946 resultados para Computer graphics


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A teaching and learning development project is currently under way at Queens-land University of Technology to develop advanced technology videotapes for use with the delivery of structural engineering courses. These tapes consist of integrated computer and laboratory simulations of important concepts, and behaviour of structures and their components for a number of structural engineering subjects. They will be used as part of the regular lectures and thus will not only improve the quality of lectures and learning environment, but also will be able to replace the ever-dwindling laboratory teaching in these subjects. The use of these videotapes, developed using advanced computer graphics, data visualization and video technologies, will enrich the learning process of the current diverse engineering student body. This paper presents the details of this new method, the methodology used, the results and evaluation in relation to one of the structural engineering subjects, steel structures.

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The impact of digital technology within the creative industries has brought with it a range of new opportunities for collaborative, cross-disciplinary and multi-disciplinary practice. Along with these opportunities has come the need to re-evaluate how we as educators approach teaching within this new digital culture. Within the field of animation, there has been a radical shift in the expectations of students, industry and educators as animation has become central to a range of new moving image practices. This paper interrogates the effectiveness of adopting a studio-based collaborative production project as a method for educating students within this new moving-image culture. The project was undertaken, as part of the Creative Industries Transitions to New Professional Environments program at Queensland University of Technology (QUT) in Brisbane Australia. A number of students studying across the Creative Industries Faculty and the Faculty of Science and Technology were invited to participate in the development of a 3D animated short film. The project offered students the opportunity to become actively involved in all stages of the creative process, allowing them to experience informal learning through collaborative professional practice. It is proposed that theoretical principles often associated with andragogy and constructivism can be used to design and deliver programs that address the emerging issues surrounding the teaching of this new moving image culture.

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Tensor3D is a geometric modeling program with the capacity to simulate and visualize in real-time the deformation, specified through a tensor matrix and applied to triangulated models representing geological bodies. 3D visualization allows the study of deformational processes that are traditionally conducted in 2D, such as simple and pure shears. Besides geometric objects that are immediately available in the program window, the program can read other models from disk, thus being able to import objects created with different open-source or proprietary programs. A strain ellipsoid and a bounding box are simultaneously shown and instantly deformed with the main object. The principal axes of strain are visualized as well to provide graphical information about the orientation of the tensor's normal components. The deformed models can also be saved, retrieved later and deformed again, in order to study different steps of progressive strain, or to make this data available to other programs. The shape of stress ellipsoids and the corresponding Mohr circles defined by any stress tensor can also be represented. The application was written using the Visualization ToolKit, a powerful scientific visualization library in the public domain. This development choice, allied to the use of the Tcl/Tk programming language, which is independent on the host computational platform, makes the program a useful tool for the study of geometric deformations directly in three dimensions in teaching as well as research activities. (C) 2007 Elsevier Ltd. All rights reserved.

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Modeling is a step to perform a finite element analysis. Different methods of model construction are reported in literature, as the Bio-CAD modeling. The purpose of this study was to perform a model evaluation and application using two methods of Bio-CAD modeling from human edentulous hemi-mandible on the finite element analysis. From CT scans of dried human skull was reconstructed a stereolithographic model. Two methods of modeling were performed: STL conversion approach (Model 1) associated to STL simplification and reverse engineering approach (Model 2). For finite element analysis was used the action of lateral pterygoid muscle as loading condition to assess total displacement (D), equivalent von-Mises stress (VM) and maximum principal stress (MP). Two models presented differences on the geometry regarding surface number (1834 (model 1); 282 (model 2)). Were observed differences in finite element mesh regarding element number (30428 nodes/16683 elements (model 1); 15801 nodes/8410 elements (model 2). D, VM and MP stress areas presented similar distribution in two models. The values were different regarding maximum and minimum values of D (ranging 0-0.511 mm (model 1) and 0-0.544 mm (model 2), VM stress (6.36E-04-11.4 MPa (model 1) and 2.15E-04-14.7 MPa (model 2) and MP stress (-1.43-9.14 MPa (model 1) and -1.2-11.6 MPa (model 2). From two methods of Bio-CAD modeling, the reverse engineering presented better anatomical representation compared to the STL conversion approach. The models presented differences in the finite element mesh, total displacement and stress distribution.

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L'obiettivo della tesi è individuare gli strumenti più indicati per scrivere un documento a carattere tecnico-scientifico e creare la relativa presentazione multimediale. La scelta degli strumenti è il risultato di un’analisi delle problematiche specifiche. Tuttavia è impossibile fare delle considerazione relativamente a questi strumenti senza averli mai usati in pratica. E' stato quindi scelto un argomento tecnico scientifico come esempio: I quaternioni nella Computher Grafica. L'argomento è stato esposto in una breve dispensa scritta con LaTeX. Nella dispensa sono state inserite diverse immagini generate con Inkscape. La presentazione multimediale è stata realizzata con PowerPoint. Dopo una breve descrizione di ogni programma segue l’esposizione di come essi rispondano alle particolari esigenze di stesura di una presentazione scientifica.

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Questa tesi si focalizza sullo studio dei modelli fisico-matematici attualmente in uso per la simulazione di fluidi al calcolatore con l’obiettivo di fornire nozioni di base e avanzate sull’utilizzo di tali metodi. La trattazione ha lo scopo di facilitare la comprensione dei principi su cui si fonda la simulazione di fluidi e rappresenta una base per la creazione di un proprio simulatore. E’ possibile studiare le caratteristiche di un fluido in movimento mediante due approcci diversi, l’approccio lagrangiano e l’approccio euleriano. Mentre l’approccio lagrangiano ha lo scopo di conoscere il valore, nel tempo, di una qualsiasi proprietà di ciascuna particella che compone il fluido, l’approccio euleriano, fissato uno o più punti del volume di spazio occupato da quest’ultimo, vuole studiare quello che accade, nel tempo, in quei punti. In particolare, questa tesi approfondisce lo studio delle equazioni di Navier-Stokes, approcciandosi al problema in maniera euleriana. La soluzione numerica del sistema di equazioni differenziali alle derivate parziali derivante dalle equazioni sopracitate, approssima la velocità del fluido, a partire dalla quale è possibile risalire a tutte le grandezze che lo caratterizzano. Attenzione viene riservata anche ad un modello facente parte dell’approccio semi-lagrangiano, il Lattice Boltzmann, considerato una via di mezzo tra i metodi puramente euleriani e quelli lagrangiani, che si basa sulla soluzione dell’equazione di Boltzmann mediante modelli di collisione di particelle. Infine, analogamente al metodo di Lattice Boltzmann, viene trattato il metodo Smoothed Particles Hydrodynamics, tipicamente lagrangiano, secondo il quale solo le proprietà delle particelle comprese dentro il raggio di una funzione kernel, centrata nella particella di interesse, influenzano il valore della particella stessa. Un resoconto pratico della teoria trattata viene dato mediante delle simulazioni realizzate tramite il software Blender 2.76b.

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Transportation Department, Office of University Research, Washington, D.C.

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Transportation Department, Office of University Research, Washington, D.C.

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Transportation Department, Office of University Research, Washington, D.C.