossiles et modernes. Nos résultats mettent en évidence que les méthodes par recalage surfacique augmentent non seulement les possibilités de capter les formes et leurs variations, mais permettent également de travailler sur des formes globales et non uniquement sur certains points. Nous montrons notamment que ces méthodes permettent le développement d'outils qui sont bien adaptés pour les études en paléoanthropologie. / The biological evolution of organisms can be studied as a set of morphological transformations which are characterized by the modification of their global three- dimensional geometry and by some discrete traits. In this context, it is necessary to develop comparative mathematical and computational tools for the study of the inter- and intraspecific variation. Within the three-dimensional data processing workflow (3D images or 3D meshes) employed in " virtual paleoanthropology ", the method that is most commonly used in comparative analysis is based on landmarks (most often anatomical landmarks) from which coordinates are analyzed by using mathematical tools such as " geometric morphometrics ". More recently, other methods allowing global comparisons between three-dimensional reconstructions without landmarks have been proposed. They allow for example the statistical analysis of a global shape and its variability. We suggest to study the process for morphometric analysis of 3D data commonly used in paleoanthropology, from the digitization to the exploration of 3D data. This dissertation introduces analytical methods for the processing of data provided by paleoanthropological studies, from the digitization of the excavation sites to the acquisition and the analysis of specimens. We established digital ground models (multidimensional analyses of data from various modalities of acquisition such as laser scanner and photogrammetry) that contribute to a comprehensive understanding of fossil remains in their context and we proposed relevant analyses for resolving specific problems inherent to biological studies. In particular, we developed appropriate tools for analyses and viewing (3D mappings and statistical analyses) dedicated specifically to problems of deformation-based registrations. Additionally, we introduced a method for the analysis of partial data in order to use all the specimens available in the fossil and modern records. Besides opening up new possibilities of capturing shape variation, our results highlight that techniques based on surface registration provide a reliable methodological framework for working on global shapes without focusing on specific points. We reported in particular that these methods allow the development of tools which are particularly suitable for the paleoanthropological studies.
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