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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.
51

Dynamické změny v terénu / Dynamic Changes in the Terrain

Dvořák, Radim January 2007 (has links)
This thesis deals with design, implementation and analysis of the model for dynamic changes in the terrain. Present state of terrain deformation in OpenSceneGraph environment is described and available relevant software called TDS, which allows terrain adaptation to new inserted objects is presented. Special emphasis is placed on design of model for physically based terrain deformations that are caused by moving object or by bomb explosion. The results of simulation tests are presented and on the base of model analysis, the optimizations, which significantly improve final algorithm, are designed and realized.
52

Fluid Modeling with Stochastic and Structural Features

Yuan, Zhi 17 July 2013 (has links)
No description available.
53

Modeling, Simulation, And Visualization Of 3d Lung Dynamics

Santhanam, Anand 01 January 2006 (has links)
Medical simulation has facilitated the understanding of complex biological phenomenon through its inherent explanatory power. It is a critical component for planning clinical interventions and analyzing its effect on a human subject. The success of medical simulation is evidenced by the fact that over one third of all medical schools in the United States augment their teaching curricula using patient simulators. Medical simulators present combat medics and emergency providers with video-based descriptions of patient symptoms along with step-by-step instructions on clinical procedures that alleviate the patient's condition. Recent advances in clinical imaging technology have led to an effective medical visualization by coupling medical simulations with patient-specific anatomical models and their physically and physiologically realistic organ deformation. 3D physically-based deformable lung models obtained from a human subject are tools for representing regional lung structure and function analysis. Static imaging techniques such as Magnetic Resonance Imaging (MRI), Chest x-rays, and Computed Tomography (CT) are conventionally used to estimate the extent of pulmonary disease and to establish available courses for clinical intervention. The predictive accuracy and evaluative strength of the static imaging techniques may be augmented by improved computer technologies and graphical rendering techniques that can transform these static images into dynamic representations of subject specific organ deformations. By creating physically based 3D simulation and visualization, 3D deformable models obtained from subject-specific lung images will better represent lung structure and function. Variations in overall lung deformations may indicate tissue pathologies, thus 3D visualization of functioning lungs may also provide a visual tool to current diagnostic methods. The feasibility of medical visualization using static 3D lungs as an effective tool for endotracheal intubation was previously shown using Augmented Reality (AR) based techniques in one of the several research efforts at the Optical Diagnostics and Applications Laboratory (ODALAB). This research effort also shed light on the potential usage of coupling such medical visualization with dynamic 3D lungs. The purpose of this dissertation is to develop 3D deformable lung models, which are developed from subject-specific high resolution CT data and can be visualized using the AR based environment. A review of the literature illustrates that the techniques for modeling real-time 3D lung dynamics can be roughly grouped into two categories: Geometrically-based and Physically-based. Additional classifications would include considering a 3D lung model as either a volumetric or surface model, modeling the lungs as either a single-compartment or a multi-compartment, modeling either the air-blood interaction or the air-blood-tissue interaction, and considering either a normal or pathophysical behavior of lungs. Validating the simulated lung dynamics is a complex problem and has been previously approached by tracking a set of landmarks on the CT images. An area that needs to be explored is the relationship between the choice of the deformation method for the 3D lung dynamics and its visualization framework. Constraints on the choice of the deformation method and the 3D model resolution arise from the visualization framework. Such constraints of our interest are the real-time requirement and the level of interaction required with the 3D lung models. The work presented here discusses a framework that facilitates a physics-based and physiology-based deformation of a single-compartment surface lung model that maintains the frame-rate requirements of the visualization system. The framework presented here is part of several research efforts at ODALab for developing an AR based medical visualization framework. The framework consists of 3 components, (i) modeling the Pressure-Volume (PV) relation, (ii) modeling the lung deformation using a Green's function based deformation operator, and (iii) optimizing the deformation using state-of-art Graphics Processing Units (GPU). The validation of the results obtained in the first two modeling steps is also discussed for normal human subjects. Disease states such as Pneumothorax and lung tumors are modeled using the proposed deformation method. Additionally, a method to synchronize the instantiations of the deformation across a network is also discussed.
54

Real-time Soft Body Simulation using Extended Position-Based Dynamics and Tetrahedral Deformation

Kamnert, William January 2023 (has links)
Background. Several methods have been used to simulate soft body deformation, such as mass-spring systems and position-based dynamics. This has been done using tetrahedral mesh models for preservation of shape and volume. In real-time applications however, there is a limitation to how high resolution the model can be, creating the need for optimizations. Objectives. To achieve better performance for high resolution models, tetrahedral deformation is used, making it possible for the tetrahedral mesh and triangle mesh to use different resolutions. In combination with this, the GPU is used to execute the simulation in parallel, improving performance further. Methods. For evaluation of performance and accuracy, an implementation was created to simulate soft body deformation using extended position-based dynamics and the Vulkan graphics API, with the option to use tetrahedral deformation. By experimentation, comparisons are made between using different resolutions on the tetrahedral mesh to the full resolution in terms of performance and accuracy. Results. The results show that performance and accuracy are altered when using tetrahedral deformation on lower resolution tetrahedral mesh. The performance is improved based on the decrease in workload, such as with higher base resolution models or multiple soft bodies. The accuracy is however not correlated to the reduction of resolution, but instead dependant on the rest shape of the model used. Conclusions. The implementation created demonstrates a new optimization that can be used to simulate soft body deformation in parallel on the GPU, with a smaller change in accuracy. Improvements exist in areas of usability, features and other optimizations that can be further explored in future research.
55

Physically Based Simulation of Various Fabrics with Multi-Level Modeling

Cao, Di 27 June 2017 (has links)
No description available.
56

Etude régionale des crues éclair de l'arc méditerranéen français. Elaboration de méthodologies de transfert à des bassins versants non jaugés / Flash floods in the french mediterranean region ; toward transfer methodologies for ungauged catchments

Garambois, Pierre-André 23 November 2012 (has links)
D’un point de vue climatique la région méditerranéenne est propice aux évènements pluvio-orageux intenses, particulièrement en automne. Ces pluies s’abattent sur des bassins versants escarpés. La promptitude des crues ne laisse qu’un temps très court pour la prévision. L’amplitude de ces crues dépend de la grande variabilité des pluies et des caractéristiques des bassins versants. Les réseaux d'observations ne sont habituellement pas adaptés à ces petites échelles spatiales et l'intensité des événements affecte souvent la fiabilité des données quand elles existent d’où l’existence de bassin non jaugés. La régionalisation en hydrologie s’attache à la détermination de variables hydrologiques aux endroits où ces données manquent. L’objectif de cette thèse est de contribuer à poser les bases d’une méthodologie adaptée à la transposition des paramètres d'un modèle hydrologique distribué dédié aux crues rapides de bassins versants bien instrumentés à des bassins versants non jaugés, et ce sur une large zone d’étude. L’outil utilisé est le modèle hydrologique distribué MARINE [Roux et al., 2011] dont l’une des originalités est de disposer d’un modèle adjoint permettant de mener à bien des calibrations et des analyses de sensibilité spatio-temporelles qui servent à améliorer la compréhension des mécanismes de crue et à l’assimilation de données en temps réel pour la prévision. L’étude des sensibilités du modèle MARINE aborde la compréhension des processus physiques. Une large gamme de comportements hydrologiques est explorée. On met en avant quelques types de comportements des bassins versants pour la région d’étude [Garambois et al., 2012a]. Une sélection des évènements de calibration et une technique de calibration multi évènements aident à l’extraction d’un jeu de paramètres par bassin versant. Ces paramétrisations sont testées sur des évènements de validation. Une méthode de décomposition de la variance des résultats conduit aux sensibilités temporelles du modèle à ses paramètres. Cela permet de mieux appréhender la dynamique des processus physiques rapides en jeu lors de ces crues [Garambois et al., 2012c]. Les paramétrisations retenues sont transférées à l’aide de similarités hydrologiques sur des bassins versants non jaugés, à des fins de prévision opérationnelle / Climate and orography in the Mediterranean region tend to promote intense rainfalls, particularly in autumn. Storms often hit steep catchments. Flood quickness only let a very short time lapse for forecasts. Peak flow intensity depends on the great variability of rainfalls and catchment characteristics. As a matter of facts, observation networks are not adapted to these small space-time scales and event severity often affects data fiability when they exist thus the notion of ungauged catchment emerges. Regionalization in hydrology seeks to determine hydrological variables at locations where these data lack. This work contributes to pose the bases of a methodology adapted to transpose parameterizations of a flash flood dedicated distributed hydrologic model from gauged catchments to ungauged ones, and for a large study area. The MARINE distributed hydrologic model is used [Roux et al., 2011], its originality lies in the automatically differentiated adjoint model able to perform calibrations and spatial-temporal sensitivity analysis, in order to improve understanding in flash flood generating mechanisms and real time data assimilation for hydrometeorological forecasts. MARINE sensitivity analysis addresses the question of physical process understanding. A large panel of hydrologic behaviours is explored. General catchment behaviours are highlighted for the study area [Garambois et al., 2012a]. Selected flood events and a multiple events calibration technique help to extract catchment parameter sets. Those parameterizations are tested on validation events. A variance decomposition method leads to parameter temporal sensitivity analysis. It enables better understanding in catching dynamics of physical processes involved in flash floods formation [Garambois et al., 2012c]. Parameterizations are then transfered from gauged catchments with hydrologic similarity to ungauged ones with a view to develop real time flood forecasting
57

Polarizační verze lesklých BRDF modelů / Polarising Versions of Glossy BRDF Models

Bártová, Kristina January 2014 (has links)
The goal of computer graphics is to precisely model the appearance of real objects. It includes of interactions of light with various materials. Polarisation is one of the fundamental properties of light. Incorporating polarisation parameter into an illumination model can significantly enhance the physical realism of rendered images in the case of scenes including multiple light bounces via specular surfaces, etc. However, recent rendering systems do not take polarisation into account because of complexity of such a solution. The key component for obtaining physically correct images are realistic, polarisation capable BRDF (Bidirectional Reflectance Distribution Function) models. Within this thesis, polarising versions of the following BRDF models were theoretically derived: Torrance Sparrow, He-Torrance-Sillion-Greenberg and Weidlich-Wilkie. For each of these models, Mueller matrices (the mathematical construct used to describe polarising surface reflectance) were systematically derived and their behaviour tested under various input parameters using Wolfram Mathematica. Derived polarising glossy BRDF models were further implemented using a rendering research system, ART (Advanced Rendering Toolkit). As far as we know, it is the very first usage of these BRDF models in a polarisation renderer....
58

Génération de texture par anamorphose pour la décoration d’objets plastiques injectés / Texture generation for decoration of manufactured plastic objects by anamorphose

Belperin, Maxime 31 May 2013 (has links)
Le contexte de ma thèse rentre dans le cadre du projet IMD3D, supporté par le FUI. L'objectif de ce projet consiste à proposer une méthode automatisée permettant la décoration d'objets 3D quelconques. La solution choisie consiste à positionner un film imprimé dans le moule, ce film sera déformé par la fermeture du moule puis par injection. Ma thèse porte sur la génération de décoration. Les données dont nous disposons en entrée sont un maillage et une ou plusieurs images. Nous souhaitons d'abord obtenir le plaquage de cette image sur le maillage, de telle sorte que le rendu visuel soit équivalent à l'image initiale. Pour cela, nous avons décidé de choisir un point de vue par image et de le favoriser. Nous paramétrions alors le maillage par le biais d'une projection orthogonale ou perspective définie par ce point de vue. Nous réalisons alors la transformée inverse de déformation du maillage. L'utilisation d'une application conforme pour la déformation inverse permet de coller au mieux à la physique du problème. Nous visualisons donc le résultat à imprimer sur le film. Il reste alors à générer la texture permettant de décorer l'objet injecté par le procédé. Il suffit de parcourir bilinéairement l'intérieur des mailles et simultanément la partie de l'image correspondante, de manière à remplir les pixels de l'image. Ceci permet d'obtenir finalement la texture finale qui sera imprimée sur le film. Mais, lors des premiers essais effectués par les industriels avec une mire colorée, un effet de décoloration a été relevé. Nous avons donc pris en compte ce changement de couleur pour modifier l'image et obtenir le résultat visuel escompte, même au niveau du rendu des couleurs / This work takes part in a global industrial project called IMD3D, which is supported by FUI and aims at decorating 3D plastic objects using Insert Molding technology with an automated process. Our goal is to compute the decoration of 3D virtual objects, using data coming from polymer film characterization and mechanical simulation. My thesis deals with the generation of decoration. Firstly, we want to map the texture onto the mesh, so that the visual rendering would be equivalent to the initial picture. In order to do so, we decided to choose a viewpoint per texture and to favor it. Thus, a specific view-dependent parameterization is defined. Thus, the first goal which is to define the texture mapping with visual constraints is reached. After this step, the inverse distortion of the mesh is performed. The use of a conformal map for this inverse transform allows to respect the physics issues. Therefore we get a planar mesh representing the initial mesh of simulation whose associated textures have also been modified by this transform. The result to be printed on the film can be viewed. Finally, the texture enabling the decoration of the object injected by the process can be generated. This texture combines information from several mapped images. The inner part of the mesh and in the same time the part of the corresponding texture shall be followed in a bilinear way in order to fill the pixel of the generated picture. But during the first tests performed by industries with a colors pattern, a discoloration effect was detected. As a consequence, we thought to take into account this color change to modify the picture and to obtain the expected visual rendering
59

Fluid Simulation for Visual Effects / Fluid Simulation for Visual Effects

Wrenninge, Magnus January 2003 (has links)
<p>This thesis describes a system for dealing with free surface fluid simulations, and the components needed in order to construct such a system. It builds upon recent research, but in a computer graphics context the amount of available literature is limited and difficult to implement. Because of this, the text aims at providing a solid foundation of the mathematics needed, at explaining in greater detail the steps needed to solve the problem, and lastly at improving some aspects of the animation process as it has been described in earlier works. </p><p>The aim of the system itself is to provide visually plausible renditions of animated fluids in three dimensions in a manner that allows it to be usable in a visual effects production context. </p><p>The novel features described include a generalized interaction layer providing greater control to artists, a new way of dealing with moving objects that interact with the fluid and a method for adding source and drain capabilities.</p>
60

Animating jellyfish through numerical simulation and symmetry exploitation

Rudolf, David Timothy 25 August 2007
This thesis presents an automatic animation system for jellyfish that is based on a physical simulation of the organism and its surrounding fluid. Our goal is to explore the unusual style of locomotion, namely jet propulsion, which is utilized by jellyfish. The organism achieves this propulsion by contracting its body, expelling water, and propelling itself forward. The organism then expands again to refill itself with water for a subsequent stroke. We endeavor to model the thrust achieved by the jellyfish, and also the evolution of the organism's geometric configuration. <p> We restrict our discussion of locomotion to fully grown adult jellyfish, and we restrict our study of locomotion to the resonant gait, which is the organism's most active mode of locomotion, and is characterized by a regular contraction rate that is near one of the creature's resonant frequencies. We also consider only species that are axially symmetric, and thus are able to reduce the dimensionality of our model. We can approximate the full 3D geometry of a jellyfish by simulating a 2D slice of the organism. This model reduction yields plausible results at a lower computational cost. From the 2D simulation, we extrapolate to a full 3D model. To prevent our extrapolated model from being artificially smooth, we give the final shape more variation by adding noise to the 3D geometry. This noise is inspired by empirical data of real jellyfish, and also by work with continuous noise functions from the graphics community. <p> Our 2D simulations are done numerically with ideas from the field of computational fluid dynamics. Specifically, we simulate the elastic volume of the jellyfish with a spring-mass system, and we simulate the surrounding fluid using the semi-Lagrangian method. To couple the particle-based elastic representation with the grid-based fluid representation, we use the immersed boundary method. We find this combination of methods to be a very efficient means of simulating the 2D slice with a minimal compromise in physical accuracy.

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