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LOD pro GPUEngine / LOD for GPUEngineStaněk, Jan January 2018 (has links)
The representation of 3D polygonal model on several levels of available detail is a problem inherent in the process of rendering a scene. Highly-detailed models, if placed far from the camera, suffer from spatial aliasing that results from inadequate sampling of their surface, and require disproportionately large amount of time to render. Low-detailed models on the other hand reduce the visual quality of the scene when placed too near to the camera. This report delves in both the theory and the practical techniques used for solving these problems. It describes various published solutions and the principles behind them, and presents a design and an implementation of selected techniques for the GPUEngine library.
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Evolving digital 3D models using interactive genetic algorithmSundberg, Simon January 2021 (has links)
The search space of digital 3D models designs is vast and can be hard to navigate. In this study, a system that evolves digital 3D models using an interactive genetic algorithm (IGA) was constructed in order to aid this process. The goal of the study was to investigate how such a system can be constructed in order to aid the design space exploration of digital 3D models. The system is integrated with the 3D creation suite Blender and uses its Python API to programmatically edit models and generate images of the results, which are displayed on a web page where users can rate the results to evolve the model. The proposed system exposes all settings for the genetic algorithm, which includes population size, mutation rate, crossover algorithm, selection algorithm and more. Furthermore, the settings can be modified throughout the evolutionary process as well as the ability to rewind the algorithm and go back to previous generations in order to give more control in the progression of the algorithm. The script based nature of the proposed system is powerful but not practical for people without programming experience. For widespread adoption of IGAs as an exploratory design aid tool, it would help if the IGA is directly integrated into the design software being used in order to make it easier to use and reduce user fatigue.
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Development of 3D in vitro Neuronal Models Using Biomimetic Ultrashort Self-Assembling Peptide-Based ScaffoldsAbdelrahman, Sherin 11 1900 (has links)
The interactions between cells and their microenvironment influence their morphological features and regulate important cellular processes. To understand deleterious neurological disorders such as Parkinson’s disease, there is an immense need to develop efficient in vitro 3D models that can recapitulate complex organs such as the brain. Ultrashort self- assembling peptides offer a revolutionary tool for generating tunable and well-defined 3D in vitro neural tissues capable of recreating complex cellular characteristics, and tissue-level responses. Herein, we describe the use of ultrashort self-assembling peptide-based scaffolds for the development of functional 3D neuronal models including an in vitro model for Parkinson’s disease. Both primary mouse embryonic dopaminergic neurons and human dopaminergic neurons derived from human embryonic stem cells were found biocompatible in our peptide-based models. Using microelectrode arrays, we recorded spontaneous activity in dopaminergic neurons encapsulated within these 3D peptide scaffolds for more than 1 month without a decrease in signal intensity. In addition, we demonstrate a 3D bioprinted model of dopaminergic neurons inspired by the mouse brain using an extrusion-based 3D robotic bioprinting technology. We used our 3D in vitro neuronal models to study the effect of both gabapentin and pregabalin on the development of dopaminergic neurons. Pregabalin and gabapentin are frequently regarded as first-line therapies for a variety of neuropathic pain syndromes, regardless of the underlying cause. Our results showed that both drugs can interfere with the neurogenesis and morphogenesis of ventral midbrain dopaminergic neurons during early brain development. Finally, to gain a better understanding of the influence of cell-cell and cell- matrix interactions on cellular behavior and function in 3D cultured cells within our peptide-based scaffolds compared to the ones cultured in 2D, we studied the metabolic and transcriptomic profiles of 2D and 3D cultured cells. 2D cultured cells exhibited distinct metabolic and transcriptomic profiles compared to the 3D cultured cells. Advancements in the fields of 3D in vitro modeling, 3D bioprinting, and biomaterials are of extreme value for the development of efficient models suitable for investigating disease-specific pathways, aiding the discovery of novel treatments, and promoting tissue regeneration.
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A Photogrammetric Workflow to Produce 3D-Models of Geological Samples / Ett fotogrammetriskt arbetssätt för att producera 3D-modeller av geologiska stufferBjugger, Fanny January 2023 (has links)
Photogrammetry and Structure-from-Motion (S-f-M) is a low-cost method of producing digital 3D models of rock samples that can be used for many different research and educational purposes. A 3D model of a delicate rock sample would enable the preservation of the sample and reduce the need of physical manipulation. This thesis presents a systematic workflow to document and study rock samples by using photogrammetry and S-f-M. The manual in this work describes how to use the set up SOOSI (Spinning Object Optical Scanning Instrument) found at the Department of Earth Sciences at Uppsala University to produce digital 3D models of geological samples. The thesis gives a background to photogrammetry in Earth sciences, and it presents the fundamentals of photogrammetry and the camera. It explains the processing chain of photogrammetry and how computers assist in the photogrammetric process for the reader to understand the importance of the steps in the manual. 3D models produced from following the workflow are presented as well as implications of choices that can be made when following the workflow. The addition of a fixed lens to the camera setup would improve the method’s robustness. The models are currently limited due to a lack of absolute scale. A suggestion for developing a method to capture Ground Control Points (GCPs) to solve the scale problem is presented. / Fotogrammetri och Structure-from-Motion (S-f-M) är en billig metod för att producera digitala 3D-modeller av stuffer som kan användas i olika forsknings- och undervisningssyften. Modeller av stenstuffer minskar behovet av att fysiskt ta i dem och används därför i syfte att bevara ömtåliga stuffer. Denna uppsats presenterar ett systematiskt arbetsflöde för att dokumentera stuffer genom att använda fotogrammetri och S-f-M. Manualen beskriver hur den fotogrammetriska fotostudion SOOSI (Spinning Object Optical Scanning Instrument), som finns på institutionen för geovetenskaper vid Uppsala universitet, används för att producera digitala 3D-modeller. Uppsatsen ger en bakgrund till fotogrammetri inom geovetenskapen och den beskriver kamerans och fotogrammetrins grunder. Vidare förklaras fotogrammetrins bearbetningskedja och hur datorer bidrar i den fotogrammetriska processen för att läsaren ska förstå de olika stegen i manualen. 3D-modeller producerade genom att följa arbetsättet presenteras och de olika val som kan tas när en följer manualen och dess implikationer på resultaten diskuteras. Arbetsättet skulle förbättras om ett objektiv med fast brännvidd införskaffades till fotostudion. 3D-modellernas användningsområde begränsas av att de saknar absolut skala därför presenteras ett förslag till att utveckla arbetsmetoden med hjälp av Ground Control Points (GCP:er).
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[en] ANNOTATION SYSTEM BASED ON 3D VISUALIZATION WITH 360 DEGREES IMAGES OF INDUSTRIAL INSTALLATIONS / [pt] SISTEMA DE ANOTAÇÃO BASEADO EM VISUALIZAÇÃO 3D COM IMAGENS 360 GRAUS DE INSTALAÇÕES INDUSTRIAISANDERSON SILVA FONSECA 12 January 2023 (has links)
[pt] Com a chegada da Industria 4.0, empresas aderiram a usar gêmeos
digitais para melhorar seus processos de produção e as condições de trabalhos
de seus empregados. Os gêmeos digitais são normalmente associados a modelos
tridimensionais, permitindo a realização de planejamentos, extração de dados,
simulação e treinamento a partir das condições reais. Infelizmente, gêmeos
digitais incorretos ou desatualizados podem induzir a erros e a desencontro
de informações o que retira todas as vantagens do processo de virtualização,
arruinando quaisquer comparativos com a realidade. Em contrapartida, gêmeos
digitais ricos em informação permitem que simulações e extrações de dados
sejam mais fieis a realidade. Atualmente, as tecnologias capazes de enriquecer
as informações de gêmeos digitais são escassos, pois é um procedimento que leva
tempo devido a necessidade de análises de especialistas, custos, equipamentos
e ferramentas específicas. Recursos como fotografias 360 graus, vídeos e modelos
tridimensionais podem ser usados para realizar uma avaliação e atualização
nos gêmeos digitais. Porém, diferenças temporais, condições do ambiente e
erros humanos entre os recursos podem gerar confusão durante a transferência
e conexão da informação. Este trabalho apresenta uma ferramenta que explora
as vantagens de combinar fotografias 360 graus com modelos 3D para gerar gêmeos
digitais as-built. Cada imagem pode ser ajustada a uma localização dentro do
sistema de coordenadas do modelo, inclusive permitindo alterações nos eixos
e no campo de visão. Durante a navegação, é possível navegar livremente pelo
modelo e pelas posições de interesse criadas pelo usuário. Além da visualização,
a ferramenta propõe uma interação mais eficaz para realizar anotações entre
modelos e fotografias 360 graus com o propósito de verificar consistências ou agregar
novas informações ao gêmeo digital. Estas interações são importantes para a
inspeção e manutenção, como avaliação de peças, análise das condições atuais
ou a criação de comparativos entre o planejado e o real. / [en] With the arrival of Industry 4.0, companies have adopted digital twins
to improve their production processes and the working conditions of their employees. Digital twins are generally associated with three-dimensional models
and allow planning, data extraction, simulation, and training based on current conditions. Unfortunately, incorrect or outdated digital twins can lead
to errors and information mismatch, which takes away all the advantages of
the virtualization and computerization process, ruining any comparisons with
reality. In contrast, information-rich digital twins allow simulations and data
extraction to be more faithful to reality. Currently, technologies capable of
enriching the information of digital twins are scarce, as it is a procedure that
takes time due to the need for expert analysis, costs, equipment, and specific
tools. Resources such as 360 degrees photographs, videos, and 3D models can be used
to perform an evaluation and update the digital twins. However, temporal
differences, environmental conditions, and human errors between the images
and the model can generate confusion during the transfer and connection of
information. This work presents a tool that explores the advantages of combining 360 degrees photographs with 3D models to generate as-built digital twins. Each
image can be adjusted to a location within the model s coordinate system,
allowing changes to axes and field of view. During navigation, it is possible to
navigate the model and the user-created positions of interest freely. In addition to visualization, the tool proposes a more effective interaction to annotate
between models and 360 degrees photographs to verify consistency or add new information to the digital twin. These interactions are essential for inspection
and maintenance, such as evaluating parts, analyzing current conditions, or
creating comparisons between planned and actual.
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3-D Model Characterization and Identification from Intrinsic LandmarksCamp, John L. 07 December 2011 (has links)
No description available.
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Efficient and Physics-based Facial Blendshapes based on ODE sweeping Surface and Newton's second lawFang, J., Bian, S., Macey, J., Iglesias, A., Ugail, Hassan, Malyshev, A., Chaudhry, E., You, L., Zhang, J.J. 25 March 2022 (has links)
No / Online games require small data of 3D models for low storage costs, quick transmission over the Internet, and efficient geometric processing to achieve real-time performance, and new techniques of facial blendshapes to create natural facial animation. Current geometric modelling and animation techniques involve big data of geometric models and widely applied facial animation using linear interpolation cannot generate natural facial animation and create special facial animation effects. In this paper, we propose a new approach to integrate the strengths of ODE (ordinary differential equation) sweeping surfaces and Newton's second law-based facial blendshapes to create 3D models and their animation with small data, high efficiency, and ability to create special facial effects.
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3D-modellering av byggnader med indata från UAV och terrester laserskanner / 3D-modeling of buildings with data from UAV and terrestrial laser scannerLindberg Schlegel, Julius, Trogen Hedin, Erik January 2024 (has links)
3D-models/maps are great to use for visualization of the real world and are easy to understand for the average person. The use of this data is becoming increasingly common. Karlstad municipality offers a web-based product with a 3D-map to show the city's residents what is happening in the city. Today, the models are produced using laser data and orthophotos collected by airplanes. Karlstad municipality has the ambition to maintain the 3D-map themselves. Due to practical and economic reasons, aerial photographing with airplanes is not suitable. This study examines the method of creating 3D-models using two data collection methods, UAV and TLS, in order to smoothly create models with higher quality LOD 3. The 3Dmodel created in this study should be able to be used for Karlstad municipality's 3D-map to realistically visualize one of the city's older known heritage sites, which is Karlstad's theatre. The method used in the study proves to be effective and creates a 3D-model with a LOD quality of 3. The method required planning, field collection, preprocessing of collected data, and data processing. Programs primarily used for the study were Agisoft Metashape, TBC, and Cloud Compare. The study showed that the method is time-consuming for conducting 3D-models of UAV and TLS data. Collection and 3D-modelling are much smoother with only UAV data as it is faster, but the quality is slightly lower. The method may be suitable for individual buildings with cultural historical values or socially important ones where detail richness and the quality of the 3D-model are more important and interesting. / 3D-modeller/kartor är bra för att visualisera verkligheten och är lätta att förstå för gemene man, användningen av denna typ blir allt vanligare. Karlstads kommun erbjuder en webbaserad produkt med 3D-karta som ett sätt att visa kommunens invånare vad som händer i staden. Idag tas modellerna fram med hjälp av laserdata och ortofoto insamlat med flygplan. Karlstads kommun har som ambition att själva underhålla 3D-kartan. På grund av praktiska och ekonomiska skäl lämpar sig ej insamling med flygplan.I denna studie undersöks metoden att skapa 3D-modeller med två datainsamlingsmetoder, UAV och TLS, detta för att smidigt kunna skapa modeller med högre kvalitet LOD 3. 3D-modellen som skapas i denna studie ska kunna användas till Karlstads kommuns 3D-karta för att realistiskt visualisera ett av stadens äldre kända stads arv som är Karlstads teater. Metoden som används i studien visar sig vara effektiv och skapar en 3D-modell med en LOD-kvalitet på 3. Metoden krävde en planering, fältinsamling, förarbete av insamlad data och bearbetning av data. Program som framför allt användes för studien var Agisoft Metashape, TBC och CloudCompare. Studien visade att metoden är tidskrävande för att genomföra 3D-modeller av UAV och TLS data. Insamling och 3D-modellering görs mycket smidigare med endast UAV data då det är snabbare men kvaliteten blir lite sämre. Metoden kan lämpa sig för enstaka byggnader med kulturhistoriska värden eller samhällsviktiga där detaljrikedom och där kvaliteten på 3D-modellen är viktigare och intressantare.
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Vkládání vodoznaků do 3D modelů / Watermarking 3D ModelsHonzátková, Tereza January 2016 (has links)
Goals of this work are to summarize the process and existing methods of 3D models watermarking, to choose relevant methods for embedding/extraction of a watermark to/from 3D models. The final solution is based on Spectral Mesh Compression technique. This method is robust, imperceptible and informed. The embedded watermark is detectable and robust against geometrical transformations, added random noise, mesh smoothing and simplification, compression and cropping. The realized tool allows a user to embedding watermark into the mesh, modify the mesh and extraction of a watermark from mesh. Testing was conducted on a set of 5 models differing in size, shape and density of points. The resulting tool inserts a watermark composed of four characters that can detect both undamaged models and the models affected. Among the attacks against which the watermark is robust, include transformations, rotation, scale, adaptive random noise, and combination of this.
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Forensic Validation of 3D modelsLindberg, Mimmi January 2020 (has links)
3D reconstruction can be used in forensic science to reconstruct crime scenes and objects so that measurements and further information can be acquired off-site. It is desirable to use image based reconstruction methods but there is currently no procedure available for determining the uncertainty of such reconstructions. In this thesis the uncertainty of Structure from Motion is investigated. This is done by exploring the literature available on the subject and compiling the relevant information in a literary summary. Also, Monte Carlo simulations are conducted to study how the feature position uncertainty affects the uncertainty of the parameters estimated by bundle adjustment. The experimental results show that poses of cameras that contain few image correspondences are estimated with higher uncertainty. The poses of such cameras are estimated with lesser uncertainty if they have feature correspondences in cameras that contain a higher number of projections.
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