959 resultados para GRAPHICS
Resumo:
Detailed information about the sediment properties and microstructure can be provided through the analysis of digital ultrasonic P wave seismograms recorded automatically during full waveform core logging. The physical parameter which predominantly affects the elastic wave propagation in water-saturated sediments is the P wave attenuation coefficient. The related sedimentological parameter is the grain size distribution. A set of high-resolution ultrasonic transmission seismograms (-50-500 kHz), which indicate downcore variations in the grain size by their signal shape and frequency content, are presented. Layers of coarse-grained foraminiferal ooze can be identified by highly attenuated P waves, whereas almost unattenuated waves are recorded in fine-grained areas of nannofossil ooze. Color -encoded pixel graphics of the seismograms and instantaneous frequencies present full waveform images of the lithology and attenuation. A modified spectral difference method is introduced to determine the attenuation coefficient and its power law a = kF. Applied to synthetic seismograms derived using a "constant Q" model, even low attenuation coefficients can be quantified. A downcore analysis gives an attenuation log which ranges from -700 dB/m at 400 kHz and a power of n=1-2 in coarse-grained sands to few decibels per meter and n :s; 0.5 in fine-grained clays. A least squares fit of a second degree polynomial describes the mutual relationship between the mean grain size and the attenuation coefficient. When it is used to predict the mean grain size, an almost perfect coincidence with the values derived from sedimentological measurements is achieved.
Resumo:
Los proyectos de infraestructuras lineales son implantados en el territorio, y la información geográfica de estos proyectos tiene la capacidad de representar la forma, dimensiones y ubicación de estas infraestructuras, así como los límites de las diferentes propiedades que atraviesa. Esta información geográfica ayuda al entendimiento de la afección de la instalación sobre las diferentes propiedades inmuebles, y por otro lado permite cuantificar automáticamente, la magnitud de cada tipo de afección y así utilizarse como mecanismo de notificación formal a los propietarios de las parcelas afectadas. En este trabajo se presenta cómo se ha integrado en el flujo de trabajo de Red Eléctrica de España (REE), las tareas relacionadas con el cálculo de afecciones de las nuevas instalaciones de Alta Tensión, permitiendo visualizar los proyectos mediante: un visor WMS, un globo 3D mediante KML, o como un conjunto de reseñas gráficas de cada parcela. Estas soluciones han permitido optimizar los procesos de cálculo de afecciones y la generación de las Relaciones de Bienes y Derechos (RBD) afectados en distintos formatos: gráficos o alfanuméricos e interactivos 2D y 3D, multiplicándose las posibilidades de automatización y visualización, y produciendo un acercamiento entre el mundo real y el mundo virtual. Linear infrastructure projects are implemented in the territory, and geographic information of these projects has the ability to represent the shape, size and location of these infrastructures, and the limits of the different properties it crosses. This geographic information helps understanding the affection of the installation on different properties, and to automatically quantifies the magnitude of each type of affection and well used as a mechanism to formally notify owners of affected parcels. In this paper we present how the tasks related to the affection calculation of new high-voltage installations is integrated into the workflow of Red Eléctrica de España (REE), allowing to publish and then to see the projects over internet in a standardized way by: WMS viewer, a 3D globe using KML, or review a set of graphs of each parcel. These solutions have allowed us to optimize the processes of calculation of affection and the generation of the Assets and Rights (RBD) affected document across different formats or alphanumeric graphics and interactive 2D and 3D, multiplying the possibilities of automation and visualization, and producing an approach between the real and the virtual world.
Resumo:
La fisuración iniciada en la superficie de los pavimentos asfálticos constituye uno de los más frecuentes e importantes modos de deterioro que tienen lugar en los firmes bituminosos, como han demostrado los estudios teóricos y experimentales llevados a cabo en la última década. Sin embargo, este mecanismo de fallo no ha sido considerado por los métodos tradicionales de diseño de estos firmes. El concepto de firmes de larga duración se fundamenta en un adecuado seguimiento del proceso de avance en profundidad de estos deterioros y la intervención en el momento más apropiado para conseguir mantenerlos confinados como fisuras de profundidad parcial en la capa superficial más fácilmente accesible y reparable, de manera que pueda prolongarse la durabilidad y funcionalidad del firme y reducir los costes generalizados de su ciclo de vida. Por lo tanto, para la selección de la estrategia óptima de conservación de los firmes resulta esencial disponer de metodologías que posibiliten la identificación precisa in situ de la fisuración descendente, su seguimiento y control, y que además permitan una determinación fiable y con alto rendimiento de su profundidad y extensión. En esta Tesis Doctoral se presentan los resultados obtenidos mediante la investigación sistemática de laboratorio e in situ llevada a cabo para la obtención de datos sobre fisuración descendente en firmes asfálticos y para el estudio de procedimientos de evaluación de la profundidad de este tipo de fisuras empleando técnicas de ultrasonidos. Dichos resultados han permitido comprobar que la metodología no destructiva propuesta, de rápida ejecución, bajo coste y sencilla implementación (principalmente empleada hasta el momento en estructuras metálicas y de hormigón, debido a las dificultades que introduce la naturaleza viscoelástica de los materiales bituminosos) puede ser aplicada con suficiente fiabilidad y repetibilidad sobre firmes asfálticos. Las medidas resultan asimismo independientes del espesor total del firme. Además, permite resolver algunos de los inconvenientes frecuentes que presentan otros métodos de diagnóstico de las fisuras de pavimentos, tales como la extracción de testigos (sistema destructivo, de alto coste y prolongados tiempos de interrupción del tráfico) o algunas otras técnicas no destructivas como las basadas en medidas de deflexiones o el georradar, las cuales no resultan suficientemente precisas para la investigación de fisuras superficiales. Para ello se han realizado varias campañas de ensayos sobre probetas de laboratorio en las que se han estudiado diferentes condiciones empíricas como, por ejemplo, distintos tipos de mezclas bituminosas en caliente (AC, SMA y PA), espesores de firme y adherencias entre capas, temperaturas, texturas superficiales, materiales de relleno y agua en el interior de las grietas, posición de los sensores y un amplio rango de posibles profundidades de fisura. Los métodos empleados se basan en la realización de varias medidas de velocidad o de tiempo de transmisión del pulso ultrasónico sobre una única cara o superficie accesible del material, de manera que resulte posible obtener un coeficiente de transmisión de la señal (mediciones relativas o autocompensadas). Las mediciones se han realizado a bajas frecuencias de excitación mediante dos equipos de ultrasonidos diferentes dotados, en un caso, de transductores de contacto puntual seco (DPC) y siendo en el otro instrumento de contacto plano a través de un material especialmente seleccionado para el acoplamiento (CPC). Ello ha permitido superar algunos de los tradicionales inconvenientes que presenta el uso de los transductores convencionales y no precisar preparación previa de las superficies. La técnica de autocalibración empleada elimina los errores sistemáticos y la necesidad de una calibración local previa, demostrando el potencial de esta tecnología. Los resultados experimentales han sido comparados con modelos teóricos simplificados que simulan la propagación de las ondas ultrasónicas en estos materiales bituminosos fisurados, los cuales han sido deducidos previamente mediante un planteamiento analítico y han permitido la correcta interpretación de dichos datos empíricos. Posteriormente, estos modelos se han calibrado mediante los resultados de laboratorio, proporcionándose sus expresiones matemáticas generalizadas y gráficas para su uso rutinario en las aplicaciones prácticas. Mediante los ensayos con ultrasonidos efectuados en campañas llevadas a cabo in situ, acompañados de la extracción de testigos del firme, se han podido evaluar los modelos propuestos. El máximo error relativo promedio en la estimación de la profundidad de las fisuras al aplicar dichos modelos no ha superado el 13%, con un nivel de confianza del 95%, en el conjunto de todos los ensayos realizados. La comprobación in situ de los modelos ha permitido establecer los criterios y las necesarias recomendaciones para su utilización sobre firmes en servicio. La experiencia obtenida posibilita la integración de esta metodología entre las técnicas de auscultación para la gestión de su conservación. Abstract Surface-initiated cracking of asphalt pavements constitutes one of the most frequent and important types of distress that occur in flexible bituminous pavements, as clearly has been demonstrated in the technical and experimental studies done over the past decade. However, this failure mechanism has not been taken into consideration for traditional methods of flexible pavement design. The concept of long-lasting pavements is based on adequate monitoring of the depth and extent of these deteriorations and on intervention at the most appropriate moment so as to contain them in the surface layer in the form of easily-accessible and repairable partial-depth topdown cracks, thereby prolonging the durability and serviceability of the pavement and reducing the overall cost of its life cycle. Therefore, to select the optimal maintenance strategy for perpetual pavements, it becomes essential to have access to methodologies that enable precise on-site identification, monitoring and control of top-down propagated cracks and that also permit a reliable, high-performance determination of the extent and depth of cracking. This PhD Thesis presents the results of systematic laboratory and in situ research carried out to obtain information about top-down cracking in asphalt pavements and to study methods of depth evaluation of this type of cracking using ultrasonic techniques. These results have demonstrated that the proposed non-destructive methodology –cost-effective, fast and easy-to-implement– (mainly used to date for concrete and metal structures, due to the difficulties caused by the viscoelastic nature of bituminous materials) can be applied with sufficient reliability and repeatability to asphalt pavements. Measurements are also independent of the asphalt thickness. Furthermore, it resolves some of the common inconveniences presented by other methods used to evaluate pavement cracking, such as core extraction (a destructive and expensive procedure that requires prolonged traffic interruptions) and other non-destructive techniques, such as those based on deflection measurements or ground-penetrating radar, which are not sufficiently precise to measure surface cracks. To obtain these results, extensive tests were performed on laboratory specimens. Different empirical conditions were studied, such as various types of hot bituminous mixtures (AC, SMA and PA), differing thicknesses of asphalt and adhesions between layers, varied temperatures, surface textures, filling materials and water within the crack, different sensor positions, as well as an ample range of possible crack depths. The methods employed in the study are based on a series of measurements of ultrasonic pulse velocities or transmission times over a single accessible side or surface of the material that make it possible to obtain a signal transmission coefficient (relative or auto-calibrated readings). Measurements were taken at low frequencies by two short-pulse ultrasonic devices: one equipped with dry point contact transducers (DPC) and the other with flat contact transducers that require a specially-selected coupling material (CPC). In this way, some of the traditional inconveniences presented by the use of conventional transducers were overcome and a prior preparation of the surfaces was not required. The auto-compensating technique eliminated systematic errors and the need for previous local calibration, demonstrating the potential for this technology. The experimental results have been compared with simplified theoretical models that simulate ultrasonic wave propagation in cracked bituminous materials, which had been previously deduced using an analytical approach and have permitted the correct interpretation of the aforementioned empirical results. These models were subsequently calibrated using the laboratory results, providing generalized mathematical expressions and graphics for routine use in practical applications. Through a series of on-site ultrasound test campaigns, accompanied by asphalt core extraction, it was possible to evaluate the proposed models, with differences between predicted crack depths and those measured in situ lower than 13% (with a confidence level of 95%). Thereby, the criteria and the necessary recommendations for their implementation on in-service asphalt pavements have been established. The experience obtained through this study makes it possible to integrate this methodology into the evaluation techniques for pavement management systems.
Resumo:
This paper outlines the problems found in the parallelization of SPH (Smoothed Particle Hydrodynamics) algorithms using Graphics Processing Units. Different results of some parallel GPU implementations in terms of the speed-up and the scalability compared to the CPU sequential codes are shown. The most problematic stage in the GPU-SPH algorithms is the one responsible for locating neighboring particles and building the vectors where this information is stored, since these specific algorithms raise many dificulties for a data-level parallelization. Because of the fact that the neighbor location using linked lists does not show enough data-level parallelism, two new approaches have been pro- posed to minimize bank conflicts in the writing and subsequent reading of the neighbor lists. The first strategy proposes an efficient coordination between CPU-GPU, using GPU algorithms for those stages that allow a straight forward parallelization, and sequential CPU algorithms for those instructions that involve some kind of vector reduction. This coordination provides a relatively orderly reading of the neighbor lists in the interactions stage, achieving a speed-up factor of x47 in this stage. However, since the construction of the neighbor lists is quite expensive, it is achieved an overall speed-up of x41. The second strategy seeks to maximize the use of the GPU in the neighbor's location process by executing a specific vector sorting algorithm that allows some data-level parallelism. Al- though this strategy has succeeded in improving the speed-up on the stage of neighboring location, the global speed-up on the interactions stage falls, due to inefficient reading of the neighbor vectors. Some changes to these strategies are proposed, aimed at maximizing the computational load of the GPU and using the GPU texture-units, in order to reach the maximum speed-up for such codes. Different practical applications have been added to the mentioned GPU codes. First, the classical dam-break problem is studied. Second, the wave impact of the sloshing fluid contained in LNG vessel tanks is also simulated as a practical example of particle methods
Resumo:
El contenido de este PFC supone el desarrollo de una aplicación gráfica en el entorno GNU/LINUX. La aplicación debe representar en la pantalla gráficos procedentes de una fuente externa (un fichero, una tarjeta de adquisición de datos, otra aplicación, etc.) Debe permitir las siguientes funcionalidades: Representar la señal uniendo puntos o marcándolos como símbolos. Debe gestionar de forma adecuada el zoom. Debe permitir exportar la gráfica a formatos SVG y PDF. Debe permitir mostrar varias señales superpuestas para poder compararlas. Opcionalmente debe permitir arrastrar y soltar (“drag and drop”). ABSTRACT The content of the thesis is the development of a graphical application in GNU / Linux environment. The application must render graphics on the screen from an external source (a file, a data acquisition card, other applications, etc..) It must allow the following functionality: Joining dots represent the signal or marking them as symbols. Must properly manage the zoom. Allow export the graph to SVG and PDF formats. Allow display multiple signals superimposed for comparison. Optionally should allow drag and drop.
Resumo:
El mundo de la animación 3D está en plena actualidad en este momento. Salas de cine, programas de televisión y la publicidad nos muestran constantemente personajes y objetos animados creados por ordenador. Son muchos los programas que pueden usarse para la realización de animación en 3D. En este proyecto vamos a centrarnos en Blender. Blender es un programa de animación y modelado que se puede obtener de manera gratuita por internet. Se trata de un programa de software libre, por lo que constantemente está siendo modificado gracias a la aportación de usuarios anónimos por internet. El objetivo de este proyecto es la creación de un corto de animación de un minuto de duración con Blender, para lo cual serán necesarias una serie de pautas iniciales sobre cómo funciona Blender y sus posibilidades. La primera parte de este proyecto es una guía básica sobre Blender y sus características. Capítulo a capítulo se irán describiendo la interfaz del programa y la creación de objetos (modelado, asignación de materiales y texturas) para luego aprender a animarlos y a visualizarlos como imágenes o video. La segunda parte se centra en el corto MOL. Creado a partir de los conocimientos adquiridos en la guía anterior, añadiendo en algunos casos, nuevas propiedades necesarias para su elaboración. Se describirán cada uno de los elementos y su creación. Esta guía pretende ser un referente para aquel que quiera introducirse en el mundo de la animación 3D con Blender. The world of 3D animation is a trending topic nowadays. Cinema, television and advertising constantly show us characters and animated objects created with computer graphics. There are many programs that can be used to perform 3D animations. In this project we will focus on Blender. Blender is a modeling and animation program that is available for free online. Blender is an open source program, so it is constantly being modified and improved by anonymous online users. The objective of this project is to create a one-minute animation short with Blender, for which we will require an initial set of guidelines on how Blender works and its possibilities. The first part of this project is a basic guide and will only cover basic features of Blender. In each chapter we will describe the interface and how to create objects (modeling, assigning materials and textures) and then we will learn to animate these objects and to display them as images or video. The second part focuses on the short film MOL. Created from the knowledge gained in the previous guide adding, in same cases, new properties necessary for its creation. We will describe each of the elements involved in the making of. This guide is intended to be a referent guide for anyone who wants to enter the world of 3D animation with Blender.
Resumo:
This article describes a knowledge-based method for generating multimedia descriptions that summarize the behavior of dynamic systems. We designed this method for users who monitor the behavior of a dynamic system with the help of sensor networks and make decisions according to prefixed management goals. Our method generates presentations using different modes such as text in natural language, 2D graphics and 3D animations. The method uses a qualitative representation of the dynamic system based on hierarchies of components and causal influences. The method includes an abstraction generator that uses the system representation to find and aggregate relevant data at an appropriate level of abstraction. In addition, the method includes a hierarchical planner to generate a presentation using a model with dis- course patterns. Our method provides an efficient and flexible solution to generate concise and adapted multimedia presentations that summarize thousands of time series. It is general to be adapted to differ- ent dynamic systems with acceptable knowledge acquisition effort by reusing and adapting intuitive rep- resentations. We validated our method and evaluated its practical utility by developing several models for an application that worked in continuous real time operation for more than 1 year, summarizing sen- sor data of a national hydrologic information system in Spain.
Resumo:
Augmented reality (AR) commonly uses markers for detection and tracking. Such multimedia applications associate each marker with a virtual 3D model stored in the memory of the camera-equipped device running the application. Application users are limited in their interactions, which require knowing how to design and program 3D objects. This generally prevents them from developing their own entertainment AR applications. The Magic Cards application solves this problem by offering an easy way to create and manage an unlimited number of virtual objects that are encoded on special markers.
Resumo:
At the present time almost all map libraries on the Internet are image collections generated by the digitization of early maps. This type of graphics files provides researchers with the possibility of accessing and visualizing historical cartographic information keeping in mind that this information has a degree of quality that depends upon elements such as the accuracy of the digitization process and proprietary constraints (e.g. visualization, resolution downloading options, copyright, use constraints). In most cases, access to these map libraries is useful only as a first approach and it is not possible to use those maps for scientific work due to the sparse tools available to measure, match, analyze and/or combine those resources with different kinds of cartography. This paper presents a method to enrich virtual map rooms and provide historians and other professional with a tool that let them to make the most of libraries in the digital era.