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Dissertations / Theses on the topic '3D design'

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1

JOHANSSON, ANNA. "3D-2D-3D." Thesis, Högskolan i Borås, Institutionen Textilhögskolan, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-18108.

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The area of this work is a combination of draping and printing. It strives towards the technique that dazzles the eye with illusions of more than one dimension. As a viewer you will believe that the prints are real drapings while they are flat surfaces. Today prints in fashion are categorized as placed prints or all-over prints, and generally created as a flat surface to decorate the garments. In this work the idea is to manipulate and challenge the boundaries of print and give it life through the body shapes and in the movement. Potentially this work could be an introduction to a new way of working with prints in fashion. This work could poosibly be presented as a new technique where placed- print and all-over prints comes together- called placed all-over prints. Also, it could develop into further techniques in using two-dimensional flatness and save fabric in using photography as an option to the real three-dimensional drapings. Furthermore could it mean savings in material as a conscious choice in the process ? This investigation explores two particular kinds of techniques, - print and draping, that are merged into one expression. The aims of this work is to find new ways of using print in combination with draping in dress and explore the possibilities to find a new technique to create interesting womenswear. To unite dimensions like two-dimensional and three-dimensional as a method of finding new forms and expressions. Through experiments with striped textiles the focus is to investigate the possibilities of greater visual effects on two-dimensional prints. For a depth and to exaggerate the directions in the fabric before translating it into a flat surface the striped textile can be a tool for further design. The striped textile has the potential to help the eye to understand the directions in the print and can be used in more than one dimension and color. To explore how to create 3D effect on 2D in print design through draping in dress is the aim of this work.
Program: Modedesignutbildningen
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Chrástek, Jan. "Design 3D tiskárny." Master's thesis, Vysoké učení technické v Brně. Fakulta strojního inženýrství, 2017. http://www.nusl.cz/ntk/nusl-319491.

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Diploma thesis is focused on design of stereolithography 3D printer, which includes new technology and innovations to achive larger workspace and easy and comfortable manipulation. Great part of thesis is focused on shaping and aesthetic effect with respect of functional, safety, ergonomic and technical claims.
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Chávez, Marroquín Jorge Luis. "Digital fashion 3D design." Universidad Peruana de Ciencias Aplicadas (UPC), 2006. http://hdl.handle.net/10757/656734.

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Jorge Luis Chávez Marroquín (Perú) - Expositor
En este seminario se mostrará el proceso de diseño de la moda de manera digital, utilizando el software CLO3D desde el dibujo de patrones hasta la visualización fotorrealista.
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Нгуєн, В'єт Нган. "3D Printer in Fashion Design." Thesis, Київський національний університет технологій та дизайну, 2017. https://er.knutd.edu.ua/handle/123456789/7363.

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Chávez, Marroquín Jorge Luis. "Workshop. Digital fashion 3D design." Universidad Peruana de Ciencias Aplicadas (UPC), 2021. http://hdl.handle.net/10757/656734.

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Jorge Luis Chávez Marroquín (Perú) - Expositor
En este seminario se mostrará el proceso de diseño de la moda de manera digital, utilizando el software CLO3D desde el dibujo de patrones hasta la visualización fotorrealista.
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Eriksson, Emma. "Biokomposit : Kommersiell potential med 3D-print." Thesis, Högskolan i Gävle, Avdelningen för industriell ekonomi, industridesign och maskinteknik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-36276.

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Biokomposit är ett material som har stor potential att ersätta plastprodukter i framtiden. Med ett innehåll av träfibrer och växtbaserad plast är det både biologiskt nedbrytbart och fullt möjligt att återvinna. I det här projektet undersöks materialet biokomposit i samklang med additiv tillverkning, 3D-print. Syftet är att undersöka materialets estetiska potential, och visa möjligheter inom en tillverkningsteknik som inte håller samma status som exempelvis formsprutning. Författaren vill framhäva det som många skulle se som defekter i en tillverkningsprocess, för att ge komplement till Studio Tabos rotationssymmetriska armaturer. En fokusgrupp har varit till stöd i beslutstagande, och processen har varit experimentell med strikta ramar och mål.  Det intressanta är inte hur man kan skriva ut ett objekt, utan det är varför. Är det för massproduktion av kommersiella produkter som kräver perfektion, så är inte additiv tillverkning rätt väg att gå. Är det för att göra en mindre kollektion, i en produkt där tekniken estetiskt tillför någonting kan tekniken i stället vara en fördel. Framtiden ser ljus ut för nya produkter och det finns mer att utforska i ämnet.
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Starrin, Victoria, and Vendela Stertman. "Designverktyg, Produktutveckling, 3D-design, Mode, Hållbarhet : MED INFÖRANDE AV 3D-DESIGNTEKNIK." Thesis, Högskolan i Borås, Akademin för textil, teknik och ekonomi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-22074.

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Modebranschen utvecklas kontinuerligt och är i stort behov av nya processer och tekniker för att kunna effektivisera produktutvecklingsfaserna för att fortsätta växa och lyckas. Denna uppsats grundar sig i problematiseringen om ökande problem inom modeindustrin som rör överproduktion, som i sin tur resulterar i långa ledtider, höga kostnader, miljöskada och osålda produkter. Uppsatsens syfte är att undersöka produktutvecklingsfaser inom modeföretag och undersöka hur de kan effektiviseras genom att implementera ny designteknik. Mer specifikt att införa 3D-designverktyg i produktutvecklingsprocessen. Uppsatsen använder sig av kvalitativa metoder som analys av olika teoretiska studier, utförande av fältstudier samt semi-strukturerade intervjuer. Den tidigare forskningen visar olika studier med fokus på 3D-designtekniker för att skapa en förståelse och grund. För att vidareutveckla uppsatsen utfördes intervjuer och observationer på modeföretag. Intervjuer och observationer bidrog med information kring skillnaden mellan företags användning av endast 2D-designtekniker och företag som infört 3D-designtekniker. Från all sammanställd information framkom att en implementering av 3D-designverktyg kan gynna företag i att bli mer tidseffektiva i sin produktutvecklingsprocess. Resultatet svarar på de utformade forskningsfrågorna samt väckte ett flertal frågor att studera i vidare forskning. Studien avgränsar sig till att analysera enbart tidsperspektivet, och kan då i vidare forskning analysera andra aspekter som ekonomi och miljö.
The fashion industry is a continuously developing industry that is in great need of new processes and technologies to be able to streamline the product development phases in order to continue to grow and succeed. This thesis is based on the problematization of increasing problems in the fashion industry concerning overproduction, which in turn results in long lead times, high costs, environmental damage and unsold products. The purpose of the thesis is to investigate the product development phases in fashion companies and examine how they can be made more efficient by implementing new design technology. More specifically, introducing 3D design tools into the product development process.   The thesis used qualitative methods such as analysis of various theoretical studies, execution of field studies and semi-structured interviews. The previous research shows various studies focusing on 3D design techniques to create an understanding and foundation. To further develop the paper, interviews and observations were carried out at fashion companies. The interviews and observations provided information about the difference between companies' use of only 2D design techniques and companies that introduced 3D design techniques. From all the compiled information it emerged that an implementation of 3D design tools can benefit companies in becoming more time-efficient in their product development process. The results responded to the research questions and raised several questions to study in further research. The study is limited to analyzing only the time perspective, and can then analyze other aspects such as economy and the environment in further research.
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Börjesson, Christopher. "3D-printing : För effektivisering av produkter." Thesis, Luleå tekniska universitet, Institutionen för ekonomi, teknik, konst och samhälle, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-86007.

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In this report, my work on 3D-printing will be presented. This project is what constitutes my examination project in the education of industrial design engineering.   3D-printers are tools that have undergone great development in recent years. Through this development, the machines have become increasingly accessible to private individuals thanks to reduced prices, easyer use and higher quality. Through an increased use of the tool on a more private level, new opportunities are created for how we manufacture products, as well as how our attitude to its components are viewed.   The purpose of the work was to investigate how 3D-printing can be used to create more efficient and sustainable products with a focus on users, manufacturers and the environment. The goal was to develop an approach to utilize the function of a 3D-printer in a way that contributes to higher sustainability and efficiency, where the end result should contribute to this without forcing the user to make any decisive sacrifices.   The work has been carried out with a three-part process, divided into the phases Inspiration, Ideation and implementation, which together constitute an iterative design process. Initially in the inspiration phase, inspiration was created for the work with the help of a literature study, theory collection and a context analysis. Then began the ideation phase, whose purpose was to start creating ideas and conceptualize the inspiration that has previously been collected in the inspiration phase. To implement these ideas and concepts, the implementation phase was carried out to achieve a more completed and implemented concept.   The work resulted in the concept TonePrint. TonePrint is a speaker and a pair of headphones that work together in a form of ecosystem to make the interaction smoother for the user when changing audio source. The product TonePrint is a product that the user 3D-prints by oneself. This contributes to a more efficient and sustainable product as well as production. The product is designed in a way that enables the user to configure the product based on their own needs, which contributes to increased personalization. It allows the user to reuse components from previous devices that would otherwise be discarded, or select components based on their own liking and taste.
I den här rapporten kommer mitt arbete rörande 3D-printeing presenteras. Det här projektet är det som utgör mitt examensarbete i utbildningen högskoleingenjör inom teknisk design.   3D-printers är verktyg som har genomgått stor utveckling de senaste åren. Genom den här utvecklingen har maskinerna blivit allt mer tillgängliga för privatpersoner tack vare lägre priser, smidigare användning och högre kvalitet. Genom en ökad användning av verktyget på mer privata plan skapas nya möjligheter för hur vi tillverkar produkter, samt hur vi ser på produkter och dess uppbyggande komponenter.   Syftet med arbetet var att undersöka hur 3D-printing kan användas för att skapa mer effektiva och hållbara produkter med fokus på användare, tillverkare och miljön. Målet var att ta fram ett tillvägagångssätt att nyttja de egenskaper en 3D-printer medför på ett sätt som bidrar till en högre hållbarhet och effektivitet, där det slutliga resultatet ska bidra till detta utan att tvinga användaren att göra några avgörande uppoffringar.    Arbetet har genomförts med en tre delad process, indelad i faserna Inspiration, Ideation och implementation som tillsammans utgör en iterativ designprocess. Initialt i inspirationsfasen skapades inspiration för arbetet med hjälp av en litteraturstudie, teoriinsamling samt en kontextanalys. Därefter påbörjades ideationsfasen, vars syfte var att börja skapa idéer och konceptualisera den inspirationen som tidigare blivit insamlad i inspirationsfasen. För att implementera dessa idéer och koncept utfördes implementationsfasen för att nå ett mer färdigställt och förverkligat koncept.   Arbetet resulterade i konceptet TonePrint. TonePrint är en högtalare och ett par hörlurar som samverkar i ett form av ekosystem för att göra interaktionen smidigare för användaren vid byte av ljudkälla. Produkten TonePrint är en produkt som användaren själv 3D-printar. Detta bidrar till en mer effektiv och hållbar produkt samt produktion. Produkten är utformad på ett sätt som möjliggör för användaren att konfigurera produkten utifrån eget behov vilket bidrar till en ökad personalisering. Det möjliggör för användaren att återanvända komponenter från tidigare enheter som annars skulle slängas, eller välja komponenter utifrån eget tycke och smak.
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Yagmur-Kilimci, Elif Sezen. "3D mental visualization in architectural design." Diss., Georgia Institute of Technology, 2010. http://hdl.handle.net/1853/37132.

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Many architects report about mentally visualizing 3D aspects of their design ideas while simply working with 2D sketches of them. Indeed, in architecture, the general practice of conveying 3D building information by means of 2D drawings bears on the assumptions that every architect can mentally visualize a building in 3D by looking at its 2D drawings or sketches and that architects, as many report, can capture the 3D aspects of a building design during such 3D mental visualization practices. Additionally, many intuitively believe that the levels at which architects perform such 3D mental visualization practices is highly correlated to their spatial visualization abilities as defined by existing measures of spatial visualization ability. This thesis presents the outcomes of protocol studies and analyses that were conducted with the aim of developing an in-depth understanding about such 3D mental visualization practices and capabilities of architects on the basis of four research questions. First, what might be the nature of the 3D mental visualization phenomena that architects claim to experience: what are the features of these 3D mental visualizations as evidenced in specific tasks; and what might be the nature of the mental representations created during these visualization processes? Second, can every architect carry out these 3D mental visualization practices; might there be individual differences among architects' performances? Third, might 3D mental visualization of buildings be only an architectural skill; can non-architects, who can read 2D architectural drawings, visualize a building in 3D based on its 2D drawings and can they do so to the same levels of performance of those of architects? Fourth, might performance in 3D mental visualization tasks be related to/predicted by spatial visualization ability? The major conclusions of this thesis with regard to the first research question include that (1) architects can be visualizing the buildings in one of the two major forms or by alternatively switching between them: by imagining themselves situated within (almost) the actual size 3D building environment or by imagining a 3D small scale model of the building; (2) the mental representations they create during these visualization processes capture the various visual and spatial aspects of the buildings with a structure similar to that of an actual size or small scale model of the visualized space/form, yet the way they capture these aspects is not like the way these aspects would be captured from a certain viewpoint in reality; and (3) what they experience during these visualization processes is not like the continuous holistic visuospatial experience that one would have when looking at a building or walking inside/around a building. With regard to the second, third and fourth research questions this thesis concludes that (question 2) architects differ in their 3D mental visualization skills; (question 3) 3D mental visualization is an architectural skill in that it relies on certain abilities that become heightened in architects, possibly during education; and (question 4) 3D mental visualization skills are not related to spatial visualization ability as defined by the standard paper-folding test of spatial visualization ability.
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Pugachova, A. O. "3D printing: the future of design." Thesis, Київський національний університет технологій та дизайну, 2018. https://er.knutd.edu.ua/handle/123456789/11427.

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Zakhoy, Solin, and Butros Diana Safeen. "Parametrisk Design." Thesis, KTH, Byggteknik och design, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-259380.

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I samband med digitaliseringens intåg har nya förbättrade BIM-verktyg börjat användas för att effektivisera konstruktörens arbete. Med hjälp av implementering av grafiska tredjepartsprogram kan BIM verktygen bidra med ökat funktionalitet. Ett exempel på ett sådant program är tredjepartsprogrammet Grasshopper kopplat till BIM-verktygen Tekla Structures som skapar parameterstyrning, vilket innebär att modellens data styrs och nås av de externa programmen. På Rambolls Bro- och Tunnelavdelning vill man idag, som många andra konsultföretag bli mer BIMorienterade. Dock saknas en uppskattning av den totala tidsbesparingen och nyttjande av tredjepartsprogrammen. Syftet med detta examensarbete har varit att komma fram till en slutsats som ger stöd i beslutsfattande kring vilka typer av projekt som parameterstyrda modeller kan vara lämpliga för. Genom uppbyggnad av ett automatiserat skript för en stödmur har denna studie visat kopplingen mellan programvarorna Microsoft Excel, Rhinoceros-Grasshopper och Tekla Structures. Med denna tillämpning har man lyckats skapa ett lätthanterligt användargränssnitt. Vidare har man jämfört det färdiga skriptet i Grasshopper med en modellering i Civil 3D där man har kommit fram till att man kan vinna tid på att ha ett optimalt skript. Man har även kunnat dra slutsatser under vilka förhållanden det lämpar sig att använda parametrisk modellering och automatisering som pekar mot tidiga skeden i projektering och standardkonstruktioner.
In connection with the digitalization's entry, the companies has begun to apply new improved BIMtools to streamline the constructor's work. With the help of the implementation of graphical thirdparty applications, the BIM-tools can achieve increased functionality. An example of such a program is the third party applications Grasshopper linked to the Tekla Structure, which creates so called computational design, which means that the model's data is controlled and accessed by the external programs. The Bridge and Tunnel department at Ramboll wants to become, like many other consulting firms, more BIM oriented. However, there is no estimate of total timesaving and utilization of the implementation today. The purpose of this thesis project has been to come at a conclusion that provides support in decision-making regarding which types of projects that parameter-controlled models may be suitable for. By building an automated script for a retaining wall, this study has shown the connection between the software Microsoft Excel, Rhinoceros-Grasshopper and Tekla Structures. With this application, one has succeeded in creating an easy-to-use interface. Furthermore, one has compared the finished script in Grasshopper with a model in Civil 3D where the assumption that one can gain time by having a finished script. It has also been possible to draw conclusions under which conditions it is suitable to use parametric modeling and automation that points to early stages in design and standard constructions.
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Li, Xiaoming. "Compact thermal modeling for 3D IC design." Diss., Online access via UMI:, 2005.

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Ramachandruni, Radha Krishna. "Design of 3D Accelerator for Mobile Platform." Thesis, Linköping University, Department of Electrical Engineering, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-7082.

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Implement a high-level model of computationally intensive part of 3D graphics pipe-line. Increasing popularity of handheld devices along with developments in hardware technology, 3D graphics on mobile devices is fast becoming a reality. Graphics processing is essentially complex and computationally demanding. In order to achieve scene realism and perception of motion, identifying and accelerating bottle necks is crucial. This thesis is about Open-GL graphics pipe-line in general. Software which implements computationally intensive part of graphics pipe-line is built. In essence a rasterization unit that gets triangles with 2D screen, texture co-ordinates and color. Triangles go through scan conversion, texturing and a set of other per-fragment operations before getting displayed on screen.

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Wang, Caoyu. "Design-driven quadrangulation of closed 3D curves." Thesis, University of British Columbia, 2012. http://hdl.handle.net/2429/43602.

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This work presents a novel, design-driven quadrangulating method for closed 3D curves. While the quadrangulation of existing surfaces has been well studied for a long time, there are few works that can successfully construct a quad-mesh relying solely on 3D curves, as the shape of the surface interior is not uniquely defined. I observe that, in most cases, viewers can complete the intended shape by envisioning a dense network of smooth, gradually changing flow-lines across a pair of input curve segments with similar orientation and shape. The method proposed here mimics this behavior. This algorithm begins by segmenting the input closed curves into pairs of matching segments. I interpolate the input curves by a network of quadrilateral cycles whose iso-lines define the desired flow line network. I proceed to interpolate these networks with all-quad meshes that convey designer intents. I evaluate my results by showing convincing quadrangulations of complex and diverse curve networks with concave, non-planar cycles, and validate my approach by comparing my results to artist generated interpolating meshes. My algorithm is suitable for use in sketch-based modeling systems as well as in other applications where artist curves can be created.
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Viswanathan, Vijayaragavan. "Modeling and design of 3D Imager IC." Phd thesis, Ecole Centrale de Lyon, 2012. http://tel.archives-ouvertes.fr/tel-00795558.

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CMOS image sensor based on Active pixel sensor has considerably contributed to the imaging market and research interest in the past decade. Furthermore technology advancement has provided the capability to integrate more and more functionality into a single chip in multiple layers leading to a new paradigm, 3D integration. CMOS image sensor is one such application which could utilize the capability of 3D stacked architecture to achieve dedicated technologies in different layers, wire length reduction, less area, improved performancesThis research work is focused mainly on the early stages of design space exploration using hierarchical approach and aims at reducing time to market. This work investigates the imager from the top-down design perspective. Methodical anal y sis of imager is performed to achieve high level of flexibility and modularity. Re-useable models are developed to explore early design choices throughout the hierarchy. Finally, pareto front (providing trade off solutions) methodology is applied to explore the operating range of individual block at system level to help the designer making his design choice. Furthermore the thermal issues which get aggravated in the 3D stacked chip on the performance of the imager are studied. Systeme based thermal model is built to investigate the behavior of imager pixel matrix and to simulate the pixel matrix at high speed with acceptable accuracy compared to electrical simulations. The modular nature of the model makes simulations with future matrix extension straightforward. Validation of the thermal model with respect to electrical simulations is discussed. Finally an integrated design flow is developed to perform 3D floorplanning and to perform thermal anal y sis of the imager pixel matrix.
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Panth, Shreepad Amar. "Physical design methodologies for monolithic 3D ICs." Diss., Georgia Institute of Technology, 2015. http://hdl.handle.net/1853/53542.

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The objective of this research is to develop physical design methodologies for monolithic 3D ICs and use them to evaluate the improvements in the power-performance envelope offered over 2D ICs. In addition, design-for-test (DfT) techniques essential for the adoption of shorter term through-silicon-via (TSV) based 3D ICs are explored. Testing of TSV-based 3D ICs is one of the last challenges facing their commercialization. First, a pre-bond testable 3D scan chain construction technique is developed. Next, a transition-delay-fault test architecture is presented, along with a study on how to mitigate IR-drop. Finally, to facilitate partitioning, a quick and accurate framework for test-TSV estimation is developed. Block-level monolithic 3D ICs will be the first to emerge, as significant IP can be reused. However, no physical design flows exist, and hence a monolithic 3D floorplanning framework is developed. Next, inter-tier performance differences that arise due to the not yet mature fabrication process are investigated and modeled. Finally, an inter-tier performance-difference aware floorplanner is presented, and it is demonstrated that high quality 3D floorplans are achievable even under these inter-tier differences. Monolithic 3D offers sufficient integration density to place individual gates in three dimensions and connect them together. However, no tools or techniques exist that can take advantage of the high integration density offered. Therefore, a gate-level framework that leverages existing 2D ICs tools is presented. This framework also provides congestion modeling and produces results that minimize routing congestion. Next, this framework is extended to commercial 2D IC tools, so that steps such as timing optimization and clock tree synthesis can be applied. Finally, a voltage-drop-aware partitioning technique is presented that can alleviate IR-drop issues, without any impact on the performance or maximum operating temperature of the chip.
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Marston, Nathan Stuart. "The design of line-sequential 3D displays." Thesis, University of Cambridge, 2001. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.621050.

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Ewins, Jon Peter. "Algorithm design and 3D computer graphics rendering." Thesis, University of Sussex, 2000. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.310664.

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3D Computer graphics is becoming an almost ubiquitous part of the world in which we live. being present in art. entertainment. advertising. CAD. training and education. scientific visualisation and with the growth of the internet. in e-commerce and communication. This thesis encompasses two areas of study: The design of algorithms for high quality. real-time 3D computer graphics rendering hardware and the methodology and means for achieving this. When investigating new algorithms and their implementation in hardware. it is important to have a thorough understanding of their operation. both individually and in the context of an entire architecture. It is helpful to be able to model different algorithmic variations rapidly and experiment with them interchangeably. This thesis begins with a description of software based modelling techniques for the rapid investigation of algorithms for 3D computer graphics within the context of a C++ prototyping environment. Recent tremendous increases in the rendering performance of graphics hardware have been shadowed by corresponding advancements in the accuracy of the algorithms accelerated. Significantly. these improvements have led to a decline in tolerance towards rendering artefacts. Algorithms for the effective and efficient implementation of high quality texture filtering and edge antialiasing form the focus of the algorithm research described in this thesis. Alternative algorithms for real-time texture filtering are presented in terms of their computational cost and performance. culminating in the design of a low cost implementation for higher quality anisotropic texture filtering. Algorithms for edge antialiasing are reviewed. with the emphasis placed upon area sampling solutions. A modified A-buffer algorithm is presented that uses novel techniques to provide: efficient fragment storage; support for multiple intersecting transparent surfaces; and improved filtering quality through an extendable and weighted filter support from a single highly optimised lookup table.
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Anderle, Peter. "Design 3D tiskárny pro technologii Contour Crafting." Master's thesis, Vysoké učení technické v Brně. Fakulta strojního inženýrství, 2019. http://www.nusl.cz/ntk/nusl-400420.

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Ondrová, Martina. "Design dentálního panoramatického rentgenu s 3D zobrazením." Master's thesis, Vysoké učení technické v Brně. Fakulta strojního inženýrství, 2021. http://www.nusl.cz/ntk/nusl-444989.

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The topic of this thesis is the design of dental X-ray. User problems were identified based on the design and technical analysis for which solutions are presented in the work. The innovative shape and design solution shows a new approach to dental X-rays. The main benefit of the design is the solution to real ergonomic problems that can occur during the interaction of the operator or patient and the device. The design corresponds to current trends in the evolving design field of medical design.
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Widell, Alex. "An expansion of the 3D rendering discussion." Thesis, Konstfack, Inredningsarkitektur & Möbeldesign, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:konstfack:diva-6282.

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Sarhan, Hossam. "Design methodology and technology assessment for high-desnity 3D technologies." Thesis, Université Grenoble Alpes (ComUE), 2015. http://www.theses.fr/2015GREAT134/document.

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L'impact des interconnections d'un circuit intégré sur les performances et la consommation est de plus en plus important à partir du nœud CMOS 28 nm et au-delà, ayant pour effet de minimiser de plus ne plus la loi de Moore. Cela a motivé l'intérêt des technologies d'empilement 3D pour réduire l'effet des interconnections sur les performances des circuits. Les technologies d'empilement 3D varient suivant différents procédés de fabrication d'où l'on mettra en avant la technologie Trough Silicon Via (TSV) – Collage Cuivre-Cuivre (Cu-Cu) et 3D Monolithique. TSV et Cu-Cu présentent des diamètres d'interconnexions 3D de l'ordre de 10 µm tandis que le diamètre d'une interconnexion 3D Monolithique est 0.1 µm, c'est-à-dire cent fois plus petit. Un tel diamètre d'interconnexion créée de nouveaux challenge en terme de conception de circuit intégré numérique. Dans ce contexte, notre objectif est de proposer des méthodologies de conception de circuits 3D innovantes afin d'utiliser au mieux la densité d'intégration possible et d'évaluer efficacement les gains en performance, surface et consommation potentiels de ces différentes technologies d'empilement par rapport à la conception de circuit 2D.Trois contributions principales constituent cette thèse : La densité d'intégration offerte par les technologies d'empilement étudiées laisse le possibilité de revoir la topologie des cellules de bases en les concevant directement en 3D. C'est ce qui a été fait dans l'approche Cellule sur Buffer (Cell-on-Buffer – CoB), en empilant la fonction logique de base d'une cellule sur l'étage d'amplification. Les simulations montrent des gains substantiels par rapport aux circuits 2D. On a imaginé par la suite désaligner les niveaux d'alimentation de chaque tranche afin de créer une technique de Multi-VDD adaptée à l'empilement 3D pour réduire encore plus la consommation des circuits 3D.Dans un deuxième temps, le partitionnement grain fin des cellules a été étudié. En effet au niveau VLSI, quand on conçoit un circuit de plusieurs milliers voir million de cellules standard en 3D, se pose la question de l'attribution de telle ou telle cellule sur la tranche haute ou basse du circuit 3D afin d'accroitre au mieux les performances et consommation du circuit 3D. Une méthodologie de partitionnement physique est introduite pour cela.Enfin un environnement d'évaluation des performances et consommation des technologies 3D est présenté avec pour objectif de rapidement tester les gains possibles de telle ou telle technologie 3D tout en donnant des directives quant à l'impact des certains paramètres technologiques 3D sur les performances et consommation
Scaling limitations of advanced technology nodes are increasing and the BEOL parasitics are becoming more dominant. This has led to an increasing interest in 3D technologies to overcome such limitations and to continue the scaling predicted by Moore's Law. 3D technologies vary according to the fabrication process which creates a wide spectrum of technologies including Through-Silicon-VIA (TSV), Copper-to-Copper (CuCu) and Monolithic 3D (M3D). TSV and CuCu provide 3D contacts of pitch around 5-10um while M3D scales down 3D via pitch extremely to 0.11um. Such high-density capability of Monolithic 3D technology creates new design paradigms. In this context, our objective is to propose innovative design methodologies to well utilize M3D technology and introduce a technology assessment framework to evaluate different M3D technology parameters from design perspective.This thesis can be divided into three main contributions. As creating 3D standard cells become achievable thanks to M3D technology, a new 3D standard cell approach has been introduced which we call it ‘3D Cell-on-Buffer' (3DCoB). 3DCoB cells are created by splitting 2D cells into functioning gates and driving buffers stacked over each other. The simulation results show gain in timing performances compared to 2D. By applying an additionally Multi-VDD low-power approach, iso-performance power gain has been achieved. Afterwards cell-on-cell design approach has been explored where a partitioning methodology is needed to distribute cells between different tiers, i.e. determine which cell is placed on which tier. A physical-aware partitioning methodology has been introduced which improves power-performance-area results comparing to the state-of-the-art partitioning techniques. Finally a full high-density 3D technology assessment study is presented to explore the trade-offs between different 3D technologies, block complexities and partitioning methodologies
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Овчарек, Володимир, Олена Слітюк, Ірина Олейнікова, Аліна Яценко, and Ольга Петрова. "Використання 3D mapping у візуальному дизайні." Thesis, Київський національний університет технологій та дизайну, 2021. https://er.knutd.edu.ua/handle/123456789/18130.

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В роботі досліджено переваги 3D mapping серед інших світлових шоу, проведено аналіз цієї технології. Запропоновано нові ідеї та сучасні рішення з використання цієї технології у візуальному дизайні.
The advantages of 3D mapping among other light shows are investigated in the work, the analysis of this technology is carried out. New ideas and modern solutions for the use of this technology in visual design are offered.
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Narejo, Abdul Ahad. "3D design and simulations of NASA rotor 67." Thesis, University West, Department of Engineering Science, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:hv:diva-814.

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In this master\2019s thesis work, research has been carried out to develop an automated and parameterized programming model in Matlab to generate a standard journal file, which can read by Gambit and produce a meshed 2D and 3D blade. This file then can be exported into mesh-formatted file for fluent for further simulations and numerical results.

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Chu, Chen. "Design synthesis for morphing 3D meso-scale structure." Thesis, Georgia Institute of Technology, 2009. http://hdl.handle.net/1853/34676.

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Rapid prototyping (RP) can be used to make complex shapes with very little or even no constraint on the form of the parts. New design methods are needed for parts that can take advantage of the unique capabilities of RP. Although current synthesis methods can successfully solve simple design problems, practical applications with thousands to millions elements are prohibitive to generate solution for. Two factors are considered. One is the number of design variables; the other is the optimization method. To reduce the number of design variables, parametric approach is introduced. Control diameters are used to control all strut size across the entire structure by utilizing a concept similar to control vertices and Bezier surface. This operation allows the number of design variables to change from the number of elements to a small set of coefficients. In lattice structure design, global optimization methods are popular and widely used. These methods use heuristic strategies to search the design space and thus perform, as oppose to traditional mathematical programming (MP) methods, a better global search. This work propose that although traditional MP methods find local optimum near starting point, given a quick convergence rate, it will be more efficient to perform such method multiple times to integrate global search than using a global optimization method. Particle Swarm Optimization and Levenburg-Marquardt are chosen to perform the experiments.
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黃挺 and Teng Wong. "Slicing of 3D CAD models for mould design." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 1998. http://hub.hku.hk/bib/B29875122.

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Kewin, James. "A computational approach to conceptual 3D spatial design." Thesis, University of Newcastle Upon Tyne, 2001. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.366634.

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Tanwilaisiri, Anan. "Design and fabrication of supercapacitors using 3D printing." Thesis, Brunel University, 2018. http://bura.brunel.ac.uk/handle/2438/16338.

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Supercapacitors, also known as electrochemical capacitors, have shown great potential as energy storage devices; and 3D printing likewise as a manufacturing technique. This research progressively investigates combining these two technologies to fabricate 3D-printed, electrochemical double-layer capacitors (EDLCs). Small EDLCs were designed in a sandwich structure with an FDM-printed plastic frame and carbon electrodes. Inkjet printing was initially combined with FDM printing to produce a pilot sample with a silver ink current collector, however this performed poorly (Cs = 6 mF/g). Henceforth a paste extrusion system was added to the FDM printer to deposit the current collectors and electrodes, fabricating the entire device in a single continuous process. This process was progressively developed and tested, ultimately attaining specific capacitances of 200 mF/g. The fully integrated 3D printing process used to manufacture the EDLCs was a novel approach. Combining the FDM printer with a paste extruder allowed for a high degree of dimensional accuracy, as well as simplifying the production process. This aspect of the design functioned successfully, without significant faults, and proved a reliable fabrication method. The later designs used in this study provided the EDLCs extendable by incorporating connection jacks. This was to create the possibility to increase capacitance simply by connecting multiple EDLCs together. Tests of this feature showed that it worked well, with the extendable EDLCs delivering outputs very close to the theoretical maximum efficiency of the unit. Carbon conductive paint was applied as a current collector and electrode for the 3D printed EDLCs in an exploration of metal-free 3D printed supercapacitors. These metal-free EDLCs were found to provide around 60% of the specific capacitance of the best performing EDLC variant produced (silver paint current collectors with activated carbon and carbon paint mixture electrodes). Although considerable improvement is required to produce EDLC samples with comparable capacitances to existing commercial manufacturing techniques, this study lays important groundwork in this area, and has introduces effective and innovative design ideas for supercapacitors and integrated 3D printing processes.
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Zhang, Xiang S. M. Massachusetts Institute of Technology. "Design of a single element 3D ultrasound scanner." Thesis, Massachusetts Institute of Technology, 2015. http://hdl.handle.net/1721.1/100306.

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Thesis: S.M., Massachusetts Institute of Technology, Department of Mechanical Engineering, 2015.
This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
Cataloged from student-submitted PDF version of thesis.
Includes bibliographical references (pages 90-92).
Over the past decade, substantial effort has been directed toward developing ultrasonic systems for medical imaging. With advances in computational power, previously theorized scanning methods such as ultrasound tomography can now be realized. This thesis presents the design, error analysis, and initial image reconstructions from a single element 3D ultrasound tomography system. The system enables volumetric pulse echo or transmission imaging of distal limbs, for applications including: improving prosthetic fittings, monitoring bone density, and characterizing muscle health. The system is designed as a flexible mechanical platform for iterative development of algorithms targeting imaging of soft tissue with bone. The mechanical system independently controls movement of two single element ultrasound transducers in a cylindrical water tank. Each transducer can independently circle about the center of the tank as well as move vertically in depth. High resolution positioning feedback (~1[mu]m) and control enables flexible positioning of the transmitter and the receiver around the cylindrical tank; exchangeable transducers enable algorithm testing with varying transducer frequencies and beam geometries. High speed data acquisition (DAQ) through a dedicated National Instrument PXI setup streams digitized data directly to the host PC. System positioning error has been quantified and is within limits for the desired imaging modality. Imaging of various objects including: calibration objects, phantoms, bone, animal tissue, and human forearm are presented accordingly.
by Xiang Zhang.
S.M.
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30

Graham, Alexander D. "The design and implementation of a 3D bioprinter." Thesis, University of Oxford, 2015. https://ora.ox.ac.uk/objects/uuid:8921350a-d12a-47d8-96ba-a930396c3c0b.

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3D bioprinting is the additive manufacture of biological materials, such as cells, and has been implemented over the last two decades to print 3D constructs which can mature into functional tissues. Although there are many bioprinting techniques, there are few that are capable of simultaneously printing two or more cell types at high resolutions, high cell densities and high initial cell viabilities. These printing characteristics are required to pattern cells in tissue-like micro-architectures and to quickly mature physiologically relevant tissue. We developed a novel 3D bioprinter and bioprinting methodology, designed to pattern cells without compromising these printing characteristics. Initially a droplet-in-oil 3D printer was created, which assembled mm-scale aqueous droplet networks composed of thousands of picolitre volume micro-compartments. These networks were programmed to show emergent tissue-like properties, mimicking nervous tissue's rapid electrical communication or self-folding in a manner similar to muscle contractions. This printing process was then adapted to pattern HEK-293T cells within droplet networks at high droplet resolution (~50-150 μm), high initial cell viability (90±4%) and high droplet cell density (~30x106 cells/mL). Capillary-like and layered sheet cell architectures were formed with two printed fluorescent cell populations. These 3D printed constructs were transferred to culture medium with minimal loss in pattern fidelity using a novel phase transfer approach. Patterned HEK-293T cells developed into dense cell organisations which showed, high cell viabilities, high cell numbers (up to ~18,000) and mitotically active cells, when cultured over 7 days. Specialised tissues were also developed, here, patterned ovine mesenchymal stem cells were differentiated, after printing, into chondrogenic progenitor cells as affirmed by Sox9 expression.
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Galushko, Nastia. "3D fashion and the design of the future." Thesis, Європейська наукова платформа, 2021. https://er.knutd.edu.ua/handle/123456789/18748.

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The global pandemic has brought real fashion shows to a standstill that leads to a new digital era entering the fashion world. The problem of material waste and pollution lies deeper even best-known fashion houses that lead the fashion industry destroy their ready-made products that are in a perfect condition if they are not purchased within a certain period of time. The committed conservatives of the fashion business might never accept new emerging technologies, real-life models are at risk of losing their jobs to the digital ones, and the vital spark of the fashion shows gets lost among the latitude of the digital world. Nonetheless, whether one fancies it or not, the digital technologies are taking over and in this case even helping to stop the negative effects of pollution and the spread of coronavirus.
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Wong, Teng. "Slicing of 3D CAD models for mould design /." Hong Kong : University of Hong Kong, 1998. http://sunzi.lib.hku.hk/hkuto/record.jsp?B19670424.

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Sung, Sheng-Ping, and 宋昇平. "Design with 3D Linkage." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/24330521948608653264.

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碩士
國立清華大學
數學系
98
In our daily life, many common items are simply linkages or application of linkage, especially the folding objects like folding umbrellas or folding chairs. In first four sections, we would state in detail how to use Cabri 3D to simulate real umbrella, folding umbrella, and folding chair by simple linkages. In the last three sections, we would construct Theo Jansen’s mechanism and Klann’s linkage which are linkages simulating the gait of legged animal.
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Camões, João Filipe Rolo. "Design para Impressão 3D." Master's thesis, 2019. http://hdl.handle.net/10400.6/9350.

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O estágio curricular é o primeiro contacto que um estudante tem quando sai do meio académico e passa para o meio industrial tendo como objetivo transmitir o contacto com o mercado, clientes, profissionais e os diferentes setores dentro de uma empresa. Serve para ajudar a desenvolver um know-how da indústria onde nos encontramos a estagiar, sendo que o presente estágio inicia-se sem compromisso profissional, para nos permitir um desenvolvimento pessoal e profissional, todavia pode ser uma porta que se abre para o início de uma carreira profissional. O desenvolvimento e conclusão deste estágio, nasce de uma parceria entre a Universidade da Beira Interior e a Porcelanas da Costa Verde, SA, sediada na zona industrial de Vagos, concelho de Vagos, distrito de Aveiro. É empresa nacional que se foca no desenvolvimento, produção e comércio de porcelanas para o segmento hoteleiro e para uso doméstico. Durante o período de estágio a empresa facultou ao autor deste relatório a oportunidade de desenvolvimento de dois projetos num ambiente real e profissional. O presente relatório pretende ainda descrever o processo criativo dos trabalhos desenvolvidos durante o período de estágio, os projetos propostos, o funcionamento da impressão 3D por robocasting, a interação com a empresa, com o corpo de trabalho, os processos e ainda mostrar e estabelecer comunicação acerca de novas visões e abordagens relativamente ao design, com o desenvolvimento de novos conceitos e novas formas.
The curricular internship is the first contact that a student has when he / she leaves the academic milieu and passes to the industrial environment with the aim of transmitting the contact with the market, clients, professionals and the different sectors within a company. It serves to help develop a know-how of the industry where we find ourselves in training, and the present stage begins without professional commitment, to allow us a personal and professional development, but can be a door that opens to the beginning of a professional career. The development and completion of this stage, was born out of a partnership between the University of Beira Interior and Porcelanas da Costa Verde, SA, based in Vagos industrial zone, Vagos counties, Aveiro district. It is a national company that focuses on the development, production and trade of porcelain for the hotel segment and for domestic use. During the internship period the referred company, gave the author of this report the opportunity to develop two projects in a real and professional environment. This report is also intended to describe the creative process of the work developed during the internship period, the proposed projects, the operation of the 3D printing by robocasting, the interaction with the company, the work body, the processes and also show and establish communication about new visions and approaches to design, with the development of new concepts and new forms.
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Nguyen, Vu-Loc. "3D-UML Vis : visualizing design pattern in 3D space." Thesis, 2006. http://spectrum.library.concordia.ca/8884/1/MR14332.pdf.

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With the ever increasing complexity of software systems programmers face new challenges in comprehending the structures of these programs, their artefacts, and the behavioural relationships among these artefacts. While modeling languages and notations that were introduced to support the forward engineering process have been quite effective in abstracting the underlying information, these techniques have failed when applied in a reverse engineering context. One reason for the failure is the information overload due to the level of detail available at the source code and a lack of appropriate filtering and analysis techniques. Another limitation of the current approaches is the conceptual gap that exists between the models created during the forward and reverse engineering process. This occurs because the reverse engineered model cannot convey the information and justification behind the architecture chosen. This gap is particularly noticeable when one considers the differences in layout, grouping and organization between the original and reverse engineered models. This thesis attempts to addresses these issues, by introducing a 3D extension of UML (Unified Modelling Language) diagrams to support the visualization of recovered design patterns from source code. The goal is to provide additional guidance during program comprehension. In addition, new viewing techniques are proposed to facilitate the navigation and filtering of the information in the three dimensional world
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Oh, Ji-Young. "Desktop 3D conceptual design systems /." 2005. http://wwwlib.umi.com/cr/yorku/fullcit?pNR11609.

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Thesis (Ph.D.)--York University, 2005. Graduate Programme in Computer Science.
Typescript. Includes bibliographical references (leaves 210-216). Also available on the Internet. MODE OF ACCESS via web browser by entering the following URL: http://wwwlib.umi.com/cr/yorku/fullcit?pNR11609
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37

Liu, Zhaoxia. "Design of 3D graphic editor." Thesis, 2002. http://spectrum.library.concordia.ca/1806/1/MQ72940.pdf.

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In this report, the design of a 3D graphic editor is provided with object-oriented technology and OpenGL GLUT framework. The functionalities and features in the system of this project contain documenting 3D graphic objects, dynamically creating multiple windows and subwindows, and manipulating OpenGL features, such as, lighting, colors, solid and wire mesh states. A hierarchical data structure is built to enable import and export assembled object data. The application of building graphic objects shows that the system performs its functionalities.
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38

Liu, You-Xin, and 劉侑昕. "3D Stereoscopic Camera Lens Design." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/p48e9v.

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碩士
國立臺北科技大學
光電工程系研究所
99
The main purpose of this thesis is to achieve 3D photography by an image sensor and an optical system. Stereoscopic optical system is divided into two parts: dual lens and prime lens. The dual lens uses the afocal of Galilean optical system. The prime lens uses the structure double Gauss lens.Stereoscopic optical system let right/left view image on the right/left side image sensor. The image sensor use multi-space type. Mainly to divide the mage sensor into two capture the right and left image at the same time. From the base of the dual lens, the selected optical angle and the stereoscopic system design to disguise the principle of 3D lens design. The design condition is as follow: specification of image sensor. The design condition is as follow: specification of image sensor. This paper makes three embodiments, as VGA, 1M pixel and 2M pixel stereoscopic lenses. Embodiments of this thesis apply the design of 3D cameras and 3D camcorder. This thesis provides a kind of solution of stereoscopic lens design.
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GuoWei, Liao, and 廖國瑋. "3D Arcade Motion-Ride Design." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/73357253210892730912.

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碩士
醒吾科技大學
資訊科技系所
102
In order to provide an immersive experience for the audience, 3D-dynamic cinemas often utilize computer program to control the dynamic arcade ride. The most common form of dynamic arcade ride design applies program to manipulate the arcade ride installed with motor, using post-production to write a one-way system control program, with part of the recorded movie plot generate action on the dynamic seat and synchronous control. This method of production requires a great amount of time, manpower and money, therefore uneasy to popularize. Through controlling the microcontroller, dynamic seat can be provided interaction to have more authenticity to make 3D movie. This will help promote the use of 3D dynamic movies; universalize the technology to the domestic level. This study will base on 3D animation with computing dynamic seat to have dynamic control design. This plan will first obtain 3D animated video and use the joystick movements to present actions on the dynamic seat, and to analyze recording data through the recorded films and actions using DirectShow. Finally, 3D images will be simulated in the gaming seat, and the video output will drive the movement of the seat consoles in a consistent way. Keywords: Microcontroller、DC motor、DirectShow
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40

Šebková, Martina. "Progressive technologies in furniture design." Master's thesis, 2014. http://www.nusl.cz/ntk/nusl-179435.

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Šebková, M. Progressive technologies in furniture design. Diploma thesis, Brno, Mendel University in Brno, 2014 Diploma thesis 'Progressive technologies in furniture design' is focused on the use of modern technologies in furniture production. The theoretical part explains the basic terms, technology and material options. It focuses mainly on the production of 3D printed furniture and possibilities of virtual testing, measurements, scanning and rapid prototyping. Practical part of diploma thesis consists in design of seating furniture. The product is 3D printed furniture and it is applied 3D modelling, 3D digitization, and measurements. The aim is to point out new possibilities of fabrication and furniture design.
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SHARMA, RISHAV K. "DESIGN OF 3D PRINTER FOR DENTAL DESIGN AND FABRICATION." Thesis, 2022. http://dspace.dtu.ac.in:8080/jspui/handle/repository/19213.

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The project aims to work in the medical field, using 3D printing technology of state-of-the art technology. With the advancement of 3D imaging technology and modeling such as cone beam computed tomography and intra - oral scanning, as well as the longest history of the use of CAD CAM technology in dentistry, technology will become more important. Guidelines for piercing dental implants, portable models of prosthodontics, orthodontics, and surgery, dental and orthopaedic implants, and duplicate and dental implants are all examples of 3D printing applications. The advantages of 3D printing technology include efficient use of materials and the ability to create one complex shape; however, the disadvantages include high cost and processing after extensive processing.
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42

Tai, Po-hsun, and 戴伯勳. "3D Truss Design and Optimization Platform." Thesis, 2006. http://ndltd.ncl.edu.tw/handle/4prp58.

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碩士
國立臺灣科技大學
機械工程系
94
This research is to devise automatic 3D truss design and optimization platform. In order that the platform can execute the truss optimization in an automatic fashion, this platform combines the optimization software and truss analysis software together, and also use OpenGL to make the 3D truss constructed in the platform viewable in the window environment. This platform can not only be used for the automated truss optimization, but also serve as a base unit for the automated integrated structural design system that combines topology optimization and shape optimization of continumm structures and truss-like discrete structures.
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許玉瓊. "Multi-Agent Collaborative 3D Product Design." Thesis, 2006. http://ndltd.ncl.edu.tw/handle/51618225327963046961.

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Chen, Chi-Ning, and 陳起寧. "3D computer-aided design web system." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/95619546997101810101.

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碩士
國立臺灣海洋大學
系統工程暨造船學系
98
In the thesis, we have developed a computer aided design web system “WebCAD”. Users only needs a computer online and a web browser to use this system. This system provides functions of importing/exporting OBJ files of geometry definition, drawing computer graphics on web browser and uploading graphic models to remote database server. We use java programming language and JOGL package for WebCAD development. JOGL package is essentially the OpenGL API especially used for java programming language. Users can interactively operate graphic models using mouse wheel to zoom in/zoom out it, mouse left button to translate it and mouse right button to rotate it. WebCAD also provides some simple functions to edit graphic models. Due to large size of OBJ file, we define a special data structure to improve WebCAD efficiency of data transfer through Internet and graphic demonstration on client computer. Such a data structure packages all graphic model data into a data object. The data object is not only what remote database records but also what WebCAD stores in client computer memory. WebCAD also snapshots new model and upload it to remote web server and uses these snapshots to list user’s uploaded graphic models for easy management. WebCAD can export snapshot of graphic models to image files and save/open data object files. Finally, we test WebCAD efficiency and the results are satisfying.
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Kao, Wei-Hao, and 高偉豪. "Educational 3D Passive Dynamic Walker Design." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/17347851800217607500.

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碩士
大同大學
機械工程學系(所)
101
In this thesis , for the developing a slope walking toy for the educational purpose , we try to investigate the 3D passive dynamic walking mechanism experimentally . At first , we use the photography technology to observe the rocking phenomenon of the passive walking toy to certify the complete walking cycle and try to find the important parameter which concern the walking phenomenon . And many models with different parameter was made , and a series of experiments was done . Due to the experiment results , We set up the checking formulas and the design process for passive dynamic walking toy . From now on , we can use the passive dynamic walking toy as a technological education carrier , to let the student decide the angle of slope , the location of the center of gravity , and radian of the sloe of the foot to let the simple toy walk with steady frequency on the slope .
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Lin, Fan-chi, and 林帆己. "3D games design implementation for PDA." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/70694416782549285612.

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碩士
逢甲大學
應用數學學系
101
Mobile games and mobile gaming platform have grown rapidly over the past five years, and the trend of mobile devices which become smaller and more powerful is likely to continue to develop; however, developing games for different mobile devices is never an easy task, especially for independent developers and amateur hobbyists. Different mobile platforms have their own developmental environments and APIs. It is fortunate that solutions do exist, such as Shiva3D, Unity3D, and so on. These developmental environments allow developers to take full advantage of a tool, and publish to different mobile devices. This research focuses on exploring the use of the developmental ShiVa3D engine, even if it is not very familiar to a developer, which can still be easily used to quickly develop simple games. In the past, developing a game often requires a big team, but now only a programmer, an artist, and a planner will be able to develop a game themselves. This is a solution for studios or independent developers that can save a lot of costs and time.
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劉哲宇. "3D Control Design in Game Developmentt." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/30345208744473821129.

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碩士
逢甲大學
應用數學學系
102
In recent years, the popularity of smart phones and tablet PCs has caused the APP games market boom.Also,the development of the game engines for these APPs, such as Unity, Shiva3D,etc,have their own APIs and publishing tools.Therefore, the completed APP games can be published to whichever platform is particular to the mobile device, such as iPhone OS, Android ,etc; which is a godsend for independent developers and hobbyists. This research will focus on control design in 3D games.Although each game engine has different APIs and tool interfaces,the design concept is the same.This paper will use Unity games engine to present 3D control design in game development.
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48

Lu, I.-CHANG, and 盧奕璋. "The Service Design by 3D Printing." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/6kts92.

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碩士
大葉大學
工業工程與管理學系
106
In the 21st century, 3D printing is considered to be one of the key technologies of the third industrial revolution. 3D printing technology is not only the trend that leads the world to a new revolution, but also makes consumers have different views on products and time. In recent years, all industries have regarded service as one of the important topics, and how to effectively meet the important issues that customers have to be discussed in the enterprise. This research creates new services from the customer's perspective, enabling companies to meet customer needs with new services.
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49

Do, Chau. "3D MEMS Microassembly." Thesis, 2008. http://hdl.handle.net/10012/3952.

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Due to the potential uses and advantages of 3D microelectromechanical systems (MEMS), research has been ongoing to advance the field. The intention of my reasearch is to explore different gripper designs and their interaction with corresponding components to establish a 3D microassembly system. In order to meet these goals, two grippers were designed using different mechanisms for grasping. At the same time, corresponding parts capable of being constructed into a 3D microstructure were designed to interact with the grippers. The microcomponents were fabricated using PolyMUMPS, a part of the Multi-User MEMS Processes (MUMPS), and experimentation was conducted with the goal of constructing a 3D microstructure. The results were partially successful in that both grippers were able to pick up corresonponding parts and bring them out of plane in order to make them stand up. However, a final 3D microstructure was unfortunately not achieved due to time constraints. This will be left to future researchers who continue the project. On the equpiment side a microassembly system was fully integrated using cameras for vision and motors with micro-resolution for movement. A computer program was used to control each part of the system. The cameras provided feedback from various views, allowing the operator to observe what was happening to the microcomponents. The grippers were attached to one of the motors and manipulated to pick up the parts. The final overall system proved sufficient for microassembly, but had some areas that could be improved upon.
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50

Santos, João Pedro Coimbra. "Visualização 3D/fotorrealismo." Master's thesis, 2015. http://hdl.handle.net/10348/6392.

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Dissertação de Mestrado em Comunicação e Multimédia
Com o aumento da qualidade dos conteúdos gerados por computador, abriu-se uma nova janela de mercado para imagens de alta resolução. Atualmente, a visualização realista de modelos criados em computador é um acontecimento frequente. É cada vez mais raro apresentar-se um grande projeto, nas mais diversas áreas, em que não sejam colocadas imagens que permitam perceber o aspeto final da obra. Este documento foca-se na criação de imagens fotorrealistas, traduzindo o trabalho desenvolvido na empresa 1Plano, um estúdio focado na produção de catálogos, fotografias de produto e produção de imagens 3D. O primeiro passo para criar este tipo de imagem tem sempre por base uma pesquisa em áreas tão distintas quanto a fotografia, a propagação da luz, a computação gráfica e a álgebra. Esta pesquisa fornecerá, e forneceu neste caso, um suporte vital ao desenvolvimento de todos os projetos enquanto designer 3D. A maioria dos projetos desenvolvidos pela 1Plano relacionam-se com design de interiores e mobiliário, sendo desenvolvidos em software CAD com base em esboços fornecidos por designers e fotógrafos. Este tipo de imagens é utilizado em catálogos de produtos, websites das empresas e redes sociais. Também se encontram descritas as várias etapas de desenvolvimento de cada tipo de projeto, desde os esboços até ao resultado final. Neste documento também se pode notar a importância deste tipo de visualização com base em opiniões de alguns dos principais artistas 3D e da própria experiencia de trabalho do autor.
With the increasing quality of CGI provided by the last advancements in computer graphics, a new market for high resolution render´s has emerged. Nowadays photorealistic visualization of computer generated models is a common sight. It's hard to find a big project, of any kind, which people can't see images of the final result. The focus of this document consists in the creation of photorealistic computer generated imagery, documenting the work developed in the company 1Plano, a studio focused on photography, catalogue design and 3D image production. The first step in order create this type of images always consists on research about several distinct areas, such as photography, light behavior, computer graphics and algebra. This research provides a vital theoretical support to all developed projects, as an intern 3D designer. Most of the projects where related with interior and furniture design, modeled and textured in CAD software, accordingly to sketches provided by interior designers and photographers. This synthetic images are used in product catalogue, company websites and social media. A detailed description of each type of project is also provided, from the designers sketches to final production. In this document it can be noticed the importance of this kind of visualization’s, trough senior 3D artists opinions and the author’s own work experience as intern.
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