962 resultados para 3D Computer Graphics


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Actualmente existen varios dispositivos que aceptan gestos sobre superficies táctiles, sean celulares, tabletas, computadores, etc. a los cuales las personas se acostumbran rápidamente a su uso y los aceptan como herramientas necesarias en su vida. Del mismo modo existen algunas aplicaciones que manejan entornos en 3D, y permiten captar gestos realizados con las manos, cuerpo, cabeza. Estas técnicas se han desarrollado mucho por separado pero se ha podido evidenciar en base a los artículos revisados que no existen muchos estudios que combinen las aplicaciones táctiles con las 3D manejadas por gestos en el aire. El presente trabajo muestra un prototipo que permite la comunicación y coordinación entre dos aplicaciones, una que muestra documentos representados por esferas en una aplicación con interacción táctil desarrollada en Unity que funciona sobre Android, y una segunda aplicación desarrollada también en Unity que maneja un entorno 3D con el que se interactúa mediante gestos realizados en el aire. Luego de algunos intentos la interacción entre ambas aplicaciones fue lograda implementando comunicación por sockets entre la aplicación en el dispositivo Android y la aplicación 3D que se encuentra alojada en un computador con Windows 7. La captura de gestos en el aire se realiza mediante el sistema Tracking Tools desarrollado por la compañía Optitrack que captura los movimientos con cámaras infrarrojas y marcadores en los dedos. Este sistema envía los datos de los gestos a nuestra aplicación 3D. Estos equipos son de propiedad del laboratorio Decoroso Crespo de la Universidad Politécnica de Madrid. Una vez lograda la implementación e interacción entre las aplicaciones se han realizado pruebas de usabilidad con nueve estudiantes del Máster Universitario en Software y Sistemas de la Universidad Politécnica de Madrid. Cada uno ha respondido una serie de encuestas para poder obtener resultados sobre cuán usable es el prototipo, la experiencia del usuario y qué mejoras se podrían realizar sobre éste. En la parte final de este documento se presentan los resultados de las encuestas y se muestran las conclusiones y trabajo futuro.---ABSTRACT---Currently there are several devices that accept gestures on touch surfaces like phones, tablets, computers, etc. to which people quickly become accustomed to their use and accept them as necessary tools in their life. Similarly there are some applications that handle 3D environments and like televisions, holograms and allow capture gestures made with hands, body, and head. These techniques have been developed on a separated way but based on some research we may say that the are not many studies that combine touch with 3D applications handled by gestures in the air. This paper presents a prototype of the interaction of two issues of a 2D showing documents represented by spheres on a touch application developed in Unity that works on Android and allows communicating with the second application also developed in Unity that handles a 3D environment interaction of gestures made in air. After some attempts interaction was achieved by implementing communication sockets between the application on the Android device and 3D application that is hosted on a computer with windows 7, and gestures capturing in the air is done by the system Tracking Tools developed by the Optitrack company it captures movements with infrared cameras and markers on the fingers, which sends data to this application gestures, these equipment are owned by the Decoroso Crespo laboratory of the Polytechnic University of Madrid. Once achieved the interaction of applications has been conducted performance tests with ten students of the university master of the Universidad Politécnica de Madrid, each has answered a series of surveys to get results on how usable is the prototype, the user experience and that improvements could be made on this.

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We used Computer-Assisted Personalized Approach (CAPA), a networked teaching and learning tool that generates computer individualized homework problem sets, in our large-enrollment introductory plant physiology course. We saw significant improvement in student examination performance with regular homework assignments, with CAPA being an effective and efficient substitute for hand-graded homework. Using CAPA, each student received a printed set of similar but individualized problems of a conceptual (qualitative) and/or quantitative nature with quality graphics. Because each set of problems is unique, students were encouraged to work together to clarify concepts but were required to do their own work for credit. Students could enter answers multiple times without penalty, and they were able to obtain immediate feedback and hints until the due date. These features increased student time on task, allowing higher course standards and student achievement in a diverse student population. CAPA handles routine tasks such as grading, recording, summarizing, and posting grades. In anonymous surveys, students indicated an overwhelming preference for homework in CAPA format, citing several features such as immediate feedback, multiple tries, and on-line accessibility as reasons for their preference. We wrote and used more than 170 problems on 17 topics in introductory plant physiology, cataloging them in a computer library for general access. Representative problems are compared and discussed.

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Temperature chaos has often been reported in the literature as a rare-event–driven phenomenon. However, this fact has always been ignored in the data analysis, thus erasing the signal of the chaotic behavior (still rare in the sizes achieved) and leading to an overall picture of a weak and gradual phenomenon. On the contrary, our analysis relies on a largedeviations functional that allows to discuss the size dependences. In addition, we had at our disposal unprecedentedly large configurations equilibrated at low temperatures, thanks to the Janus computer. According to our results, when temperature chaos occurs its effects are strong and can be felt even at short distances.

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Durante o desenvolvimento da oclusão, a instalação de maloclusões podem resultar em desarmonias dento faciais de natureza e severidade diversas, podendo provocar alterações no desenvolvimento crânio facial, dentre as estruturas envolvidas as Articulações Temporo Mandibulares (ATM), podem sofrer alguma influência, dessa forma a avaliação desta região, no aspecto morfológico e funcional, constituí tema de interesse, sempre que levados em conta os aspectos funcionais da oclusão. A relação entre a forma e a função, tanto das cabeças da mandíbula, bem como o contorno da fossa mandibular com as maloclusões ainda é controversa e não está compreendida por completo, porém a literatura sobre o assunto, demonstra correlação entre a instalação de maloclusões e modificações neste sistema, mesmo que algumas alterações não sejam de ordem estatística e em amostras de indivíduos em tenra idade, as mesmas podem comprometer o desenvolvimento adequado em indivíduos adultos ou mesmo adultos jovens. Tendo como propósito nesse estudo a avaliação das cabeças da mandíbula quanto ao volume e superficíe dos lados direito e esquerdo, cruzado e não cruzado, a amostra selecionada foi de 20 indivíduos com mordida cruzada posterior unilateral, com idades entre 06 e 09 anos de idade, utilizando imagens de tomografia computadorizada por feixe cônico, imagens obtidas por um equipamento modelo i- Cat, sendo utilizado na reformatação e manipulação das imagens o programa computacional - NemoCeph 3D® versão 11.5. Nas medições propostas para esse estudo, utilizou-se o teste t pareado de Student para amostras com distribuição normal. Na observação das tabelas e seus respectivos gráficos, podemos verificar que na comparação entre os lados direito e esquerdo, e cruzado e não cruzado das cabeças da mandíbula, com relação ao volume e superfície, existem diferenças numéricas entre elas, porém não pode ser observado diferenças estatísticas significantes, nessa amostra especifica com a metodologia empregada para esse estudo. Assim foi possível concluir que nas Mordidas Cruzadas Posteriores Unilaterais as cabeças da mandíbula tanto em seu volume como em sua superfície não apresentaram diferenças estatisticamente significantes na amostra estudada.

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Comunicación presentada en la VI Conferencia de la Asociación Española para la Inteligencia Artificial (CAEPIA'95), Alicante, 15-17 noviembre 1995.

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Comunicación presentada en el IX Workshop de Agentes Físicos (WAF'2008), Vigo, 11-12 septiembre 2008.

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Paper submitted to the 43rd International Symposium on Robotics (ISR), Taipei, Taiwan, August 29-31, 2012.

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Self-organising neural models have the ability to provide a good representation of the input space. In particular the Growing Neural Gas (GNG) is a suitable model because of its flexibility, rapid adaptation and excellent quality of representation. However, this type of learning is time-consuming, especially for high-dimensional input data. Since real applications often work under time constraints, it is necessary to adapt the learning process in order to complete it in a predefined time. This paper proposes a Graphics Processing Unit (GPU) parallel implementation of the GNG with Compute Unified Device Architecture (CUDA). In contrast to existing algorithms, the proposed GPU implementation allows the acceleration of the learning process keeping a good quality of representation. Comparative experiments using iterative, parallel and hybrid implementations are carried out to demonstrate the effectiveness of CUDA implementation. The results show that GNG learning with the proposed implementation achieves a speed-up of 6× compared with the single-threaded CPU implementation. GPU implementation has also been applied to a real application with time constraints: acceleration of 3D scene reconstruction for egomotion, in order to validate the proposal.

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Nowadays, the use of RGB-D sensors have focused a lot of research in computer vision and robotics. These kinds of sensors, like Kinect, allow to obtain 3D data together with color information. However, their working range is limited to less than 10 meters, making them useless in some robotics applications, like outdoor mapping. In these environments, 3D lasers, working in ranges of 20-80 meters, are better. But 3D lasers do not usually provide color information. A simple 2D camera can be used to provide color information to the point cloud, but a calibration process between camera and laser must be done. In this paper we present a portable calibration system to calibrate any traditional camera with a 3D laser in order to assign color information to the 3D points obtained. Thus, we can use laser precision and simultaneously make use of color information. Unlike other techniques that make use of a three-dimensional body of known dimensions in the calibration process, this system is highly portable because it makes use of small catadioptrics that can be placed in a simple manner in the environment. We use our calibration system in a 3D mapping system, including Simultaneous Location and Mapping (SLAM), in order to get a 3D colored map which can be used in different tasks. We show that an additional problem arises: 2D cameras information is different when lighting conditions change. So when we merge 3D point clouds from two different views, several points in a given neighborhood could have different color information. A new method for color fusion is presented, obtaining correct colored maps. The system will be tested by applying it to 3D reconstruction.

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Paper submitted to the 43rd International Symposium on Robotics (ISR2012), Taipei, Taiwan, Aug. 29-31, 2012.

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Feature vectors can be anything from simple surface normals to more complex feature descriptors. Feature extraction is important to solve various computer vision problems: e.g. registration, object recognition and scene understanding. Most of these techniques cannot be computed online due to their complexity and the context where they are applied. Therefore, computing these features in real-time for many points in the scene is impossible. In this work, a hardware-based implementation of 3D feature extraction and 3D object recognition is proposed to accelerate these methods and therefore the entire pipeline of RGBD based computer vision systems where such features are typically used. The use of a GPU as a general purpose processor can achieve considerable speed-ups compared with a CPU implementation. In this work, advantageous results are obtained using the GPU to accelerate the computation of a 3D descriptor based on the calculation of 3D semi-local surface patches of partial views. This allows descriptor computation at several points of a scene in real-time. Benefits of the accelerated descriptor have been demonstrated in object recognition tasks. Source code will be made publicly available as contribution to the Open Source Point Cloud Library.

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We propose the design of a real-time system to recognize and interprethand gestures. The acquisition devices are low cost 3D sensors. 3D hand pose will be segmented, characterized and track using growing neural gas (GNG) structure. The capacity of the system to obtain information with a high degree of freedom allows the encoding of many gestures and a very accurate motion capture. The use of hand pose models combined with motion information provide with GNG permits to deal with the problem of the hand motion representation. A natural interface applied to a virtual mirrorwriting system and to a system to estimate hand pose will be designed to demonstrate the validity of the system.

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3D sensors provides valuable information for mobile robotic tasks like scene classification or object recognition, but these sensors often produce noisy data that makes impossible applying classical keypoint detection and feature extraction techniques. Therefore, noise removal and downsampling have become essential steps in 3D data processing. In this work, we propose the use of a 3D filtering and down-sampling technique based on a Growing Neural Gas (GNG) network. GNG method is able to deal with outliers presents in the input data. These features allows to represent 3D spaces, obtaining an induced Delaunay Triangulation of the input space. Experiments show how the state-of-the-art keypoint detectors improve their performance using GNG output representation as input data. Descriptors extracted on improved keypoints perform better matching in robotics applications as 3D scene registration.

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In this article, we present a new framework oriented to teach Computer Vision related subjects called JavaVis. It is a computer vision library divided in three main areas: 2D package is featured for classical computer vision processing; 3D package, which includes a complete 3D geometric toolset, is used for 3D vision computing; Desktop package comprises a tool for graphic designing and testing of new algorithms. JavaVis is designed to be easy to use, both for launching and testing existing algorithms and for developing new ones.

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In this project, we propose the implementation of a 3D object recognition system which will be optimized to operate under demanding time constraints. The system must be robust so that objects can be recognized properly in poor light conditions and cluttered scenes with significant levels of occlusion. An important requirement must be met: the system must exhibit a reasonable performance running on a low power consumption mobile GPU computing platform (NVIDIA Jetson TK1) so that it can be integrated in mobile robotics systems, ambient intelligence or ambient assisted living applications. The acquisition system is based on the use of color and depth (RGB-D) data streams provided by low-cost 3D sensors like Microsoft Kinect or PrimeSense Carmine. The range of algorithms and applications to be implemented and integrated will be quite broad, ranging from the acquisition, outlier removal or filtering of the input data and the segmentation or characterization of regions of interest in the scene to the very object recognition and pose estimation. Furthermore, in order to validate the proposed system, we will create a 3D object dataset. It will be composed by a set of 3D models, reconstructed from common household objects, as well as a handful of test scenes in which those objects appear. The scenes will be characterized by different levels of occlusion, diverse distances from the elements to the sensor and variations on the pose of the target objects. The creation of this dataset implies the additional development of 3D data acquisition and 3D object reconstruction applications. The resulting system has many possible applications, ranging from mobile robot navigation and semantic scene labeling to human-computer interaction (HCI) systems based on visual information.