341 resultados para 3D Printing


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In most recent substructuring methods, a fundamental role is played by the coarse space. For some of these methods (e.g. BDDC and FETI-DP), its definition relies on a 'minimal' set of coarse nodes (sometimes called corners) which assures invertibility of local subdomain problems and also of the global coarse problem. This basic set is typically enhanced by enforcing continuity of functions at some generalized degrees of freedom, such as average values on edges or faces of subdomains. We revisit existing algorithms for selection of corners. The main contribution of this paper consists of proposing a new heuristic algorithm for this purpose. Considering faces as the basic building blocks of the interface, inherent parallelism, and better robustness with respect to disconnected subdomains are among features of the new technique. The advantages of the presented algorithm in comparison to some earlier approaches are demonstrated on three engineering problems of structural analysis solved by the BDDC method.

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We investigate the use of liquid crystal (LC) adaptive optics elements to provide full 3 dimensional particle control in an optical tweezer. These devices are suitable for single controllable traps, and so are less versatile than many of the competing technologies which can be used to control multiple particles. However, they have the advantages of simplicity and light efficiency. Furthermore, compared to binary holographic optical traps they have increased positional accuracy. The transmissive LC devices could be retro-fitted to an existing microscope system. An adaptive modal LC lens is used to vary the z-focal position over a range of up to 100 μm and an adaptive LC beam-steering device is used to deflect the beam (and trapped particle) in the x-y plane within an available radius of 10 μm. Furthermore, by modifying the polarisation of the incident light, these LC components also offer the opportunity for the creation of dual optical traps of controllable depth and separation. © 2006 Optical Society of America.

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Image convolution is conventionally approximated by the LTI discrete model. It is well recognized that the higher the sampling rate, the better is the approximation. However sometimes images or 3D data are only available at a lower sampling rate due to physical constraints of the imaging system. In this paper, we model the under-sampled observation as the result of combining convolution and subsampling. Because the wavelet coefficients of piecewise smooth images tend to be sparse and well modelled by tree-like structures, we propose the L0 reweighted-L2 minimization (L0RL2 ) algorithm to solve this problem. This promotes model-based sparsity by minimizing the reweighted L2 norm, which approximates the L0 norm, and by enforcing a tree model over the weights. We test the algorithm on 3 examples: a simple ring, the cameraman image and a 3D microscope dataset; and show that good results can be obtained. © 2010 IEEE.

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We present a video-based system which interactively captures the geometry of a 3D object in the form of a point cloud, then recognizes and registers known objects in this point cloud in a matter of seconds (fig. 1). In order to achieve interactive speed, we exploit both efficient inference algorithms and parallel computation, often on a GPU. The system can be broken down into two distinct phases: geometry capture, and object inference. We now discuss these in further detail. © 2011 IEEE.

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This paper presents a method for vote-based 3D shape recognition and registration, in particular using mean shift on 3D pose votes in the space of direct similarity transforms for the first time. We introduce a new distance between poses in this spacethe SRT distance. It is left-invariant, unlike Euclidean distance, and has a unique, closed-form mean, in contrast to Riemannian distance, so is fast to compute. We demonstrate improved performance over the state of the art in both recognition and registration on a real and challenging dataset, by comparing our distance with others in a mean shift framework, as well as with the commonly used Hough voting approach. © 2011 IEEE.

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Conventional 3D Integral imaging suffers from limited image depth range due to the fixed distance between the display panel and the lens array, while digital Fresnel holography suffers from a narrow viewing angle due to the lack of a high resolution spatial light modulator. This paper proposes an original system which combines the advantages of these two techniques to provide an integral imaging system of a reasonable viewing angle with accommodation cues. © 2012 Copyright Society of Photo-Optical Instrumentation Engineers (SPIE).