115 resultados para 3D simulation
Resumo:
A visual SLAM system has been implemented and optimised for real-time deployment on an AUV equipped with calibrated stereo cameras. The system incorporates a novel approach to landmark description in which landmarks are local sub maps that consist of a cloud of 3D points and their associated SIFT/SURF descriptors. Landmarks are also sparsely distributed which simplifies and accelerates data association and map updates. In addition to landmark-based localisation the system utilises visual odometry to estimate the pose of the vehicle in 6 degrees of freedom by identifying temporal matches between consecutive local sub maps and computing the motion. Both the extended Kalman filter and unscented Kalman filter have been considered for filtering the observations. The output of the filter is also smoothed using the Rauch-Tung-Striebel (RTS) method to obtain a better alignment of the sequence of local sub maps and to deliver a large-scale 3D acquisition of the surveyed area. Synthetic experiments have been performed using a simulation environment in which ray tracing is used to generate synthetic images for the stereo system
Resumo:
A physical model for the simulation of x-ray emission spectra from samples irradiated with kilovolt electron beams is proposed. Inner shell ionization by electron impact is described by means of total cross sections evaluated from an optical-data model. A double differential cross section is proposed for bremsstrahlung emission, which reproduces the radiative stopping powers derived from the partial wave calculations of Kissel, Quarles and Pratt [At. Data Nucl. Data Tables 28, 381 (1983)]. These ionization and radiative cross sections have been introduced into a general-purpose Monte Carlo code, which performs simulation of coupled electron and photon transport for arbitrary materials. To improve the efficiency of the simulation, interaction forcing, a variance reduction technique, has been applied for both ionizing collisions and radiative events. The reliability of simulated x-ray spectra is analyzed by comparing simulation results with electron probe measurements.
Resumo:
We present a general algorithm for the simulation of x-ray spectra emitted from targets of arbitrary composition bombarded with kilovolt electron beams. Electron and photon transport is simulated by means of the general-purpose Monte Carlo code PENELOPE, using the standard, detailed simulation scheme. Bremsstrahlung emission is described by using a recently proposed algorithm, in which the energy of emitted photons is sampled from numerical cross-section tables, while the angular distribution of the photons is represented by an analytical expression with parameters determined by fitting benchmark shape functions obtained from partial-wave calculations. Ionization of K and L shells by electron impact is accounted for by means of ionization cross sections calculated from the distorted-wave Born approximation. The relaxation of the excited atoms following the ionization of an inner shell, which proceeds through emission of characteristic x rays and Auger electrons, is simulated until all vacancies have migrated to M and outer shells. For comparison, measurements of x-ray emission spectra generated by 20 keV electrons impinging normally on multiple bulk targets of pure elements, which span the periodic system, have been performed using an electron microprobe. Simulation results are shown to be in close agreement with these measurements.
Resumo:
In this work, we derive the full 3D kinematics of the near-infrared outflow HH 223, located in the dark cloud Lynds 723 (L723), where a well-defined quadrupolar CO outflow is found. HH 223 appears projected on to the two lobes of the eastwest CO outflow. The radio continuum source VLA 2, towards the centre of the CO outflow, harbours a multiple system of low-mass young stellar objects. One of the components has been proposed to be the exciting source of the eastwest CO outflow. From the analysis of the kinematics, we get further evidence on the relationship between the near-infrared and CO outflows and on the location of their exciting source. The proper motions were derived using multi-epoch, narrow-band H2 (2.122 μm line) images. Radial velocities were derived from the 2.122 μm line of the spectra. Because of the extended (∼5 arcmin), S-shaped morphology of the target, the spectra were obtained with the multi-object-spectroscopy (MOS) observing mode using the instrument Long-Slit Intermediate Resolution Infrared Spectrograph (LIRIS) at the 4.2 m William Herschel Telescope. To our knowledge, this work is the first time that MOS observing mode has been successfully used in the near-infrared range for an extended target.
Resumo:
This paper presents a methodology to determine the parameters used in the simulation of delamination in composite materials using decohesion finite elements. A closed-form expression is developed to define the stiffness of the cohesive layer. A novel procedure that allows the use of coarser meshes of decohesion elements in large-scale computations is proposed. The procedure ensures that the energy dissipated by the fracture process is correctly computed. It is shown that coarse-meshed models defined using the approach proposed here yield the same results as the models with finer meshes normally used in the simulation of fracture processes
Resumo:
A cohesive element for shell analysis is presented. The element can be used to simulate the initiation and growth of delaminations between stacked, non-coincident layers of shell elements. The procedure to construct the element accounts for the thickness offset by applying the kinematic relations of shell deformation to transform the stiffness and internal force of a zero-thickness cohesive element such that interfacial continuity between the layers is enforced. The procedure is demonstrated by simulating the response and failure of the Mixed Mode Bending test and a skin-stiffener debond specimen. In addition, it is shown that stacks of shell elements can be used to create effective models to predict the inplane and delamination failure modes of thick components. The results indicate that simple shell models can retain many of the necessary predictive attributes of much more complex 3D models while providing the computational efficiency that is necessary for design
Resumo:
A damage model for the simulation of delamination propagation under high-cycle fatigue loading is proposed. The basis for the formulation is a cohesive law that links fracture and damage mechanics to establish the evolution of the damage variable in terms of the crack growth rate dA/dN. The damage state is obtained as a function of the loading conditions as well as the experimentally-determined coefficients of the Paris Law crack propagation rates for the material. It is shown that by using the constitutive fatigue damage model in a structural analysis, experimental results can be reproduced without the need of additional model-specific curve-fitting parameters
Resumo:
A thermodynamically consistent damage model for the simulation of progressive delamination under variable mode ratio is presented. The model is formulated in the context of the Damage Mechanics. The constitutive equation that results from the definition of the free energy as a function of a damage variable is used to model the initiation and propagation of delamination. A new delamination initiation criterion is developed to assure that the formulation can account for changes in the loading mode in a thermodynamically consistent way. The formulation proposed accounts for crack closure effets avoiding interfacial penetration of two adjacent layers aftercomplete decohesion. The model is implemented in a finite element formulation. The numerical predictions given by the model are compared with experimental results
Resumo:
Elmercat de jocs i de pel•lícules d'entreteniment demana constantment entornsmés realistes i efectes que sorprenguin a l'espectador.Els gràfics 3D interactius (per exemple, dels jocs) han vist una evoluciósorprenent en les dues últimes dècades. Hem passat de representacions moltesquemàtiques i simplificades dels entorns, a una qualitat visual que aviatserà indistingible de la realitat. El projecte tracta de desenvolupar un motor 3D des de zero. Es podria haver utilitzatun motor 3D ja disponible com a base, com per exemple el popular Unity,però s’ha decidit crear-lo ja que això dóna l’ oportunitat de conèixer com funcionen els motoscomercials i provar noves idees. En resum, és un treball difícil, però moltenriquidor, la qual cosa comporta una gran motivacio.S’han utilitzat noves tecnologies. No només s’ha volgut desenvoluparun motor 3D des de zero, si no que s’han volgut provar noves llibreries gràfiques i nous formats de dades 3d. El mercat té força oferta de les duess, per la qualcosa s’ha aprofitat l’ oportunitat per aprendre duess tecnologies noves.El procés de desenvolupar un projecte utilitzant tecnologies desconegudes permetrà aprendre els seus punts forts i febles, podent fer-neuna anàlisi crítica, que d'altra manera no es tindria.Finalment, s’ha implementat i comparat quatre algorismes de shading.La selecció dels quatre algorismes ha estat en base a les diferentsnecessitats que intenten cobrir. El primer, el Forward Shading, és l'algorismeclàssic, utilitzat des de fa dècades, però que teòricament escala malament respecte a la quantitat de llums. El segon, el Deferred Shading, teòricament,escala molt bé amb moltes llums, però té un cost base elevat, i un consum altde memòria. El tercer, el Deferred Lighting, és una variació de l'anterior queintenta reduir el cost base i l'úss de memòria. L'últim, el Inferred Lighting,intenta explotar la baixa freqüència de la il•luminació dels entorns 3D, persuportar una gran quantitat de llums amb un molt bon rendiment.Un cop implementats aquests quatre algorismes, s’han pogut compararrespecte el seu ús de la GPU, i el seu comportament en diferents tipusd'escenes, per tal de tenir una visió global de quin algorisme és adequat encada situació
Resumo:
We develop a method for obtaining 3D polarimetric integral images from elemental images recorded in low light illumination conditions. Since photon-counting images are very sparse, calculation of the Stokes parameters and the degree of polarization should be handled carefully. In our approach, polarimetric 3D integral images are generated using the Maximum Likelihood Estimation and subsequently reconstructed by means of a Total Variation Denoising filter. In this way, polarimetric results are comparable to those obtained in conventional illumination conditions. We also show that polarimetric information retrieved from photon starved images can be used in 3D object recognition problems. To the best of our knowledge, this is the first report on 3D polarimetric photon counting integral imaging.