24 resultados para 3D Computer Graphics

em Universidad Politécnica de Madrid


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In the context of 3D reconstruction, we present a static multi-texturing system yielding a seamless texture atlas calculated by combining the colour information from several photos from the same subject covering most of its surface. These pictures can be provided by shooting just one camera several times when reconstructing a static object, or a set of synchronized cameras, when dealing with a human or any other moving object. We suppress the colour seams due to image misalignments and irregular lighting conditions that multi-texturing approaches typically suffer from, while minimizing the blurring effect introduced by colour blending techniques. Our system is robust enough to compensate for the almost inevitable inaccuracies of 3D meshes obtained with visual hull–based techniques: errors in silhouette segmentation, inherently bad handling of concavities, etc.

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The proliferation of video games and other applications of computer graphics in everyday life demands a much easier way to create animatable virtual human characters. Traditionally, this has been the job of highly skilled artists and animators that painstakingly model, rig and animate their avatars, and usually have to tune them for each application and transmission/rendering platform. The emergence of virtual/mixed reality environments also calls for practical and costeffective ways to produce custom models of actual people. The purpose of the present dissertation is bringing 3D human scanning closer to the average user. For this, two different techniques are presented, one passive and one active. The first one is a fully automatic system for generating statically multi-textured avatars of real people captured with several standard cameras. Our system uses a state-of-the-art shape from silhouette technique to retrieve the shape of subject. However, to deal with the lack of detail that is common in the facial region for these kind of techniques, which do not handle concavities correctly, our system proposes an approach to improve the quality of this region. This face enhancement technique uses a generic facial model which is transformed according to the specific facial features of the subject. Moreover, this system features a novel technique for generating view-independent texture atlases computed from the original images. This static multi-texturing system yields a seamless texture atlas calculated by combining the color information from several photos. We suppress the color seams due to image misalignments and irregular lighting conditions that multi-texturing approaches typically suffer from, while minimizing the blurring effect introduced by color blending techniques. The second technique features a system to retrieve a fully animatable 3D model of a human using a commercial depth sensor. Differently to other approaches in the current state of the art, our system does not require the user to be completely still through the scanning process, and neither the depth sensor is moved around the subject to cover all its surface. Instead, the depth sensor remains static and the skeleton tracking information is used to compensate the user’s movements during the scanning stage. RESUMEN La popularización de videojuegos y otras aplicaciones de los gráficos por ordenador en el día a día requiere una manera más sencilla de crear modelos virtuales humanos animables. Tradicionalmente, estos modelos han sido creados por artistas profesionales que cuidadosamente los modelan y animan, y que tienen que adaptar específicamente para cada aplicación y plataforma de transmisión o visualización. La aparición de los entornos de realidad virtual/mixta aumenta incluso más la demanda de técnicas prácticas y baratas para producir modelos 3D representando personas reales. El objetivo de esta tesis es acercar el escaneo de humanos en 3D al usuario medio. Para ello, se presentan dos técnicas diferentes, una pasiva y una activa. La primera es un sistema automático para generar avatares multi-texturizados de personas reales mediante una serie de cámaras comunes. Nuestro sistema usa técnicas del estado del arte basadas en shape from silhouette para extraer la forma del sujeto a escanear. Sin embargo, este tipo de técnicas no gestiona las concavidades correctamente, por lo que nuestro sistema propone una manera de incrementar la calidad en una región del modelo que se ve especialmente afectada: la cara. Esta técnica de mejora facial usa un modelo 3D genérico de una cara y lo modifica según los rasgos faciales específicos del sujeto. Además, el sistema incluye una novedosa técnica para generar un atlas de textura a partir de las imágenes capturadas. Este sistema de multi-texturización consigue un atlas de textura sin transiciones abruptas de color gracias a su manera de mezclar la información de color de varias imágenes sobre cada triángulo. Todas las costuras y discontinuidades de color debidas a las condiciones de iluminación irregulares son eliminadas, minimizando el efecto de desenfoque de la interpolación que normalmente introducen este tipo de métodos. La segunda técnica presenta un sistema para conseguir un modelo humano 3D completamente animable utilizando un sensor de profundidad. A diferencia de otros métodos del estado de arte, nuestro sistema no requiere que el usuario esté completamente quieto durante el proceso de escaneado, ni mover el sensor alrededor del sujeto para cubrir toda su superficie. Por el contrario, el sensor se mantiene estático y el esqueleto virtual de la persona, que se va siguiendo durante el proceso, se utiliza para compensar sus movimientos durante el escaneado.

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El mundo de la animación 3D está en plena actualidad en este momento. Salas de cine, programas de televisión y la publicidad nos muestran constantemente personajes y objetos animados creados por ordenador. Son muchos los programas que pueden usarse para la realización de animación en 3D. En este proyecto vamos a centrarnos en Blender. Blender es un programa de animación y modelado que se puede obtener de manera gratuita por internet. Se trata de un programa de software libre, por lo que constantemente está siendo modificado gracias a la aportación de usuarios anónimos por internet. El objetivo de este proyecto es la creación de un corto de animación de un minuto de duración con Blender, para lo cual serán necesarias una serie de pautas iniciales sobre cómo funciona Blender y sus posibilidades. La primera parte de este proyecto es una guía básica sobre Blender y sus características. Capítulo a capítulo se irán describiendo la interfaz del programa y la creación de objetos (modelado, asignación de materiales y texturas) para luego aprender a animarlos y a visualizarlos como imágenes o video. La segunda parte se centra en el corto MOL. Creado a partir de los conocimientos adquiridos en la guía anterior, añadiendo en algunos casos, nuevas propiedades necesarias para su elaboración. Se describirán cada uno de los elementos y su creación. Esta guía pretende ser un referente para aquel que quiera introducirse en el mundo de la animación 3D con Blender. The world of 3D animation is a trending topic nowadays. Cinema, television and advertising constantly show us characters and animated objects created with computer graphics. There are many programs that can be used to perform 3D animations. In this project we will focus on Blender. Blender is a modeling and animation program that is available for free online. Blender is an open source program, so it is constantly being modified and improved by anonymous online users. The objective of this project is to create a one-minute animation short with Blender, for which we will require an initial set of guidelines on how Blender works and its possibilities. The first part of this project is a basic guide and will only cover basic features of Blender. In each chapter we will describe the interface and how to create objects (modeling, assigning materials and textures) and then we will learn to animate these objects and to display them as images or video. The second part focuses on the short film MOL. Created from the knowledge gained in the previous guide adding, in same cases, new properties necessary for its creation. We will describe each of the elements involved in the making of. This guide is intended to be a referent guide for anyone who wants to enter the world of 3D animation with Blender.

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Augmented reality (AR) commonly uses markers for detection and tracking. Such multimedia applications associate each marker with a virtual 3D model stored in the memory of the camera-equipped device running the application. Application users are limited in their interactions, which require knowing how to design and program 3D objects. This generally prevents them from developing their own entertainment AR applications. The Magic Cards application solves this problem by offering an easy way to create and manage an unlimited number of virtual objects that are encoded on special markers.

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n this article, a tool for simulating the channel impulse response for indoor visible light communications using 3D computer-aided design (CAD) models is presented. The simulation tool is based on a previous Monte Carlo ray-tracing algorithm for indoor infrared channel estimation, but including wavelength response evaluation. The 3D scene, or the simulation environment, can be defined using any CAD software in which the user specifies, in addition to the setting geometry, the reflection characteristics of the surface materials as well as the structures of the emitters and receivers involved in the simulation. Also, in an effort to improve the computational efficiency, two optimizations are proposed. The first one consists of dividing the setting into cubic regions of equal size, which offers a calculation improvement of approximately 50% compared to not dividing the 3D scene into sub-regions. The second one involves the parallelization of the simulation algorithm, which provides a computational speed-up proportional to the number of processors used.

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lnfográfica (en inglés Computer Graphics) es la parte de la Informática que se especializa en las técnicas de entrada y salida de datos en forma gráfica. Es sabido que la mente humana digiere difícilmente los datos presentados en forma numérica tabular, por lo que las técnicas infográficas vienen a añadir uno de los eslabones, más importantes en la cadena de acercamiento del ordenador al hombre, desde que se creó la programación automática.

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Validating modern oceanographic theories using models produced through stereo computer vision principles has recently emerged. Space-time (4-D) models of the ocean surface may be generated by stacking a series of 3-D reconstructions independently generated for each time instant or, in a more robust manner, by simultaneously processing several snapshots coherently in a true ?4-D reconstruction.? However, the accuracy of these computer-vision-generated models is subject to the estimations of camera parameters, which may be corrupted under the influence of natural factors such as wind and vibrations. Therefore, removing the unpredictable errors of the camera parameters is necessary for an accurate reconstruction. In this paper, we propose a novel algorithm that can jointly perform a 4-D reconstruction as well as correct the camera parameter errors introduced by external factors. The technique is founded upon variational optimization methods to benefit from their numerous advantages: continuity of the estimated surface in space and time, robustness, and accuracy. The performance of the proposed algorithm is tested using synthetic data produced through computer graphics techniques, based on which the errors of the camera parameters arising from natural factors can be simulated.

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El período de la Historia comprendido entre 1570 y 1620 nos ha dejado un importante conjunto de documentos relacionados con la construcción naval en la Península Ibérica. En una época convulsa en la que los reinos de España y Portugal se aglutinaron bajo una misma Corona, surgen una serie de manuscritos, libros y leyes que reflejan la creciente preocupación de la sociedad por el tema naval. Entre sus páginas encontramos las descripciones del proceso constructivo de los buques que sus autores consideraban más significativos para las demandas que se planteaban en ese momento. Este proceso que combinaba generación de formas y construcción del buque provenía de una secular tradición nacida en el Mediterráneo. Mediante reglas geométricas sencillas, el constructor naval trazaba las secciones centrales y el perfil de la nao, quedando los extremos de la misma (hasta más de la mitad de la eslora) a su buen hacer y experiencia. Las herramientas informáticas de generación de superficies mediante NURBs (Non- Uniform Rational B-spline) permiten reconstruir las formas de los navíos reproduciendo con fiabilidad las carenas de los mismos a partir de los documentos de la época. Mediante un estudio detallado de interpretación de los textos y transcribiendo los procesos, llegamos a obtener con un buen grado de precisión las carenas de los buques descritos en sus páginas. A partir de ahí y mediante el análisis cualitativo y cuantitativo de los parámetros obtenidos es posible valorar si las soluciones representadas por los barcos respondían a las preguntas planteadas por sus autores , la influencia de factores externos a la construcción naval tales como las regulaciones del Estado o identificar su relación con el germen y la expansión de la teoría que ha determinado los efectos de la Ciencia en la Arquitectura Naval. Comenzando por la nao veneciana de 1550, heredera de la secular tradición constructiva mediterránea, hasta llegar a las Reales Ordenanzas promulgadas en 1618, se reproducen hasta nueve carenas a partir de otros tantos documentos, se dibujan sus planos de formas y se exportan para su análisis hidrostático. El trabajo requiere la realización de otros estudios en paralelo necesarios para entender aquellos factores que formaron parte del desarrollo tecnológico naval como son, las unidades de medida en uso en los astilleros, los distintos sistemas de arqueo impuestos por la Corona y la representación de los diferentes instrumentos geométricos de modificación de los parámetros de diseño. A lo largo del trabajo se dan respuesta a interrogantes planteados por la arqueología en relación con el desarrollo de la arquitectura naval poniendo en evidencia que durante este período quedaron establecidos los fundamentos teórico-prácticos de lo que más adelante se convirtió en la ciencia de la ingeniería naval y se plantean nuevos retos para aquellos que deseen continuar la apasionante tarea de la investigación científica de nuestra historia. ABSTRACT The period of the History comprised between 1570 and 1620 has left an important set of shipbuilding documents in the Iberian Peninsula. In a turbulent time in which the kingdoms of Spain and Portugal were ruled under the same Crown, manuscripts, books and laws that reflect the growing concern of society for the naval theme arose. We found among their pages shipbuilding process descriptions of the more relevant vessels that responded to claims that arose at that time. This process brought together hull generation and shipbuilding and came from a secular tradition born in the Mediterranean. By means of simple geometric rules, the shipbuilder traced the central sections and profile of the ship, leaving the ends thereof (almost half of the length) to its good performance and experience. 3D computer modelling software by NURBs (Non-Uniform Rational B-spline) surfaces helps to reconstruct ships hulls from contemporary documents. Through a detailed texts interpretation and transcription processes, we manage to reach with a good degree of accuracy the ship hulls described in its pages. From there and through qualitative and quantitative analysis of the parameters obtained we can assess whether the solutions represented by ships gave response to the questions raised by the authors, the influence of external factors such as shipbuilding state regulations or identify their relationship to the origin and expansion of the theory that has determined the effects of Science in Naval Architecture. From the 1550 Venetian nao, inheritor of the secular Mediterranean building tradition, to the Royal Ordinances enacted in 1618, as nine hulls are reproduced, their line drawings are traced and exported for analysis hydrostatic. Further studies are needed to understand the factors that were part of shipbuilding technology development as the units of measure in use in shipyards, the different official regulations for calculating ship tonnage and the different geometric instruments to amend the design parameters. The work gives response to questions raised by archaeology in relation to the development of naval architecture highlighting that during this period were established the theoretical and practical foundations of what later became the science of naval engineering and raising new challenges for those wishing to continue the exciting task of scientific research of our History.

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La evolución de los teléfonos móviles inteligentes, dotados de cámaras digitales, está provocando una creciente demanda de aplicaciones cada vez más complejas que necesitan algoritmos de visión artificial en tiempo real; puesto que el tamaño de las señales de vídeo no hace sino aumentar y en cambio el rendimiento de los procesadores de un solo núcleo se ha estancado, los nuevos algoritmos que se diseñen para visión artificial han de ser paralelos para poder ejecutarse en múltiples procesadores y ser computacionalmente escalables. Una de las clases de procesadores más interesantes en la actualidad se encuentra en las tarjetas gráficas (GPU), que son dispositivos que ofrecen un alto grado de paralelismo, un excelente rendimiento numérico y una creciente versatilidad, lo que los hace interesantes para llevar a cabo computación científica. En esta tesis se exploran dos aplicaciones de visión artificial que revisten una gran complejidad computacional y no pueden ser ejecutadas en tiempo real empleando procesadores tradicionales. En cambio, como se demuestra en esta tesis, la paralelización de las distintas subtareas y su implementación sobre una GPU arrojan los resultados deseados de ejecución con tasas de refresco interactivas. Asimismo, se propone una técnica para la evaluación rápida de funciones de complejidad arbitraria especialmente indicada para su uso en una GPU. En primer lugar se estudia la aplicación de técnicas de síntesis de imágenes virtuales a partir de únicamente dos cámaras lejanas y no paralelas—en contraste con la configuración habitual en TV 3D de cámaras cercanas y paralelas—con información de color y profundidad. Empleando filtros de mediana modificados para la elaboración de un mapa de profundidad virtual y proyecciones inversas, se comprueba que estas técnicas son adecuadas para una libre elección del punto de vista. Además, se demuestra que la codificación de la información de profundidad con respecto a un sistema de referencia global es sumamente perjudicial y debería ser evitada. Por otro lado se propone un sistema de detección de objetos móviles basado en técnicas de estimación de densidad con funciones locales. Este tipo de técnicas es muy adecuada para el modelado de escenas complejas con fondos multimodales, pero ha recibido poco uso debido a su gran complejidad computacional. El sistema propuesto, implementado en tiempo real sobre una GPU, incluye propuestas para la estimación dinámica de los anchos de banda de las funciones locales, actualización selectiva del modelo de fondo, actualización de la posición de las muestras de referencia del modelo de primer plano empleando un filtro de partículas multirregión y selección automática de regiones de interés para reducir el coste computacional. Los resultados, evaluados sobre diversas bases de datos y comparados con otros algoritmos del estado del arte, demuestran la gran versatilidad y calidad de la propuesta. Finalmente se propone un método para la aproximación de funciones arbitrarias empleando funciones continuas lineales a tramos, especialmente indicada para su implementación en una GPU mediante el uso de las unidades de filtraje de texturas, normalmente no utilizadas para cómputo numérico. La propuesta incluye un riguroso análisis matemático del error cometido en la aproximación en función del número de muestras empleadas, así como un método para la obtención de una partición cuasióptima del dominio de la función para minimizar el error. ABSTRACT The evolution of smartphones, all equipped with digital cameras, is driving a growing demand for ever more complex applications that need to rely on real-time computer vision algorithms. However, video signals are only increasing in size, whereas the performance of single-core processors has somewhat stagnated in the past few years. Consequently, new computer vision algorithms will need to be parallel to run on multiple processors and be computationally scalable. One of the most promising classes of processors nowadays can be found in graphics processing units (GPU). These are devices offering a high parallelism degree, excellent numerical performance and increasing versatility, which makes them interesting to run scientific computations. In this thesis, we explore two computer vision applications with a high computational complexity that precludes them from running in real time on traditional uniprocessors. However, we show that by parallelizing subtasks and implementing them on a GPU, both applications attain their goals of running at interactive frame rates. In addition, we propose a technique for fast evaluation of arbitrarily complex functions, specially designed for GPU implementation. First, we explore the application of depth-image–based rendering techniques to the unusual configuration of two convergent, wide baseline cameras, in contrast to the usual configuration used in 3D TV, which are narrow baseline, parallel cameras. By using a backward mapping approach with a depth inpainting scheme based on median filters, we show that these techniques are adequate for free viewpoint video applications. In addition, we show that referring depth information to a global reference system is ill-advised and should be avoided. Then, we propose a background subtraction system based on kernel density estimation techniques. These techniques are very adequate for modelling complex scenes featuring multimodal backgrounds, but have not been so popular due to their huge computational and memory complexity. The proposed system, implemented in real time on a GPU, features novel proposals for dynamic kernel bandwidth estimation for the background model, selective update of the background model, update of the position of reference samples of the foreground model using a multi-region particle filter, and automatic selection of regions of interest to reduce computational cost. The results, evaluated on several databases and compared to other state-of-the-art algorithms, demonstrate the high quality and versatility of our proposal. Finally, we propose a general method for the approximation of arbitrarily complex functions using continuous piecewise linear functions, specially formulated for GPU implementation by leveraging their texture filtering units, normally unused for numerical computation. Our proposal features a rigorous mathematical analysis of the approximation error in function of the number of samples, as well as a method to obtain a suboptimal partition of the domain of the function to minimize approximation error.

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We propose a new method to automatically refine a facial disparity map obtained with standard cameras and under conventional illumination conditions by using a smart combination of traditional computer vision and 3D graphics techniques. Our system inputs two stereo images acquired with standard (calibrated) cameras and uses dense disparity estimation strategies to obtain a coarse initial disparity map, and SIFT to detect and match several feature points in the subjects face. We then use these points as anchors to modify the disparity in the facial area by building a Delaunay triangulation of their convex hull and interpolating their disparity values inside each triangle. We thus obtain a refined disparity map providing a much more accurate representation of the the subjects facial features. This refined facial disparity map may be easily transformed, through the camera calibration parameters, into a depth map to be used, also automatically, to improve the facial mesh of a 3D avatar to match the subjects real human features.

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Shading reduces the power output of a photovoltaic (PV) system. The design engineering of PV systems requires modeling and evaluating shading losses. Some PV systems are affected by complex shading scenes whose resulting PV energy losses are very difficult to evaluate with current modeling tools. Several specialized PV design and simulation software include the possibility to evaluate shading losses. They generally possess a Graphical User Interface (GUI) through which the user can draw a 3D shading scene, and then evaluate its corresponding PV energy losses. The complexity of the objects that these tools can handle is relatively limited. We have created a software solution, 3DPV, which allows evaluating the energy losses induced by complex 3D scenes on PV generators. The 3D objects can be imported from specialized 3D modeling software or from a 3D object library. The shadows cast by this 3D scene on the PV generator are then directly evaluated from the Graphics Processing Unit (GPU). Thanks to the recent development of GPUs for the video game industry, the shadows can be evaluated with a very high spatial resolution that reaches well beyond the PV cell level, in very short calculation times. A PV simulation model then translates the geometrical shading into PV energy output losses. 3DPV has been implemented using WebGL, which allows it to run directly from a Web browser, without requiring any local installation from the user. This also allows taken full benefits from the information already available from Internet, such as the 3D object libraries. This contribution describes, step by step, the method that allows 3DPV to evaluate the PV energy losses caused by complex shading. We then illustrate the results of this methodology to several application cases that are encountered in the world of PV systems design. Keywords: 3D, modeling, simulation, GPU, shading, losses, shadow mapping, solar, photovoltaic, PV, WebGL

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A high productivity rate in Engineering is related to an efficient management of the flow of the large quantities of information and associated decision making activities that are consubstantial to the Engineering processes both in design and production contexts. Dealing with such problems from an integrated point of view and mimicking real scenarios is not given much attention in Engineering degrees. In the context of Engineering Education, there are a number of courses designed for developing specific competencies, as required by the academic curricula, but not that many in which integration competencies are the main target. In this paper, a course devoted to that aim is discussed. The course is taught in a Marine Engineering degree but the philosophy could be used in any Engineering field. All the lessons are given in a computer room in which every student can use each all the treated software applications. The first part of the course is dedicated to Project Management: the students acquire skills in defining, using Ms-PROJECT, the work breakdown structure (WBS), and the organization breakdown structure (OBS) in Engineering projects, through a series of examples of increasing complexity, ending up with the case of vessel construction. The second part of the course is dedicated to the use of a database manager, Ms-ACCESS, for managing production related information. A series of increasing complexity examples is treated ending up with the management of the pipe database of a real vessel. This database consists of a few thousand of pipes, for which a production timing frame is defined, which connects this part of the course with the first one. Finally, the third part of the course is devoted to the work with FORAN, an Engineering Production package of widespread use in the shipbuilding industry. With this package, the frames and plates where all the outfitting will be carried out are defined through cooperative work by the studens, working simultaneously in the same 3D model. In the paper, specific details about the learning process are given. Surveys have been posed to the students in order to get feed-back from their experience as well as to assess their satisfaction with the learning process. Results from these surveys are discussed in the paper

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This paper employs a 3D hp self-adaptive grid-refinement finite element strategy for the solution of a particular electromagnetic waveguide structure known as Magic-T. This structure is utilized as a power divider/combiner in communication systems as well as in other applications. It often incorporates dielectrics, metallic screws, round corners, and so on, which may facilitate its construction or improve its design, but significantly difficult its modeling when employing semi-analytical techniques. The hp-adaptive finite element method enables accurate modeling of a Magic-T structure even in the presence of these undesired materials/geometries. Numerical results demonstrate the suitability of the hp-adaptive method for modeling a Magic-T rectangular waveguide structure, delivering errors below 0.5% with a limited number of unknowns. Solutions of waveguide problems delivered by the self-adaptive hp-FEM are comparable to those obtained with semi-analytical techniques such as the Mode Matching method, for problems where the latest methods can be applied. At the same time, the hp-adaptive FEM enables accurate modeling of more complex waveguide structures.

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Hoy en día el uso de dispositivos portátiles multimedia es ya una realidad totalmente habitual. Además, estos dispositivos tienen una capacidad de cálculo y unos recursos gráficos y de memoria altos, tanto es así que por ejemplo en un móvil se pueden reproducir vídeos de muy alta calidad o tener capacidad para manejar entornos 3D. El precio del uso de estos recursos es un mayor consumo de batería que en ocasiones es demasiado alto y acortan en gran medida la vida de la carga útil de la batería. El Grupo de Diseño Electrónico y Microelectrónico de la Universidad Politécnica de Madrid ha abierto una línea de trabajo que busca la optimización del consumo de energía en este tipo de dispositivos, concretamente en el ámbito de la reproducción de vídeo. El enfoque para afrontar la solución del problema se basa en obtener un mayor rendimiento de la batería a costa de disminuir la experiencia multimedia del usuario. De esta manera, cuando la carga de la batería esté por debajo de un determinado umbral mientras el dispositivo esté reproduciendo un vídeo de alta calidad será el dispositivo quien se autoconfigure dinámicamente para consumir menos potencia en esta tarea, reduciendo la tasa de imágenes por segundo o la resolución del vídeo que se descodifica. Además de lo citado anteriormente se propone dividir la descodificación y la representación del vídeo en dos procesadores, uno de propósito general y otro para procesado digital de señal, con esto se consigue que tener la misma capacidad de cálculo que con un solo procesador pero a una frecuencia menor. Para materializar la propuesta se usará la tarjeta BeagleBoard basada en un procesador multinúcleo OMAP3530 de Texas Instrument que contiene dos núcleos: un ARM1 Cortex-A8 y un DSP2 de la familia C6000. Este procesador multinúcleo además permite modificar la frecuencia de reloj y la tensión de alimentación dinámicamente para conseguir reducir de este modo el consumo del terminal. Por otro lado, como reproductor de vídeos se utilizará una versión de MPlayer que integra un descodificador de vídeo escalable que permite elegir dinámicamente la resolución o las imágenes por segundo que se decodifican para posteriormente mostrarlas. Este reproductor se ejecutará en el núcleo ARM pero debido a la alta carga computacional de la descodificación de vídeos, y que el ARM no está optimizado para este tipo de procesado de datos, el reproductor debe encargar la tarea de la descodificación al DSP. El objetivo de este Proyecto Fin de Carrera consiste en que mientras el descodificador de vídeo está ejecutándose en el núcleo DSP y el Mplayer en el núcleo ARM del OMAP3530 se pueda elegir dinámicamente qué parte del vídeo se descodifica, es decir, seleccionar en tiempo real la calidad o capa del vídeo que se quiere mostrar. Haciendo esto, se podrá quitar carga computacional al núcleo ARM y asignársela al DSP el cuál puede procesarla a menor frecuencia para ahorrar batería. 1 ARM: Es una arquitectura de procesadores de propósito general basada en RISC (Reduced Instruction Set Computer). Es desarrollada por la empresa inglesa ARM holdings. 2 DSP: Procesador Digital de Señal (Digital Signal Processor). Es un sistema basado en procesador, el cual está orientado al cálculo matemático a altas velocidad. Generalmente poseen varias unidades aritmético-lógicas (ALUs) para conseguir realizar varias operaciones simultáneamente. SUMMARY. Nowadays, the use of multimedia devices is a well known reality. In addition, these devices have high graphics and calculus performance and a lot of memory as well. In instance, we can play high quality videos and 3D environments in a mobile phone. That kind of use may increase the device's power consumption and make shorter the battery duration. Electronic and Microelectronic Design Group of Technical University of Madrid has a research line which is looking for optimization of power consumption while these devices are playing videos. The solution of this trouble is based on taking more advantage of battery by decreasing multimedia user experience. On this way, when battery charge is under a threshold while device is playing a high quality video the device is going to configure itself dynamically in order to decrease its power consumption by decreasing frame per second rate, video resolution or increasing the noise in the decoded frame. It is proposed splitting decoding and representation tasks in two processors in order to have the same calculus capability with lower frecuency. The first one is specialized in digital signal processing and the other one is a general purpose processor. In order to materialize this proposal we will use a board called BeagleBoard which is based on a multicore processor called OMAP3530 from Texas Instrument. This processor includes two cores: ARM Cortex-A8 and a TMS320C64+ DSP core. Changing clock frequency and supply voltage is allowed by OMAP3530, we can decrease the power consumption on this way. On the other hand, MPlayer will be used as video player. It includes a scalable video decoder which let us changing dynamically the resolution or frames per second rate of the video in order to show it later. This player will be executed by ARM core but this is not optimized for this task, for that reason, DSP core will be used to decoding video. The target of this final career project is being able to choose which part of the video is decoded each moment while decoder is executed by DSP and Mplayer by ARM. It will be able to change in real time the video quality, resolution and frames per second that user want to show. On this way, reducing the computational charge within the processor will be possible.

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El diseño y desarrollo de sistemas de suspensión para vehículos se basa cada día más en el diseño por ordenador y en herramientas de análisis por ordenador, las cuales permiten anticipar problemas y resolverlos por adelantado. El comportamiento y las características dinámicas se calculan con precisión, bajo coste, y recursos y tiempos de cálculo reducidos. Sin embargo, existe una componente iterativa en el proceso, que requiere la definición manual de diseños a través de técnicas “prueba y error”. Esta Tesis da un paso hacia el desarrollo de un entorno de simulación eficiente capaz de simular, analizar y evaluar diseños de suspensiones vehiculares, y de mejorarlos hacia la solución optima mediante la modificación de los parámetros de diseño. La modelización mediante sistemas multicuerpo se utiliza aquí para desarrollar un modelo de autocar con 18 grados de libertad, de manera detallada y eficiente. La geometría y demás características de la suspensión se ajustan a las del vehículo real, así como los demás parámetros del modelo. Para simular la dinámica vehicular, se utiliza una formulación multicuerpo moderna y eficiente basada en las ecuaciones de Maggi, a la que se ha incorporado un visor 3D. Así, se consigue simular maniobras vehiculares en tiempos inferiores al tiempo real. Una vez que la dinámica está disponible, los análisis de sensibilidad son cruciales para una optimización robusta y eficiente. Para ello, se presenta una técnica matemática que permite derivar las variables dinámicas dentro de la formulación, de forma algorítmica, general, con la precisión de la maquina, y razonablemente eficiente: la diferenciación automática. Este método propaga las derivadas con respecto a las variables de diseño a través del código informático y con poca intervención del usuario. En contraste con otros enfoques en la bibliografía, generalmente particulares y limitados, se realiza una comparación de librerías, se desarrolla una formulación híbrida directa-automática para el cálculo de sensibilidades, y se presentan varios ejemplos reales. Finalmente, se lleva a cabo la optimización de la respuesta dinámica del vehículo citado. Se analizan cuatro tipos distintos de optimización: identificación de parámetros, optimización de la maniobrabilidad, optimización del confort y optimización multi-objetivo, todos ellos aplicados al diseño del autocar. Además de resultados analíticos y gráficos, se incluyen algunas consideraciones acerca de la eficiencia. En resumen, se mejora el comportamiento dinámico de vehículos por medio de modelos multicuerpo y de técnicas de diferenciación automática y optimización avanzadas, posibilitando un ajuste automático, preciso y eficiente de los parámetros de diseño. ABSTRACT Each day, the design and development of vehicle suspension systems relies more on computer-aided design and computer-aided engineering tools, which allow anticipating the problems and solving them ahead of time. Dynamic behavior and characteristics are thus simulated accurately and inexpensively with moderate computational times and resources. There is, however, an iterative component in the process, which involves the manual definition of designs in a trialand-error manner. This Thesis takes a step towards the development of an efficient simulation framework capable of simulating, analyzing and evaluating vehicle suspension designs, and automatically improving them by varying the design parameters towards the optimal solution. The multibody systems approach is hereby used to model a three-dimensional 18-degrees-of-freedom coach in a comprehensive yet efficient way. The suspension geometry and characteristics resemble the ones from the real vehicle, as do the rest of vehicle parameters. In order to simulate vehicle dynamics, an efficient, state-of-the-art multibody formulation based on Maggi’s equations is employed, and a three-dimensional graphics viewer is developed. As a result, vehicle maneuvers can be simulated faster than real-time. Once the dynamics are ready, a sensitivity analysis is crucial for a robust optimization. To that end, a mathematical technique is introduced, which allows differentiating the dynamic variables within the multibody formulation in a general, algorithmic, accurate to machine precision, and reasonably efficient way: automatic differentiation. This method propagates the derivatives with respect to the design parameters throughout the computer code, with little user interaction. In contrast with other attempts in the literature, mostly not generalpurpose, a benchmarking of libraries is carried out, a hybrid direct-automatic differentiation approach for the computation of sensitivities is developed, and several real-life examples are analyzed. Finally, a design optimization process of the aforementioned vehicle is carried out. Four different types of dynamic response optimization are presented: parameter identification, handling optimization, ride comfort optimization and multi-objective optimization; all of which are applied to the design of the coach example. Together with analytical and visual proof of the results, efficiency considerations are made. In summary, the dynamic behavior of vehicles is improved by using the multibody systems approach, along with advanced differentiation and optimization techniques, enabling an automatic, accurate and efficient tuning of design parameters.