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Vizualizace grafických scén v knihovně OGRE / Graphics Scene Visualization Using OGRE LibraryOndrejíček, Marián January 2012 (has links)
The goal of this thesis is to investigate the possibilities of the OGRE visualization library and to implement an application which utilizes both simple and advanced OGRE features. Furhtermore there are explained basics of creating effects using Cg language and connecting them with OGRE library. The Bullet library which is often used in visualization applications for physics calculations is analyzed as well. The second part describes implementation of the demo application. In the end, the results are discussed, including possibilities of future development.
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Jednoduchý letecký simulátor na Windows Phone 7 / Simple Flight Simulator for Windows Phone 7Hacaj, Marián January 2011 (has links)
Thesis describes programming of 3D applications, mainly games, on Windows Phone 7 platform and lightly compares this approach with Silverlight platform. It also describes XNA framework in detail and programming plane simulators problems. In the second part of this thesis, reader can find complete description of implementation of a simple airplane simulation for Windows Phone 7 platform, which is based on the XNA framework. The game consists of implementation of terrain, sky, plane, scene and also of physics and the principle of the game.
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Interaktivní umísťování virtuální dlahy na 3D modely kostí / Interactive Splint Positioning on 3D Bone ModelsJedlička, Lukáš January 2008 (has links)
This Master's Project deals with creation of virtual Splint (Orthopedic plate) model and with placement of virtual Splint model onto 3D Bone model. It handles with creating of interpolation curves in 3D (especially Subdivision method) and motion along a curve. This work is only in Czech.
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Classifying Metal Scrap Piles Using Synthetic Data : Evaluating image classification models trained on synthetic data / Klassificering av metallskrothögar med hjälp av syntetiska dataPedersen, Stian Lockhart January 2024 (has links)
Modern deep learning models require large amounts of data to train, and the acquisition of data can be challenging. Synthetic data provides an alternative to manually collecting real data, alleviating problems associated with real data acquisition. For recycling processes, classifying metal scrap piles containing hazardous objects is important, where hazardous objects can be damaging and costly if handled incorrectly. Automatically detecting hazardous objects in metal scrap piles using image classification models requires large amounts of data, and metal scrap piles contain large variations in objects, textures, and lighting. Furthermore, data acquisition can be challenging in the recycling domain, where positive objects can be scarce and manual acquisition setup can be challenging. In this thesis, synthetic images of metal scrap piles in a recycling process are created, intended for training image classification models to detect metal scrap piles containing fire extinguishers or hydraulic cylinders. Synthetic images are created with physically based rendering and domain randomization, rendered with either rasterization or ray tracing engines. Ablation studies are conducted to investigate the effect of using domain randomization. The performance of models trained on purely synthetic datasets is compared to models trained on datasets containing only real images. Furthermore, photorealistic rendering with ray tracing rendering is evaluated by comparing F1 scores between models trained on data sets created with rasterization or ray tracing. The F1 scores show that models trained on purely synthetic data outperform those trained solely on real data when classifying images containing fire extinguishers or hydraulic cylinders. Ablation studies show that domain randomization of textures is beneficial both for the classification of fire extinguishers and for the classification of hydraulic cylinders in metal scrap piles. High dynamic range image lighting randomization does not provide benefits when classifying metal scrap piles containing fire extinguishers, suggesting that other lighting randomization techniques may be more effective. The F1 scores show that synthetically created images using rasterization perform better when classifying metal scrap piles containing fire extinguishers. However, when classifying metal scrap piles containing hydraulic cylinders, images created with ray tracing achieve higher F1 scores. This thesis highlights the potential of synthetic data as an alternative to manually acquiring real data, particularly in domains where data collection is challenging and time-consuming. The results show the effectiveness of domain randomization and physically based rendering techniques in creating realistic and diverse synthetic datasets.
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Interactive PDF Documents in Math Education Focused on Tests for Differential EquationsKuráňová, Silvie 04 May 2012 (has links) (PDF)
The progress of blended learning has given rise to the need to prepare quality electronic materials, especially those which use the greatest advantage of an electronic document – its interactivity. This
paper presents several types of PDF materials – interactive exercises, tests and games created by LaTeX packages (AcroTeX eDucation Bundle) with a contribution of other supporting instruments (3D graphics, fancytooltips, AcroFLeX). Differential equations, as an important tool of continuous mathematical modeling, have been chosen to demonstrate the still increasing power of PDF documents. This strategy allowed me to introduce innovative approaches in explaining and exercising this part of mathematics at the same time. To create such materials some LaTeX knowledge is needed; nevertheless this article is for all math teachers who are looking for quality interactive materials.
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A Visualization Tool for Drill Rig Simulators used in Software Development / ETT VISUALISERINGSVERKTYG FÖR BORRIGSSIMULATORER ATTANVÄNDA I MJUKVARUUTVECKLINGLarsson, Mikael January 2010 (has links)
Boomer is a machine that is developed and produced by Atlas Copco Rock Drills AB, which is used for underground mining and tunneling. It is a blast-hole drilling rig equipped with drills that are attached to the arms, called booms, which the rig holds. The machine is controlled and monitored by Atlas Copco’s Rig Control System (RCS), which consists of a number of intelligent units connected in a CAN-net. When developing software for the RCS, a simulator that makes it possible to run the software on an ordinary desktop PC is used. The problem is that there is no intuitive way to see how the booms are oriented, while positioning. Therefore it is desirable to have a 3D visualization of the rig, with focus on the booms, which can be used alongside the simulator to get immediate feedback about the movements of the booms. This report describes the process of developing an application that handles communication with the simulator and the 3D visualization. / Boomer är en maskin som utvecklas och produceras av Atlas Copco Rock Drills AB. Maskinen används vid gruvbrytning och tunnelkonstruktion. Boomer är en spränghålsborrigg som är utrustad med borrar vilka är monterade på riggens armar, kallade bommar. En Boomer övervakas och kontrolleras av Atlas Copcos kontrollsystem, RCS, som är ett system bestående av intelligenta enheter sammankopplade i ett CAN-nät. Vid utveckling av mjukvara till RCS används en simulator som gör det möjligt att köra mjukvaran på en vanlig PC. Problemet är att det inte finns något intuitivt sätt att se hur bommarna är riktade medans de blir positionerade. Därför är det önskvärt med en 3D visualisering av borriggen, med fokus på dess boomar, som kan användas tillsammans med simulatorn för att ge en direkt återkoppling av boomarnas förflyttning. Denna rapport beskriver utvecklingsprocessen för en applikation som hanterar kommunikationen med simulatorn och 3D visualiseringen.
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Simulating characters for observation : bridging theory and practiceAlbin-Clark, Adrian January 2012 (has links)
Observations of young children are conducted in an educational setting by practitioners to plan and assess activities based on the individual development and needs of the child. Challenges include: recording, how to be an observer rather than a participant, and connecting developmental theory to observable behaviour.Several projects have simulated children in their learning environments, aimed mainly at pre-service teachers, but these have neither been for young children where the activity is play-based nor where the adult is supportive of the child's interests. Some simulations have used 3D graphics to represent a child via a role-playing adult but there have been few attempts to use autonomous characters.A novel real-time interactive 3D graphical simulation—Observation—was developed, providing a physical sandbox for users to: add autonomous characters (representing children), add objects, and customise the play-based environment. The definitions of the characters were informed by the findings from early childhood research. The simulation was evaluated using two complementary serious game frameworks and its utility was evaluated by professionals within the field of early childhood education comprising university students and educators, and local education authority advisors. An explorative, mixed methods approach was taken, triangulating across: a pilot study and a main study; different research instruments (simulation activity plus questionnaire, focus groups, interviews); and a range of participants. The simulation has utility because: it is an interesting way to explore the behaviours of young children, the theoretical understanding behind children's play can be deepened, and observational skills can be developed. The simulation has wide appeal because the perceived utility of the simulation is not influenced by: professional experience, number of real-life observations of young children, or time spent playing video games. Age is considered to be the most important omission from the abstract character in the simulation.
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Zobrazení 3D scény ve webovém prohlížeči / Displaying 3D Graphics in Web BrowserSychra, Tomáš January 2013 (has links)
This thesis discusses possibilities of accelerated 3D scene displaying in a Web browser. In more detail, it deals with WebGL standard and its use in real applications. An application for visualization of volumetric medical data based on JavaScript, WebGL and Three.js library was designed and implemented. Image data are loaded from Google Drive cloud storage. An important part of the application is 3D visualization of the volumetric data based on volume rendering technique called Ray-casting.
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Interactive PDF Documents in Math Education Focused on Tests for Differential EquationsKuráňová, Silvie 04 May 2012 (has links)
The progress of blended learning has given rise to the need to prepare quality electronic materials, especially those which use the greatest advantage of an electronic document – its interactivity. This
paper presents several types of PDF materials – interactive exercises, tests and games created by LaTeX packages (AcroTeX eDucation Bundle) with a contribution of other supporting instruments (3D graphics, fancytooltips, AcroFLeX). Differential equations, as an important tool of continuous mathematical modeling, have been chosen to demonstrate the still increasing power of PDF documents. This strategy allowed me to introduce innovative approaches in explaining and exercising this part of mathematics at the same time. To create such materials some LaTeX knowledge is needed; nevertheless this article is for all math teachers who are looking for quality interactive materials.
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Las infovisualizaciones animadas y su influencia dentro de la transposición didáctica audiovisualVintimilla Ugalde, Óscar Gustavo 05 September 2022 (has links)
[ES] El objetivo de esta investigación es definir a una infovisualización animada y establecer una metodología de análisis para determinar la incidencia de cada uno de sus componentes dentro de una pieza audiovisual. Para ello, se integra un enfoque desde las dos vertientes de las cuales proviene el término: el grafismo informativo y el grafismo animado; lo que ofrece una perspectiva global del fenómeno.
A partir de ahí, se establecen las bases conceptuales necesarias para extrapolar las propiedades comunes de lo informativo, del diseño y del audiovisual, e interpretarlos como un nuevo lenguaje que propone un mensaje concreto, claro, atractivo y efectivo para alcanzar una transposición didáctica entre el productor de contenido y su audiencia.
Posteriormente se presenta un estudio de casos para comprobar la factibilidad de uso de la metodología, convirtiéndose en una propuesta para el desarrollo de la alfabetización visual aplicada al grafismo informativo en movimiento, área de continuo crecimiento y relevancia dentro de la comunicación.
Al final, se despliegan nuevas líneas de investigación que permitan complementar el estudio y contribuyan a consolidar la pertinencia de este lenguaje. / [CA] Aquesta investigació pretén definir el concepte d'infovisualització animada i establir una metodologia d'anàlisi per a determinar la incidència de cadascun dels seus components dins d'una peça audiovisual. Adequarem un enfocament basat en els dos vessants de les quals prové el terme: el grafisme informatiu i el grafisme animat; el que ofereix una perspectiva global del fenomen.
A partir d'ací, s'estableixen les bases conceptuals necessàries per a extrapolar les propietats comuns de l'informatiu, del disseny i de l'audiovisual, i interpretar-los com un nou llenguatge que proposa un missatge concret, clar, atractiu i efectiu per a aconseguir una transposició didàctica entre el productor de contingut i la seua audiència.
Posteriorment es presenta un estudi de casos per a comprovar la factibilitat d'ús de la metodologia, convertint-se en una proposta per al desenvolupament de l'alfabetització visual aplicada al grafisme informatiu en moviment, àrea de continu creixement i rellevància dins de la comunicació.
Al final, es despleguen noves línies d'investigació que permeten complementar l'estudi i contribuïsquen a consolidar la pertinència d'aquest llenguatge. / [EN] This research seeks to define the concept of animated info-visualization and establish an analysis methodology to determine the incidence of each of its components within an audiovisual piece. An approach based on the two aspects from which the terms informative graphics and animated graphics come was applied. This approach offers a global perspective of the phenomenon.
From there on, the necessary conceptual bases were established to extrapolate the common properties of the information content, its design and audiovisual, to interpret them as a new language. Then a concrete, clear, attractive and effective message was proposed to achieve a didactic transposition between the content producer and their audience.
Subsequently, a case study was presented to verify the feasibility of using this methodology, which became a proposal for the development of visual literacy applied to informative graphics in motion. This is an area of continuous growth and relevance within communication.
In the end, new lines of research are deployed to complement the study and help consolidate the relevance of this language. / Vintimilla Ugalde, ÓG. (2022). Las infovisualizaciones animadas y su influencia dentro de la transposición didáctica audiovisual [Tesis doctoral]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/186190
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