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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.
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Blendas de rejeitos pós-industriais de filmes multicamadas de polietileno de baixa densidade (PEBD) e poliamida (PA6) / Blends of post-industrial waste from low density polyethylene multilayer films (LDPE) and polyamide (PA6)Diego David Pinzon Moreno 11 May 2015 (has links)
A reciclagem de resíduos sólidos tem se tornado cada vez mais relevante devido a alguns fatores como os impactos ambientais ocasionados com o seu descarte inadequado, ao rigor crescente de legislação específica e ao custo elevado para o gerenciamento apropriado destes resíduos. Na área de materiais poliméricos, os resíduos poliméricos podem ser de origem pósconsumo ou pós-industrial. Alguns rejeitos industriais poliméricos possuem características estruturais ou químicas que impossibilitam o seu reaproveitamento direto no processo que o gerou, como é o caso filmes multicamadas de polietileno de baixa densidade (PEBD) com poliamida 6 (PA6), usados para a produção de embalagens. O presente trabalho teve como objetivo central o reaproveitamento de rejeitos de filmes multicamadas de PEBD com PA6 na forma de blendas recicladas destes polímeros, fazendo uso de agente compatibilizante e variação na composição das blendas com a incorporação de PA6 virgem, a fim de produzir materiais com propriedades adequadas e custo compatível para a aplicação comercial. O desenvolvimento experimental foi dividido em três etapas que consistiram na avaliação do teor mais adequado de agente compatibilizante de fases da blenda (etapa 1), na determinação do comportamento das propriedades das blendas não compatibilizadas em diferentes composições de rejeito do filme multicamada e PA6 virgem (etapa 2) e na associação do uso de compatibilizante com variação das composições das blendas (etapa 3). A partir da execução experimental das atividades das etapas 1 e 2 do trabalho foi possível determinar que o teor de 2,5% do agente compatibilizante polietileno grafitizado com anidrido maleico (PEg- AM) é o mais adequado para compatibilizar as blendas poliméricas e que a maioria das suas propriedades das blendas apresentam um comportamento próximo ao aditivo linear, que leva em consideração somente as propriedades iniciais dos componentes poliméricos PEBD e PA6 isolados. Os diversos materiais gerados no desenvolvimento desta pesquisa apresentam desempenho de propriedades e custo de produção variáveis em função do teor de PA6 nas blendas, que podem viabilizar o uso deste material reciclado em aplicações comerciais específicas. / Recycling of solid waste has been an important issue due to some factors such as environmental damage caused by inappropriate discards, increasing rigor of specific legislation and high cost to the appropriate management of these waste. Polymeric waste can be originated from post-consume or post-industrial sources. Some polymeric waste have chemical or structural characteristics that difficult their direct reuse in the same productive process such as multilayer film of low density polyethylene (LDPE) and polyamide 6 (PA6), which are used for packing. The aim of this work has been the study the mechanical recycling of multilayer films of PEBD and PA6 as PEBD/PA6 blends with adequate properties and compatible cost for commercial applications. The experimental development has been performed in 3 steps, which correspond to evaluation of more adequate content of compatibilizer agent for interface of blends (step 1), determination of behavior of the properties of blends without compatibilizer agent on different compositions of waste form multilayer films (step 2) and production of blends with compatibilizer agent graphitized polyethylene with maleic anhydride (PE-g-MA) (step 3). Has been verified that the content of 2.5% of PE-g-MA is more adequate to be used in the compatibilization of recycled PEBD/PA blends and that the performance of the blends dependents of the content of PA6 in the material. The recycled materials have potential for commercial applications.
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Developing a process for automating UV mapping and polygon reductionJulius, Willén January 2016 (has links)
An exploratory research project was conducted through a company focusing on CAD and their own developed real-time 3D model viewer. The company needed to be able to convert CAD models to use in Unreal Engine with great visual quality. Before this project, another was conducted to perform the simple conversion of CAD models to the FBX file format, which Unreal uses. In extension to the previous project, one needed to add functionalities to manipulate the models for better quality and performance. The tasks were carried out and performed with good results.
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Arbetssimulator med Wii Remote : En guide till utveckling av en simulatorGomez Ortega, Daniel, Djerf, Henrik January 2010 (has links)
Detta är ett uppsats på D-nivå. I en tidigare kurs, inom vårat program Data- och Systemvetenskap, kom vi på en idé om hur man kan förbättra/komplettera utbildningen av nyanställda som befinner sig i en stressig arbetsplats på företag där det är ett ständigt behov av återanställning av personal. Vi utvecklade detta koncept och kom med idén till en simulator som kan utbilda personal samt minska stress hos nyanställda. Idén mognade till en Serious Game simulator baserad på en Wii-kontrollerad PC-baserad simulator med Bluetooth-stöd.Syftet med denna uppsats är att skapa en guide om grunderna i en simulator som utnyttjar Wii-kontroller som externa inmatningsenheter. I denna guide kommer vi att täcka hur Nintendos Wii-kontroll fungerar, hur man kan skapa enkla 3D-modeller i Blender och även hur detta kan implementeras i Microsoft XNA. Med denna guide som bas kommer vi också att visa hur vi utvecklat en prototyp med hjälp av ett designkoncept som utvecklats av våra kollegor Christopher Saarinen & Evin Antoniadis forskning. Detta examensarbete har resulterat i både en guide och en fungerande prototyp som implementerar de grundläggande delarna av våra kollegors designkoncept. / This is a thesis on D-level. In a previous course, at our program Computer Science, we came up with an idea of how to improve/complement training for new employees who are situated in a stressful workplace at companies who are in a constant need of rehiring. We developed this concept and came up with an idea for a simulator that could train staff as well as relieve stress and tension for new employees. The idea matured and became a Serious Game simulator based on a dual-wield Wii-controlled PC-based simulator with Bluetooth support. The aim of this thesis is to create a developer’s guide on the basis of a simulator with the use of Wii remotes as external input devices. In this guide we will cover how the Nintendo Wii Remote works, how to create simple 3D-models in Blender and also how this can be implemented in Microsoft XNA. With this guide as a base we will also show how we developed a prototype using a design concept developed through the research of our coworkers Christopher Saarinen & Evin Antoniadis. This thesis has resulted in both a guide and a working prototype that implement the basic elements of our coworkers’ design concept. / Detta är ett projekt i två delar en teoretisk och en teknisk, den teoretiska är separat från denna och är skriven av Christopher Saarinen och Evin Antoniadis. / Simulerad interaktiv arbetsmiljö
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Elektronický obchod ve 3D rozměru / E-shop in 3D DimensionSpousta, Martin January 2011 (has links)
This Diploma thesis deals with problems of making 3D e-shops for their widely usage. It contains the description of current level of e-shop, theoretical solution of the problem of transition to 3D with a description of advantages, disadvantages and warrant of new solution. It contains the practical solution as well.
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Využití 3D modelování v elektronickém obchodě / Use of 3d Modelling in Electronic CommerceCharvát, Jan January 2012 (has links)
This diploma thesis deals with the possibilities of using 3D modeling in electronic commerce. It describes the theoretical basis and methods of 3D modeling, which is used. Includes description of the current state in electronic presentation, the description of the advantages and disadvantages these procedures, as well as practical implementation of 3D model.
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Synchronizing 3D data between software : Driving 3D collaboration forward using direct links / Synkronisering av 3D-data mellan mjukvarorBrage, Carl January 2021 (has links)
In the area of 3D visualization there are often several stages in the design process. These stages can involve creating a model, applying a texture to the model and creating a rendered image from the model. Some software can handle all stages of the process while some are focused on a single stage to try to perfect and narrow down the service provided. In this case there needs to be a way to transfer 3D data between software in an efficient way where the user experience isn’t lacking. This thesis explores the area of 3D data synchronization by first getting foundation from the prestudy and literature study. The findings from these studies are used in a shared file-based implementation and a design of a network-based system. The work presented in this thesis forms a comprehensive overview which can be used for future work.
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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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Boundless Fluids Using the Lattice-Boltzmann MethodHaughey, Kyle J 01 June 2009 (has links)
Computer-generated imagery is ubiquitous in today's society, appearing in advertisements, video games, and computer-animated movies among other places. Much of this imagery needs to be as realistic as possible, and animators have turned to techniques such as fluid simulation to create scenes involving substances like smoke, fire, and water. The Lattice-Boltzmann Method (LBM) is one fluid simulation technique that has gained recent popularity due to its relatively simple basic algorithm and the ease with which it can be distributed across multiple processors. Unfortunately, current LBM simulations also suffer from high memory usage and restrict free surface fluids to domains of fixed size. This thesis modifies the LBM to utilize a recursive run-length-encoded (RLE) grid data structure instead of the standard fixed array of grid cells, which reduces the amount of memory required for LBM simulations as well as allowing the domain to grow and shrink as necessary to accomodate a liquid surface. The modified LBM is implemented within the open-source 3D animation package Blender and compared to Blender's current LBM simulator using the metrics of memory usage and time required to complete a given simulation. Results show that, although the RLE-based simulator can take several times longer than the current simulator to complete a given simulation, the memory usage is significantly reduced, making an RLE-based simulation preferable in a few specific circumstances.
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[pt] CICLOS HETERODIMENSIONAIS DE CO- ÍNDICE DOIS E BLENDERS SIMBÓLICOS / [en] HETERODIMENSIONAL CYCLES OF CO-INDEX TWO AND SYMBOLIC BLENDERS23 December 2021 (has links)
[pt] Na primeira parte da tese, consideramos difeomorfismos com ciclos
heterodimensionais associados a um par de selas P e Q de co-índice dois.
Provamos que difeomorfismos com ciclos que possuem no mínimo um par
de autovalores centrais do ciclo não real geram ciclos heterodimensionais
robustos. Além disso, quando os autovalores centrais são não-reais, os ciclos
robustos estão associados as continuações das selas iniciais (ou seja, os
ciclos podem ser estabilizados). Na segunda parte deste trabalho estudamos
mapas produto cruzado sobre aplicações deslocamento (do tipo Bernoulli)
com fibras contrativas e dependência Holder nos pontos da base. Provamos
que sistemas que satisfazem a propriedade de cobertura exibem blender
simbólicos. Estes blenders são generalizações do blender usual cuja principal
característica é que suas direções centrais podem ter qualquer dimensão
d maior ou igual que 1. / [en] In the first part of the thesis, we consider diffeomorphisms having heterodimensional
cycles associated with a pair of saddles P and Q of co-index
two. We prove that diffeomorphisms with cycles, which have at least one
pair of non-real central eigenvalues, generate robust heterodimensional cycles.
Moreover, when both central eigenvalues are non-real, the robust cycles
are associated with the continuation of the initial saddles (i.e. the cycle can
be stabilized). In the second part of this work we study skew product maps
over Bernoulli shifts with contracting fibers and Holder dependence on the
base points. We prove that systems satisfying the covering property exhibit
symbolic blenders. These blenders are generalizations of the usual blenders
whose main property is that their central direction may have any dimension
d greater than or equal to 1.
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