980 resultados para 3D scalar data
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Acknowledgements This research has been supported by the Leverhulme Trust International Network Grant IN-2012-140. Processing and collecting of ground penetrating data in Forgefonna was part of Elend Førre's master's project that was completed in 2009 at the Department of Geography, University of Bergen. We also acknowledge Dr Andreas Bauder for providing the subglacial topography data for Griessgletscher and Simone Tarquini for granting access to the high resolution TIN of Italy, a cut of which is provided to the reader to practice the tools (see Appendix). Referees Dr. Iestyn Barr, Dr. Jeremy Ely and Dr. Marc Oliva are thanked for their constructive comments and tool testing, which significantly improved the final output.
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Head motion during a Positron Emission Tomography (PET) brain scan can considerably degrade image quality. External motion-tracking devices have proven successful in minimizing this effect, but the associated time, maintenance, and workflow changes inhibit their widespread clinical use. List-mode PET acquisition allows for the retroactive analysis of coincidence events on any time scale throughout a scan, and therefore potentially offers a data-driven motion detection and characterization technique. An algorithm was developed to parse list-mode data, divide the full acquisition into short scan intervals, and calculate the line-of-response (LOR) midpoint average for each interval. These LOR midpoint averages, known as “radioactivity centroids,” were presumed to represent the center of the radioactivity distribution in the scanner, and it was thought that changes in this metric over time would correspond to intra-scan motion.
Several scans were taken of the 3D Hoffman brain phantom on a GE Discovery IQ PET/CT scanner to test the ability of the radioactivity to indicate intra-scan motion. Each scan incrementally surveyed motion in a different degree of freedom (2 translational and 2 rotational). The radioactivity centroids calculated from these scans correlated linearly to phantom positions/orientations. Centroid measurements over 1-second intervals performed on scans with ~1mCi of activity in the center of the field of view had standard deviations of 0.026 cm in the x- and y-dimensions and 0.020 cm in the z-dimension, which demonstrates high precision and repeatability in this metric. Radioactivity centroids are thus shown to successfully represent discrete motions on the submillimeter scale. It is also shown that while the radioactivity centroid can precisely indicate the amount of motion during an acquisition, it fails to distinguish what type of motion occurred.
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As complex radiotherapy techniques become more readily-practiced, comprehensive 3D dosimetry is a growing necessity for advanced quality assurance. However, clinical implementation has been impeded by a wide variety of factors, including the expense of dedicated optical dosimeter readout tools, high operational costs, and the overall difficulty of use. To address these issues, a novel dry-tank optical CT scanner was designed for PRESAGE 3D dosimeter readout, relying on 3D printed components and omitting costly parts from preceding optical scanners. This work details the design, prototyping, and basic commissioning of the Duke Integrated-lens Optical Scanner (DIOS).
The convex scanning geometry was designed in ScanSim, an in-house Monte Carlo optical ray-tracing simulation. ScanSim parameters were used to build a 3D rendering of a convex ‘solid tank’ for optical-CT, which is capable of collimating a point light source into telecentric geometry without significant quantities of refractive-index matched fluid. The model was 3D printed, processed, and converted into a negative mold via rubber casting to produce a transparent polyurethane scanning tank. The DIOS was assembled with the solid tank, a 3W red LED light source, a computer-controlled rotation stage, and a 12-bit CCD camera. Initial optical phantom studies show negligible spatial inaccuracies in 2D projection images and 3D tomographic reconstructions. A PRESAGE 3D dose measurement for a 4-field box treatment plan from Eclipse shows 95% of voxels passing gamma analysis at 3%/3mm criteria. Gamma analysis between tomographic images of the same dosimeter in the DIOS and DLOS systems show 93.1% agreement at 5%/1mm criteria. From this initial study, the DIOS has demonstrated promise as an economically-viable optical-CT scanner. However, further improvements will be necessary to fully develop this system into an accurate and reliable tool for advanced QA.
Pre-clinical animal studies are used as a conventional means of translational research, as a midpoint between in-vitro cell studies and clinical implementation. However, modern small animal radiotherapy platforms are primitive in comparison with conventional linear accelerators. This work also investigates a series of 3D printed tools to expand the treatment capabilities of the X-RAD 225Cx orthovoltage irradiator, and applies them to a feasibility study of hippocampal avoidance in rodent whole-brain radiotherapy.
As an alternative material to lead, a novel 3D-printable tungsten-composite ABS plastic, GMASS, was tested to create precisely-shaped blocks. Film studies show virtually all primary radiation at 225 kVp can be attenuated by GMASS blocks of 0.5cm thickness. A state-of-the-art software, BlockGen, was used to create custom hippocampus-shaped blocks from medical image data, for any possible axial treatment field arrangement. A custom 3D printed bite block was developed to immobilize and position a supine rat for optimal hippocampal conformity. An immobilized rat CT with digitally-inserted blocks was imported into the SmART-Plan Monte-Carlo simulation software to determine the optimal beam arrangement. Protocols with 4 and 7 equally-spaced fields were considered as viable treatment options, featuring improved hippocampal conformity and whole-brain coverage when compared to prior lateral-opposed protocols. Custom rodent-morphic PRESAGE dosimeters were developed to accurately reflect these treatment scenarios, and a 3D dosimetry study was performed to confirm the SmART-Plan simulations. Measured doses indicate significant hippocampal sparing and moderate whole-brain coverage.
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A certain type of bacterial inclusion, known as a bacterial microcompartment, was recently identified and imaged through cryo-electron tomography. A reconstructed 3D object from single-axis limited angle tilt-series cryo-electron tomography contains missing regions and this problem is known as the missing wedge problem. Due to missing regions on the reconstructed images, analyzing their 3D structures is a challenging problem. The existing methods overcome this problem by aligning and averaging several similar shaped objects. These schemes work well if the objects are symmetric and several objects with almost similar shapes and sizes are available. Since the bacterial inclusions studied here are not symmetric, are deformed, and show a wide range of shapes and sizes, the existing approaches are not appropriate. This research develops new statistical methods for analyzing geometric properties, such as volume, symmetry, aspect ratio, polyhedral structures etc., of these bacterial inclusions in presence of missing data. These methods work with deformed and non-symmetric varied shaped objects and do not necessitate multiple objects for handling the missing wedge problem. The developed methods and contributions include: (a) an improved method for manual image segmentation, (b) a new approach to 'complete' the segmented and reconstructed incomplete 3D images, (c) a polyhedral structural distance model to predict the polyhedral shapes of these microstructures, (d) a new shape descriptor for polyhedral shapes, named as polyhedron profile statistic, and (e) the Bayes classifier, linear discriminant analysis and support vector machine based classifiers for supervised incomplete polyhedral shape classification. Finally, the predicted 3D shapes for these bacterial microstructures belong to the Johnson solids family, and these shapes along with their other geometric properties are important for better understanding of their chemical and biological characteristics.
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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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Hydrogenous manganese nodules form on the ocean floor by slow authigenic precipitation (1-6 mm/Ma) of the oxyhydroxides of manganese and iron that continuously scavenge trace elements from the marine environment. Consequently, these nodules represent independent marine deposits useful for the study of the chemical signatures of the paleomarine environments. The results presented are a continuation of a study of the Zetes-3D nodule from the Pacific Ocean. It is a large (24x17x10 cm) hydrogenous nodule whose slow growth rate of 1.3 mm/Ma was detremined using 10Be techniques. A positive cerium anomaly is observed throughout the nodule and its Ir content indicates a sharp spike at 54-62 Ma in fair agreement with the K-T event.
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Thesis (Master's)--University of Washington, 2016-01
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Il existe désormais une grande variété de lentilles panoramiques disponibles sur le marché dont certaines présentant des caractéristiques étonnantes. Faisant partie de cette dernière catégorie, les lentilles Panomorphes sont des lentilles panoramiques anamorphiques dont le profil de distorsion est fortement non-uniforme, ce qui cause la présence de zones de grandissement augmenté dans le champ de vue. Dans un contexte de robotique mobile, ces particularités peuvent être exploitées dans des systèmes stéréoscopiques pour la reconstruction 3D d’objets d’intérêt qui permettent à la fois une bonne connaissance de l’environnement, mais également l’accès à des détails plus fins en raison des zones de grandissement augmenté. Cependant, à cause de leur complexité, ces lentilles sont difficiles à calibrer et, à notre connaissance, aucune étude n’a réellement été menée à ce propos. L’objectif principal de cette thèse est la conception, l’élaboration et l’évaluation des performances de systèmes stéréoscopiques Panomorphes. Le calibrage a été effectué à l’aide d’une technique établie utilisant des cibles planes et d’une boîte à outils de calibrage dont l’usage est répandu. De plus, des techniques mathématiques nouvelles visant à rétablir la symétrie de révolution dans l’image (cercle) et à uniformiser la longueur focale (cercle uniforme) ont été développées pour voir s’il était possible d’ainsi faciliter le calibrage. Dans un premier temps, le champ de vue a été divisé en zones à l’intérieur desquelles la longueur focale instantanée varie peu et le calibrage a été effectué pour chacune d’entre elles. Puis, le calibrage général des systèmes a aussi été réalisé pour tout le champ de vue simultanément. Les résultats ont montré que la technique de calibrage par zone ne produit pas de gain significatif quant à la qualité des reconstructions 3D d’objet d’intérêt par rapport au calibrage général. Cependant, l’étude de cette nouvelle approche a permis de réaliser une évaluation des performances des systèmes stéréoscopiques Panomorphes sur tout le champ de vue et de montrer qu’il est possible d’effectuer des reconstructions 3D de qualité dans toutes les zones. De plus, la technique mathématique du cercle a produit des résultats de reconstructions 3D en général équivalents à l’utilisation des coordonnées originales. Puisqu’il existe des outils de calibrage qui, contrairement à celui utilisé dans ce travail, ne disposent que d’un seul degré de liberté sur la longueur focale, cette technique pourrait rendre possible le calibrage de lentilles Panomorphes à l’aide de ceux-ci. Finalement, certaines conclusions ont pu être dégagées quant aux facteurs déterminants influençant la qualité de la reconstruction 3D à l’aide de systèmes stéréoscopiques Panomorphes et aux caractéristiques à privilégier dans le choix des lentilles. La difficulté à calibrer les optiques Panomorphes en laboratoire a mené à l’élaboration d’une technique de calibrage virtuel utilisant un logiciel de conception optique et une boîte à outils de calibrage. Cette approche a permis d’effectuer des simulations en lien avec l’impact des conditions d’opération sur les paramètres de calibrage et avec l’effet des conditions de calibrage sur la qualité de la reconstruction. Des expérimentations de ce type sont pratiquement impossibles à réaliser en laboratoire mais représentent un intérêt certain pour les utilisateurs. Le calibrage virtuel d’une lentille traditionnelle a aussi montré que l’erreur de reprojection moyenne, couramment utilisée comme façon d’évaluer la qualité d’un calibrage, n’est pas nécessairement un indicateur fiable de la qualité de la reconstruction 3D. Il est alors nécessaire de disposer de données supplémentaires pour juger adéquatement de la qualité d’un calibrage.
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This paper addresses the estimation of object boundaries from a set of 3D points. An extension of the constrained clustering algorithm developed by Abrantes and Marques in the context of edge linking is presented. The object surface is approximated using rectangular meshes and simplex nets. Centroid-based forces are used for attracting the model nodes towards the data, using competitive learning methods. It is shown that competitive learning improves the model performance in the presence of concavities and allows to discriminate close surfaces. The proposed model is evaluated using synthetic data and medical images (MRI and ultrasound images).
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Harava on karttapohjainen kyselypalvelu, jonka avulla voidaan kerätä tietoa erilaisista kyselykohteista. Harava-kyselypalvelussa kyselyihin voidaan vastata muun muassa tekstikentillä, monivalinnoilla ja merkitsemällä alueita ja pisteitä karttapohjaan. Tutkielman tavoitteena oli löytää Harava-kyselypalvelun 2D-karttojen rinnalle 3D-karttavaihtoehto. Aluksi tutkittiin, mitä eri vaihtoehtoja löytyy 3D-komponenttien esittämiseen selaimessa. Tutkituista vaihtoehdoista parhaimmaksi tähän tarkoitukseen osoittautui WebGL-kirjasto. WebGL-kirjaston käyttö suoraan osoittautui vaikeaksi, joten etsittiin rajapintaa, jonka avulla WebGL-kirjaston käyttö helpottuisi. Käsittelyyn otettiin karttapalveluita sekä 3D-mallien esittämiseen tarkoitettuja JavaScript-kirjastoja, jotka käyttävät WebGL-kirjastoa rajapinnan kautta. Näistä sopivimmaksi osoittautui Cesium. Cesium on JavaScript-kirjasto, jonka avulla voidaan toteuttaa 2D-kartta ja 3D-karttapallo sekä upottaa karttapohjaan 3D-elementtejä.
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O bin picking é um processo de grande interesse na indústria, uma vez que permite maior automatização, aumento da capacidade de produção e redução dos custos. Este tem vindo a evoluir bastante ao longo dos anos e essa evolução fez com que sistemas de perceção 3D começassem a ser implementados. Este trabalho tem como principal objetivo desenvolver um sistema de bin picking usando apenas perceção 3D. O sistema deve ser capaz de determinar a posição e orientação de objetos com diferentes formas e tamanhos, posicionados aleatoriamente numa superfície de trabalho. Os objetos utilizados para fazer os testes experimentais, são esferas, cilindros e prismas, uma vez que abrangem as formas geométricas existentes em muitos produtos submetidos a bin picking. Após a identi cação e seleção do objeto a apanhar, o manipulador deve autonomamente posicionar-se para fazer a aproximação e recolha do mesmo. A aquisição de dados é feita através de uma câmara Kinect. Dos dados recebidos apenas são trabalhados os referentes à profundidade, centrando-se assim este trabalho na análise e tratamento de nuvem de pontos. O sistema desenvolvido cumpre com os objetivos estabelecidos. Consegue localizar e apanhar objetos em várias posições e orientações. Além disso apresenta uma velocidade de processamento compatível com a aplicação em causa.
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Time perception is studied with subjective or semi-objective psychophysical methods. With subjective methods, observers provide quantitative estimates of duration and data depict the psychophysical function relating subjective duration to objective duration. With semi-objective methods, observers provide categorical or comparative judgments of duration and data depict the psychometric function relating the probability of a certain judgment to objective duration. Both approaches are used to study whether subjective and objective time run at the same pace or whether time flies or slows down under certain conditions. We analyze theoretical aspects affecting the interpretation of data gathered with the most widely used semi-objective methods, including single-presentation and paired-comparison methods. For this purpose, a formal model of psychophysical performance is used in which subjective duration is represented via a psychophysical function and the scalar property. This provides the timing component of the model, which is invariant across methods. A decisional component that varies across methods reflects how observers use subjective durations to make judgments and give the responses requested under each method. Application of the model shows that psychometric functions in single-presentation methods are uninterpretable because the various influences on observed performance are inextricably confounded in the data. In contrast, data gathered with paired-comparison methods permit separating out those influences. Prevalent approaches to fitting psychometric functions to data are also discussed and shown to be inconsistent with widely accepted principles of time perception, implicitly assuming instead that subjective time equals objective time and that observed differences across conditions do not reflect differences in perceived duration but criterion shifts. These analyses prompt evidence-based recommendations for best methodological practice in studies on time perception.
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Three-dimensional virtual worlds have been growing fast in number of users, and are used for the most diverse purposes. In collaboration, they are used with good results due to features such as immersion, interaction capabilities, use of avatar embodiment, and physical space. In the particular cases of avatar embodiment and physical space, these features support nonverbal communication, but its impact on collaboration is not well known. In this work we present a protocol for case study research and its creation process, which aims to assert itself as a tool to collect data on how nonverbal communication influences collaboration in three-dimensional virtual worlds. We define the propositions and units of analysis, and a pilot case to validate them. Then, two cases are analysed under the created protocol. Most of the propositions found chains of evidences supporting them.
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En este Trabajo Fin de Grado se lleva a cabo la implementación de un mundo 3D a través del uso del entorno Unity en el se cual realizará el desarrollo de un agente 3D el cual interactúe con el entorno que le rodea. Para ello haremos uso de algoritmos relacionado con la inteligencia artificial así como aplicación de algoritmos relacionados con la minería de datos tales como redes neuronales basando su aprendizaje en algoritmos evolutivos o arboles de decisión, respectivamente. Así pues, el objetivo de este proyecto es la creación de un agente 3D el cual sea capaz de adaptarse al entorno que le rodea, siendo hostiles algunos de estos entornos. Habrá principalmente 2 entornos los cuales serán una ciudad donde el agente deberá recoger clientes en su rol de taxista y soltarlas reconociendo a través de una serie de variables que personas son de fiar y cuales no. El segundo entorno es una cancha de baloncesto donde el agente deberá aprender a lanzar a canasta y reconocer con qué estados meteorológicos es viable jugar.