13 resultados para Virtual 3D model

em Acceda, el repositorio institucional de la Universidad de Las Palmas de Gran Canaria. España


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Programa de Doctorado: Evolución y Desarrollo de los Sistemas Constructivos desde su Origen a los Últimos Avances

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[EN] This paper describes a wildfire forecasting application based on a 3D virtual environment and a fire simulation engine. A new open source framework is presented for the development of 3D graphics applications over large geographic areas offering high performance 3D visualization and powerful interaction tools for the Geographic Information Systems community. The application includes a remote module that allows simultaneous connection of several users for monitoring a real wildfire event. The user is enabled to simulate and visualize a wildfire spreading on the terrain under conditions of spatial information on topography and fuels along with weather and wind files.

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[EN] In this paper, we present a vascular tree model made with synthetic materials and which allows us to obtain images to make a 3D reconstruction.We have used PVC tubes of several diameters and lengths that will let us evaluate the accuracy of our 3D reconstruction. In order to calibrate the camera we have used a corner detector. Also we have used Optical Flow techniques to follow the points through the images going and going back. We describe two general techniques to extract a sequence of corresponding points from multiple views of an object. The resulting sequence of points will be used later to reconstruct a set of 3D points representing the object surfaces on the scene. We have made the 3D reconstruction choosing by chance a couple of images and we have calculated the projection error. After several repetitions, we have found the best 3D location for the point.

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[EN] In this paper, we present a vascular tree model made with synthetic materials and which allows us to obtain images to make a 3D reconstruction. In order to create this model, we have used PVC tubes of several diameters and lengths that will let us evaluate the accuracy of our 3D reconstruction. We have made the 3D reconstruction from a series of images that we have from our model and after we have calibrated the camera. In order to calibrate it we have used a corner detector. Also we have used Optical Flow techniques to follow the points through the images going and going back. Once we have the set of images where we have located a point, we have made the 3D reconstruction choosing by chance a couple of images and we have calculated the projection error. After several repetitions, we have found the best 3D location for the point.

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[ES]Preentación sobre Geviemer en el XIII Congreso Nacional de Tecnologías de la Información Geográfica

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[ES] La superficie afectada por incendios en Gran Canaria y Tenerife en Agosto de 2007 (aproximadamente 35.060 hectáreas) fue similar a la quemada en los últimos 22 años en todo el Archipiélago Canario. Sin duda, en los momentos clave de incen-dios, cuando la prevención se ha visto desbordada, se impone una planificación y actuación en base a simulaciones predicti-vas que ayuden a minimizar los daños ocasionados. Los gestores virtuales por ordenador pretenden ser herramientas de ayu-da en este propósito. Se presenta un entorno de desarrollo robusto, funcional y flexible encaminado a crear aplicaciones geográficas 3D mul-ticapa centrado, en esta etapa de desarrollo, en la aplicación a un Gestor Virtual de Emergencias1 (Geviemer) con la capaci-dad de simulación y predicción del fuego en incendios forestales. Se ofrece una herramienta de utilidad para el análisis y la toma de decisiones en incendios en Canarias, con una visualización tridimensional que permite la interacción en tiempo real. El entorno, desarrollado con software libre y diseñado en base a una arquitectura por capas permite adaptarlo completa-mente a las necesidades del usuario, ofreciendo un marco abierto a la especialización en aplicaciones concretas. Se analizan en esta comunicación los pormenores del entorno, destacando las características del diseño del software y las particularida-des de Geviemer.

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[EN] In this paper we present a method for the regularization of 3D cylindrical surfaces. By a cylindrical surface we mean a 3D surface that can be expressed as an application S(l; µ) ! R3 , where (l; µ) represents a cylindrical parametrization of the 3D surface. We built an initial cylindrical parametrization of the surface. We propose a new method to regularize such cylindrical surface. This method takes into account the information supplied by the disparity maps computed between pair of images to constraint the regularization of the set of 3D points. We propose a model based on an energy which is composed of two terms: an attachment term that minimizes the difference between the image coordinates and the disparity maps and a second term that enables a regularization by means of anisotropic diffusion. One interesting advantage of this approach is that we regularize the 3D surface by using a bi-dimensional minimization problem.

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[EN] In this paper we present a method for the regularization of a set of unstructured 3D points obtained from a sequence of stereo images. This method takes into account the information supplied by the disparity maps computed between pairs of images to constraint the regularization of the set of 3D points. We propose a model based on an energy which is composed of two terms: an attachment term that minimizes the distance from 3D points to the projective lines of camera points, and a second term that allows for the regularization of the set of 3D points by preserving discontinuities presented on the disparity maps. We embed this energy in a 2D finite element method. After minimizing, this method results in a large system of equations that can be optimized for fast computations. We derive an efficient implicit numerical scheme which reduces the number of calculations and memory allocations.

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[ES] El siguiente trabajo de fin de grado consiste en el análisis, desarrollo e implementación de una pequeña parte de un  videojuego, que tiene como título Darkest Nights, que se basa en la defensa de una plataforma, haciendo uso del motor gráfico Unity 3D. Con este trabajo se pretenden analizar los distintos componentes que influyen en el proceso de desarrollo e implementación del mismo, haciendo uso de distintas herramientas como, el canvas gamificado o una ficha de concepto que nos permitan definir y establecer un conjunto de características que nos servirán como punto de partida, desde el cual podremos identificar desde una temprana fase las partes más importantes y que requerirán más atención del videojuego. Dentro de este proyecto también se pretende realizar la implementación de distintos tipos de controles de un jugador en un entorno 3D, el jugador debe realizar distintas acciones como moverse, esquivar y atacar a sus enemigos para defender con éxito una plataforma. Estos controles se implementaran con la finalidad de analizar y evaluar su viabilidad en las pantallas táctiles de los dispositivos móviles. En concreto se realiza la implementación y explicación de 4 tipos distintos de controles donde se comentan sus  ventajas, desventajas y las sensaciones que causaban en los jugadores, llevándonos a sacar conclusiones que nos permitían mejorar las siguientes implementaciones.  Además se explica con detalle la generación de personajes y enemigos en 3D con sus respectivas animaciones, explicando los distintos componentes necesarios para su implementación, al igual que la lógica básica necesaria para que sigan un determinado comportamiento.

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[EN]This paper describes a wildfi re forecasting application based on a 3D virtual environment and a fi re simulation engine. A novel open source framework is presented for the development of 3D graphics applications over large geographic areas, off ering high performance 3D visualization and powerful interaction tools for the Geographic Information Systems (GIS) community. The application includes a remote module that allows simultaneous connection of several users for monitoring a real wildfi re event.

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[EN] 3D BEM-FEM coupling model is used to study the dynamic behavior of piled foundations in elastic layered soils in presenceof a rigid bedrock. Piles are modelled by FEM as beams according to the Bernoulli hpothesis, and every layer of the soil is modelled by BEM as a cointinuum, semi-infinite, isotropic, homogeneous, linear, viscoelastic medium.