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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.
21

Mixed Reality Assistenzsystem zur visuellen Qualitätsprüfung mit Hilfe digitaler Produktfertigungsinformationen

Adwernat, Stefan, Neges, Matthias 06 January 2020 (has links)
In der industriellen Fertigung unterliegen die Produkteigenschaften und -parameter, unabhängig vom eingesetzten Fertigungsverfahren, gewissen Streuungen. Im Rahmen der Qualitätsprüfung wird daher ermittelt, inwieweit die festgelegten Qualitätsanforderungen an das Produkt bzw. Werkstück trotz der Fertigungsstreuungen erfüllt werden (Brunner et al. 2011) [...] Insbesondere bei einer visuellen Prüfung durch den Menschen hängt das Ergebnis jedoch sehr stark vom jeweiligen Prüfwerker ab. Die wesentlichen Faktoren für die Erkennungsleistung sind Erfahrung, Qualifizierung und Ermüdung des Prüfers, Umgebungsbedingungen, wie Beleuchtung, Schmutz oder akustische Störfaktoren, aber auch die Anzahl und Gewichtung der zu bewertenden Merkmale (Keferstein et al. 2018). Infolge dessen kann die Zuverlässigkeit und Reproduzierbarkeit der Prüfergebnisse negativ beeinflusst werden. Gleiches gilt für die vollständige und konsistente Dokumentation der Sichtprüfung [...] Vor diesem Hintergrund wird ein Mixed Reality-basiertes Assistenzsystem entwickelt, welches den Prüfwerker bei der Durchführung und Dokumentation der visuellen Sichtprüfung unterstützen soll. Die Anforderungen dieses Ansatzes sind aus einem Kooperationsprojekt in der Automobilindustrie abgeleitet. Das dargestellte Assistenzsystem ist daher Teil von übergeordneten Aktivitäten im Zusammenhang mit 3D-Master und einer zeichnungsfreien Produktdokumentation. [...aus der Einleitung]
22

Evaluating PQPM for Usage in Combination with Continuous LOD in VR

Nyström, Oskar January 2022 (has links)
The use of Virtual Reality (VR) is growing in commercial use, one type of VR headset, called mobile stand-alone system has limited resources for computing and memory. Because of this, when developing real-time applications for this type of VR headset, performance needs to be heavily considered. One popular optimization technique is Level-of-Detail (LOD) which is a technique that represents a model at various resolutions. One type of LOD is called continuous LOD which can represent a model at a continuous spectrum of detail, this is not frequently used, however, because of being less intuitive and more difficult to implement than other versions. This project researched a type of continuous LOD used with a new metric called Pixel Quality Per Meter (PQPM). PQPM relies on having a minimum edge length calculated using a model's screen coverage in relation to its size. To answer whether PQPM can be used together with continuous LOD for intuitive, simple, and efficient updating and rendering in VR. The continuous LOD only uses one low-poly mesh which is tessellated with the help of a Vertex Displacement Map (VDM) to the desired quality. This approach is then evaluated using Nvidia FLIP, an image comparison application that emulates the human visual system. The result was an intuitive and easily implementable LOD which is used together with PQPM to decide the optimal quality given the models size and coverage on the screen. The usage of PQPM did not result in optimal quality at all distances, due to smaller segments being present, which could disappear completely at far distances. The continuous LOD combined with the PQPM did also not scale well but worked well at lower qualities. The study showed groundwork for how PQPM could work together with continuous LOD, it provides a more intuitive and easily implementable continuous LOD than previous approaches, however, because of the scalability issues, further work needs to be done to optimize this approach. / Användingen av Virtual Reality (VR) i kommersiellt syfte ökar, en typ av dessa VR headsets kallas mobila fristående system. Mobila fristående system har begränsade resurser när det kommer till att göra beräkningar och minne. På grund av detta måste man noga överväga prestanda. En populär optimeringsmetod kallas Level-of-Detail (LOD) vilket är en metod som kan representera en modell på ett antal olika upplösningar. En typ av LOD kallas kontinuerlig LOD som kan representera en modell med en kontinuerling detaljnivå. Denna används inte frekvent däremot på grund av att den är mindre intuitiv och svårare att implementera och uppdatera detaljnivå. Detta projektet undersökte en typ av kontinuerlig LOD där den används tillsammans med ett nytt metriskt mått som kallas Pixel Quality Per Meter (PQPM). PQPM byggs på att beräkna en minimal kantlängd via hur stor del av skärmen den täcker i relation till dess storlek. Detta undersöks för att besvara ifall PQPM kan användas tillsammans med kontinuerlig LOD för intuitiv, simpel och effektiv uppdatering och rendering i VR. Den kontinuerliga LOD använder sig bara av en low-poly mesh som är tessellerad med hjälp av en Vertex Displacement Map (VDM) till en önskad kvalitet. Detta evalueras sedan genom Nvidia FLIP, en bildjämförelseapplikation som emulerar människosyn. Resultatet var en intuitiv och enkelt implementerbar kontinuerlig LOD som användes tillsammans med PQPM för att bestämma den optimala detaljnivån baserat på modellens storlek och hur mycket av skärmen den täckte. Användingen av PQPM resulterade inte i optimal kvalitet för alla distanser, på grund av mindre segment som kunde försvinna helt på längre distanser. Den kontinuerliga LOD tillsammans med PQPM hade dålig skalning i prestanda men fungerade bra vid lägre kvalitetsnivåer. Studien visa grundarbetet för hur PQPM kan användas tillsammans med kontinuerlig LOD. Detta tillvägagångsättet tillät för ett mer intuitivt och simpelt sätt att implementera än tidigare tillvägagångssätt. Däremot, på grund av skalningsproblemen, fortsatt arbete måste göras för att optimera detta tillvägagångssättet.
23

Wave aberrations in ophthalmic progressive power lenses and impact on visual quality. / Aberraciones en lentes oftálmicas de potencia progresiva y su impacto en la calidad visual.

Villegas Ruiz, Eloy Ángel 27 November 2009 (has links)
Las lentes progresivas (LP) para gafas es una solución muy extendida para la presbicia, ya que proporcionan una visión continua a todas las distancias debido a un cambio progresivo de potencia. En este trabajo se han medido las aberraciones de frente de onda espacialmente resueltas y la calidad visual en estas lentes. Además del astigmatismo que aumenta periféricamente, también se han encontrado pequeños valores de aberraciones de tercer orden, coma y trefoil, que producen un bajo deterioro de la calidad óptica y visual. El logaritmo de métricas sobre la PSF del sistema lente con ojo son las que mejor predicen la agudeza visual. Durante la primera semana de adaptación, no se aprecia una mejora significativa de la agudeza visual a través de distintas zonas de las LPs. Al comparar diferentes LPs, las aberraciones, principalmente el astigmatismo, se comporta como un colchón de agua, que se puede mover pero no eliminar. / Progressive lenses (PL) are designed to provide continuous vision at all distances by means a progressive change in spherical power from upper to lower zones. In this thesis, we measure the spatially resolved aberrations and the visual quality of PLs. In addition to astigmatism, third order aberrations, coma and trefoil, are also found in the PLs, but the impact of these aberrations on visual performance is limited. The logarithm of metrics on the PSF of the entire system eye plus PL are the parameters that best predict the visual acuity. There is not a significant improvement of visual acuity through the different zones of the PLs during the first week of adaptation. The current designs of PLs are somehow similar to a waterbed, with the aberrations, mainly astigmatism, being the water: they can be moved but they cannot be eliminated.
24

Asynchronous Event-Feature Detection and Tracking for SLAM Initialization

Ta, Tai January 2024 (has links)
Traditional cameras are most commonly used in visual SLAM to provide visual information about the scene and positional information about the camera motion. However, in the presence of varying illumination and rapid camera movement, the visual quality captured by traditional cameras diminishes. This limits the applicability of visual SLAM in challenging environments such as search and rescue situations. The emerging event camera has been shown to overcome the limitations of the traditional camera with the event camera's superior temporal resolution and wider dynamic range, opening up new areas of applications and research for event-based SLAM. In this thesis, several asynchronous feature detectors and trackers will be used to initialize SLAM using event camera data. To assess the pose estimation accuracy between the different feature detectors and trackers, the initialization performance was evaluated from datasets captured from various environments. Furthermore, two different methods to align corner-events were evaluated on the datasets to assess the difference. Results show that besides some slight variation in the number of accepted initializations, the alignment methods show no overall difference in any metric. Overall highest performance among the event-based trackers for initialization is HASTE with mostly high pose accuracy and a high number of accepted initializations. However, the performance degrades in featureless scenes. CET on the other hand shows mostly lower performance compared to HASTE.

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