946 resultados para 3D object manipulation


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Given a fixed set of identical or different-sized circular items, the problem we deal with consists on finding the smallest object within which the items can be packed. Circular, triangular, squared, rectangular and also strip objects are considered. Moreover, 2D and 3D problems are treated. Twice-differentiable models for all these problems are presented. A strategy to reduce the complexity of evaluating the models is employed and, as a consequence, instances with a large number of items can be considered. Numerical experiments show the flexibility and reliability of the new unified approach. (C) 2007 Elsevier Ltd. All rights reserved.

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As far back as I can remember, I have always been interested in studio art. Whether it be painting, drawing, printmaking, or photography, it has consistently been a part of my life. Upon enrolling in Colby, I became interested in computers and decided to major my undergraduate college career in Computer Science. Not forgetting past interests, I continued my studio art education, taking several classes within the Art department. In due time, I began combining interests and began studying Computer Graphics and Design. With limited resources in this field at Colby, the majority of my computer graphic education and experience has been done on my own time apart from regular classroom work. As time progressed, so did my interests. Starting with simple image manipulation of digitally scanned photographs, I moved on to Web Page design, eventually leading to Desktop Publishing. Ultimately, I wanted to take a step further and expand my overall computer graphic knowledge by learning 3D modeling and animation. With even fewer resources in 3D animation at Colby, I perceived having trouble finding the information and tools I would need to gain the necessary skills for this new field. The Senior Scholars program gave me the opponunity to find and acquire the necessary tools to pursue my interest. This program also allowed me to devote the proper amount of time required for learning these new tools.

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A visualização de conjuntos de dados volumétricos é comum em diversas áreas de aplicação e há já alguns anos os diversos aspectos envolvidos nessas técnicas vêm sendo pesquisados. No entanto, apesar dos avanços das técnicas de visualização de volumes, a interação com grandes volumes de dados ainda apresenta desafios devido a questões de percepção (ou isolamento) de estruturas internas e desempenho computacional. O suporte do hardware gráfico para visualização baseada em texturas permite o desenvolvimento de técnicas eficientes de rendering que podem ser combinadas com ferramentas de recorte interativas para possibilitar a inspeção de conjuntos de dados tridimensionais. Muitos estudos abordam a otimização do desempenho de ferramentas de recorte, mas muito poucos tratam das metáforas de interação utilizadas por essas ferramentas. O objetivo deste trabalho é desenvolver ferramentas interativas, intuitivas e fáceis de usar para o recorte de imagens volumétricas. Inicialmente, é apresentado um estudo sobre as principais técnicas de visualização direta de volumes e como é feita a exploração desses volumes utilizando-se recorte volumétrico. Nesse estudo é identificada a solução que melhor se enquadra no presente trabalho para garantir a interatividade necessária. Após, são apresentadas diversas técnicas de interação existentes, suas metáforas e taxonomias, para determinar as possíveis técnicas de interação mais fáceis de serem utilizadas por ferramentas de recorte. A partir desse embasamento, este trabalho apresenta o desenvolvimento de três ferramentas de recorte genéricas implementadas usando-se duas metáforas de interação distintas que são freqüentemente utilizadas por usuários de aplicativos 3D: apontador virtual e mão virtual. A taxa de interação dessas ferramentas é obtida através de programas de fragmentos especiais executados diretamente no hardware gráfico. Estes programas especificam regiões dentro do volume a serem descartadas durante o rendering, com base em predicados geométricos. Primeiramente, o desempenho, precisão e preferência (por parte dos usuários) das ferramentas de recorte volumétrico são avaliados para comparar as metáforas de interação empregadas. Após, é avaliada a interação utilizando-se diferentes dispositivos de entrada para a manipulação do volume e ferramentas. A utilização das duas mãos ao mesmo tempo para essa manipulação também é testada. Os resultados destes experimentos de avaliação são apresentados e discutidos.

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The goals of this study were to examine the visual information influence on body sway as a function of self- and object-motion perception and visual information quality. Participants that were aware (object-motion) and unaware (self-motion) of the movement of a moving room were asked to stand upright at five different distances from its frontal wall. The visual information effect on body sway decreased when participants were aware about the sensory manipulation. Moreover, while the visual influence on body sway decreased as the distance increased in the self-motion perception, no effects were observed in the object-motion mode. The overall results indicate that postural control system functioning can be altered by prior knowledge, and adaptation due to changes in sensory quality seem to occur in the self- but not in the object-motion perception mode. (C) 2004 Elsevier B.V.. All rights reserved.

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Tensor3D is a geometric modeling program with the capacity to simulate and visualize in real-time the deformation, specified through a tensor matrix and applied to triangulated models representing geological bodies. 3D visualization allows the study of deformational processes that are traditionally conducted in 2D, such as simple and pure shears. Besides geometric objects that are immediately available in the program window, the program can read other models from disk, thus being able to import objects created with different open-source or proprietary programs. A strain ellipsoid and a bounding box are simultaneously shown and instantly deformed with the main object. The principal axes of strain are visualized as well to provide graphical information about the orientation of the tensor's normal components. The deformed models can also be saved, retrieved later and deformed again, in order to study different steps of progressive strain, or to make this data available to other programs. The shape of stress ellipsoids and the corresponding Mohr circles defined by any stress tensor can also be represented. The application was written using the Visualization ToolKit, a powerful scientific visualization library in the public domain. This development choice, allied to the use of the Tcl/Tk programming language, which is independent on the host computational platform, makes the program a useful tool for the study of geometric deformations directly in three dimensions in teaching as well as research activities. (C) 2007 Elsevier Ltd. All rights reserved.

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

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Pós-graduação em Ciências Cartográficas - FCT

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Fundação de Amparo à Pesquisa do Estado de São Paulo (FAPESP)

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Pós-graduação em Televisão Digital: Informação e Conhecimento - FAAC

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Pós-graduação em Educação para a Ciência - FC

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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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In questa tesi descriveremo e analizzeremo il motore grafico OGRE, acronimo di Object-Oriented Graphics Rendering Engine. La scelta di analizzare proprio questo motore grafico è legata a diverse considerazioni. Innanzitutto, OGRE è rilasciato con licenza open source e quindi rende disponibile il suo codice sorgente. Questo è molto importante, in un contesto di studio e sperimentazione come quello universitario, perché permette di comprendere e analizzare anche il funzionamento interno del motore grafico. Inoltre, OGRE è un progetto maturo e stabile con una vasta comunità di sviluppatori e utilizzatori alle spalle. Esiste molta documentazione a riguardo, tra wiki, libri e manuali, e un forum molto attivo per la richiesta di aiuto e consigli. A conferma, sia della bontà del progetto che delle ottime prestazioni del motore grafico, basta dire che OGRE è utilizzato anche da applicazioni commerciali, come videogame, editor 3D e simulatori. Infine, la caratteristica che contraddistingue OGRE da tutti gli altri motori grafici è il fatto di essere "solamente" un motore di rendering puro. Ciò significa che qualsiasi funzionalità non direttamente legata al rendering, come ad esempio la gestione degli input dell'utente, non è supportata da OGRE. Anche se questo può sembrare un difetto, in realtà ciò permetterà di concentrarci solamente sugli aspetti legati al rendering che, in un motore grafico, costituiscono la parte fondamentale.

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Sowohl in der Natur als auch in der Industrie existieren thermisch induzierte Strömungen. Von Interesse für diese Forschungsarbeit sind dabei die Konvektionen im Erdmantel sowie in den Glasschmelzwannen. Der dort stattfindende Materialtransport resultiert aus Unterschieden in der Dichte, der Temperatur und der chemischen Konzentration innerhalb des konvektierenden Materials. Um das Verständnis für die ablaufenden Prozesse zu verbessern, werden von zahlreichen Forschergruppen numerische Modellierungen durchgeführt. Die Verifikation der dafür verwendeten Algorithmen erfolgt meist über die Analyse von Laborexperimenten. Im Vordergrund dieser Forschungsarbeit steht die Entwicklung einer Methode zur Bestimmung der dreidimensionalen Temperaturverteilung für die Untersuchung von thermisch induzierten Strömungen in einem Versuchsbecken. Eine direkte Temperaturmessung im Inneren des Versuchsmaterials bzw. der Glasschmelze beeinflusst allerdings das Strömungsverhalten. Deshalb wird die geodynamisch störungsfrei arbeitende Impedanztomographie verwendet. Die Grundlage dieser Methode bildet der erweiterte Arrhenius-Zusammenhang zwischen Temperatur und spezifischer elektrischer Leitfähigkeit. Während der Laborexperimente wird ein zähflüssiges Polyethylenglykol-Wasser-Gemisch in einem Becken von unten her erhitzt. Die auf diese Weise generierten Strömungen stellen unter Berücksichtigung der Skalierung ein Analogon sowohl zu dem Erdmantel als auch zu den Schmelzwannen dar. Über mehrere Elektroden, die an den Beckenwänden installiert sind, erfolgen die geoelektrischen Messungen. Nach der sich anschließenden dreidimensionalen Inversion der elektrischen Widerstände liegt das Modell mit der Verteilung der spezifischen elektrischen Leitfähigkeit im Inneren des Versuchsbeckens vor. Diese wird mittels der erweiterten Arrhenius-Formel in eine Temperaturverteilung umgerechnet. Zum Nachweis der Eignung dieser Methode für die nichtinvasive Bestimmung der dreidimensionalen Temperaturverteilung wurden mittels mehrerer Thermoelemente an den Beckenwänden zusätzlich direkte Temperaturmessungen durchgeführt und die Werte miteinander verglichen. Im Wesentlichen sind die Innentemperaturen gut rekonstruierbar, wobei die erreichte Messgenauigkeit von der räumlichen und zeitlichen Auflösung der Gleichstromgeoelektrik abhängt.

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Until few years ago, 3D modelling was a topic confined into a professional environment. Nowadays technological innovations, the 3D printer among all, have attracted novice users to this application field. This sudden breakthrough was not supported by adequate software solutions. The 3D editing tools currently available do not assist the non-expert user during the various stages of generation, interaction and manipulation of 3D virtual models. This is mainly due to the current paradigm that is largely supported by two-dimensional input/output devices and strongly affected by obvious geometrical constraints. We have identified three main phases that characterize the creation and management of 3D virtual models. We investigated these directions evaluating and simplifying the classic editing techniques in order to propose more natural and intuitive tools in a pure 3D modelling environment. In particular, we focused on freehand sketch-based modelling to create 3D virtual models, interaction and navigation in a 3D modelling environment and advanced editing tools for free-form deformation and objects composition. To pursuing these goals we wondered how new gesture-based interaction technologies can be successfully employed in a 3D modelling environments, how we could improve the depth perception and the interaction in 3D environments and which operations could be developed to simplify the classical virtual models editing paradigm. Our main aims were to propose a set of solutions with which a common user can realize an idea in a 3D virtual model, drawing in the air just as he would on paper. Moreover, we tried to use gestures and mid-air movements to explore and interact in 3D virtual environment, and we studied simple and effective 3D form transformations. The work was carried out adopting the discrete representation of the models, thanks to its intuitiveness, but especially because it is full of open challenges.