890 resultados para Computer Graphics, 3D Studio Max, Unity 3D, PlayMaker, Progettazione, Sviluppo, Videogioco


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The broad goals of verifiable visualization rely on correct algorithmic implementations. We extend a framework for verification of isosurfacing implementations to check topological properties. Specifically, we use stratified Morse theory and digital topology to design algorithms which verify topological invariants. Our extended framework reveals unexpected behavior and coding mistakes in popular publicly available isosurface codes.

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Creating high-quality quad meshes from triangulated surfaces is a highly nontrivial task that necessitates consideration of various application specific metrics of quality. In our work, we follow the premise that automatic reconstruction techniques may not generate outputs meeting all the subjective quality expectations of the user. Instead, we put the user at the center of the process by providing a flexible, interactive approach to quadrangulation design. By combining scalar field topology and combinatorial connectivity techniques, we present a new framework, following a coarse to fine design philosophy, which allows for explicit control of the subjective quality criteria on the output quad mesh, at interactive rates. Our quadrangulation framework uses the new notion of Reeb atlas editing, to define with a small amount of interactions a coarse quadrangulation of the model, capturing the main features of the shape, with user prescribed extraordinary vertices and alignment. Fine grain tuning is easily achieved with the notion of connectivity texturing, which allows for additional extraordinary vertices specification and explicit feature alignment, to capture the high-frequency geometries. Experiments demonstrate the interactivity and flexibility of our approach, as well as its ability to generate quad meshes of arbitrary resolution with high-quality statistics, while meeting the user's own subjective requirements.

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Robust analysis of vector fields has been established as an important tool for deriving insights from the complex systems these fields model. Traditional analysis and visualization techniques rely primarily on computing streamlines through numerical integration. The inherent numerical errors of such approaches are usually ignored, leading to inconsistencies that cause unreliable visualizations and can ultimately prevent in-depth analysis. We propose a new representation for vector fields on surfaces that replaces numerical integration through triangles with maps from the triangle boundaries to themselves. This representation, called edge maps, permits a concise description of flow behaviors and is equivalent to computing all possible streamlines at a user defined error threshold. Independent of this error streamlines computed using edge maps are guaranteed to be consistent up to floating point precision, enabling the stable extraction of features such as the topological skeleton. Furthermore, our representation explicitly stores spatial and temporal errors which we use to produce more informative visualizations. This work describes the construction of edge maps, the error quantification, and a refinement procedure to adhere to a user defined error bound. Finally, we introduce new visualizations using the additional information provided by edge maps to indicate the uncertainty involved in computing streamlines and topological structures.

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Facial reconstruction is a method that seeks to recreate a person's facial appearance from his/her skull. This technique can be the last resource used in a forensic investigation, when identification techniques such as DNA analysis, dental records, fingerprints and radiographic comparison cannot be used to identify a body or skeletal remains. To perform facial reconstruction, the data of facial soft tissue thickness are necessary. Scientific literature has described differences in the thickness of facial soft tissue between ethnic groups. There are different databases of soft tissue thickness published in the scientific literature. There are no literature records of facial reconstruction works carried out with data of soft tissues obtained from samples of Brazilian subjects. There are also no reports of digital forensic facial reconstruction performed in Brazil. There are two databases of soft tissue thickness published for the Brazilian population: one obtained from measurements performed in fresh cadavers (fresh cadavers' pattern), and another from measurements using magnetic resonance imaging (Magnetic Resonance pattern). This study aims to perform three different characterized digital forensic facial reconstructions (with hair, eyelashes and eyebrows) of a Brazilian subject (based on an international pattern and two Brazilian patterns for soft facial tissue thickness), and evaluate the digital forensic facial reconstructions comparing them to photos of the individual and other nine subjects. The DICOM data of the Computed Tomography (CT) donated by a volunteer were converted into stereolitography (STL) files and used for the creation of the digital facial reconstructions. Once the three reconstructions were performed, they were compared to photographs of the subject who had the face reconstructed and nine other subjects. Thirty examiners participated in this recognition process. The target subject was recognized by 26.67% of the examiners in the reconstruction performed with the Brazilian Magnetic Resonance Pattern, 23.33% in the reconstruction performed with the Brazilian Fresh Cadavers Pattern and 20.00% in the reconstruction performed with the International Pattern, in which the target-subject was the most recognized subject in the first two patterns. The rate of correct recognitions of the target subject indicate that the digital forensic facial reconstruction, conducted with parameters used in this study, may be a useful tool. (C) 2011 Elsevier Ireland Ltd. All rights reserved.

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Lo studio svolto in merito alle tecniche di produzione di componenti strutturali in materiale composito ha permesso il raggiungimento di una precisa consapevolezza dello stato dell’arte del settore, in particolare in riferimento ai processi attualmente utilizzati per l’industrializzazione in media-grande serie. Con l’obiettivo di sintetizzare i principali vantaggi delle tecnologie suddette e permettere la realizzazione di forme più complesse, si è proceduto all’analisi di fattibilità, attraverso uno studio funzionale e una prima progettazione di una tecnologia di produzione per nastratura automatizzata di componenti strutturali in materiale composito. Si è voluto quindi dimostrare la flessibilità e la consistenza del processo disegnando un telaio nastrato in carbonio, intercambiabile al telaio FSAE 2009 in tubolare d’acciaio (stessi punti di attacco motore, punti di attacco telaietto posteriore, attacchi sospensioni anteriori) e che garantisca un sostanziale vantaggio in termini di peso, a pari rigidezza torsionale. La caratterizzazione di tale telaio è stata eseguita mediante l'utilizzo del calcolo strutturale, validato da prove sperimentali.

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La regolazione dei sistemi di propulsione a razzo a propellente solido (Solid Rocket Motors) ha da sempre rappresentato una delle principali problematiche legate a questa tipologia di motori. L’assenza di un qualsiasi genere di controllo diretto del processo di combustione del grano solido, fa si che la previsione della balistica interna rappresenti da sempre il principale strumento utilizzato sia per definire in fase di progetto la configurazione ottimale del motore, sia per analizzare le eventuali anomalie riscontrate in ambito sperimentale. Variazioni locali nella struttura del propellente, difettosità interne o eterogeneità nelle condizioni di camera posso dare origine ad alterazioni del rateo locale di combustione del propellente e conseguentemente a profili di pressione e di spinta sperimentali differenti da quelli previsti per via teorica. Molti dei codici attualmente in uso offrono un approccio piuttosto semplificato al problema, facendo per lo più ricorso a fattori correttivi (fattori HUMP) semi-empirici, senza tuttavia andare a ricostruire in maniera più realistica le eterogeneità di prestazione del propellente. Questo lavoro di tesi vuole dunque proporre un nuovo approccio alla previsione numerica delle prestazioni dei sistemi a propellente solido, attraverso la realizzazione di un nuovo codice di simulazione, denominato ROBOOST (ROcket BOOst Simulation Tool). Richiamando concetti e techiche proprie della Computer Grafica, questo nuovo codice è in grado di ricostruire in processo di regressione superficiale del grano in maniera puntuale, attraverso l’utilizzo di una mesh triangolare mobile. Variazioni locali del rateo di combustione posso quindi essere facilmente riprodotte ed il calcolo della balistica interna avviene mediante l’accoppiamento di un modello 0D non-stazionario e di uno 1D quasi-stazionario. L’attività è stata svolta in collaborazione con l’azienda Avio Space Division e il nuovo codice è stato implementato con successo sul motore Zefiro 9.

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This thesis aimed at addressing some of the issues that, at the state of the art, avoid the P300-based brain computer interface (BCI) systems to move from research laboratories to end users’ home. An innovative asynchronous classifier has been defined and validated. It relies on the introduction of a set of thresholds in the classifier, and such thresholds have been assessed considering the distributions of score values relating to target, non-target stimuli and epochs of voluntary no-control. With the asynchronous classifier, a P300-based BCI system can adapt its speed to the current state of the user and can automatically suspend the control when the user diverts his attention from the stimulation interface. Since EEG signals are non-stationary and show inherent variability, in order to make long-term use of BCI possible, it is important to track changes in ongoing EEG activity and to adapt BCI model parameters accordingly. To this aim, the asynchronous classifier has been subsequently improved by introducing a self-calibration algorithm for the continuous and unsupervised recalibration of the subjective control parameters. Finally an index for the online monitoring of the EEG quality has been defined and validated in order to detect potential problems and system failures. This thesis ends with the description of a translational work involving end users (people with amyotrophic lateral sclerosis-ALS). Focusing on the concepts of the user centered design approach, the phases relating to the design, the development and the validation of an innovative assistive device have been described. The proposed assistive technology (AT) has been specifically designed to meet the needs of people with ALS during the different phases of the disease (i.e. the degree of motor abilities impairment). Indeed, the AT can be accessed with several input devices either conventional (mouse, touchscreen) or alterative (switches, headtracker) up to a P300-based BCI.

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La tesi tratta lo studio del sistema QNX e dello sviluppo di un simulatore di task hard/soft real-time, tramite uso di un meta-scheduler. Al termine dello sviluppo vengono valutate le prestazioni del sistema operativo QNX Neutrino.

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