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1

Bozkurt, Nesli. "2d/3d Imaging Simulator." Master's thesis, METU, 2008. http://etd.lib.metu.edu.tr/upload/12610147/index.pdf.

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3D modeling of real objects has an increasing importance in numerous areas. Although many methods and solutions are already proposed for 3D data acquisition, research continuing in this area is still intense. However, a crucial drawback about 3D data extraction algorithms is their testing and validation difficulty. Additionally, obtaining calibrated 2D and 3D imaging systems is troublesome due to their high effort demand for calibration and high cost. In this thesis, a 2D/3D Imaging Simulator is proposed in order to ease development and testing of 3D data interpretations of different methods and also to generate synthetic images for miscellaneous use. Furthermore, an example application on FRGC database is explained in detail.
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2

Estelle, Stephen. "Optimizing 3D Printed Prosthetic Hand and Simulator." Digital Commons at Loyola Marymount University and Loyola Law School, 2019. https://digitalcommons.lmu.edu/etd/661.

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The purpose of this study is to examine the position and use of an upper extremity prosthetic simulator on non-amputees. To see how a 3D printed prosthetic simulator can be optimized to serve the user correctly and accurately. In addition, this study examines the improvement of the Hosmer 5X Prosthetic Hook with the addition of newly designed trusses on to the prosthetic, as well as utilizing a new manufacturing method known as 3D printing. These topics are important because there is no standardized prosthetic simulator for schools and research facilities to use. Off the shelf prosthetic simulator cost upwards of $2000, often too expensive for early stage research. By optimizing the Hosmer 5X Prosthetic Hook with 3D printing, this new opportunity could allow amputees, from a range of income classes, to have access to a wide variety of prosthetics that are strong enough to support everyday living activities. A low-cost prosthetic that is easily distributable and accessible can give people a chance to regain their independence by giving them different options of efficient prosthetic devices, without having to spend so much. The devices in this project were design and analyzed on SOLIDWORKS, 3D scanned on the Artec Space Spider, and surfaced on Geomagic Wrap. Key results include developing a low-cost, robust prosthetic simulator capable of operating a Hosmer 5X Prosthetic hook, as well as developing a lighter version of the Hosmer 5X Prosthetic Hook that is more cost efficient and easily obtainable to the population around the world.
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Melcer, Pavel. "3D Autoškola." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2019. http://www.nusl.cz/ntk/nusl-412569.

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This work deals with driving skills training problematics using a driving school 3D simulator, which monitors the observance of road traffic rules. Existing simulators are categorized by characteristics and described. The text contains a list of implemented rules and a summary of suitable tools. The resultant application is based on the Unreal engine and the text describes the various stages of development.
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Forsberg, Sean Michael. "NETWORK CHANNEL VISUALIZING SIMULATOR: A REAL-TIME, 3D, INTERACTIVE NETWORK SIMULATION PLATFORM." DigitalCommons@CalPoly, 2012. https://digitalcommons.calpoly.edu/theses/784.

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With a focus of always being connected, it's become typical for laptops and mobile devices to include multiple wireless network devices. Though the additional network devices have created mobility and versatility of how a user is connected, it is common for only one to be active at any given time. While likely that new mesh protocols will help maximize connectivity and power consumption by utilizing lower-power multi-hop techniques, it is still difficult to visualize these protocols due to the complexity created by each node's simple choices. Further challenges are presented by the variety of network devices which share frequency ranges with different output power, sensitivities, and antenna radiation patterns. Due to the complexity of these configurations and environments, it becomes clear that reproducible simulations are required. While several network simulators have been thoroughly tested over their many years of use, they often lack realistic handling of key factors that affect wireless networks. A few examples include cross-channel interference, propagation delays, interference caused by nodes beyond communication range, channel switching delays, and non-uniform radiation patterns. Another key limitation of these past tools is their limited methods for clearly displaying characteristics of multi-channel communication. Furthermore, these past utilities lack the graphical and interactive functions which promote the discovery of edge cases through the use of human intuition and pattern recognition. Even with their other limitations, many of these simulators are also extendable with new components and simulation abilities. As a result, a large set of protocols and other useful discoveries have been developed. While the concepts are well tested and verified, a new challenge is found when moving code from prototype to production due to code portability problems. Due to the sophistication of these creations, even small changes in code during a protocols release can have dramatic effects on its functionality. Both to encourage quicker development cycles and maintain code validation, it would be advantageous to provide simulation interfaces which directly match that of production systems. To overcome the various challenges presented and encourage the use of innate human abilities, this paper presents a novel simulation framework, Network Channel Visualizing Simulator (NCVS), with a real-time, interactive, 3D environment with clear representation and simulation of multi-channel RF communication through multiple network device types.
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Huda, Md Nurul. "3D Simulator for Wind Interferometer Data-Model Comparison." Thesis, Virginia Tech, 2019. http://hdl.handle.net/10919/95017.

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The connection between earth and space weather has numerous impacts on spacecraft, radio communications and GPS signals. Thus, predicted & modeling this region is important, yet models (both empirical and first principles) do a poor job of characterizing the variability of this region. One of the main objectives of the NASA ICON mission is to measure the variability of the ionosphere and thermosphere at low-mid latitudes. The MIGHTI instrument on ICON is a Doppler Interferometer that measures the horizontal wind speed and direction with 2 discrete MIGHTI units, separated by 90˚, mounted on the ICON Payload Interface Plate. This work focuses on building a simulation of wind interferometer data, similar to MIGHTI, using a first-principles model as the input dataset, which will be used for early validation and comparison to the MIGHTI data. Using a ray-tracing approach, parameters like O, O2, O+, O2+, T, wind, solar F10.7 index will be read for every point along every ray from the model and brightness and Line of Sight (LOS) wind will be calculated as functions of altitude and time. These data will be compared to the MIGHTI observations to both to establish the limitation of such models, and to validate the ICON data. ICON will help determine the physics of our space environment and pave the way for mitigating its effects on our technology, communications systems and society. However, ICON is yet to launch and due to the unavailability of MIGHTI data, we have selected another instrument called WINDII (Wind Imaging Interferometer) from a different mission UARS (Upper Atmosphere Research Satellite) to demonstrate the utility of this data-model comparison. Similar to MIGHTI, WINDII measures Doppler shifts from a suite of visible region airglow and measures zonal and meridian winds, temperature, and VER (Volume Emission rate) in the upper mesosphere and lower thermosphere (80 to 300 km) from observations of the Earth's airglow. We will use a similar approach discussed for MIGHTI to calculate vertical profile of Redline airglow, Wind velocity, emission rate and compare them with our simulated results to validate our algorithm. We initially thought asymmetry calculation along the Line of Sight (LOS) would be the limiting factor. We believe there are other things going on such as variability in the winds associated with natural fluctuations in the thermosphere, atmospheric waves, inputs from the sun and the atmosphere below etc., appear to be bigger factor than just asymmetry along the line of sight.
The upper Earth atmosphere host’s most of the valuable spacecraft’s and almost all the communication signals go through this portion of the atmosphere. Yet we do not understand what causes variation in the upper atmosphere. In order to answer what’s causing these changes and to understand this complicated region, NASA has developed the ICON mission. ICON we will mainly study the Ionosphere ranging from 90 to 450 km above the earth surface. In this study have developed a tool able to simulate thermospheric wind profiles, O, O2, O+, O2+ densities, Volume emission rate (VER) of green and red line airglow from measurements on the NASA Ionospheric Connection Explorer (ICON) mission from an instrument on board called MIGHTI. However, ICON is yet to launch so do not have MIGHTI to test our algorithm. We chose an instrument which is similar to MIGHTI called Wind Imaging Interferometer (WINDII), from a different mission called Upper Atmosphere Research Satellite (UARS) to test our algorithm. We initially thought asymmetry calculation along the Line of Sight (LOS) would be the limiting factor. We believe there are other things going on such as variability in the winds associated with natural fluctuations in the thermosphere, atmospheric waves, inputs from the sun and the atmosphere below etc., appear to be bigger factor than just asymmetry along the line of sight.
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Sewall, Lyle Matthew. "Dielectric Characterization: A 3D EM Simulation Approach." Thesis, Virginia Tech, 2006. http://hdl.handle.net/10919/35031.

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A new approach is presented that relies upon 3D electromagnetic simulation results to characterize the complex permittivity of homogeneous dielectric materials. By modeling the test fixture and obtaining a set of simulated S-parameters through an iterative solution process, the dielectric constant and loss tangent can be found. With further development, the 3D simulation results may be used to replace the need for complex theoretical analysis of the measurement geometry. The method is applied to an X-band rectangular waveguide setup, for which the theoretical S-parameters can be readily calculated. A Teflon sample, for which the dielectric properties are well-known, is used for all measurements and calculations. After presenting a detailed derivation to obtain the theoretical S-parameters, the Teflon sample is measured and compared to the theoretical results, from which the comparison shows great promise. An inverse solution algorithm is used to solve for the material properties from the experimental S-parameters. Low-frequency measurement of the Teflon sheet was performed by using a dielectric capacitor test fixture. The results show the effect of an air gap between the electrode and sample, producing serious errors.
Master of Science
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7

Bladlund, Sara. "Evolution of 3D User Distribution Models in Real Network Simulator." Thesis, Uppsala universitet, Signaler och System, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-139415.

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The report treats the development and evaluation of a three dimensional user distribution model for a real network simulator. The simulator is used to create realistic predictions of real networks with the use of high resolution maps including a building data base and network data and also an advanced radio model for LTE. Previously all simulations have been performed with a two dimensional user distribution, i.e. all users situated on the ground level. Since it is considered plausible that many LTE users will be indoors in buildings with multiple floors, several three dimensional user distribution models with users not only on the ground floor but also on the higher floors has been developed and implemented in the simulator. The models all account for the change in path loss and SINR to be expected and have been compared in computational time and credibility. The simulations show that by the use of such a three dimensional model there is a significant improvement at low loads but at high loads the interference becomes dominant and the results show a deterioration and approaches the results of the ordinary two dimensional model. The seventh and last model to be investigated shows a desirable computational speed that still does not compromise too much with the accuracy and detailing of the model and is therefore recommended for normal use.
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Ma, Ping. "The implementation of a 3D-object simulator using Open-GL." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 2001. http://www.collectionscanada.ca/obj/s4/f2/dsk3/ftp04/MQ59335.pdf.

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9

Kröck, Martin. "Ein schneller 3D-Simulator zur Auslegung der Leistungsregelung am Druckwasserreaktor." Berlin dissertation.de, 2007. http://www.dissertation.de/buch.php3?buch=5089.

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10

Sheng-Ye, Jin. "Topographic Relief Correlated Monte Carlo 3D Radiative Transfer Simulator for Forests." 京都大学 (Kyoto University), 2017. http://hdl.handle.net/2433/225763.

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Lundin, Zacharias, and Johan Eriksson. "Datorsimulering av gruvlastare för funktionell testning." Thesis, Örebro universitet, Institutionen för naturvetenskap och teknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-41989.

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I denna rapport presenteras hur en simulatorlösning för funktionstestning av en gruvmaskin har tagits fram. Arbetet har skett i Atlas Copcos regi och består av tre delar: kartläggning i form av intervjuer, utvärdering av befintliga simulatoralternativ och slutligen val och implementation av lösning.   Resultatet visar på en konceptuell prototyp, där en gruvmaskin visualiseras i en 3D-miljö tillsammans med en virtuell gruvgång. Detta möjliggör bland annat testning av autonom navigering, alltså att en gruvmaskin självständigt styr utifrån avläsning av tunnelväggar med hjälp av laser. Samtidigt tillåter lösningen också att kontrollvärden från olika sensorer, såsom vinkelgivare, kan hämtas ut ur simuleringen.
This report presents how a solution for functional testing of mine trucks involving a simulator has been developed. The project has been directed by Atlas Copco and consists of three parts: conduction of a survey in the form of interviews, evaluation of existing simulators and finally selection and implementation of a solution.   The result shows a mine truck visualized in a 3D environment with a virtual mining tunnel. This allows for testing of the autonomous navigation systems developed at Atlas Copco, where a machine uses readings from laser sensors to locate itself and navigate through mining tunnels without the help of an operator. At the same time, it allows relevant and interesting values from various sensors, such as inclinometers, to be extracted from the simulation environment.
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Flodin, Martin. "Betydelsen av skuggning vid volymrenderad visualisering i en multimodal simulator för operativ extraktion av visdomständer." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-221667.

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Detta examensarbete utfördes för att ta reda på hur viktig skuggning är som djupinformationsbärare i en multimodal simulator för operativ extraktion av visdomständer. Simulatorn har både haptik och stereografik som kan förmedla djupinformation. Frågeställningen för examensarbetet var därför att undersöka om det fanns något behov av att använda sig av en relativt beräkningstung rendering med skuggning, eller om det skulle duga med en enklare typ av rendering. Användartester har utförts med erfarna tandläkare som har fått prova på simulatorn med olika typer av renderingar av ett och samma patientfall. Metoden som användes kallas kooperativ utvärdering vilken tillåter diskussion mellan användaren och utvärderaren. Det visar sig att skuggningen spelar en mycket stor roll för användarens djupuppfattning. Skuggningen visar sig faktiskt vara betydligt viktigare än stereoinformationen, särskilt som tandläkarna fokuserar på ett mycket litet område där stereoeffekten verkar försumbar. Det är även viktigt att väga in det faktum att inte alla kan se djup i stereobilder. Då de tänkta användarna är relativt unga tandläkarstudenter är de vana vid nästan verklighetstrogen grafik från dataspel och datoranimerad film. Därför bör grafiken i simulatorn ligga så nära den standarden som möjligt. Användandet av haptik gör visserligen att användaren kan känna var denna befinner sig i djupled, men vid konflikt med synintrycken så verkar synen ta överhanden. Slutsatsen blir därmed att skuggning definitivt är värd att implementeras, trots de extra resurser som krävs.
The aim of this thesis was to investigate the importance shading has on the perception of depth in a multimodal simulator for operative extraction of wisdom teeth. The simulator uses both haptics and stereo graphics to convey information about depth. The problem formulated in the thesis was to investigate the necessity of using shading, which is quite demanding computationally, or if a simpler type of rendering would suffice. User tests have been performed with experienced dentists who have tried different graphical renderings of the same patient case in the simulator. The method used for the tests is called cooperative evaluation and allows for discussions between the user and the evaluator. Shading turns out to play an important role in the users’ perception of depth. It even seems to be more important than the stereo information since the area the dentists focus on is so small the stereo effect seems negligible. The fact that not all people can see depth in stereo images is also important to consider. As the intended users are relatively young dental students, they are accustomed to almost photorealistic graphics in computer games and computer animation. Therefore the graphics in the simulator needs to be as close to that standard as possible. The use of haptics does make it possible for the user to feel where s/he is located depthwise, but when a conflict with the visual feedback occurs, the visual information tends to dominate. The conclusion therefore is to recommend that shading definitely is worth implementing, even though it requires additional resources.
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Pernica, Lukáš. "3D Autoškola." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2009. http://www.nusl.cz/ntk/nusl-236792.

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This study was created to describe and to design the 3D simulator for a driving schools. In the study there are gathered the basic definitions of available simulators and possibilities of their application in real life. This new simulator is designed on a basis of detailed study of available simulators. In study are described the issues with simulation of traffic system, monitoring compliance with the traffic rules as well as a new user interface model. The whole concept and procedure during implementation of the simulator are described at the end of the work.
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Oliveira, Junior Geraldo Francisco de. "A generic processing in memory cycle accurate simulator under hybrid memory cube architecture." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2017. http://hdl.handle.net/10183/170019.

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PIM - uma técnica onde elementos computacionais são adicionados perto, ou idealmente, dentro de dispositivos de memória - foi uma das tentativas criadas durante os anos 1990 visando mitigar o notório memory wall problem. Hoje em dia, com o amadurecimento do processo de integração 3D, um novo horizonte para novas arquiteturas PIM pode ser explorado. Para investigar este novo cenário, pesquisadores dependem de simuladores em software para navegar pelo espaço de exploração de projeto. Hoje, a maioria dos trabalhos que focam em PIM, implementam simuladores locais para realizar seus experimentos. Porém, esta metodologia pode reduzir a produtividade e reprodutibilidade. Neste trabalho, nós mostramos o desenvolvimento de um simulador de PIM preciso, modular e parametrizável. Nosso simulador, chamado CLAPPS, visa a arquitetura de memória HMC, uma memória 3D popular, que é amplamente utilizada em aceleradores PIM do estado da arte. Nós desenvolvemos nosso mecanismo utilizando a linguagem de programação SystemC, o que permite uma simulação paralela nativamente. A principal contribuição do nosso trabalho se baseia em desenvolver a interface amigável que permite a fácil exploração de arquiteturas PIM. Para avaliar o nosso sistema, nós implementamos um modulo de PIM que pode executar operações vetoriais com diferente tamanhos de operandos utilizando o proposto conjunto de ferramentas.
PIM - a technique which computational elements are added close, or ideally, inside memory devices - was one of the attempts created during the 1990s to try to mitigate the memory wall problem. Nowadays, with the maturation of 3D integration technologies, a new landscape for novel PIM architectures can be investigated. To exploit this new scenario, researchers rely on software simulators to navigate throughout the design evaluation space. Today, most of the works targeting PIM implement in-house simulators to perform their experiments. However, this methodology might hurt overall productivity, while it might also preclude replicability. In this work, we showed the development of a precise, modular and parametrized PIM simulation environment. Our simulator, named CLAPPS, targets the HMC architecture, a popular 3D-stacked memory widely employed in state-of-the-art PIM accelerators. We have designed our mechanism using the SystemC programming language, which allows native parallel simulation. The primary contribution of our work lies in developing a user-friendly interface to allow easy PIM architectures exploitation. To evaluate our system, we have implemented a PIM module that can perform vector operations with different operand sizes using the proposed set of tools.
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Alm, Torbjörn. "Simulator-Based Design : Methodology and vehicle display application." Doctoral thesis, Linköpings universitet, Industriell arbetsvetenskap, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-8465.

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Human-in-the-loop simulators have long been used in the research community as well as in industry. The aviation field has been the pioneers in the use of simulators for design purposes. In contrast, corresponding activities in the automotive area have been less widespread. Published reports on experimental activities based on human-in-the-loop simulations have focused on methods used in the study, but nobody seems to have taken a step back and looked at the wider methodological picture of Simulator-Based Design. The purpose of this thesis is to fill this gap by drawing, in part, upon the author’s long experience in this field. In aircraft and lately also in ground vehicles there has been a technology shift from pure mechanics to computer-based systems. The physical interface has turned into screen-based solutions. This trend towards glass has just begun for ground vehicles. This development in vehicle technology has opened the door for new design approaches, not only for design itself, but also for the development process. Simulator-Based Design (SBD) is very compatible with this trend. The first part of this thesis proposes a structure for the process of SBD and links it to the corresponding methodology for software design. In the second part of the thesis the focus changes from methodology to application and specifically to the design of three-dimensional situation displays. Such displays are supposed to support the human operator with a view of a situation beyond the more or less limited visual range. In the aircraft application interest focuses on the surrounding air traffic in the light of the evolving free-flight concept, where responsibility for separation between aircraft will be (partly) transferred from ground-based flight controllers to air crews. This new responsibility must be supported by new technology and the situational view must be displayed from the perspective of the aircraft. Some basic design questions for such 3D displays were investigated resulting in an adaptive interface approach, where the current situation and task govern the details of information presentation. The thesis also discusses work on situation displays for ground vehicles. The most prominent example may be the Night Vision system, where the road situation ahead is depicted on a screen in the cab. The existing systems are based on continuous presentation, an approach that we have questioned, since there is strong evidence for negative behavioral adaptation. This means, for example, that the driver will drive faster, since vision has been enhanced, and thereby consume the safety margins that the system was supposed to deliver. Our investigation supports a situation-dependant approach and no continuous presentation. In conclusion, the results from our simulator-based studies showed advantages for adaptive interface solutions. Such design concepts are much more complicated than traditional static interfaces. This finding emphasizes the need for more dynamic design resources in order to have a complete understanding of the situation-related interface changes. The use of human-in-the-loop simulators and deployment of Simulator-Based Design will satisfy this need.
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Jonsson, Alexander, and Martin Husell. "Design of an oral surgery simulator : Human-centered design study and implementation on a surgerysimulator." Thesis, KTH, Maskinkonstruktion (Inst.), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-226331.

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The company Forsslund Systems has developed a simulator for oral surgery training. The simulator, named Kobra, uses detailed virtual models of surgical situations, spatial haptics and a co-located stereoscopic display to provide an environment in which students can practice surgical techniques. Four years after the introduction of the Kobra a need was recognized for a new hardware design that satisfies the customers expectations on visual appearance and hardware refinement and that aims to improve the experience for the end users. This report describes the design development process of the new enclosure, that had a focus on human-centered design, brand management and small-scale manufacturing. Inspired by findings from a comprehensive user study, conducted at a teaching hospital in Riga and relevant literature, as well as the results of prototyping and testing, the new design of the Kobra aims to improve the usability and market attractiveness of the product offering. This while being tailored to utilize the manufacturing technologies available to a small-scale in-house or out-sourced production team. A full-scale functioning prototype of the concept was built in-house, using the proposed means of manufacture, demonstrating a design that is close to ready for production.
Simulatorn, kallad Kobra, använder detaljerade virtuella modeller av kirurgiska ingrepp, 3D-haptik och en samlokaliserad stereoskopisk skärm för att skapa en miljö där elever kan öva kirurgiska tekniker. Fyra år efter introduktionen av Kobran klargjordes ett behov av en ny hårdvarudesign som uppfyller kundernas förväntningar på utseende och hårdvarukvalité samt som syftar till att förbättra upplevelsen för slutanvändarna. Denna rapport beskriver designutvecklingsprocessen av den nya exteriören, som hade utgångspunkt från människocentrerad design, varumärkeshantering och småskalig tillverkning. Inspirerad av insikter från en omfattande användarstudie, genomförd på ett lärosäte i Riga och relevant litteratur, såväl som resultaten av prototyptillverkning och utvärdering, syftar den nya designen av Kobran till att förbättra användbarhet och produktens marknadsläge. Detta medans designen är skräddarsydd för att utnyttja de tillverkningsprocesser som är tillgängliga för ett småskaligt internt eller externt produktionslag. En fullskalig fungerande prototyp av konceptet byggdes, med hjälp av de föreslagna tillverkningsmetoderna, som påvisade en nära produktionsklar design.
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Saarinen, Christopher, and Sahindal Evin Antoniadis. "Simulerad interaktiv arbetsmiljö : Från teori till design och implementering." Thesis, Uppsala universitet, Institutionen för informatik och media, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-126575.

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This is a thesis on D-level. In a previous course, at our program Computer Science, we came up with an idea of how to improve/complement training for new employees who are situated in a stressful workplace at companies who are in a constant need of rehiring. We developed this concept and came up with an idea for a simulator that could train staff as well as relieve stress and tension for new employees. The idea matured and became a Serious Game simulator based on a dual-wield Wii-controlled PC-based simulator with Bluetooth support. The purpose of this paper is to produce a design concept for a simulator as well as conducting research on the topics: mental and physical learning abilities, psychomotor abilities, visual perception, hand-eye coordination, confidence, simulators and Serious Games. The conducted research will be the foundation for the design concept which will be implemented in our co-workers', Henrik Djerf & Daniel Gomez-Ortega, prototype. In the time-period for this examination course most part of the basic elements of the design concept were implemented and tested. The result of the work is presented in the last chapter with images and discussion on the simulators functionality and graphical user interface.
Detta är ett projekt i två delar en teoretisk och en teknisk, den tekniska är separat från denna och är skriven av Henrik Djerf och Daniel Gomez-Ortega.
Simulerad interaktiv arbetsmiljö
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Masotti, Nicola. "Progettazione e sviluppo di un RVE (Reconfigurable Virtual Environment) per applicazioni nei settori dell’ingegneria industriale." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2013. http://amslaurea.unibo.it/5225/.

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Il presente elaborato descrive la realizzazione, presso il Laboratorio di Realtà Virtuale e Simulazione della Seconda Facoltà di Ingegneria, di un RVE (Reconfigurable Virtual Environment), per applicazioni nei settori dell’ingegneria industriale. La tesi ripercorre la fase di progettazione del sistema basato sull'integrazione di componenti COTS. E' definito, inoltre, un insieme di applicazioni target nei settori dell'ingegneria industriale di cui si valuta la compatibilità con il Virtual Environment. L'elaborato si conclude con la presentazione dei risultati e dei possibili sviluppi futuri.
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Bach, Willy, and Petter Vidarsson. "Integrering av en robotgräsklippare i en 3-dimensionell simulering." Thesis, Tekniska Högskolan, Högskolan i Jönköping, JTH, Datateknik och informatik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-47454.

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I takt med att marknaden för robotgräsklippare ökar så är pressen högre på företag att deras produkt ska vara robust. Detta kan uppnås genom att testerna som görs på robotgräsklipparen testas så fort som möjligt. Genom att skapa en simulering där alla tester genomförs istället för att köra testerna på en fysisk robotgräsklippare kan detta uppnås och utifrån detta utformades forskningsfrågan. För att skapa simuleringen undersöktes först mjukvaror vilket ansågs lämpliga för att utveckla en simulator, detta gjordes via en fallstudie. Dessa har sedan analyserats och jämförts för att till slut bestämma de som ansetts bäst att använda. Med hjälp av de så startade en utveckling av en simulator där hjul- och kollisionsdata hämtades från en fysisk robotgräsklippare och skickades till en virtuell robotgräsklippare. Den färdigställda simulatorn utvärderades vid slutet av arbetet med hjälp av experiment där författarna observerade och jämförde rörelsen hos den fysiska och virtuella robotgräsklipparen. För att utföra denna uppgift så tillämpade arbetet metoden Design science research där det arbetades iterativt vid utvecklingen av simulatorn. Resultatet visar på att det är möjligt att skapa en simulator med de valda mjukvarorna ROS och Gazebo där man kan genomföra simulerade tester. Arbetet visar på ökad kunskap där data från en fysisk robotgräsklippare kan implementeras i 3D-simulatorn Gazebo via ramverket ROS. Studien kan användas som riktlinje i liknande projekt när det kommer till val av mjukvaror och om de är lämpliga. Arbetet begränsas till enbart hjul- och kollisionsdata från den fysiska robotgräsklipparen.
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Häggmark, Erik. "Mörkerkörning: Realtidssimulering och visualisering av fordonsbelysning för mörkerkörning i körsimulator." Thesis, Linköping University, Department of Electrical Engineering, 2004. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-2663.

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To give a realistic impression in a driving simulator for nighttime driving, there are many challenging aspects to consider. One of the most important aspects is the illumination caused by the headlights of the own vehicle. To give a realistic impression there is the need to consider the characteristics of the headlight in use to be able to represent main and dipped beam, but also to represent different models and types of headlights.

Another important aspect is the dazzling effects caused by the light cast by other vehicles upon the driver. These effects are not only important to give a realistic and visually appealing simulation, but also to simulate blinding effects which may affect the drivers ability to perceive the traffic environment to a large degree.

This thesis describes methods to simulate these vital aspects of night-drive simulation in real-time using the capabilities of today's graphics cards.

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Sac, Hakan. "Opti-acoustic Stereo Imaging." Master's thesis, METU, 2012. http://etd.lib.metu.edu.tr/upload/12614782/index.pdf.

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In this thesis, opti-acoustic stereo imaging, which is the deployment of two-dimensional (2D) high frequency imaging sonar with the electro-optical camera in calibrated stereo configuration, is studied. Optical cameras give detailed images in clear waters. However, in dark or turbid waters, information coming from electro-optical sensor is insufficient for accurate scene perception. Imaging sonars, also known as acoustic cameras, can provide enhanced target details under these scenarios. To illustrate these visibility conditions, a 2D high frequency imaging sonar simulator as well as an underwater optical image simulator is developed. A computationally efficient algorithm is also proposed for the post-processing of the returned sonar signals. Where optical visibility allows, integration of the sonar and optical images effectively provides binocular stereo vision capability and enables the recovery of three-dimensional (3D) structural information. This requires solving the feature correspondence problem for these completely different sensing modalities. Geometrical interpretation of this problem is examined on the simulated optical and sonar images. Matching the features manually, 3D reconstruction performance of opti-acoustic system is also investigated. In addition, motion estimation from opti-acoustic image sequences is studied. Finally, a method is proposed to improve the degraded optical images with the help of sonar images. First, a nonlinear mapping is found to match local the features in opti-acoustical images. Next, features in the sonar image is mapped to the optical image using the transformation. Performance of the mapping is evaluated for different scene geometries.
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García, Pañella Oscar. "General Dynamic Surface Reconstruction: Application to the 3D Segmentation of the Left Ventricle." Doctoral thesis, Universitat Ramon Llull, 2004. http://hdl.handle.net/10803/9162.

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Aquesta tesi descriu la nostra contribució a la reconstrucció tridimensional de les superfícies interna i externa del ventricle esquerre humà. La reconstrucció és un primer procés dins d'una aplicació global de Realitat Virtual dissenyada com una important eina de diagnòstic per a hospitals. L'aplicació parteix de la reconstrucció de les superfícies i proveeix a l'expert de manipulació interactiva del model en temps real, a més de càlculs de volums i de altres paràmetres d'interès. El procés de recuperació de les superfícies es caracteritza per la seva velocitat de convergència, la suavitat a les malles finals i la precisió respecte de les dades recuperades. Donat que el diagnòstic de patologies cardíaques requereix d'experiència, temps i molt coneixement professional, la simulació és un procés clau que millora la eficiència.

Els nostres algorismes i implementacions han estat aplicats a dades sintètiques i reals amb diferències relatives a la quantitat de dades inexistents, casuístiques presents a casos patològics i anormals. Els conjunts de dades inclouen adquisicions d'instants concrets i de cicles cardíacs complets. La bondat del sistema de reconstrucció ha estat avaluada mitjançant paràmetres mèdics per a poder comparar els nostres resultats finals amb aquells derivats a partir de programari típic utilitzat pels professionals de la medicina.

A més de l'aplicació directa al diagnòstic mèdic, la nostra metodologia permet reconstruccions de tipus genèric en el camp dels Gràfics 3D per ordinador. Les nostres reconstruccions permeten generar models tridimensionals amb un baix cost en quant a la interacció manual necessària i a la càrrega computacional associada. Altrament, el nostre mètode pot entendre's com un robust algorisme de triangularització que construeix superfícies partint de núvols de punts que poden obtenir-se d'escàners làser o sensors magnètics, per exemple.
Esta tesis describe nuestra contribución a la reconstrucción tridimensional de las superficies interna y externa del ventrículo izquierdo humano. La reconstrucción es un primer proceso que forma parte de una aplicación global de Realidad Virtual diseñada como una importante herramienta de diagnóstico para hospitales. La aplicación parte de la reconstrucción de las superficies y provee al experto de manipulación interactiva del modelo en tiempo real, además de cálculos de volúmenes y de otros parámetros de interés. El proceso de recuperación de las superficies se caracteriza por su velocidad de convergencia, la suavidad en las mallas finales y la precisión respecto de los datos recuperados. Dado que el diagnóstico de patologías cardíacas requiere experiencia, tiempo y mucho conocimiento profesional, la simulación es un proceso clave que mejora la eficiencia.

Nuestros algoritmos e implementaciones han sido aplicados a datos sintéticos y reales con diferencias en cuanto a la cantidad de datos inexistentes, casuística presente en casos patológicos y anormales. Los conjuntos de datos incluyen adquisiciones de instantes concretos y de ciclos cardíacos completos. La bondad del sistema de reconstrucción ha sido evaluada mediante parámetros médicos para poder comparar nuestros resultados finales con aquellos derivados a partir de programario típico utilizado por los profesionales de la medicina.

Además de la aplicación directa al diagnóstico médico, nuestra metodología permite reconstrucciones de tipo genérico en el campo de los Gráficos 3D por ordenador. Nuestras reconstrucciones permiten generar modelos tridimensionales con un bajo coste en cuanto a la interacción manual necesaria y a la carga computacional asociada. Por otra parte, nuestro método puede entenderse como un robusto algoritmo de triangularización que construye superficies a partir de nubes de puntos que pueden obtenerse a partir de escáneres láser o sensores magnéticos, por ejemplo.
This thesis describes a contribution to the three-dimensional reconstruction of the internal and external surfaces of the human's left ventricle. The reconstruction is a first process fitting in a complete VR application that will serve as an important diagnosis tool for hospitals. Beginning with the surfaces reconstruction, the application will provide volume and interactive real-time manipulation to the model. We focus on speed, precision and smoothness for the final surfaces. As long as heart diseases diagnosis requires experience, time and professional knowledge, simulation is a key-process that enlarges efficiency.

The algorithms and implementations have been applied to both synthetic and real datasets with differences regarding missing data, present in cases where pathologies and abnormalities arise. The datasets include single acquisitions and complete cardiac cycles. The goodness of the reconstructions has been evaluated with medical parameters in order to compare our results with those retrieved by typical software used by physicians.

Besides the direct application to medicine diagnosis, our methodology is suitable for generic reconstructions in the field of computer graphics. Our reconstructions can serve for getting 3D models at low cost, in terms of manual interaction and CPU computation overhead. Furthermore, our method is a robust tessellation algorithm that builds surfaces from clouds of points that can be retrieved from laser scanners or magnetic sensors, among other available hardware.
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Cetin, Yasemin. "Evaluation Of Visual Cues Of Three Dimensional Virtual Environments For Helicopter Simulators." Master's thesis, METU, 2008. http://etd.lib.metu.edu.tr/upload/2/12610100/index.pdf.

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Flight simulators are widely used by the military, civil and commercial aviation. Visual cues are an essential part of helicopter flight. The required cues for hover are especially large due to closeness to the ground and small movements. In this thesis, density and height parameters of the 3D (Three Dimensional) objects in the scene are analyzed to find their effect on hovering and low altitude flight. An experiment is conducted using a PC-based flight simulator with three LCD monitors and flight control set. Ten professional military pilots participated in the experiment. v Results revealed that object density and object height are effective on the horizontal and vertical hovering performance. There is a peak point after which increasing the density does not improve the performance. In low altitude flight, altitude control is positively affected by smaller object height. However, pilots prefer the scenes composed of the high and mixture objects while hovering and flying at low altitude. Distance estimation is affected by the interaction of the object density and height.
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Kulkarni, Aditya. "Simulation of three dimensional current spreading in photonic crystal VCSEL structures." Thesis, Atlanta, Ga. : Georgia Institute of Technology, 2008. http://hdl.handle.net/1853/28254.

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Ma, Yue. "Modèles compacts électro-thermiques du premier ordre et considération de bruit pour les circuits 3D." Thesis, Lyon, 2018. http://www.theses.fr/2018LYSEI042/document.

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L'intégration tridimensionnels (3D) ont été couronnés de succès dans les dispositifs traditionnels pour augmenter la densité logique et réduire les distances de mouvement des données. Il résout les limites fondamentales de la mise à l'échelle, par ex. retard croissant dans les interconnexions, les coûts de développement et la variabilité. La plupart des périphériques de mémoire livrés aujourd'hui comportent une forme d'empilage de puce. Mais en raison des limites de dissipation de puissance des circuits intégrés, la fréquence de fonctionnement du MPU d'aujourd'hui a été limitée à quelques GHz. Le but de la thèse est de fournir une méthode de conception globale pour le circuit intégré 3D dans le domaine électrique, thermique, électrothermique et aussi le bruit. À cette fin, la question de recherche est la suivante: Comment réaliser la conception 3D IC, comment gérer VLS 3D IC et comment résoudre les problèmes thermiques dans le CI 3D. Dans ce contexte, les méthodes de simulation pour le substrat et également la connectivité relative (TSV, RDL, Micro strip et circuits intégrés dans le substrat) sont proposées. Afin de satisfaire la demande de recherche, un 3D-TLE et une impédance de substrat sont programmés dans Matlab, qui peut automatiquement extraire de tous les contacts; impédance, de forme arbitraire et de matière arbitraire. L'extracteur est compatible à 100% avec le simulateur de cœur SPICE et vérifié avec les résultats de mesure et les résultats de simulation FEM. Et comme pour une démo, une fréquence de 26 GHz et un filtre RF de bande passante 2GHz sont proposés dans ce travail. Un autre simulateur électrothermique est également programmé et vérifié avec ADS. En tant que solution à la dissipation thermique locale, le caloduc plat est proposé comme composant potentiel. Le modèle caloduc est vérifié avec une simulation FEM. La méthode d'analyse du bruit des substrats et les méthodes de calcul de électriques et thermo-mécanique KOZ sont également présentées
Three Dimensional (3D) Integration and Packaging has been successful in mainstream devices to increase logic density and to reduce data movement distances. It solves the fundamental limits of scaling e.g. increasing delay in interconnections, development costs and variability. Most memory devices shipped today have some form of chip-stacking involved. But because of the power dissipation limits of ICs, today’s MPU’s operating frequency has been limited to a few GHz. The aim of the thesis is to provide a global design method for the 3D integrated circuit in electrical, thermal, electro-thermal and also noise field. To this end, the research question is as follows: How to realize the 3D IC design, how to manage VLS 3D IC and how to solve the thermal issues in the 3D IC. In this context, the simulation methods for substrate and also relative connectivity (TSV, RDL, Micro strip and circuits embedded into the substrate) are proposed. In order to satisfy the research demand, a 3D-TLE and a substrate impedance are programmed in Matlab, which can automatically extract from any contacts; impedance, of arbitrary shape and arbitrary material. The extractor is 100% compatible with SPICE core simulator, and verified with measurement results and FEM simulation results. And as for a demo, a 26 GHz frequency and 2GHz bandwidth RF filter is propose in this work. Another electro-thermal simulator is also programmed and verified with ADS. As a solution to the local heat dissipation, flat heat pipe (FHP) is proposed as a prospective component. The heat-pipe model is verified with FEM simulation. The substrates noise analysis method and electrical and thermos-mechanical keep-out-of-zone (KOZ) calculation methods are also presented
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Hacaj, Marián. "Jednoduchý letecký simulátor na Windows Phone 7." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2011. http://www.nusl.cz/ntk/nusl-236974.

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Thesis describes programming of 3D applications, mainly games, on Windows Phone 7 platform and lightly compares this approach with Silverlight platform. It also describes XNA framework in detail and programming plane simulators problems. In the second part of this thesis, reader can find complete description of implementation of a simple airplane simulation for Windows Phone 7 platform, which is based on the XNA framework. The game consists of implementation of terrain, sky, plane, scene and also of physics and the principle of the game.
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McIntire, John Paul. "Investigating the Relationship between Binocular Disparity, Viewer Discomfort, and Depth Task Performance on Stereoscopic 3D Displays." Wright State University / OhioLINK, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=wright1400790668.

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Porč, Jiří. "Autoškola - pravidla silničního provozu." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2010. http://www.nusl.cz/ntk/nusl-237142.

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This diploma thesis focuses on a traffic simulator design. The matter of simulation methods is described here as well as a project of a town model, road system and its usage in an implementation in a traffic simulator. The work further explains the principles and techniques for creation of the town model in an editor and it analyzes traffic rules that are necessary for the creation of the simulator of this type. The created simulator uses various engines for its functioning. It would not be possible to continue in further work without their proper adjustment. That is why the installation of the used engines is described in the thesis. Principles of 3D model and texture usage are also explained.
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Galavis, Benítez Frederick Isard. "Simulador Ecológico 3D." Thesis, Universidad de las Américas Puebla, 2010. http://catarina.udlap.mx/u_dl_a/tales/documentos/lis/galavis_b_fi/.

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En la actualidad vivimos en un mundo que está rodeado de tecnología, incluso pareciera que al ser humano se le complica cada ves más la existencia si no tiene a la mano la misma. Computadoras, reproductores de audio, TV portátiles, relojes y teléfonos de vanguardia son algunos de los muchos productos que día a día consumimos y de una u otra forma hacen más ?fácil? nuestra vida diaria. De hecho, es tal el contacto que tenemos con la tecnología que incluso la educación académica ha tenido que acoplarse a métodos de enseñanza que se respalden en la tecnología. Por otro lado, nuestro medio ambiente se esta viendo afectado por nuestro estilo de vida, causa de nuestra falta de cultura ecológica, lo que ha provocado el cambio climático que estamos viviendo en estos días. La iniciativa de este trabajo surge de la preocupación por el medio ambiente y de buscar la forma de aprovechar estos avances en la tecnología para lograr desarrollar una herramienta que pueda crear una mayor conciencia ecológica en las personas.
(cont.) De hecho, en el ámbito computacional existen nuevas tecnologías que por su uso y accesibilidad se han visto beneficiadas para diseñar los nuevos ambientes de apoyo al aprendizaje colaborativo y asistido por computadora. Una de estas es el uso de mundos de inmersión y objetos 3D. Por tal motivo se propone la creación del Simulador Ecológico 3D (SE-3D), un pequeño centro de educación virtual sobre el cambio climático desarrollado en un ambiente de inmersión 3D que logre crear una mayor conciencia ecológica y que involucre a los usuarios con los problemas ambientales de su comunidad real. El SE-3D se desarrolló en una de las comunidades virtuales de inmersión 3D más conocidas en la actualidad, Second Life. Éste mundo virtual ofrece una plataforma viable para desarrollar Objetos de aprendizaje 3D (OA3D) porque mantiene un balance entre la realidad, desempeño e interactividad. Con la intención de darle más sustento al SE-3D se implemento el modelo de aprendizaje InterOA-3D que propone el uso de estilos de enseñanza para la creación de OA3D, con el propósito de mejorar la experiencia del usuario potencializando el aprendizaje individual y colaborativo sobre la problemática ambiental en la que se centra este proyecto, el cambio climático.
(cont.) El Instituto del Clima en México encontró interesante el desarrollo de éste proyecto por lo que decidió colaborar con información e imágenes satelitales que son usadas en el SE-3D con el objetivo de mostrar información real y bien fundamentada por organizaciones como la NOAA y la NASA. Todos estos elementos fueron primordiales para el desarrollo y sustento del SE-3D. Por ultimo, este proyecto se convirtió en un prototipo que servirá como propuesta ante los directivos del Instituto del Clima en México para obtener recursos económicos y poder tener la oportunidad de desarrollar un centro de educación virtual ambiental sobre cambio climático del tamaño de una isla en el mundo de Second Life. Teniendo la oportunidad de poder seguir desarrollando aplicaciones en esta plataforma de inmersión 3D que ayuden a crear una mayor cultura ambiental sobre nuestro planeta Tierra.
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Sundaraj, Kenneth. "Real-time dynamic simulation and 3D interaction of biological tissue : application to medical simulators." Grenoble INPG, 2004. http://www.theses.fr/2004INPG0012.

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L'avènement de l'imagerie médicale et de nouvelles techniques opératoires a bouleversé les méthodes de travail des médecins. Mais ce changement nécessitera une formation renforcée des praticiens et chirurgiens. C'est pourquoi le dévelopment d'outils appropriés comme les simulateurs médico-chirurgicaux se fait de plus en plus ressentir. Dans ce cadre, nous nous sommes intéressés au problème de la modélisation des phénomènes de déformation de tissu biologique et à la détection des collisions dans un environment virtuel. Dans un premier temps, nous présentons les différents modèles physiques existants et les différentes méthodes de résolution numérique associées aux objets déformable. Nous proposons ensuite un modèle développé pour la simulation de tissu biologique, en présentant successivement les aspects liés à la formulation du modèle, à la résolution du modèle, et au traitement des interactions physiques. Ce modèle, basé sur l'utilisation du principe de Pascal, permet de modéliser de manière relativement satisfaisante des corps biologiques, tout en permettant une simulation interactive. Dans un deuxième temps, nous présentons les différents algorithmes existants pour la détectionde collision, ainsi que la difficulté d'adapter ces algorithmes aux simulateurs médicaux où les objets déformables complexes forment la base du modèle. Nous proposons ensuite les algorithmes développés pour traiter ce problème dans le cadre des simulateurs médicaux. Ces algorithmes présentent des caractéristiques de robustesse numérique et d'efficacité supérieures á l'existant, et permettent de traiter des corps déformables. Nous appliquons ces résultats dans le cadre de deux simulateur medicaux
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Gonçalves, de Barros Paulo. "ITRANS Simulador de trânsito 3D." Universidade Federal de Pernambuco, 2005. https://repositorio.ufpe.br/handle/123456789/2764.

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Made available in DSpace on 2014-06-12T16:01:02Z (GMT). No. of bitstreams: 2 arquivo7134_1.pdf: 1600798 bytes, checksum: fe9c8491aaec769e5a371e252c59df4f (MD5) license.txt: 1748 bytes, checksum: 8a4605be74aa9ea9d79846c1fba20a33 (MD5) Previous issue date: 2005
O planejamento de tráfego urbano tem um papel fundamental na sociedade atual, pois permite um melhor aproveitamento das vias de tráfego e otimiza o fluxo de veículos e pedestres. Este planejamento também reduz engarrafamentos, períodos de viagem e poluição, ajudando não só a economia, mas a população, através da garantia de uma melhor qualidade de vida. A fim de solucionar os problemas do tráfego, diversos modelos matemáticos foram criados. O advento do computador fez com que esses modelos passassem a ser não somente construídos, mas também simulados. Tais modelos são chamados de modelos de macro-simulação, pois apresentam o trânsito através dos fluxos em cada rua, ao invés da representação de cada veículo. Com o aumento da capacidade de processamento dos computadores, novos modelos de simulação computacional foram desenvolvidos e surgiram as micro-simulações, que constroem um modelo para o trânsito baseado na simulação de comportamento de cada entidade de trânsito: os veículos e pedestres. Dentre esses dois grandes grupos, pode-se dizer que a micro-simulação tem atualmente recebido uma ênfase crescente, e é neste contexto que está inserido o presente trabalho. O objetivo primordial deste trabalho é o desenvolvimento de uma interface de realidade virtual (RV) para simuladores de trânsito. Para atingir este objetivo, um simulador básico foi desenvolvido com uma interface de realidade virtual tridimensional desktop. A simulação também possui uma estrutura que servirá de base para o desenvolvimento de um simulador de trânsito com arquitetura distribuída semelhante às desenvolvidas na área de Sistemas Distribuídos. Procura-se também definir uma interface para simulação de trânsito em ambientes virtuais 3D que busca explorar o potencial obtido de uma terceira dimensão. Essa tarefa demandou não só o estudo aprofundado de modelos de simulação, mas também a análise de interfaces de realidade virtual
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Govori, Arbnor. "Water simulation in 3D." Thesis, University of Gävle, Department of Industrial Development, IT and Land Management, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-7471.

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Recognition is one of the first steps towards success for any business. A strong visual logo design enables consumers to recognize the business easily. If the company does not have an efficient marketing strategy, the customer will not buy their products, which is a loss in the company’s sales. While working with a company, a 3D logo and corporate video was created to simulate realistic water flow with Dynamic Fluids using Autodesk Maya and Real Flow. This research examines the behavior of different fluids, water, how different forces affect the water and how waves are formed and their movements, as well as gravitational forces. The result was a dynamic fluid simulated logo in which water starts flowing in the middle and spreads out to all of the letters of the company’s name, Pool-Friends

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Lai, Ching-Hung. "Simulation of 3D sensors." Thesis, University of Manchester, 2013. https://www.research.manchester.ac.uk/portal/en/theses/simulation-of-3d-sensors(81998ca6-7b0a-4253-89fc-f38a127a5457).html.

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The Large Hadron Collider (LHC) at CERN has the highest energy and luminosity in the world. Radiation hardness is then a critical requirement for the inner tracker design. The inner tracker is important for identifying heavy quarks using high spatial precision detectors. Silicon detectors are now the primary technology for this application. 3D silicon sensors use a novel technology with penetrating electrodes and have excellent radiation hardness by design. It overcomes the signal loss with a low operation voltage by reducing the collection length compared to the current planar technology used in the ATLAS pixel detector. The ATLAS insertable B-layer (IBL) is an upgrade to improve tracking resolution of the inner tracker and will be installed in 2013. It will be composed of 75% planar sensors and 25% 3D sensors in the large-η region. It is important to simulate the IBL tracking performance and to have a valid model for 3D sensors. This thesis investigated the experimental data for heavily irradiated planar strip sensors and 3D sensors to develop a device simulator, in which impact ionisation has to be included. The modelling has found that the radiation induced effective doping concentration has two linear regimes with a smaller growth rate at high fluences. This shows the possibility to operate silicon sensors with a higher irradiation level. The signal efficiency of each pixel is the basis to simulate the whole IBL response. A model and a code were developed to calculate the induced signal from electron-hole pairs generated by the traversing charge particles. This results in a 2D efficiency map used as an input of the 3D digitiser for the Geant4 simulation. This map was adopted by the IBL software team for the whole tracker simulation and has been validated by the test beam data.
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Alotaibi, Fahad Mazaed. "Classroom simulation for trainee teachers using 3D virtual environments and simulated smartbot student behaviours." Thesis, De Montfort University, 2014. http://hdl.handle.net/2086/10080.

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his thesis consists of an analysis of a classroom simulation using a Second Life (SL) experiment that aims to investigate the teaching impact on smartbots (virtual students) from trainee teacher avatars with respect to interaction, simulated behaviour, and observed teaching roles. The classroom-based SL experiments' motivation is to enable the trainee teacher to acquire the necessary skills and experience to manage a real classroom environment through simulations of a real classroom. This type of training, which is almost a replica of the real-world experience, gives the trainee teacher enough confidence to become an expert teacher. In this classroom simulation, six trainee teachers evaluated the SL teaching experience by survey using qualitative and quantitative methods that measured interaction, simulated behaviour, and safety. Additionally, six observers evaluated trainee teachers' performance according to a set of teaching roles and roleplay approaches. The experiment scenario was set up between smartbots, trainee teacher avatars, and observer avatars in the virtual classroom, where smartbots are intelligent agents managing SL bots, and where groups are similar to one another but are under programming control.
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Matyskiewicz, Jiří. "3D simulační toolbox." Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2011. http://www.nusl.cz/ntk/nusl-218941.

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This project deals with the design and implementation of the extensible programmable environment intended for the creation of various 3D simulations, specifically targeted for testing of the algorithms and creation of applications from the field of computer vision and robotics. Environment VISIMBOX was implemented in c# programming language and uses OpenGL as back-end for hardware accelerated rendering.
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Bergamini, Jeffrey Albert. "Virterrain 3D visual earth environment simulation /." View Senior Project online:, 2003. http://srproj.lib.calpoly.edu/projects/CSC/bbergamini.

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37

Silva, Nathalie Rey da. "Visualização 3D de dados oceanográficos simulados." Pontifícia Universidade Católica do Rio Grande do Sul, 2006. http://hdl.handle.net/10923/1707.

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Made available in DSpace on 2013-08-07T18:43:42Z (GMT). No. of bitstreams: 1 000385168-Texto+Completo-0.pdf: 1479304 bytes, checksum: c2d3092f95cb481ba685072abcb9e193 (MD5) Previous issue date: 2006
Oceanography is the study of the physical and biological features of the oceans and seas. Several climatic and meteorological aspects are affected by the ocean behavior. Besides, great mineral deposits, such as petroleum and gas, exist deep in the ocean. The simulation of oceanic data consists in forecasting oceanic behavior through the processing of numeric models. With the advance of computational power, great volumes of data are generated, obtaining as a result a better information accuracy. Thus, tools for the visualization of these data become essential to aid the oceanographers in the information analysis and interpretation. The main goal of this work is to present the design and development of a tool for 3D visualization of simulated oceanic data. The data were obtained through the Princeton Ocean Model (POM). Scalar and vector visualization, selection of region of interest using curvilinear cuts, and animation of the volume were developed to observe the physics aspects of the ocean and the parameters variation along the time, through 3D visualization. In this work, initially a study of techniques and visualization algorithms of oceanic data were done. Several features present in the visualization tools were also approached, which served as base for the specification of the necessary functionalities of the system.
A Oceanografia é o estudo das características físicas e biológicas dos oceanos e dos mares. Diversos aspectos climáticos e meteorológicos são afetados pelo comportamento do oceano. Além disso, no fundo oceânico existem grandes depósitos de minerais, como petróleo e gás. A simulação oceânica consiste em realizar previsões do seu comportamento, através do processamento de modelos numéricos. Com o avanço do poder computacional, grandes volumes de dados são gerados, obtendo com isso uma maior exatidão das informações. Assim, ferramentas para a visualização destes dados tornam-se imprescindíveis para auxiliar os oceanógrafos na análise e interpretação das informações. O presente trabalho tem como objetivo apresentar o projeto e desenvolvimento de uma ferramenta para visualização 3D de dados oceânicos simulados. Os dados foram obtidos através do modelo Princeton Ocean Model (POM). Para observar as características físicas do oceano, foram desenvolvidas técnicas para a visualização de dados escalares e vetoriais, seleção de regiões de interesse utilizando cortes curvilíneos e animação do volume para observar a variação dos parâmetros ao longo do tempo, através da visualização tridimensional do oceano. Para este trabalho, inicialmente foi realizado um estudo das técnicas e algoritmos de visualização de dados oceânicos. Também foram abordadas diversas características presentes em sistemas de visualização, que serviram como base para especificação das funcionalidades desenvolvidas na ferramenta.
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38

Valldeperas, Roger. "Production Cell Simulation Visualization in 3D." Thesis, Linnéuniversitetet, Institutionen för datavetenskap (DV), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-27964.

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The thesis explains the development process of a production cell simulation in 3D implemented using Unity3D. The developed simulation communicates with existing control software and aims to test this control software in a 3D environment with physics simulation. The final result includes 3D models and also works as a visualization since it allows us to present the control system, and this visualization can be viewed using most web browsers. The thesis also includes a brief study and comparison between currently popular game engines to choose an appropriate option for this project.This is a project in collaboration with a local company (ARiSA) and has a high practical relevance.
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39

Yang, Xiaoyan. "Dynamic simulation of 3D weaving process." Diss., Kansas State University, 2015. http://hdl.handle.net/2097/18970.

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Doctor of Philosophy
Department of Mechanical and Nuclear Engineering
Youqi Wang
Textile fabrics and textile composite materials demonstrate exceptional mechanical properties, including high stiffness, high strength to weight ratio, damage tolerance, chemical resistance, high temperature tolerance and low thermal expansion. Recent advances in weaving techniques have caused various textile fabrics to gain applications in high performance products, such as aircrafts frames, aircrafts engine blades, ballistic panels, helmets, aerospace components, racing car bodies, net-shape joints and blood vessels. Fabric mechanical properties are determined by fabric internal architectures and fabric micro-geometries are determined by the textile manufacturing process. As the need for high performance textile materials increases, textile preforms with improved thickness and more complex structures are designed and manufactured. Therefore, the study of textile fabrics requires a reliable and efficient CAD/CAM tool that models fabric micro-geometry through computer simulation and links the manufacturing process with fabric micro-geometry, mechanical properties and weavability. Dynamic Weaving Process Simulation is developed to simulate the entire textile process. It employs the digital element approach to simulate weaving actions, reed motion, boundary tension and fiber-to-fiber contact and friction. Dynamic Weaving Process Simulation models a Jacquard loom machine, in which the weaving process primarily consists of four steps: weft insertion, beating up, weaving and taking up. Dynamic Weaving Process Simulation simulates these steps according to the underlying loom kinematics and kinetics. First, a weft yarn moves to the fell position under displacement constraints, followed by a beating-up action performed by reed elements. Warp yarns then change positions according to the yarn interlacing pattern defined by a weaving matrix, and taking-up action is simulated to collect woven fabric for continuous weaving process simulation. A Jacquard loom machine individually controls each warp yarn for maximum flexibility of warp motion, managed by the weaving matrix in simulation. Constant boundary tension is implemented to simulate the spring at each warp end. In addition, process simulation adopts re-mesh function to store woven fabric and add new weft yarns for continuous weaving simulation. Dynamic Weaving Process Simulation fully models loom kinetics and kinematics involved in the weaving process. However, the step-by-step simulation of the 3D weaving process requires additional calculation time and computer resource. In order to promote simulation efficiency, enable finer yarn discretization and improve accuracy of fabric micro geometry, parallel computing is implemented in this research and efficiency promotion is presented in this dissertation. The Dynamic Weaving Process Simulation model links fabric micro-geometry with the manufacturing process, allowing determination of weavability of specific weaving pattern and process design. Effects of various weaving process parameters on fabric micro-geometry, fabric mechanical properties and weavability can be investigated with the simulation method.
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40

Sala, Lorenzo. "Modélisation mathématique et simulation de flux sanguins oculaires et leur interactions." Thesis, Strasbourg, 2019. http://www.theses.fr/2019STRAD021.

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Les neuropathies optiques comme le glaucome sont souvent des maladies tardives, évolutives et incurables. Malgré les progrès récents de la recherche clinique, de nombreuses questions relatives à l’étiologie de ces troubles et à leur physiopathologie restent ouvertes. De plus, les données sur les tissus postérieurs oculaires sont difficiles à estimer de façon non invasive et leur interprétation clinique demeure difficile en raison de l’interaction entre de multiples facteurs qui ne peuvent pas être facilement isolés. L’utilisation récente de modèles mathématiques pour des problèmes biomédicaux a permis de révéler des mécanismes complexes de la physiologie humaine. Dans ce contexte très enthousiasmant, notre contribution est consacrée à la conception d’un modèle mathématique et computationnel couplant l’hémodynamique et la biomécanique de l’oeil humain. Dans le cadre de cette thèse, nous avons mis au point un modèle spécifique au patient appelé simulateur virtuel de mathématiques oculaires (OMVS), capable de démêler les facteurs multi-échelles et multi-physiques dans un environnement accessible en utilisant des modèles mathématiques et des méthodes numériques avancés et innovants. De plus, le cadre proposé peut servir comme méthode complémentaire pour l’analyse et la visualisation des données pour la recherche clinique et expérimentale, et comme outil de formation pour la recherche pédagogique
Optic neuropathies such as glaucoma are often late-onset, progressive and incurable diseases. Despite the recent progress in clinical research, there are still numerous open questions regarding the etiology of these disorders and their pathophysiology. Furthermore, data on ocular posterior tissues are difficult to estimate noninvasively and their clinical interpretation remains challenging due to the interaction among multiple factors that are not easily isolated. The recent use of mathematical models applied to biomedical problems has helped unveiling complex mechanisms of the human physiology. In this very compelling context, our contribution is devoted to designing a mathematical and computational model coupling tissue perfusion and biomechanics within the human eye. In this thesis we have developed a patient-specific Ocular Mathematical Virtual Simulator (OMVS), which is able to disentangle multiscale and multiphysics factors in a accessible environment by employing advanced and innovative mathematical models and numerical methods. Moreover, the proposed framework may serve as a complementary method for data analysis and visualization for clinical and experimental research, and a training application for educational purposes
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41

Kbayer, Nabil. "Advanced Signal Processing Methods for GNSS Positioning with NLOS/Multipath Signals." Thesis, Toulouse, ISAE, 2018. http://www.theses.fr/2018ESAE0017/document.

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Les avancées récentes dans le domaine de navigation par satellites (GNSS) ontconduit à une prolifération des applications de géolocalisation dans les milieux urbains. Pourde tels environnements, les applications GNSS souffrent d’une grande dégradation liée à laréception des signaux satellitaires en lignes indirectes (NLOS) et en multitrajets (MP). Cetravail de thèse propose une méthodologie originale pour l’utilisation constructive des signauxdégradés MP/NLOS, en appliquant des techniques avancées de traitement du signal ou àl’aide d’une assistance d’un simulateur 3D de propagation des signaux GNSS. D’abord, nousavons établi le niveau maximal réalisable sur la précision de positionnement par un systèmeGNSS "Stand-Alone" en présence de conditions MP/NLOS, en étudiant les bornes inférieuressur l’estimation en présence des signaux MP/NLOS. Pour mieux améliorer ce niveau deprécision, nous avons proposé de compenser les erreurs NLOS en utilisant un simulateur 3D dessignaux GNSS afin de prédire les biais MP/NLOS et de les intégrer comme des observationsdans l’estimation de la position, soit par correction des mesures dégradées ou par sélectiond’une position parmi une grille de positions candidates. L’application des approches proposéesdans un environnement urbain profond montre une bonne amélioration des performances depositionnement dans ces conditions
Recent trends in Global Navigation Satellite System (GNSS) applications inurban environments have led to a proliferation of studies in this field that seek to mitigatethe adverse effect of non-line-of-sight (NLOS). For such harsh urban settings, this dissertationproposes an original methodology for constructive use of degraded MP/NLOS signals, insteadof their elimination, by applying advanced signal processing techniques or by using additionalinformation from a 3D GNSS simulator. First, we studied different signal processing frameworks,namely robust estimation and regularized estimation, to tackle this GNSS problemwithout using an external information. Then, we have established the maximum achievablelevel (lower bounds) of GNSS Stand-Alone positioning accuracy in presence of MP/NLOSconditions. To better enhance this accuracy level, we have proposed to compensate for theMP/NLOS errors using a 3D GNSS signal propagation simulator to predict the biases andintegrate them as observations in the estimation method. This could be either by correctingdegraded measurements or by scoring an array of candidate positions. Besides, new metricson the maximum acceptable errors on MP/NLOS errors predictions, using GNSS simulations,have been established. Experiment results using real GNSS data in a deep urban environmentshow that using these additional information provides good positioning performance enhancement,despite the intensive computational load of 3D GNSS simulation
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42

Oprea, Alexandra. "3D Fuel Tank Models for System Simulation." Thesis, KTH, Aerodynamik, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-102084.

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The purpose of the present master thesis is to optimize the current fuel tank simulations procedure for the next generation of JAS 39 Gripen ghters developed by SAAB AB. The current simulation process involves three dierent steps performed in three dierent computer environments. While the procedure works reasonably well on the fuel tank models of the previous version of the aircraft, it is too slow for the new Gripen tank models and their high level of detail. An optimized version of the procedure is put forward, which allows for tank analysis and fuel system simulation within reasonable time frames. Suggestions are made for future improvements.
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43

Park, Minho. "Ontology-based customizable 3D modeling for simulation." [Gainesville, Fla.] : University of Florida, 2005. http://purl.fcla.edu/fcla/etd/UFE0010095.

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44

Wang, Rong. "A 3D phase field simulation of solidification." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1998. http://www.collectionscanada.ca/obj/s4/f2/dsk2/tape17/PQDD_0004/MQ32409.pdf.

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45

Millar, Campbell. "3D simulation techniques for biological ion channels." Thesis, University of Glasgow, 2003. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.401999.

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46

Forcolin, Giulio. "Development and simulation of 3D diamond detectors." Thesis, University of Manchester, 2018. https://www.research.manchester.ac.uk/portal/en/theses/development-and-simulation-of-3d-diamond-detectors(e36cda77-f476-46e8-be59-64c1edb70e51).html.

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Ever increasing demand for more radiation resistant detectors from experiments such as those at the Large Hadron Collider has pushed the development of novel radiation resistant technologies. Recent developments in the laser processing of diamond have led to the construction of the first 3D diamond detectors: diamond detectors with graphitic electrodes embedded in the sensor material bulk rather than on the surface. This technology also presents interesting properties for the medical field, where 3D diamond detectors are also of interest. This thesis details some of the steps that were carried out between the fabrication of some of the first 3D diamond devices to the present day production and testing of the first 3D pixel devices and the first use of 3D diamond devices in Particle Physics experiments. This progress has in part been pushed by improvements in the laser processing techniques allowing the production of columns with lower resistances and more consistent properties. This thesis describes the fabrication of a number of these devices and details the experiments that these devices have undergone in a number of different conditions at the Diamond Light Source (Oxford), the Ruder Boskovic Institute (Zagreb), the Paul Scherrer Institute (Zurich), and the test beam facilities at CERN. This thesis also describes the simulations that were carried out to replicate the data obtained from some of the earlier devices, and hence understand how charge is collected in 3D diamond detectors and to explain some of the observed behavior of these devices.
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47

Lontos, Athanasios. "Modélisation et simulation 3D de la morphogenèse." Thesis, Grenoble, 2013. http://www.theses.fr/2013GRENM064/document.

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L'embryon de la Drosophila Melanogaster subit une série des mouvements cellulaires pendant son développement. La gastrulation est le processus qui décrit la différentiation des futurs tissus à l'intérieur de l'embryon. La gastrulation commence par la formation du sillon ventral, un processus connu sous le nom de “Ventral Furrow Invagination”. Pendant ce processus, les cellules de la blastoderme positionnées dans la région ventrale de l'embryon, aplatissent et contractent leur surface apicale jusqu'à ce qu'elles deviennent prismatiques. Ce changement de forme cellulaire aboutit à un enfoncement au niveau de la région ventrale, le sillon ventral, qui est ensuite totalement intériorisé. Nous focalisons notre étude sur les mécanismes qui conduisent à l'invagination. Les questions principales auxquelles ce travail de thèse essaie de répondre sont: “Quel est le rôle de la contraction apicale des cellules ventrales dans l'invagination?” et “Quel est le mécanisme qui conduit à la clôture ventrale, une fois les cellules ventrales intériorisées?”. Nous essayons de répondre à ces questions d'un point de vue biomécanique. Dans ce but, un maillage 3D de l'embryon de la Drosophila Melanogaster a été créé. Basés sur ce maillage, deux modèles biomécaniques “a minima” de l'embryon de la Drosophila ont été créés: un modèle physique discret et un modèle basé sur la Méthode des Eléments Finis. Les résultats des simulations des deux modèles montrent que la géométrie joue un rôle décisif dans l'intériorisation des cellules ventrales. Les deux modèles ont permis de simuler l'intériorisation des cellules ventrales mais se trouvent incapables de simuler la clôture ventrale. Notre hypothèse est que la clôture ventrale peut s'expliquer par l'intéraction des forces développées à l'intérieur de l'embryon, une fois que les cellules ventrales commencent à proliférer. Nous proposons une méthode pour diviser des éléments dans un maillage d'éléments finis et ensuite nous expliquons l'intégration de cette méthode dans le modèle des Eléments Finis pour l'embryon de la Drosophila Melanogaster
The embryo of the Drosophila Melanogaster undergoes a series of cell movements during its early development. Gastrulation is the process describing the segregation of the future internal tissues into the interior of the developing embryo. Gastrulation starts with the formation of the ventral furrow, a process commonly known as the ventral furrow invagination. During this process, the most ventrally located blastoderm cells flatten and progressively constrict their apical sides until they are wedge shaped. As a result of these cell-shape changes, the blastoderm epithelium first forms an indentation, the ventral furrow, which is then completely internalized. We focus on the study of the mechanisms that drive the invagination. The main questions that gave birth to this thesis are: “What is the role of the apical constriction of the ventral cells in the invagination?” and “Once the ventral cells are internalized, what is the mechanism that drives the ventral closure?” We attempt to answer to these two questions from a biomechanical point of view. For this purpose, a 3D mesh of the embryo of the Drosophila Melanogaster has been created. Based on this mesh, two “a minima” biomechanical models of the Drosophila embryo have been created, a physically based discrete model and a model based on the Finite Element Method. The results of the simulations in both models show that the geometry of the embryo plays a crucial role in the internalization of the ventral cells. The two models efficiently simulate the internalization of the ventral cells but are incapable of reproducing the ventral closure. We hypothesize that the ventral closure can be explained by the interplay of forces developed in the embryo once the internalized ventral cells undergo cell division. We propose an approach to divide elements in a Finite Element Mesh and we integrate it to the Finite Element Model of the Drosophila Melanogaster
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48

Kamat, Vineet Rajendra. "Enabling 3D Visualization of Simulated Construction Operations." Thesis, Virginia Tech, 2000. http://hdl.handle.net/10919/35470.

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Simulation modeling and visualization can substantially help in designing complex construction operations and in making optimal decisions where traditional methods prove ineffective or are unfeasible. However, there has been limited use of simulation in planning construction operations due to the unavailability of appropriate visual communication tools that can provide users with a more realistic and comprehensible feedback from simulation analyses. Visualizing simulated construction operations in 3D can significantly help in establishing the credibility of simulation models. In addition, 3D visualization can provide valuable insight into the subtleties of construction operations that are otherwise non-quantifiable and presentable. New software development technologies emerge at incredible rates that allow engineers and scientists to create novel, domain-specific applications. This study capitalized on a computer graphics technology based on the concept of the "Scene Graph" to design and implement a general-purpose 3D Visualization System that is Simulation and CAD-software independent. This system, the "Dynamic Construction Visualizer", enables realistic visualization of modeled construction operations and the resulting products in 3D and can be used in conjunction with a wide variety of simulation tools. This thesis describes the "Dynamic Construction Visualizer" as well as the "Scene Graph" architecture and the Frame Updating algorithms used in its design.
Master of Science
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49

Perkins, Keith M. "Implementing realistic helicopter physics in 3D game environments." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2002. http://library.nps.navy.mil/uhtbin/hyperion-image/02sep%5FPerkins.pdf.

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Thesis (M.S. in Modeling, Virtual Environments and Simulations)--Naval Postgraduate School, September 2002.
Thesis advisor(s). Includes bibliographical references (p. 79-80). Also available online.
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50

Petersson, Jenny. "3D-simulation som avprovningsmetod : Inriktat mot tights för sportutövning." Thesis, Högskolan i Borås, Akademin för textil, teknik och ekonomi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-14789.

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Denna studie om 3D-avprovning för sport-tights är en kandidatuppsats i designteknik. Företaget studien är utvecklad för jobbar med sportkläder och har i dagsläget ett intresse av att använda sig av 3D-simulering som avprovningsmetod. Vid utveckling av tights anpassade för träning skickas i dagsläget flera prototyper mellan företaget och leverantören innan produkten kan börja produceras. För att framtagningen av produkten ska ta mindre tid, bli mer miljövänlig och kosta mindre undersöker studien om 3D-avprovning är applicerbart i företagets process för produktframtagning. För att kontrollera validiteten i 3D-avprovning av tights gjordes tre undersökningar med syfte att få förståelse för skillnaderna mellan en fysisk och en virtuell avprovning. Undersökningarna fokuserar på grundstorleken Small och den största storleken Extra Large. Studien visar att 3D-simulering till viss del är en fungerande avprovningsmetod för tights när det kommer till att kontroll av designen. För att kontrollera plaggens rörelsevidd är metoden i denna studie ej fungerande. Studiens deltagare visade en positiv inställning till att använda sig av metoden i deras produktframtagningsprocess men då främst som ett komplement till fysiska avprovningar tidigt i designprocessen.
This study on 3D fitting for sports tights is a Final Bachelor Degree Thesis in design technology. The company the study is developed for works with sportswear and currently has an interest in using 3D simulation as a fitting method. For the development of tights adapted for training, several prototypes are currently being sent between the company and the supplier before the product can start to be produced. In order for the production of the product to take less time, become more environmentally friendly and cost less, the study investigate if 3D fitting is applicable in the company's product development process. To check the validity of 3D fitting of tights, three surveys were made with the purpose of understanding the differences between physical and virtual testing. The studies focus on the base size Small and the largest size Extra Large. The study shows that 3D simulation is partially functional testing method for tights when it comes to controlling the design. In order to control the ease, the method in this study is not working. The participants of the study showed a positive attitude to use the method in their product development process, but mainly as a complement to physical fittings early in the design process.
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