6 resultados para 3D Modeling

em Digital Commons at Florida International University


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Biometrics is afield of study which pursues the association of a person's identity with his/her physiological or behavioral characteristics.^ As one aspect of biometrics, face recognition has attracted special attention because it is a natural and noninvasive means to identify individuals. Most of the previous studies in face recognition are based on two-dimensional (2D) intensity images. Face recognition based on 2D intensity images, however, is sensitive to environment illumination and subject orientation changes, affecting the recognition results. With the development of three-dimensional (3D) scanners, 3D face recognition is being explored as an alternative to the traditional 2D methods for face recognition.^ This dissertation proposes a method in which the expression and the identity of a face are determined in an integrated fashion from 3D scans. In this framework, there is a front end expression recognition module which sorts the incoming 3D face according to the expression detected in the 3D scans. Then, scans with neutral expressions are processed by a corresponding 3D neutral face recognition module. Alternatively, if a scan displays a non-neutral expression, e.g., a smiling expression, it will be routed to an appropriate specialized recognition module for smiling face recognition.^ The expression recognition method proposed in this dissertation is innovative in that it uses information from 3D scans to perform the classification task. A smiling face recognition module was developed, based on the statistical modeling of the variance between faces with neutral expression and faces with a smiling expression.^ The proposed expression and face recognition framework was tested with a database containing 120 3D scans from 30 subjects (Half are neutral faces and half are smiling faces). It is shown that the proposed framework achieves a recognition rate 10% higher than attempting the identification with only the neutral face recognition module.^

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One of the most popular techniques for creating spatialized virtual sounds is based on the use of Head-Related Transfer Functions (HRTFs). HRTFs are signal processing models that represent the modifications undergone by the acoustic signal as it travels from a sound source to each of the listener's eardrums. These modifications are due to the interaction of the acoustic waves with the listener's torso, shoulders, head and pinnae, or outer ears. As such, HRTFs are somewhat different for each listener. For a listener to perceive synthesized 3-D sound cues correctly, the synthesized cues must be similar to the listener's own HRTFs. ^ One can measure individual HRTFs using specialized recording systems, however, these systems are prohibitively expensive and restrict the portability of the 3-D sound system. HRTF-based systems also face several computational challenges. This dissertation presents an alternative method for the synthesis of binaural spatialized sounds. The sound entering the pinna undergoes several reflective, diffractive and resonant phenomena, which determine the HRTF. Using signal processing tools, such as Prony's signal modeling method, an appropriate set of time delays and a resonant frequency were used to approximate the measured Head-Related Impulse Responses (HRIRs). Statistical analysis was used to find out empirical equations describing how the reflections and resonances are determined by the shape and size of the pinna features obtained from 3D images of 15 experimental subjects modeled in the project. These equations were used to yield “Model HRTFs” that can create elevation effects. ^ Listening tests conducted on 10 subjects show that these model HRTFs are 5% more effective than generic HRTFs when it comes to localizing sounds in the frontal plane. The number of reversals (perception of sound source above the horizontal plane when actually it is below the plane and vice versa) was also reduced by 5.7%, showing the perceptual effectiveness of this approach. The model is simple, yet versatile because it relies on easy to measure parameters to create an individualized HRTF. This low-order parameterized model also reduces the computational and storage demands, while maintaining a sufficient number of perceptually relevant spectral cues. ^

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A limestone sample was scanned using computed tomography (CT) and the hydraulic conductivity of the 3D reconstructed sample was determined using Lattice- Boltzmann methods (LBM) at varying scales. Due to the shape and size of the original sample, it was challenging to obtain a consistent rectilinear test sample. Through visual inspection however, 91 mm and 76 mm samples were digitally cut from the original. The samples had porosities of 58% and 64% and produced hydraulic conductivity values of K= 13.5 m/s and K=34.5 m/s, respectively. Both of these samples were re-sampled to 1/8 and 1/64 of their original size to produce new virtual samples at lower resolutions of 0.542 mm/lu and 1.084 mm/lu, while still representing the same physical dimensions. The hydraulic conductivity tended to increase slightly as the resolution became coarser. In order to determine an REV, the 91 mm sample was also sub-sampled into blocks that were 1/8 and 1/64 the size of the original. The results were consistent with analytical expectations such as those produced by the Kozeny-Carman equation. A definitive REV size was not reached, however, indicating the need for a larger sample. The methods described here demonstrate the ability of LBM to test rock structures and sizes not normally attainable.

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A two-dimensional, 2D, finite-difference time-domain (FDTD) method is used to analyze two different models of multi-conductor transmission lines (MTL). The first model is a two-conductor MTL and the second is a threeconductor MTL. Apart from the MTL's, a three-dimensional, 3D, FDTD method is used to analyze a three-patch microstrip parasitic array. While the MTL analysis is entirely in time-domain, the microstrip parasitic array is a study of scattering parameter Sn in the frequency-domain. The results clearly indicate that FDTD is an efficient and accurate tool to model and analyze multiconductor transmission line as well as microstrip antennas and arrays.

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With the introduction of new input devices, such as multi-touch surface displays, the Nintendo WiiMote, the Microsoft Kinect, and the Leap Motion sensor, among others, the field of Human-Computer Interaction (HCI) finds itself at an important crossroads that requires solving new challenges. Given the amount of three-dimensional (3D) data available today, 3D navigation plays an important role in 3D User Interfaces (3DUI). This dissertation deals with multi-touch, 3D navigation, and how users can explore 3D virtual worlds using a multi-touch, non-stereo, desktop display. The contributions of this dissertation include a feature-extraction algorithm for multi-touch displays (FETOUCH), a multi-touch and gyroscope interaction technique (GyroTouch), a theoretical model for multi-touch interaction using high-level Petri Nets (PeNTa), an algorithm to resolve ambiguities in the multi-touch gesture classification process (Yield), a proposed technique for navigational experiments (FaNS), a proposed gesture (Hold-and-Roll), and an experiment prototype for 3D navigation (3DNav). The verification experiment for 3DNav was conducted with 30 human-subjects of both genders. The experiment used the 3DNav prototype to present a pseudo-universe, where each user was required to find five objects using the multi-touch display and five objects using a game controller (GamePad). For the multi-touch display, 3DNav used a commercial library called GestureWorks in conjunction with Yield to resolve the ambiguity posed by the multiplicity of gestures reported by the initial classification. The experiment compared both devices. The task completion time with multi-touch was slightly shorter, but the difference was not statistically significant. The design of experiment also included an equation that determined the level of video game console expertise of the subjects, which was used to break down users into two groups: casual users and experienced users. The study found that experienced gamers performed significantly faster with the GamePad than casual users. When looking at the groups separately, casual gamers performed significantly better using the multi-touch display, compared to the GamePad. Additional results are found in this dissertation.

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The Pleistocene carbonate rock Biscayne Aquifer of south Florida contains laterally-extensive bioturbated ooltic zones characterized by interconnected touching-vug megapores that channelize most flow and make the aquifer extremely permeable. Standard petrophysical laboratory techniques may not be capable of accurately measuring such high permeabilities. Instead, innovative procedures that can measure high permeabilities were applied. These fragile rocks cannot easily be cored or cut to shapes convenient for conducting permeability measurements. For the laboratory measurement, a 3D epoxy-resin printed rock core was produced from computed tomography data obtained from an outcrop sample. Permeability measurements were conducted using a viscous fluid to permit easily observable head gradients (~2 cm over 1 m) simultaneously with low Reynolds number flow. For a second permeability measurement, Lattice Boltzmann Method flow simulations were computed on the 3D core renderings. Agreement between the two estimates indicates an accurate permeability was obtained that can be applied to future studies.