903 resultados para 3D graphics
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Monimutkaisen tietokonejärjestelmän suorituskykyoptimointi edellyttää järjestelmän ajonaikaisen käyttäytymisen ymmärtämistä. Ohjelmiston koon ja monimutkaisuuden kasvun myötä suorituskykyoptimointi tulee yhä tärkeämmäksi osaksi tuotekehitysprosessia. Tehokkaampien prosessorien käytön myötä myös energiankulutus ja lämmöntuotto ovat nousseet yhä suuremmiksi ongelmiksi, erityisesti pienissä, kannettavissa laitteissa. Lämpö- ja energiaongelmien rajoittamiseksi on kehitetty suorituskyvyn skaalausmenetelmiä, jotka edelleen lisäävät järjestelmän kompleksisuutta ja suorituskykyoptimoinnin tarvetta. Tässä työssä kehitettiin visualisointi- ja analysointityökalu ajonaikaisen käyttäytymisen ymmärtämisen helpottamiseksi. Lisäksi kehitettiin suorituskyvyn mitta, joka mahdollistaa erilaisten skaalausmenetelmien vertailun ja arvioimisen suoritusympäristöstä riippumatta, perustuen joko suoritustallenteen tai teoreettiseen analyysiin. Työkalu esittää ajonaikaisesti kerätyn tallenteen helposti ymmärrettävällä tavalla. Se näyttää mm. prosessit, prosessorikuorman, skaalausmenetelmien toiminnan sekä energiankulutuksen kolmiulotteista grafiikkaa käyttäen. Työkalu tuottaa myös käyttäjän valitsemasta osasta suorituskuvaa numeerista tietoa, joka sisältää useita oleellisia suorituskykyarvoja ja tilastotietoa. Työkalun sovellettavuutta tarkasteltiin todellisesta laitteesta saatua suoritustallennetta sekä suorituskyvyn skaalauksen simulointia analysoimalla. Skaalausmekanismin parametrien vaikutus simuloidun laitteen suorituskykyyn analysoitiin.
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New emerging technologies in the recent decade have brought new options to cross platform computer graphics development. This master thesis took a look for cross platform 3D graphics development possibilities. All platform dependent and non real time solutions were excluded. WebGL and two different OpenGL based solutions were assessed via demo application by using most recent development tools. In the results pros and cons of the each solutions were noted.
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Föreliggande studie har haft för avsikt att genom enkäter undersöka likheter och skillnader mellan branschaktiva 3D-grafikers arbetsprocesser. Målet har varit att öka insikten i den 3D-grafiska arbetsprocessen för visualisering av interiörmiljöer. Studien är tänkt att identifiera vilka arbetsmoment som är mest tidskrävande och varför. En ökad insikt i denna process kan leda till förbättrad kommunikation och förståelse mellan kund och byrå. Respondenternas beskrivningar av arbetsprocessen liknade varandra och stämmer till stor del även med beskrivningar i litteraturen. De flesta av respondenterna upplevde modellering som det mest tidskrävande tekniska momentet. God kommunikation med kunden ansåg respondenterna vara viktigt för att undvika onödig korrektur, vilket beskrevs som problematiskt och tidskrävande. Respondenterna hade erfarenhet från referensmaterial av varierande kvalitet, vilket kan påverka ett projekts tidsåtgång.
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This paper aims to describe the basic concepts and necessary for Java programs can invoke libraries of programming language C/C ++, through the JNA API. We used a library developed in C/C ++ called Glass [8], which offers a solution for viewing 3D graphics, using graphics clusters, reducing the cost of viewing. The purpose of the work is to interact with the humanoid developed using Java, which makes movements of LIBRAS language for the deaf, as Glass's, so that through this they can view the information using stereoscopic multi-view in full size. ©2010 IEEE.
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[EN] This paper describes a wildfire forecasting application based on a 3D virtual environment and a fire simulation engine. A new open source framework is presented for the development of 3D graphics applications over large geographic areas offering high performance 3D visualization and powerful interaction tools for the Geographic Information Systems community. The application includes a remote module that allows simultaneous connection of several users for monitoring a real wildfire event. The user is enabled to simulate and visualize a wildfire spreading on the terrain under conditions of spatial information on topography and fuels along with weather and wind files.
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[EN] This abstract describes the development of a wildfire forecasting plugin using Capaware. Capaware is designed as an easy to use open source framework to develop 3D graphics applications over large geographic areas offering high performance 3D visualization and powerful interaction tools for the Geographic Information Systems (GIS) community.
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[EN]This paper describes a wildfi re forecasting application based on a 3D virtual environment and a fi re simulation engine. A novel open source framework is presented for the development of 3D graphics applications over large geographic areas, off ering high performance 3D visualization and powerful interaction tools for the Geographic Information Systems (GIS) community. The application includes a remote module that allows simultaneous connection of several users for monitoring a real wildfi re event.
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We propose a new method to automatically refine a facial disparity map obtained with standard cameras and under conventional illumination conditions by using a smart combination of traditional computer vision and 3D graphics techniques. Our system inputs two stereo images acquired with standard (calibrated) cameras and uses dense disparity estimation strategies to obtain a coarse initial disparity map, and SIFT to detect and match several feature points in the subjects face. We then use these points as anchors to modify the disparity in the facial area by building a Delaunay triangulation of their convex hull and interpolating their disparity values inside each triangle. We thus obtain a refined disparity map providing a much more accurate representation of the the subjects facial features. This refined facial disparity map may be easily transformed, through the camera calibration parameters, into a depth map to be used, also automatically, to improve the facial mesh of a 3D avatar to match the subjects real human features.
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Mid Sweden University is currently researching how to capture more of a scene with a camera and how to create 3D images that does not require extra equipment for the viewer. In the process of this research they have started looking into simulating some of the tests that they wish to conduct. The goal of this project is to research whether the 3D graphics engine Unity3D could be used to simulate these tests, and to what degree. To test this a simulation was designed and implemented. The simulation used a split display system where each camera is directly connected to a part of the screen and using the position of the viewer the correct part of the camera feed is shown. Some literary studies were also done into how current 3D technology works. The simulation was successfully implemented and shows that simple simulation can be done in Unity3D, however, some problems were encountered in the process. The conclusion of the project show that there is much work left before simulation is viable but that there is potential in the technology and that the research team should continue to investigate it.
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En este proyecto se presenta una aplicación capaz de recibir la televisión digital y representar la información que contiene en un entorno de producción de gráficos tridimensionales. Esto conlleva recoger y procesar el flujo de transporte para más de un servicio, procesar las diferentes tablas de información, implementar mecanismos para representar la información audiovisual en un entorno tridimensional y construir una interfaz de usuario con los datos recogidos.
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Ever since man invented writing he has used text to store and distribute his thoughts. With the advent of computers and the Internet the delivery of these messages has become almost instant. Textual conversations can now be had regardless of location or distance. Advances in computational power for 3D graphics are enabling Virtual Environments(VE) within which users can become increasingly more immersed. By opening these environments to other users such as initially through sharing these text conversations channels, we aim to extend the immersed experience into an online virtual community. This paper examines work that brings textual communications into the VE, enabling interaction between the real and virtual worlds.
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Activities that have fuel subterranean storage system are considered potentially polluting fuels by CONAMA Resolution 273, due to the possibility of leak, outpouring and overflow of fuel into the ground. Being even more worrying when contaminate groundwater for public supply, as the case of Natal City. For this reason, the Public Ministry/RN, in partnership with UFRN, developed the project environmental suitability of Gas stations in Natal, of which 36% showed evidence of contamination. This paper describes the four stages of the management of contaminated areas: preliminary assessment of environmental liabilities, detailed confirmatory investigation of the contamination, risk analysis to human health (RBCA), as well as the remediation plan of degraded areas. Therefore it is presented a case study. For the area investigated has been proposed a mathematical method to estimate the volume of LNAPL by a free CAD software (ScketchUp) and compare it with the partition method for grid area. Were also performed 3D graphics designs of feathers contamination. Research results showed that passive benzene contamination in groundwater was 2791.77 μg/L, when the maximum allowed by CONAMA Resolution 420 is 5 μg/L which is the potability standards. The individual and cumulative risks were calculated from 4.4 x10-3, both above the limits of 1.0 x10-5 or by RBCA 1.0 x10-6 by the Public Ministry/RN. Corrective action points that remediation of dissolved phase benzene is expected to reach a concentration of 25 μg/L, based on carcinogenic risk for ingestion of groundwater by residents residential, diverging legislation. According to the proposed model, the volume of LNAPL using the ScketchUp was 17.59 m3, while by the grid partitioning method was 14.02 m3. Because of the low recovery, the expected removal of LNAPL is 11 years, if the multiphase extraction system installed in the enterprise is not optimized
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
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The contemporary media landscape is characterized by the emergence of hybrid forms of digital communication that contribute to the ongoing redefinition of our societies cultural context. An incontrovertible consequence of this phenomenon is the new public dimension that characterizes the transmission of historical knowledge in the twenty-first century. Awareness of this new epistemic scenario has led us to reflect on the following methodological questions: what strategies should be created to establish a communication system, based on new technology, that is scientifically rigorous, but at the same time engaging for the visitors of museums and Internet users? How does a comparative analysis of ancient documentary sources form a solid base of information for the virtual reconstruction of thirteenth century Bologna in the Metaverse? What benefits can the phenomenon of cross-mediality give to the virtual heritage? The implementation of a new version of the Nu.M.E. project allowed for answering many of these instances. The investigation carried out between 2008 and 2010 has shown that, indeed, real-time 3D graphics and collaborative virtual environments can be feasible tools for representing philologically the urban medieval landscape and for communicating properly validated historical data to the general public. This research is focused on the study and implementation of a pipeline that permits mass communication of historical information about an area of vital importance in late medieval Bologna: Piazza di Porta Ravegnana. The originality of the developed project is not limited solely to the methodological dimension of historical research. Adopted technological perspective is an excellent example of innovation that digital technologies can bring to the cultural heritage. The main result of this research is the creation of Nu.ME 2010, a cross-media system of 3D real-time visualization based on some of the most advanced free software and open source technologies available today free of charge.
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El propósito de esta investigación es el desarrollo de una aplicación que pueda instalarse y utilizarse en dispositivos móviles, tales como celulares o tablets, mediante la cual los usuarios tendrán acceso inmediato a contenidos multimedia que brindarán información complementaria a los materiales de estudio presentados en carreras de grado, tecnicaturas, diplomaturas y cursos. Dicho programa tendrá la capacidad de escanear e interpretar un patrón de Realidad Aumentada ubicado en materiales impresos permitiendo la reproducción de vídeos, archivos de audio y gráficos en 3D, entre otros usos. Este desarrollo, utilizado como recurso didáctico para la enseñanza, enriquecerá la experiencia del alumno durante el momento de estudio ya que le permitirá integrar realidad y virtualidad de manera inmediata generando una interactividad con los contenidos que lo llevará a ser un participante activo del proceso de aprendizaje, lo que redundará en un aumento de la motivación y la eficacia de los materiales de estudio. The purpose of this research is to develop an application that can be installed and used on mobile devices such as phones or tablets, through which users will have immediate access to multimedia content that will provide additional information to study materials presented in racing degree, technical programs and courses. This program will have the ability to scan and interpret a pattern of augmented reality located in printed materials allowing playback of video, audio and 3D graphics, among other uses. This development, which is used as a teaching resource for teaching, enrich the student""s experience during the time of study as it will enable to integrate reality and virtuality immediately generate interactivity with the content that will be an active participant in the learning process, which will result in increased motivation and the effectiveness of the study materials.