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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.
1

The problem of quality antialiasing in three dimensional scenes

Joyce, David William January 1996 (has links)
No description available.
2

Klasifikace 3D objektů pomocí neuronových sítí / 3D object classification using neural networks

Krabec, Miroslav January 2019 (has links)
3D Object Classification Using Neural Networks Bc. Miroslav Krabec Classification of 3D objects is of great interest in the field of artificial intelligence. There are numerous approaches using artificial neural networks to address this problem. They differ mainly in the representation of the 3D model used as input and the network architecture. The goal of this thesis is to explore and test these approaches on publicly available datasets and subject them to independent comparison, which has not so far appeared in the literature. We provide a unified framework allowing to convert the data from common 3D formats. We train and test ten different network on the ModelNet40 and ShapeNetCore datasets. All the networks performed reasonably well in our tests, but we were generally unable to achieve the accuracies reported in the original papers. We suspect this could be due to extensive, albeit unreported, hyperparameter tuning by the authors of the original papers, suggesting this issue would benefit from further research. 1
3

OpenVirtualObjects: An Open Set of Standardized and Validated 3D Household Objects for Virtual Reality-Based Research, Assessment, and Therapy

Tromp, Johanne, Klotzsche, Felix, Krohn, Stephan, Akbal, Mert, Pohl, Leonardo, Quinque, Eva M., Belger, Julia, Villringer, Arno, Gaebler, Michael 05 February 2024 (has links)
Virtual reality (VR) technology provides clinicians, therapists, and researchers with new opportunities to observe, assess, and train behavior in realistic yet well-controlled environments. However, VR also comes with a number of challenges. For example, compared to more abstract experiments and tests on 2D computer screens, VR-based tasks are more complex to create, which can make it more expensive and time-consuming. One way to overcome these challenges is to create, standardize, and validate VR content and to make it openly available for researchers and clinicians. Here we introduce the OpenVirtualObjects (OVO), a set of 124 realistic 3D household objects that people encounter and use in their everyday lives. The objects were rated by 34 younger and 25 older adults for recognizability, familiarity, details (i.e., visual complexity), contact, and usage (i.e., frequency of usage in daily life). All participants also named and categorized the objects. We provide the data and the experiment- and analysis code online.With OVO, we hope to facilitate VR-based research and clinical applications. Easy and free availability of standardized and validated 3D objects can support systematic VR-based studies and the development of VR-based diagnostics and therapeutic tools.
4

Object Ranking for Mobile 3D Visual Search

Wu, Hanwei January 2015 (has links)
In this thesis, we study object ranking in mobile 3D visual search. The conventional methods of object ranking achieve ranking results based on the appearance of objects in images captured by mobile devices while ignoring the underlying 3D geometric information. Thus, we propose to use the method of mobile 3D visual search to improve the ranking by using the underlying 3D geometry of the objects. We develop an algorithm of fast 3D geometric verication to re-rank the objects at low computational complexity. In that scene, the geometry of the objects such as round corners, sharp edges, or planar surfaces as well as the appearance of objects will be considered for 3D object ranking. On the other hand, we also investigate flaws of conventional vocabulary trees and improve the ranking results by introducing a credibility value to the TF-IDF scheme. By combining novel vocabulary trees and fast 3D geometric verification, we can improve the recall-datarate performance as well as the subjective ranking results for mobile 3D visual search.
5

Human colour perception : a psychophysical study of human colour perception for real and computer-simulated two-dimensional and three-dimensional objects

Hedrich, Monika January 2009 (has links)
No description available.
6

Svět roviny a svět prostoru v předmatematické gramotnosti / World of plane and world of space in pre-mathematical literacy

Lorencová, Karolina January 2021 (has links)
The diploma thesis deals with the issue of distinguishing and denominating of geometric models by children aged five to six years. The aim of the work is to find out to what extent children are currently able to distinguish the world of the plane and the world of space and to what extent these two worlds merge for children. There are three hypotheses. H1: "Children are able to identify at least half of objects from a set of spatial bodies selected from a construction set.", hypothesis H2: "More than a half of children are confused naming planar and spatial objects." and hypothesis H3: "When identifying some of the objects familiar to children, they come up with their own names for them." To verify them, quantitative research was used, which also used audio recording to get data and to be able analyze the observed phenomena. The research confirmed all of those three these hypotheses. Two thousand two hundred data were analyzed. The work on a sample of hundred children shows what the level of object distinction and naming them is currently among preschool children in the Pilsen region. It opens up a number of other areas that need to be further addressed and lots of questions to be answered. These include mixing the world of space and the plane. KEYWORDS Space; plane; identification of 3D objects;...
7

Systém pro využití technologie rozšířené reality v muzeích a galeriích / System for Augmented Reality Utilisation in Museums and Galleries

Müller, Frederik January 2020 (has links)
The aim of the master thesis is to provide visitors of various types of objects - typically galleries, museums, etc. with additional information about exhibited objects with emphasis on visual display in augmented reality. It includes an analysis of already existing solutions, design and implementation of the entire system needed for deployment. From the point of view of the content creator (administrator), the system represents a complex solution enabling the creation of an interactive walk - scanning 3D objects, scanning 2D objects and adding content to the given objects. On the other hand, the tool for visitors (users) who are part of an interactive walk, provides additional information about objects primarily located near the user, which are automatically detected by the camera on the mobile phone. Solution includes augmented reality, which is implemented using ARKit technology, so the final application is built on the iOS platform. The work addresses the issue of detection of 3D objects and their subsequent recognition, along with the way to work with this information, how to store it and then use it for purposes of this thesis. In the final solution, emphasis is placed on the simplicity of the usage (guide marks, hints...) and overall user experience.
8

Human colour perception. A psychophysical study of human colour perception for real and computer-simulated two-dimensional and three-dimensional objects.

Hedrich, Monika January 2009 (has links)
Pontificia Universidad Católica de Valparaíso
9

Visualisation interactive de données hétérogènes pour l'amélioration des dépenses énergétiques du bâtiment / Interactive visualisation of heterogenous data for building energy efficiency

Lange, Benoît 07 November 2012 (has links)
De nos jours, l'économie d'énergie est devenue un enjeu crucial. Les bâtiments des différents pays ont été identifiés comme étant une source importante de perte énergétique. De ce constat a émergé le projet RIDER (Reasearch for IT Driven EneRgy efficiency). Ce projet a pour objectif de développer un système d'information innovant permettant d'optimiser la consommation énergétique d'un bâtiment ou d'un groupe de bâtiments. Ce système est basé sur des composants logiciels, notamment une solution générale de modélisation du bâtiment, une solution de fouille de données, une solution de visualisation. Chacun de ces composants est destiné à améliorer le modèle de données de RIDER. Dans ce manuscrit, nous nous intéressons à la partie visualisation et nous proposons donc une solution d'amélioration du modèle par cette méthode. Dans ces travaux, nous allons présenter les solutions que nous avons mises en place pour modéliser le bâtiment ; pour ce faire nous avons utilisé une solution à base de particules dont la valeur est interpolée par rapport aux différents capteurs du bâtiment. Nous présentons également les différentes solutions mises en place pour visualiser les données et les méthodes d'interactions pour améliorer le modèle du bâtiment. Enfin, notre dernière partie présente les résultats de notre solution au travers de deux jeux de données. / Energy efficiencies are became a major issue. Building from any country have been identified as gap of energy, building are not enough insulated and energy loss by this struc- ture represent a major part of energy expenditure. RIDER has emerged from this viewpoint, RIDER for Research for IT Driven EneRgy efficiency. This project has goal to develop a new kind of IT system to optimize energy consumption of buildings. This system is based on a component paradigm, which is composed by a pivot model, a data warehouse with a data mining approach and a visualization tool. These two last components are developed to improve content of pivot model.In this manuscript, our focus was on the visualization part of the project. This manuscript is composed in two parts: state of the arts and contributions. Basic notions, a visualization chapter and a visual analytics chapter compose the state of the art. In the contribution part, we present data model used in this project, visualization proposed and we conclude with two experimentations on real data.
10

Normalpaint: uma ferramenta interativa de pintura de normal maps em modelos 3D

Gehling, Maurício Bammann 28 February 2007 (has links)
Made available in DSpace on 2015-03-05T13:58:26Z (GMT). No. of bitstreams: 0 Previous issue date: 28 / Bolsa para curso e programa de Pós Graduação / Este trabalho apresenta um novo modelo de criação e alteração de mapas de normais, usando uma interface intuitiva que se assemelha a um sistema de pintura. Estes mapas são cruciais para aplicações gráficas, processadas em tempo real, que buscam maior realismo visual. Principalmente jogos digitais atuais se utilizam desta tecnologia, permitindo recriar o visual complexo de um modelo geométrico tridimensional com muitos polígonos, em um modelo simplificado. Desta forma o jogo utiliza somente o modelo mais leve para processar, mas consegue renderizar detalhes no objeto que criam a ilusão de complexidade geométrica. O processo original de criação deste mapa de normal (também conhecido como normal map), é muito trabalhoso. Um artista deve criar o modelo otimizado que será utilizado pelo jogo, além de outro modelo que contém tantos detalhes geométricos quantos forem desejados. Este último modelo servirá apenas como base para a criação do normal map, utilizando algum software 3D que contenha uma ferramenta para / This work presents a novel model of creation and modification of normal maps, using a intuitive interface similar of a paint system. These maps are crucial to graphical applications, processed in real time, that claims better visual realism. Most digital games use this technology, allowing the recreation of the visual complexity of a dense geometric 3D model, in a simplified model. That way game utilize only the lighter model to process, but can render the details on the object that create the illusion of geometric complexity. The creation process of this normal map is very labor intensive. An artist must create the simplified model that will be used in game, besides another model that is as complex as desired. This last model will be used only as a reference to extract the normal map in a 3D software. Then the normal map is applied in the simpler model, that is rendered with the visual detail the normal map represent. This work presents a computacional model that propose the concept of eliminate the creati

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