31 |
Animovaný interaktivní 3D model části počítačeMichalík, Petr January 2015 (has links)
Michalík, P. Animated interactive 3D model parts of computer. Diploma thesis. Brno: Mendel University in Brno, 2015. This diploma thesis describes possibilities of creation, use and presentation three-dimensional models, selection of a suitable solution for creation and presentation three-dimensional models, creating static three-dimensional models of computer components and their completion of animation and interactive elements to these models.
|
32 |
Extensibilidade de ambientes virtuais colaborativos através de estórias interativas não linearesDuarte, Diego Daniel 31 May 2005 (has links)
Made available in DSpace on 2016-06-02T19:05:33Z (GMT). No. of bitstreams: 1
2407.pdf: 1338607 bytes, checksum: f6463704ee2c6b822e0fcb6f5c087cf0 (MD5)
Previous issue date: 2005-05-31 / Financiadora de Estudos e Projetos / 3D Collaborative Virtual Environments (CVE) applications have been impelled mainly by the computer games industry, military and industrial training and product design development. However, most of the existing systems are focused on specific tasks and have a supporting structure, which is closely tight to the application. As a consequence, a change in the application usually means a change in the supporting structure too, making it difficult and expensive to develop new or to extend existing CVEs. This work presents a novel approach to building and extending CVEs through the
integration of interactive non-linear stories and Virtual Reality. With this approach, CVEs applications are composed as non-linear stories which can be changed either completely or
partly, making it easier for developers to build and/or extend CVEs applications, such as highly dynamic marketing campaigns to 3D virtual shops, customized training courses,
educational and entertainment games, etc. To allow the description of the CVE through interactive non-linear stories was developed a description language based on XML, named VEML. The use of a VEML for building a CVE application can facilitate the communication among the different professionals involved in the building of complex VE applications. / Ambientes Virtuais Colaborativos (AVCs) Tridimensionais têm sido desenvolvidos principalmente pelas indústrias de jogos de computador, treinamento militar e industrial e desenvolvimento de protótipos. Entretanto, muitos dos sistemas existentes são focados em aplicações específicas e tem uma arquitetura de suporte intimamente ligada à aplicação. Como conseqüência disto, alterações na aplicação geralmente implicam em alterações nesta arquitetura de suporte também, tornando difícil e custoso desenvolver-se ou estender AVCs existentes. Este trabalho apresenta uma nova abordagem para construção e extensão de AVCs através da integração de estórias interativas não lineares e Realidade Virtual. Com esta abordagem, as aplicações de AVCs são especificadas como estórias não lineares que podem ser alteradas parcial ou completamente, tornando fácil aos desenvolvedores construir ou estender aplicações de AVCs, tais como campanhas dinâmicas de shoppings virtuais, cursos
padronizados de treinamento, jogos educacionais e de entretenimento, etc. Para permitir a descrição de AVCs como estórias não lineares foi desenvolvido uma linguagem de descrição baseada em XML, chamada VEML. O uso do VEML para construção de AVCs pode facilitar a comunicação entre os diferentes profissionais envolvidos na construção de aplicações complexas de AVC.
|
33 |
Uma aplicação das técnicas de realidade virtual na visualização e corte de poliedros não-convexos / Application of virtual reality techniques in visualizing and cutting non-convex polyhedronSilva, Maria Emilia da 16 February 2007 (has links)
This dissertation presents an educational software which explores Virtual Reality
techniques (VR) through the development of virtual educational environments. 3D
Geometry has been taken as a case study. The objective of this work is the
extension of the cut for convex and non-convex polyhedron. The virtual
environment and the interaction techniques have been developed using the VRML
(Virtual Reality Modeling Language) and JavaScript languages. After making the
system available to potential users, they were able to do some experiments and
confirmed that the techniques proposed are satisfactory and helpful in the learning
process and in the visualization of non-convex polyhedron. / Esta dissertação apresenta um software educacional que explora técnicas de
Realidade Virtual (RV) através do desenvolvimento de ambientes virtuais
educacionais. Utiliza-se a Geometria Espacial como estudo de caso. O objetivo deste
trabalho é a extensão do corte para poliedros convexos e não-convexos. O ambiente
virtual e as técnicas de interação propostas foram desenvolvidas utilizando-se a
linguagem VRML (Virtual Reality Modeling Language) e JavaScript. Após
disponibilizar o sistema para potenciais usuários, estes puderam realizar alguns
experimentos e identificaram que as técnicas propostas auxiliam, de forma
satisfatória, no processo de aprendizado da visualização de poliedros não-convexos,
graças ao uso das técnicas de RV propostas. / Mestre em Ciências
|
34 |
Batalha do Jenipapo: Uma Modelagem em Realidade VirualCARVALHO JÚNIOR, Antônio Alves de January 2003 (has links)
Made available in DSpace on 2014-06-12T15:58:35Z (GMT). No. of bitstreams: 2
arquivo4658_1.pdf: 2718535 bytes, checksum: b7f907a6f3bf82eb253608479cddfaea (MD5)
license.txt: 1748 bytes, checksum: 8a4605be74aa9ea9d79846c1fba20a33 (MD5)
Previous issue date: 2003 / Este trabalho propõe uma metodologia para o desenvolvimento de conteúdo histórico
para a Web utilizando diversas mídias e realidade virtual. A proposta desta metodologia
inicia-se com uma investigação da expressividade de cada mídia, seguida de uma avaliação
das alternativas disponíveis de ferramentas para sua criação e edição. As componentes de
realidade virtual foram construídas procurando um equilíbrio entre realismo e leveza. A
Batalha do Jenipapo foi escolhida como tema para validar a metodologia proposta, dadas a
sua importância histórica e a mínima quantidade de material disponível na Web a seu respeito.
Sendo que a paisagem onde esta batalha aconteceu ser ingrediente importante do evento, e
que existe a possibilidade de descrever esse cenário utilizando realidade virtual, foi feita uma
coleta de informações no campo utilizando GPS (Global Positioning System) para reconstruir
de forma pictórica esse cenário. O cenário sintético assim construído descreve com boa
fidelidade o cenário geográfico do evento. Dentre as diversas plataformas disponíveis para a
construção de mundos virtuais na Internet, VRML (Virtual Reality Modelling Language) é
analisada nos seus detalhes para, com ela, compor o mundo em questão. É feita uma coleta
sistemática de informações sobre o evento de interesse: imagens, textos, fotografias do local,
o modelo geográfico do cenário etc. que, depois de submetidas a uma triagem e preparação,
são oferecidas no site de forma organizada, cronológica e intuitiva. O mundo virtual é
construído de maneira a exibir um bom grau de realismo, mas sem que por isso a sua
transferência e visualização demandem grandes recursos computacionais nem tempos de
espera. A dinâmica do referido evento histórico é modelada com o uso de animações dos
principais atores envolvidos no confronto. Os conteúdos de Realidade Virtual são validado
com o uso de dois plug-ins diferentes: o VRMLViewer e o Cortona. A metodologia do
desenvolvimento deste site poderá facilitar o desenvolvimento de outros sites históricos
análogos
|
35 |
Simulación de la Hemodinámica en Modelos de Aneurismas Cerebrales Incluyendo la Interacción Fluido-EstructuraAraya Aburto, Sebastián Andrés January 2008 (has links)
No description available.
|
36 |
Řízení inverzního kyvadla / Inverted pendulum controlDaněk, Petr January 2017 (has links)
This diploma thesis deals with inverse pendulum control. There are described types of inverse pendulums, used power electronics, sensors and their connection to the MF624 control card and to external hardware. Further is described the identification of parameters, including the assembly of a custom algorithm for identification of viscous friction in the pendulum rotary coupling. For identification of moments of inertia are used 3D CAD models, where the thesis describes also use of these models for VRML visualization. The thesis also describes how to build a dynamic model by using Matlab-Simulink and the Simscape-Multibody toolbox. This model is further used in design of the controller using LQR and its simulation testing. The controller is complemented by swing-up algorithm, security elements and MF624 driver interface is designed. The control is tested on a real inverse pendulum assembly and implemented in external hardware.
|
37 |
A Virtual Reality Visualization Ofan Analytical Solution Tomobile Robot Trajectory Generationin The Presence Of Moving ObstaclesElias, Ricardo 01 January 2007 (has links)
Virtual visualization of mobile robot analytical trajectories while avoiding moving obstacles is presented in this thesis as a very helpful technique to properly display and communicate simulation results. Analytical solutions to the path planning problem of mobile robots in the presence of obstacles and a dynamically changing environment have been presented in the current robotics and controls literature. These techniques have been demonstrated using two-dimensional graphical representation of simulation results. In this thesis, the analytical solution published by Dr. Zhihua Qu in December 2004 is used and simulated using a virtual visualization tool called VRML.
|
38 |
An artificial life toolkit for VRML worldsGershater, James B. 01 January 1998 (has links)
No description available.
|
39 |
Επέκταση H-Anim framework για υποστήριξη custom texturesΚαρτσακάλης, Κωνσταντίνος 21 September 2010 (has links)
Η παρούσα διπλωματική εργασία πραγματεύεται την ανάπτυξη μιας εφαρμογής επεξεργασίας και δημιουργίας 3D ανθρωποειδών για χρήση σε Δικτυακά Εικονικά Περιβάλλοντα. Η εφαρμογή επιτρέπει την μοντελοποιηση και σύνθεση ενός 3D ανθρωποειδούς χρησιμοποιώντας έναν αριθμό απο έτοιμα αντικείμενα. Η ανάπτυξη της εφαρμογής έγινε με γλώσσα Java στην πλατφόρμα Eclipse, ενώ οι 3D τεχνολογίες που υποστηρίζει είναι οι VRML / X3D και H-Anim. / The main objective of this work is the development of a Java-based application for the creation and editing of 3d Humanoid Avatars intended to be used specifically for Networked Virtual Environments. The application supports the modelling and synthesis of a 3D avatar using already existing primitives. The tool was developed using the Eclipse platform, and the supported 3D technologies are VRML / X3D and the H-Anim standard.
|
40 |
Computer facial animation for sign language visualizationBarker, Dean 04 1900 (has links)
Thesis (MSc)--University of Stellenbosch, 2005. / ENGLISH ABSTRACT: Sign Language is a fully-fledged natural language possessing its own syntax and grammar; a fact
which implies that the problem of machine translation from a spoken source language to Sign
Language is at least as difficult as machine translation between two spoken languages. Sign
Language, however, is communicated in a modality fundamentally different from all spoken
languages. Machine translation to Sign Language is therefore burdened not only by a mapping
from one syntax and grammar to another, but also, by a non-trivial transformation from one
communicational modality to another.
With regards to the computer visualization of Sign Language; what is required is a three
dimensional, temporally accurate, visualization of signs including both the manual and nonmanual
components which can be viewed from arbitrary perspectives making accurate understanding
and imitation more feasible. Moreover, given that facial expressions and movements
represent a fundamental basis for the majority of non-manual signs, any system concerned with
the accurate visualization of Sign Language must rely heavily on a facial animation component
capable of representing a well-defined set of emotional expressions as well as a set of arbitrary
facial movements.
This thesis investigates the development of such a computer facial animation system. We address
the problem of delivering coordinated, temporally constrained, facial animation sequences
in an online environment using VRML. Furthermore, we investigate the animation, using a muscle
model process, of arbitrary three-dimensional facial models consisting of multiple aligned
NURBS surfaces of varying refinement.
Our results showed that this approach is capable of representing and manipulating high
fidelity three-dimensional facial models in such a manner that localized distortions of the models
result in the recognizable and realistic display of human facial expressions and that these facial
expressions can be displayed in a coordinated, synchronous manner. / AFRIKAANSE OPSOMMING: Gebaretaal is 'n volwaardige natuurlike taal wat oor sy eie sintaks en grammatika beskik.
Hierdie feit impliseer dat die probleem rakende masjienvertaling vanuit 'n gesproke taal na
Gebaretaal net so moeilik is as masjienvertaling tussen twee gesproke tale. Gebaretaal word
egter in 'n modaliteit gekommunikeer wat in wese van alle gesproke tale verskil. Masjienvertaling
in Gebaretaal word daarom nie net belas deur 'n afbeelding van een sintaks en grammatika op 'n
ander nie, maar ook deur beduidende omvorming van een kommunikasiemodaliteit na 'n ander.
Wat die gerekenariseerde visualisering van Gebaretaal betref, vereis dit 'n driedimensionele,
tyds-akkurate visualisering van gebare, insluitend komponente wat met en sonder die gebruik
van die hande uitgevoer word, en wat vanuit arbitrêre perspektiewe beskou kan word ten
einde die uitvoerbaarheid van akkurate begrip en nabootsing te verhoog. Aangesien gesigsuitdrukkings
en -bewegings die fundamentele grondslag van die meeste gebare wat nie met die
hand gemaak word nie, verteenwoordig, moet enige stelsel wat te make het met die akkurate
visualisering van Gebaretaal boonop sterk steun op 'n gesigsanimasiekomponent wat daartoe in
staat is om 'n goed gedefinieerde stel emosionele uitdrukkings sowel as 'n stel arbitrre gesigbewegings
voor te stel.
Hierdie tesis ondersoek die ontwikkeling van so 'n gerekenariseerde gesigsanimasiestelsel. Die
probleem rakende die lewering van gekordineerde, tydsbegrensde gesigsanimasiesekwensies in 'n
intydse omgewing, wat gebruik maak van VRML, word aangeroer. Voorts word ondersoek
ingestel na die animasie (hier word van 'n spiermodelproses gebruik gemaak) van arbitrre driedimensionele
gesigsmodelle bestaande uit veelvoudige, opgestelde NURBS-oppervlakke waarvan
die verfyning wissel.
Die resultate toon dat hierdie benadering daartoe in staat is om hoë kwaliteit driedimensionele
gesigsmodelle só voor te stel en te manipuleer dat gelokaliseerde vervormings van die
modelle die herkenbare en realistiese tentoonstelling van menslike gesigsuitdrukkings tot gevolg het en dat hierdie gesigsuitdrukkings op 'n gekordineerde, sinchroniese wyse uitgebeeld kan
word.
|
Page generated in 0.0178 seconds