Academic literature on the topic '3D applications and software'

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Journal articles on the topic "3D applications and software"

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Vlachos, M., L. Berger, R. Mathelier, P. Agrafiotis, and D. Skarlatos. "SOFTWARE COMPARISON FOR UNDERWATER ARCHAEOLOGICAL PHOTOGRAMMETRIC APPLICATIONS." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLII-2/W15 (August 26, 2019): 1195–201. http://dx.doi.org/10.5194/isprs-archives-xlii-2-w15-1195-2019.

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<p><strong>Abstract.</strong> This paper presents an investigation as to whether and how the selection of the SfM-MVS software affects the 3D reconstruction of submerged archaeological sites. Specifically, Agisoft Photoscan, VisualSFM, SURE, 3D Zephyr and Reality Capture software were used and evaluated according to their performance in 3D reconstruction using specific metrics over the reconstructed underwater scenes. It must be clarified that the scope of this study is not to evaluate specific algorithms or steps that the various software use, but to evaluate the final results and specifically the generated 3D point clouds. To address the above research issues, a dataset from the ancient shipwreck, laying at 45 meters below sea level, is used. The dataset is composed of 19 images having very small camera to object distance (1 meter), and 42 images with higher camera to object distance (3 meters) images. Using a common bundle adjustment for all 61 images, a reference point cloud resulted from the lower dataset is used to compare it with the point clouds of the higher dataset generated using the different photogrammetric packages. Following that, a comparison regarding the number of total points, cloud to cloud distances, surface roughness, surface density and a combined 3D metric was done to evaluate and see which one performed the best.</p>
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Song, Hong Zhu, and Sui Zheng Wang. "Applications of 3D Stratum Visualization CAD in Geological Exploration." Advanced Materials Research 798-799 (September 2013): 369–73. http://dx.doi.org/10.4028/www.scientific.net/amr.798-799.369.

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In China, for 3D stratum visualization computer assignment design software research is still very backward, but does not prevent him is widely used in geological exploration. This paper introduces the concept of computing into visual and significance of three-dimensional visualization and numerical model artifacts, computer software and examples in this paper, the 3D stratum visualization computer assignment design software in the actual application of geological exploration.
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Jebur, Ahmed, Fanar Abed, and Mamoun Mohammed. "Assessing the performance of commercial Agisoft PhotoScan software to deliver reliable data for accurate3D modelling." MATEC Web of Conferences 162 (2018): 03022. http://dx.doi.org/10.1051/matecconf/201816203022.

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3D models delivered from digital photogrammetric techniques have massively increased and developed to meet the requirements of many applications. The reliability of these models is basically dependent on the data processing cycle and the adopted tool solution in addition to data quality. Agisoft PhotoScan is a professional image-based 3D modelling software, which seeks to create orderly, precise n 3D content from fixed images. It works with arbitrary images those qualified in both controlled and uncontrolled conditions. Following the recommendations of many users all around the globe, Agisoft PhotoScan, has become an important source to generate precise 3D data for different applications. How reliable is this data for accurate 3D modelling applications is the current question that needs an answer. Therefore; in this paper, the performance of the Agisoft PhotoScan software was assessed and analyzed to show the potential of the software for accurate 3D modelling applications. To investigate this, a study was carried out in the University of Baghdad / Al-Jaderia campus using data collected from airborne metric camera with 457m flying height. The Agisoft results show potential according to the research objective and the dataset quality following statistical and validation shape analysis.
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Alshoaibi, Abdulnaser M., and Yahya Ali Fageehi. "A Comparative Analysis of 3D Software for Modeling Fatigue Crack Growth: A Review." Applied Sciences 14, no. 5 (2024): 1848. http://dx.doi.org/10.3390/app14051848.

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Fatigue crack growth modeling is critical for assessing structural integrity in various engineering applications. Researchers and engineers rely on 3D software tools to predict crack propagation accurately. However, choosing the right software can be challenging due to the plethora of available options. This study aimed to systematically compare and evaluate the suitability of seven prominent 3D modeling software packages for fatigue crack growth analysis in specific applications. The selected software tools, namely ABAQUS, FRANC3D, ZENCRACK, LYNX, FEMFAT, COMSOL Multiphysics, and ANSYS, were subjected to a comprehensive analysis to assess their effectiveness in accurately predicting crack propagation. Additionally, this study aimed to highlight the distinctive features and limitations associated with each software package. By conducting this systematic comparison, researchers and engineers can gain valuable insights into the strengths and weaknesses of these software tools, enabling them to make informed decisions when choosing the most appropriate software for their fatigue crack growth analysis needs. Such evaluations contribute to advancing the field by enhancing the understanding and utilization of these 3D modeling software packages, ultimately improving the accuracy and reliability of structural integrity assessments in relevant applications.
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Ahmad, Suzan, and Caitlin Dreisbach. "Application of Three-Dimensional Printing in Maternity and Pediatric Nursing Care." MCN: The American Journal of Maternal/Child Nursing 50, no. 2 (2024): 86–91. https://doi.org/10.1097/nmc.0000000000001084.

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Abstract Thre e-dimensional (3D) printing is an emerging technology that expanded quickly into a diverse array of clinical applications over the last decade. 3D printing, often called additive manufacturing, uses specialized printers to create objects through the addition of materials layer-by-layer. Using computer-aided design software via a 3D scanner or a digital camera, objects can be printed to highly precise and specific dimensions. This technology, including both the hardware and software, has applications in surgical procedures, dental implants and crowns, pharmaceuticals, and biomedical products. With the enormous potential of using 3D printing in multiple health care sectors, there is still limited usage for this technology in maternal and child health nursing practice. We provide an overview of 3D printing technology, review the current health care applications, and explore the opportunities and challenges of 3D printing in maternal and child nursing.
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Mitrić, Stojan. "TECHNOLOGIES AND SOFTWARE IN 3D PRINTING WITH EXAMPLE OF USAGE IN APICULTURE." Zbornik radova Fakulteta tehničkih nauka u Novom Sadu 34, no. 09 (2019): 1658–61. http://dx.doi.org/10.24867/04be39mitric.

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Main contribution of this paper is comparison of 3D printing technologies with detailed description of their work processes, usage of technologies in different applications and their advantages and disadvantages. This paper also describes software that are most commonly used in 3D printing world, and example of usage of 3D printing in Apiculture for creating system of rollers for making beeswax foundations.
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Ravanelli, R., L. Lastilla, and M. Crespi. "3D MODELLING BY LOW-COST RANGE CAMERA: SOFTWARE EVALUATION AND COMPARISON." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLII-2/W8 (November 14, 2017): 209–12. http://dx.doi.org/10.5194/isprs-archives-xlii-2-w8-209-2017.

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The aim of this work is to present a comparison among three software applications currently available for the Occipital Structure Sensor<sup>TM</sup>; all these software were developed for collecting 3D models of objects easily and in real-time with this structured light range camera. The SKANECT, itSeez3D and Scanner applications were thus tested: a DUPLO<sup>TM</sup> bricks construction was scanned with the three applications and the obtained models were compared to the model virtually generated with a standard CAD software, which served as reference.<br><br> The results demonstrate that all the software applications are generally characterized by the same level of geometric accuracy, which amounts to very few millimetres. However, the itSeez3D software, which requires a payment of $7 to export each model, represents surely the best solution, both from the point of view of the geometric accuracy and, mostly, at the level of the color restitution. On the other hand, Scanner, which is a free software, presents an accuracy comparable to that of itSeez3D. At the same time, though, the colors are often smoothed and not perfectly overlapped to the corresponding part of the model. Lastly, SKANECT is the software that generates the highest number of points, but it has also some issues with the rendering of the colors.
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Arkan Mousa Majeed, Fatma Taher, Taha A. Elwi, et al. "High Gain Defected Slots 3D Antenna Structure for Millimeter Applications." Journal of Advanced Research in Applied Sciences and Engineering Technology 46, no. 1 (2024): 136–45. http://dx.doi.org/10.37934/araset.46.1.136145.

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The antenna is designed as a 3D structure and is made from a conductible cylindrical antenna cone. The cone structure is realized using etching of elliptical slot array on the antenna. We use a conductible circular reflector under the proposed cone and increase the gain of the antenna. The proposed antenna provides effective bandwidth from 1GHz to 30GHz, but the gain of the proposed antenna is varying between 3dBi and 15dBi in the frequency band we are interested in. Geometrical details of the antenna are optimized numerically using parametric study using CST MWS Software Package. Once the optimal design is arrived at, the results are validated with another software package using HFSS Simulation Technology. The obtained results from both software packages agree very well.
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Schäufler, Marius, Paula Rückel, and Harald Augustin. "Bewertungssystem für 3D-VR-Fabrikplanungssysteme/Evaluation system for 3D VR factory planning systems." wt Werkstattstechnik online 111, no. 09 (2021): 591–96. http://dx.doi.org/10.37544/1436-4980-2021-09-17.

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Für die digitale 3D-VR-Fabrikplanung sind unterschiedliche Soft- und Hardwaresysteme am Markt verfügbar, die teilweise erhebliche Kompatibilitätsprobleme aufweisen. Für die Bewertung der Hardwareeignung für die 3D-VR-Fabrikplanung wird ein Bewertungssystem vorgestellt, das anhand konkreter Softwareapplikationen und einem passiven 3D-Stereo-Monitor mit Head-Tracking erläutert wird. Es wird dazu auch die Notwendigkeit des Einsatzes von Software-Middleware zur Nutzungssteigerung diskutiert.   Different software and hardware systems are available on the market for digital 3D VR factory planning, some of which have considerable compatibility problems. For the evaluation of hardware suitability for 3D VR factory planning, an evaluation system is presented that is explained using concrete software applications and a passive 3D stereo display with head tracking. The necessity of using software middleware to enhance usage is also discussed.
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Taylor, Andrew, Ertu Unver, and Graham Worth. "Innovative potential of 3D software applications in fashion and textile design." Digital Creativity 14, no. 4 (2003): 211–18. http://dx.doi.org/10.1076/digc.14.4.211.27880.

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Dissertations / Theses on the topic "3D applications and software"

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Lu, Jisheng. "SVG 3D graphical presentation for Web-based applications." Thesis, University of Gloucestershire, 2015. http://eprints.glos.ac.uk/3430/.

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Due to the rapid developments in the field of computer graphics and computer hardware, web-based applications are becoming more and more powerful, and the performance distance between web-based applications and desktop applications is increasingly closer. The Internet and the WWW have been widely used for delivering, processing, and publishing 3D data. There is increasingly demand for more and easier access to 3D content on the web. The better the browser experience, the more potential revenue that web-based content can generate for providers and others. The main focus of this thesis is on the design, develop and implementation of a new 3D generic modelling method based on Scalable Vector Graphics (SVG) for web-based applications. While the model is initialized using classical 3D graphics, the scene model is extended using SVG. A new algorithm to present 3D graphics with SVG is proposed. This includes the definition of a 3D scene in the framework, integration of 3D objects, cameras, transformations, light models and textures in a 3D scene, and the rendering of 3D objects on the web page, allowing the end-user to interactively manipulate objects on the web page. A new 3D graphics library for 3D geometric transformation and projection in the SVG GL is design and develop. A set of primitives in the SVG GL, including triangle, sphere, cylinder, cone, etc. are designed and developed. A set of complex 3D models in the SVG GL, including extrusion, revolution, Bezier surface, and point clouds are designed and developed. The new Gouraud shading algorithm and new Phong Shading algorithm in the SVG GL are proposed, designed and developed. The algorithms can be used to generate smooth shading and create highlight for 3D models. The new texture mapping algorithms for the SVG GL oriented toward web-based 3D modelling applications are proposed, designed and developed. Texture mapping algorithms for different 3D objects such as triangle, plane, sphere, cylinder, cone, etc. will also be proposed, designed and developed. This constitutes a unique and significant contribution to the disciplines of web-based 3D modelling, as well as to the process of 3D model popularization.
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Yan, Jie. "An Evaluation of Current Applications of 3D Visualization Software in Landscape Architecture." DigitalCommons@USU, 2014. https://digitalcommons.usu.edu/etd/3882.

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The design process is important to all landscape architects. It helps generate ideas to solve problems in an efficient amount of time and insure that all stages of a project are completed. Generally, a design process includes project acquisition, inventory and site analysis, conflicts identification, public involvement, draft products, and final presentation. Among these elements, public involvement has been recognized as one of the most important elements in the landscape design process. It not only helps professionals get projects done smoothly, but it also helps with long-term client retention. Traditional two-dimensional communication methods using renderings, design plans, and maps have not been fully successful in their ability to engage and sufficiently inform clients and stakeholders. While professional planners are able to rely on their experience to help them visualize proposed landscapes, the average client is often overwhelmed by the relatively complex and abstract information, and unable to translate this information into landscape visions. Developments in the field of 3D graphics have dramatically extended possibilities to overcome this barrier by providing a tool that produces designs that are easy to comprehend and helps clients better visualize the end product that the designer has put forth. Some people argue that the high investment cost of 3D software such as ArcGIS, 3Dmax, etc., and its time-consuming process to master, is too great an obstacle for most designers and firms to use the software in their work with the average client or stakeholder. However, little research has been done to investigate the extent to which landscape architects have adopted the 3D software. We know even less about their opinions on the suitability of existing 3D software packages to meet their professional needs. A nationwide survey about current use and future demand for 3D simulation software within the landscape profession was conducted for this thesis. Comprehensive online surveys were sent to two groups: (1) landscape architecture firms and freelance landscape architects; and (2) institutions with landscape architecture programs. In total, 3,434 firms and freelance architects were identified based on data from the American Society of Landscape Architecture. Names and contact information of ninety-one faculty members from institutions with landscape architecture programs were found on the Council of Educators in Landscape Architecture website. The opportunities and challenges of 3D visualization technology and its potential applications in landscape and environmental planning have been examined based on the findings from survey results. The results are relevant to the future improvement and innovation of 3D visualization software in the landscape architecture profession and can assist landscape architecture educators with future curriculum development.
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Hozatli, Aykut. "3d Object Recognition By Geometric Hashing For Robotics Applications." Master's thesis, METU, 2009. http://etd.lib.metu.edu.tr/upload/12610434/index.pdf.

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The main aim of 3D Object recognition is to recognize objects under translation and rotation. Geometric Hashing is one of the methods which represents a rotation and translation invariant approach and provides indexing of structural features of the objects in an efficient way. In this thesis, Geometric Hashing is used to store the geometric relationship between discriminative surface properties which are based on surface curvature. In this thesis surface is represented by shape index and splash where shape index defines particular shaped surfaces and splash introduces topological information. The method is tested on 3D object databases and compared with other methods in the literature.
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Saraf, Nikita Sandip. "Leveraging Commercial and Open Source Software to Process and Visualize Advanced 3D Models on a Web-Based Software Platform." University of Cincinnati / OhioLINK, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1613748656629076.

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Harvey, Louise, and n/a. "The Best of Both Worlds: The Application of Traditional Animation Principles in 3D Animation Software." Griffith University. Griffith Film School, 2007. http://www4.gu.edu.au:8080/adt-root/public/adt-QGU20070810.105026.

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This research assesses the skills and knowledge necessary for the creation of animation in the 3D computer medium. It responds to the argument that students of this new form of animation must learn to apply principles and theories of animation that had their genesis in the early years of traditional, hand-drawn animation (Kroyer, 2002). Many industry notables argue for the use of traditional animation principles in 3D computer animation. John Lasseter, executive vice president at Pixar studios in the United States, represents one such example. He states that 'These principles were developed to make animation, especially character animation, more realistic and entertaining. These principles can and should be applied to 3D computer animation' (Lasseter 1987). The importance of animation principles in all animation mediums is stressed by Oscar-winning traditional animator Gene Deitch. He states that 'Every animated film made today uses those same basic principles developed at the Walt Disney studios during the 1930s. They still apply, no matter which technology is used' (2001). This research report examines the validity of this argument and identifies the tools, principles, and procedures that professional 3D animators are using. Central to this research is the dynamic of the contemporary relevance of traditional animation as an aesthetic, craft and economic entity. Most importantly this research considers how that dynamic might translate into the teaching of 3D animation courses. It is claimed that the findings of this research benefits 3D animation teachers, students, and those who employ them. To conduct on-site research with professional animators, this study enlisted the participation of a small number of animation studios in south-east Queensland, Australia by ensuring the protection of their Intellectual Property. Close observation of their working practices was made and numerous secondary sources of information (3D animation tutorials, books, DVDs, software manuals etc.) examined in order to locate the tools, processes, and principles that CG animators engaged. The findings were applied and critically assessed by means of a practical project (a seven-minute 3D-animated film) which was created concurrently with the research. Recommendations were formulated as to the most useful tools, processes, and principles for the student of computer animation by way of a revision of the existing Queensland College of Art syllabus for teaching computing animation. What follows is an account of the development and context of the project, the research methods applied, and critical analyses of the findings. The research concludes that it is necessary and advantageous to apply traditional animation skills to 3D computer work.
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Harvey, Louise. "The Best of Both Worlds: The Application of Traditional Animation Principles in 3D Animation Software." Thesis, Griffith University, 2007. http://hdl.handle.net/10072/365586.

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This research assesses the skills and knowledge necessary for the creation of animation in the 3D computer medium. It responds to the argument that students of this new form of animation must learn to apply principles and theories of animation that had their genesis in the early years of traditional, hand-drawn animation (Kroyer, 2002). Many industry notables argue for the use of traditional animation principles in 3D computer animation. John Lasseter, executive vice president at Pixar studios in the United States, represents one such example. He states that 'These principles were developed to make animation, especially character animation, more realistic and entertaining. These principles can and should be applied to 3D computer animation' (Lasseter 1987). The importance of animation principles in all animation mediums is stressed by Oscar-winning traditional animator Gene Deitch. He states that 'Every animated film made today uses those same basic principles developed at the Walt Disney studios during the 1930s. They still apply, no matter which technology is used' (2001). This research report examines the validity of this argument and identifies the tools, principles, and procedures that professional 3D animators are using. Central to this research is the dynamic of the contemporary relevance of traditional animation as an aesthetic, craft and economic entity. Most importantly this research considers how that dynamic might translate into the teaching of 3D animation courses. It is claimed that the findings of this research benefits 3D animation teachers, students, and those who employ them. To conduct on-site research with professional animators, this study enlisted the participation of a small number of animation studios in south-east Queensland, Australia by ensuring the protection of their Intellectual Property. Close observation of their working practices was made and numerous secondary sources of information (3D animation tutorials, books, DVDs, software manuals etc.) examined in order to locate the tools, processes, and principles that CG animators engaged. The findings were applied and critically assessed by means of a practical project (a seven-minute 3D-animated film) which was created concurrently with the research. Recommendations were formulated as to the most useful tools, processes, and principles for the student of computer animation by way of a revision of the existing Queensland College of Art syllabus for teaching computing animation. What follows is an account of the development and context of the project, the research methods applied, and critical analyses of the findings. The research concludes that it is necessary and advantageous to apply traditional animation skills to 3D computer work.<br>Thesis (Professional Doctorate)<br>Doctor of Visual Arts (DVA)<br>Griffith Film School<br>Full Text
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Tång, Alfred. "3D Surround Sound Application for Game Environments." Thesis, Mälardalens högskola, Akademin för innovation, design och teknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-26120.

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This report covers the creation and implementation of a 3D audio application using FMOD Ex API. The report will also cover a walkthrough of the basic principles of 3D and surround audio, examples of other uses of 3D audio, a comparison between available technologies today, both software and hardware and finally the result of the implementation of the 3D sound environment software, both server and client. The application was created to explore the use of 3D audio in immersive environments. There was no application like this available when this project was conducted. An inductive approach along with a form of rapid application development and scenario creation was used to achieve the results presented in this report. The implementation resulted in a working client and server software which is able to create a 3D sound environment. Based on a user evaluation the software proved to be quite successful. With the help of the implementation the user, or operator, can now create a sound environment for another user, or a listener. The environment is created and designed by the operator using the client side of the implementation and later played through the server side which is connected to a 4.1 speaker system. The operator can steer and add sounds from the client to an active environment and the listener can experience the change in real time. This project was conducted as a bachelor thesis in computer science at Mälardalens University in Västerås, Sweden.
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Kondrak, Krzysztof. "Design and implementation of application independent easy-to-use game engine." Thesis, Linköping University, Department of Computer and Information Science, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-18460.

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<p>The objective of this Master's thesis is to study whether it is possible to create a versatile game engine that can be both application independent and easy to use. In order to study this issue, we have implemented a prototype game engine that supports 2D game development. The system includes predefined programming constructs in order to make game development faster and easier.The conclusion of this thesis work is that the presented problem, while theoretically possible to solve, would introduce too many practical problems during the game development. Furthermore, we conclude that growth in ease of use may limit the functionality of the engine.</p>
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Butler, Douglas. "Presentations Using Autograph." Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2012. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-79554.

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Broichhausen, Heike [Verfasser]. "Mudstone Compaction and Overpressure Calculation in a 3D Petroleum Systems Analysis Tool: Development of the Software and Application to the North Sea / Heike Broichhausen." Aachen : Shaker, 2004. http://d-nb.info/1170545440/34.

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Books on the topic "3D applications and software"

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Kerger, Felix. OGRE 3D 1.7 beginner's guide: Create real time 3D applications using OGRE 3D from scratch. Packt, 2010.

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S, Orem Nancy, ed. AutoCAD Civil 3D 2009: Procedures and applications. Pearson/Prentice-Hall, 2009.

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Sithu, Kyaw Aung, ed. Irrlicht 1.7 realtime 3D engine: Beginner's guide : create complete 2D and 3D applications with this cross-platform, high performance engine. Packt Publishing, 2011.

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Wilson, John. AutoCAD: A visual approach : 3D basics. Autodesk, 1997.

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Kari, Pulli, ed. Mobile 3D graphics with OpenGL ES and M3G. Elsevier/Morgan Kaufmann Publishers, 2008.

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John, Wilson. AutoCAD: A visual approach, 3D release 14. Autodesk Press, 1999.

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Bousquet, Michele. Morphing & animation: Release 3 and 4. Delmar Publishers, 1995.

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John, Wilson. AutoCAD: A visual approach, 3D basics, release 13 Windows/DOS. Autodesk Press, 1997.

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Inc, ebrary, ed. Away3D 3.6 essentials: Take Flash to the next dimension by creating detailed, animated, and interactive 3D worlds with Away3D. Packt Pub. Ltd., 2011.

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P, Curtin Dennis. Software and applications. Prentice-Hall, 1986.

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Book chapters on the topic "3D applications and software"

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Kumar Pradhan, Sharad, Ankit Nayak, Surendra Singh Thakur, Vishal Francis, and Aniket Nagargoje. "Hardware and Software for 3D Printing." In Fundamentals and Applications of Additive Manufacturing. CRC Press, 2025. https://doi.org/10.1201/9781003562344-2.

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Wang, Minjuan, Sabine Lawless-Reljic, Marc Davies, and Victor Callaghan. "Social Presence in Immersive 3D Virtual Learning Environments." In Ambient Intelligence - Software and Applications. Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-19937-0_8.

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Coelho, Ana, João Pedro Ribeiro, Jaime Campos, Sara Silva, and Victor Alves. "3D Reconstruction of Bone Structures Based on Planar Radiography." In Ambient Intelligence - Software and Applications. Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-19695-4_14.

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Garrido, Piedad, Angel Sanchez, Francisco J. Martinez, Sandra Baldassarri, Eva Cerezo, and Francisco J. Seron. "Using 3D Virtual Agents to Improve the Autonomy and Quality of Life of Elderly People." In Ambient Intelligence - Software and Applications. Springer International Publishing, 2013. http://dx.doi.org/10.1007/978-3-319-00566-9_17.

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Susperregi, Loreto, Basilio Sierra, Jose María Martínez-Otzeta, Elena Lazkano, and Ander Ansuategui. "A Layered Learning Approach to 3D Multimodal People Detection Using Low-Cost Sensors in a Mobile Robot." In Ambient Intelligence - Software and Applications. Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-28783-1_4.

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Uzdiaev, Mikhail. "Aggressive Action Recognition Using Pre-trained 3D CNNs with Attention." In Software Engineering Application in Informatics. Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-90318-3_74.

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Ramli, Roslin, Nur‘Aqilah Mohd Sabri, and Nurul Asima Zainon. "3D Design of a Ship Floating Dry-Dock by Using Simulation Software." In Engineering Applications for New Materials and Technologies. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-72697-7_24.

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Führ, Gereon, Ahmed Hallawa, Rainer Leupers, Gerd Ascheid, and Juan Fernando Eusse. "3D Optimisation of Software Application Mappings on Heterogeneous MPSoCs." In Architecture of Computing Systems – ARCS 2020. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-52794-5_5.

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Mijić, Nikolina. "Application of the Airborne LIDAR Technology on the Quarry Using AutoCAD Civil 3D Software." In Advanced Technologies, Systems, and Applications III. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-030-02577-9_6.

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Cholakova, Zlatka, and Nikolay Mirinchev. "3D Technologies in Urological Practice. Application of Software for 3D Processing in Urological Practice." In Recent Contributions to Bioinformatics and Biomedical Sciences and Engineering. Springer Nature Switzerland, 2023. http://dx.doi.org/10.1007/978-3-031-31069-0_20.

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Conference papers on the topic "3D applications and software"

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Xie, Huawei, and Xiyu Huang. "Design and Research of Vehicle Speed Simulation Based on FARO Zone 3D Software." In 2024 IEEE 2nd International Conference on Image Processing and Computer Applications (ICIPCA). IEEE, 2024. http://dx.doi.org/10.1109/icipca61593.2024.10708792.

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Tavares, Joao A., and Faisal M. Alshammari. "Utilizing 3D Printing in Oil & Gas Applications." In MECC 2023. AMPP, 2023. https://doi.org/10.5006/mecc2023-19931.

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Abstract Additive manufacturing is an advanced manufacturing method where parts get manufactured by joining materials to make objects from 3D model data. The 3D printer stacks layer upon layer of material to form the final object, as opposed to subtractive manufacturing methodologies. 3D printing brings value to businesses by addressing many operational challenges: enabling the production of obsolete parts that are no longer produced by the original manufacturer, reducing the lead time significantly and returning critical equipment back in operation in very short time frame. The process of 3D Printing is kicked-off with part identification where the application feasibility is studied and approved, followed by reverse engineering of the part, which is done either by using a 3D scanner or by manually taking the measurement, and then using an advanced design software to develop the digital replica. In the following step, Finite Element Analysis simulates all the boundary conditions the part is subjected to in real life. The process ends with the manufacturing, or 3D printing, of the part. 3D printing adds great value to supply chain management, by reducing the need to store significant stock-piles of specific assets and replace it with digitalization of inventory. 3D Printing can also be approached from a contingency plan perspective to tackle events where unpredictable failure is a concern, and used to solve corrosion challenges by 3D printing high performance nonmetallic parts or expediting the production of spare parts to ensure operational continuity. 3D printing also adds value by addressing many operational challenges and enabling significant lead time reduction and cost savings. The flexibility of the 3D Printing process can make it appealing for instances of T&amp;I of Oil &amp; Gas facilities where unplanned maintenance and repair may be necessary to certain equipment, and urgent requests for replacement are difficult to meet from a time perspective leading to potential delays and missing deadlines of T&amp;I.
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Schmitz, Tadea, and Tim Gerrits. "Exploring Uncertainty Visualization for Degenerate Tensors in 3D Symmetric Second-Order Tensor Field Ensembles." In 2024 IEEE Workshop on Uncertainty Visualization: Applications, Techniques, Software, and Decision Frameworks. IEEE, 2024. http://dx.doi.org/10.1109/uncertaintyvisualization63963.2024.00005.

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Watanabe, Hiromi, Mariko Kono, and Shinji Kotani. "Evaluation of Gaze Input in 3D Space for a Person with Multiple Physical Disabilities Using a Robot and Drones." In 2024 IEEE 48th Annual Computers, Software, and Applications Conference (COMPSAC). IEEE, 2024. http://dx.doi.org/10.1109/compsac61105.2024.00128.

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Chavdarov, Ivan, Borislava Kostova, and Galya Georgieva-Tsaneva. "Application Development in AutoCAD Environment for Modeling 3D Printed Souvenirs Targeting STEAM Education." In 2024 International Conference on Software, Telecommunications and Computer Networks (SoftCOM). IEEE, 2024. http://dx.doi.org/10.23919/softcom62040.2024.10721881.

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Isselmou, O. D., E. Perna, B. Shariat, and D. Vandorpe. "3D Reconstruction Software." In Proceedings of the Second Pacific Conference on Computer Graphics and Applications, Pacific Graphics '94. WORLD SCIENTIFIC, 1994. http://dx.doi.org/10.1142/9789814503860_0020.

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Muradas Mujika, Katrin, Juan Antonio Juanes Méndez, and Andrés Framiñán de Miguel. "3D APPLICATIONS IN RADIOLOGY AS EDUCATIONAL SOFTWARE." In 10th International Conference on Education and New Learning Technologies. IATED, 2018. http://dx.doi.org/10.21125/edulearn.2018.0567.

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Langendoerfer, Peter, Frank Vater, and Krzysztof Piotrowski. "Customizing sensor nodes and software for individual pervasive health applications." In 3d International ICST Conference on Pervasive Computing Technologies for Healthcare. ICST, 2009. http://dx.doi.org/10.4108/icst.pervasivehealth2009.6014.

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Zhuang, Zhenfeng, Herman M. K. Wong, Sédick Rabia, Xavier Dallaire, Jocelyn Parent, and Simon Thibault. "Optical Performance Analysis of 3D Light Field Display Using Lens Design Software." In 3D Image Acquisition and Display: Technology, Perception and Applications. OSA, 2021. http://dx.doi.org/10.1364/3d.2021.3th4d.6.

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Strupczewski, Adam, and Błażej Czupryński. "3D reconstruction software comparison for short sequences." In Symposium on Photonics Applications in Astronomy, Communications, Industry and High-Energy Physics Experiments, edited by Ryszard S. Romaniuk. SPIE, 2014. http://dx.doi.org/10.1117/12.2075922.

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Reports on the topic "3D applications and software"

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Huang, Haohang, Jiayi Luo, Kelin Ding, Erol Tutumluer, John Hart, and Issam Qamhia. I-RIPRAP 3D Image Analysis Software: User Manual. Illinois Center for Transportation, 2023. http://dx.doi.org/10.36501/0197-9191/23-008.

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Riprap rock and aggregates are commonly used in various engineering applications such as structural, transportation, geotechnical, and hydraulic engineering. To ensure the quality of the aggregate materials selected for these applications, it is important to determine their morphological properties such as size and shape. There have been many imaging approaches developed to characterize the size and shape of individual aggregates, but obtaining 3D characterization of aggregates in stockpiles at production or construction sites can be a challenging task. This research study introduces a new approach based on deep learning techniques that combines three developed research components: field 3D reconstruction procedures, 3D stockpiles instance segmentation, and 3D shape completion. The approach is designed to reconstruct aggregate stockpiles from multiple images, segment the stockpile into individual instances, and predict the unseen sides of each instance (particle) based on the partially visible shapes. The approach was validated using ground-truth measurements and demonstrated satisfactory algorithm performance in capturing and predicting the unseen sides of aggregates. For better user experience, the integrated approach has been implemented into a software application named “I-RIPRAP 3D,” with a user-friendly graphical user interface (GUI). This stockpile aggregate analysis approach is envisioned to provide efficient field evaluation of aggregate stockpiles by offering convenient and reliable solutions for on-site quality assurance and quality control tasks of riprap rock and aggregate stockpiles. This document provides information for users of the I-RIPRAP 3D software to make the best use of the software’s capabilities.
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Bernstetter, Armin. Virtual Fieldwork in Unreal Engine (software). GEOMAR Helmholtz Centre for Ocean Research Kiel, 2024. http://dx.doi.org/10.3289/sw_6_2024.

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The Virtual Fieldwork tool is an application developed in the game engine and 3D creation tool Unreal Engine. It is developed specifically for the ARENA2, a large, spatially immersive environment, and virtual reality using head-mounted displays. It contains a toolbox for quantitative measurements of visualized 3D model data. The application contains three different data sets from real-world use cases at GEOMAR.
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Hordiienko, Valentyna V., Galyna V. Marchuk, Tetiana A. Vakaliuk, and Andrey V. Pikilnyak. Development of a model of the solar system in AR and 3D. [б. в.], 2020. http://dx.doi.org/10.31812/123456789/4410.

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In this paper, the possibilities of using augmented reality technology are analyzed and the software model of the solar system model is created. The analysis of the available software products modeling the solar system is carried out. The developed software application demonstrates the behavior of solar system objects in detail with augmented reality technology. In addition to the interactive 3D model, you can explore each planet visually as well as informatively – by reading the description of each object, its main characteristics, and interesting facts. The model has two main views: Augmented Reality and 3D. Real-world object parameters were used to create the 3D models, using the basic ones – the correct proportions in the size and velocity of the objects and the shapes and distances between the orbits of the celestial bodies.
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Seidametova, Zarema S., Zinnur S. Abduramanov, and Girey S. Seydametov. Using augmented reality for architecture artifacts visualizations. [б. в.], 2021. http://dx.doi.org/10.31812/123456789/4626.

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Nowadays one of the most popular trends in software development is Augmented Reality (AR). AR applications offer an interactive user experience and engagement through a real-world environment. AR application areas include archaeology, architecture, business, entertainment, medicine, education and etc. In the paper we compared the main SDKs for the development of a marker-based AR apps and 3D modeling freeware computer programs used for developing 3D-objects. We presented a concept, design and development of AR application “Art-Heritage’’ with historical monuments and buildings of Crimean Tatars architecture (XIII-XX centuries). It uses a smartphone or tablet to alter the existing picture, via an app. Using “Art-Heritage’’ users stand in front of an area where the monuments used to be and hold up mobile device in order to see an altered version of reality.
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Huang, Haohang, Erol Tutumluer, Jiayi Luo, Kelin Ding, Issam Qamhia, and John Hart. 3D Image Analysis Using Deep Learning for Size and Shape Characterization of Stockpile Riprap Aggregates—Phase 2. Illinois Center for Transportation, 2022. http://dx.doi.org/10.36501/0197-9191/22-017.

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Riprap rock and aggregates are extensively used in structural, transportation, geotechnical, and hydraulic engineering applications. Field determination of morphological properties of aggregates such as size and shape can greatly facilitate the quality assurance/quality control (QA/QC) process for proper aggregate material selection and engineering use. Many aggregate imaging approaches have been developed to characterize the size and morphology of individual aggregates by computer vision. However, 3D field characterization of aggregate particle morphology is challenging both during the quarry production process and at construction sites, particularly for aggregates in stockpile form. This research study presents a 3D reconstruction-segmentation-completion approach based on deep learning techniques by combining three developed research components: field 3D reconstruction procedures, 3D stockpile instance segmentation, and 3D shape completion. The approach was designed to reconstruct aggregate stockpiles from multi-view images, segment the stockpile into individual instances, and predict the unseen side of each instance (particle) based on the partial visible shapes. Based on the dataset constructed from individual aggregate models, a state-of-the-art 3D instance segmentation network and a 3D shape completion network were implemented and trained, respectively. The application of the integrated approach was demonstrated on re-engineered stockpiles and field stockpiles. The validation of results using ground-truth measurements showed satisfactory algorithm performance in capturing and predicting the unseen sides of aggregates. The algorithms are integrated into a software application with a user-friendly graphical user interface. Based on the findings of this study, this stockpile aggregate analysis approach is envisioned to provide efficient field evaluation of aggregate stockpiles by offering convenient and reliable solutions for on-site QA/QC tasks of riprap rock and aggregate stockpiles.
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Mekonnen, Bisrat, Benjamin Christie, Michael Paquette, and Garry Glaspell. 3D mapping and navigation using MOVEit. Engineer Research and Development Center (U.S.), 2023. http://dx.doi.org/10.21079/11681/47179.

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Until recently, our focus has been primarily on the development of a low SWAP-C payload for deployment on a UGV that leverages 2D mapping and navigation. Due to these efforts, we are able to autonomously map and navigate very well within flat indoor environments. This report will explore the implementation of 3D mapping and navigation to allow unmanned vehicles to operate on a variety of terrains, both indoor and outdoor. The method we followed uses MOVEit, a motion planning framework. The MOVEit application is typically used in the control of robotic arms or manipulators, but its handling of 3D perception using OctoMaps makes it a promising software for robots in general. The challenges of using MOVEit outside of its intended use case of manipulators are discussed in this report.
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Babkin, Vladyslav V., Viktor V. Sharavara, Volodymyr V. Sharavara, Vladyslav V. Bilous, Andrei V. Voznyak, and Serhiy Ya Kharchenko. Using augmented reality in university education for future IT specialists: educational process and student research work. CEUR Workshop Proceedings, 2021. http://dx.doi.org/10.31812/123456789/4632.

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The article substantiates the feature of using augmented reality (AR) in university training of future IT specialists in the learning process and in the research work of students. The survey of university teachers analyzed the most popular AR applications for training future IT specialists (AR Ruler, AR Physics, Nicola Tesla, Arloon Geometry, AR Geometry, GeoGebra 3D Graphing Calculator, etc.), disclose the main advantages of the applications. The methodological basis for the implementation of future IT specialists research activities towards the development and use of AR applications is substantiated. The content of the activities of the student’s scientific club “Informatics studios” of Borys Grinchenko Kyiv University is developed. Students as part of the scientific club activity updated the mobile application, and the model bank corresponding to the topics: “Polyhedrons” for 11th grade, as well as “Functions, their properties and graphs” for 10th grade. The expediency of using software tools to develop a mobile application (Android Studio, SDK, NDK, QR Generator, FTDS Dev, Google Sceneform, Poly) is substantiated. The content of the stages of development of a mobile application is presented. As a result of a survey of students and pupils the positive impact of AR on the learning process is established.
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Prokhorov, Оleksandr V., Vladyslav O. Lisovichenko, Mariia S. Mazorchuk, and Olena H. Kuzminska. Developing a 3D quest game for career guidance to estimate students’ digital competences. [б. в.], 2020. http://dx.doi.org/10.31812/123456789/4416.

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This paper reveals the process of creating a career guidance 3D quest game for applicants who aim to apply for IT departments. The game bases on 3D model of computer science and information technologies department in the National Aerospace University “Kharkiv Aviation Institute”. The quest challenges aim to assess the digital competency level of the applicants and first- year students. The paper features leveraged software tools, development stages, implementation challenges, and the gaming application scenario. The game scenario provides for a virtual tour around a department of the 3D university. As far as the game replicates the real-life objects, applicants can see the department's equipment and class-rooms. For the gaming application development team utilized С# and C++, Unity 3D, and Source Engine. For object modeling, we leveraged Hammer Editor, Agisoft PhotoScan Pro, and the photogrammetry technology, that allowed for realistic gameplay. Players are offered various formats of assessment of digital competencies: test task, puzzle, assembling a computer and setting up an IT-specialist workplace. The experiment conducted at the open house day proved the 3D quest game efficiency. The results of digital competence evaluation do not depend on the testing format. The applicants mostly preferred to take a 3D quest, as more up-to-date and attractive engagement.
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Semerikov, Serhiy O., Mykhailo M. Mintii, and Iryna S. Mintii. Review of the course "Development of Virtual and Augmented Reality Software" for STEM teachers: implementation results and improvement potentials. [б. в.], 2021. http://dx.doi.org/10.31812/123456789/4591.

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The research provides a review of applying the virtual reality (VR) and augmented reality (AR) technology to education. There are analysed VR and AR tools applied to the course “Development of VR and AR software” for STEM teachers and specified efficiency of mutual application of the environment Unity to visual design, the programming environment (e.g. Visual Studio) and the VR and AR platforms (e.g. Vuforia). JavaScript language and the A-Frame, AR.js, Three.js, ARToolKit and 8th Wall libraries are selected as programming tools. The designed course includes the following modules: development of VR tools (VR and Game Engines; physical interactions and camera; 3D interface and positioning; 3D user interaction; VR navigation and introduction) and development of AR tools (set up AR tools in Unity 3D; development of a project for a photograph; development of training materials with Vuforia; development for promising devices). The course lasts 16 weeks and contains the task content and patterns of performance. It is ascertained that the course enhances development of competences of designing and using innovative learning tools. There are provided the survey of the course participants concerning their expectations and the course results. Reduced amounts of independent work, increased classroom hours, detailed methodological recommendations and increased number of practical problems associated with STEM subjects are mentioned as the course potentials to be implemented.
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Bédard, K., A. Marsh, M. Hillier, and Y. Music. 3D geological model of the Western Canadian Sedimentary Basin in Saskatchewan, Canada. Natural Resources Canada/CMSS/Information Management, 2023. http://dx.doi.org/10.4095/331747.

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The Western Canadian Sedimentary Basin (WCSB) covers a large part of southern Saskatchewan and hosts many resources such as critical mineral deposits (i.e. potash, helium and lithium) as well as oil and gas reservoirs and is also targeted for deep CO2 storage projects. There is also growing interest in the groundwater resources, the geothermal potential and hydrogen recovery potential. These applications require knowledge of the subsurface geology such as formation thickness and depth, relationships with adjacent formations or unconformities and ultimately, distribution of physical properties within the basin. 3D geological models can provide this knowledge since they characterize the geometry of subsurface geological features. In addition, they can be used as a framework for fluid flow simulation and estimating the distribution a variety of properties. The 3D geological model presented in this report consists of 51 geological units of which, 49 are stratigraphic units spanning from Cambrian Deadwood Formation at the base of the sequence to Upper Cretaceous Belly River Formation at the top, plus the undivided Precambrian and a preliminary Quaternary unit. The model is cut by 7 major regional unconformities, including the base of the Quaternary sediments. The regional model was constrained using oil and gas well data interpretations, provincial scale bedrock geology maps and knowledge from the previously interpreted areal extent of the Phanerozoic strata. A hybrid explicit-implicit modelling approach was employed to produce the 3D geological model of the WCSB in Saskatchewan using Gocad/SKUATM geomodelling software.
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