Dissertations / Theses on the topic '3ds max'
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Бурячек, Т. О., and О. В. Вишневська. "Методи оптимізації моделей 3ds Max." Thesis, КНУТД, 2016. https://er.knutd.edu.ua/handle/123456789/4342.
Full textEkman, Viktor, and Jesper Moen. "Exteriör och interiör visualisering av ett bostadshus i 3ds max." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-108867.
Full textNilsson, Linus. "Plug-in for stereoscopic studio production using 3Ds Max." Thesis, University of Gävle, Department of Industrial Development, IT and Land Management, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-7357.
Full textIn this day and age when 3D cinema is ever increasing in popularity and 3D television sets on the verge of becoming a reality in our homes, the media production companies are interested in looking at how they can start producing stereoscopic format media for this exciting medium. This thesis proposes a solution to parts of the stereoscopic production pipeline by examining and proposing the extent of the requirements of a plug-in to aid in the setting up and rendering of stereo pairs and ultimately proposing such a plug-in and modifying it to suit the proposed requirements. With a high emphasis on ensuring that the plug-in is capable of producing enjoyable stereoscopic content, the plug-in is tested by rendering a demanding scene previously used in factual production work. The findings of these tests ultimately lead to the evaluation of the plug-ins usefulness as a tool for not only the production studio involved but for anyone interested in generating material for this exciting medium.
Вишневська, О. В. "Особливості створення реалістичних візуалізацій тривимірних сцен у програмі 3ds MAX." Thesis, Київський національний університет технологій та дизайну, 2018. https://er.knutd.edu.ua/handle/123456789/10762.
Full textThe results of three-dimensional scenes visualization created by the 3ds Max program are presented. The components of VRay render in renderering are shawn. The optimal sequence of settings for parameters of the visualizer and optimization of rendering are developed.
Дуванов, С. С. "Комплекс інтерактивних тренажерів для вивчення технологій анімації в 3ds Max." Master's thesis, Сумський державний університет, 2021. https://essuir.sumdu.edu.ua/handle/123456789/86877.
Full textЄ, Рижавський К., and Євген Володимирович Мартин. "Дослідження режиму полігонального моделювання Еditable poly у 3ds max для формування 3d-моделей." Thesis, Проблеми та перспективи розвитку системи безпеки життєдіяльності: Зб. наук. праць ХVІ Міжнар. наук.-практ. конф. молодих вчених, курсантів та студентів. – Львів: ЛДУ БЖД, 2021, 2021. http://sci.ldubgd.edu.ua:8080/jspui/handle/123456789/8324.
Full textВойцеховський, Я. С., and В. С. Зубко. "Візуалізація високополігональних моделей в 3D MAX." Thesis, Сумський державний університет, 2014. http://essuir.sumdu.edu.ua/handle/123456789/38748.
Full textEdström, Sofie. "Interior visualization of an office in Braxen 3." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-94545.
Full textБорщова, С. П., and К. В. Донець. "Можливості застосування плагіну Populate: Terrain для моделювання ландшафтних сцен в 3DS Max." Thesis, КНУТД, 2016. https://er.knutd.edu.ua/handle/123456789/4351.
Full textSyversen, Eva. "Wayshowing i Visualiceringscenter C : Jämförelse av observationer under skyltskapande i virtuell miljo." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-80934.
Full textThis bachelor thesis is about wayshowing in a 3D model of Visualiseringscenter C, Norrköping. The aim is to examine different ways to make signs in a virtual environment and which of these ways is the easiest to apply for the user. The essay is based on theory regarding wayshowing and how a good sign should look in order to fulfill its purpose. With the use of this theory, signs have been created in a 3D environment. The collected data which the results are based on comes from two structured observations and one interview. The participant and the observer of the observations was the author herself and the interview was done with a student who has similar experiences in graphic design and 3D as the author. The observations evaluated two different ways to create signs. One way in which the texture was made before the signs were made in the 3D environment and one way in which the texture was made after the signs had been manufactured in the 3D environment. The results of the observations show that the latter approach is more convenient to use because it is easier to adjust the texture after the sign has been created. The observations also considered the digital processes used and the time spent on these processes. The observations revealed that rendering was the most used digital process. The digital process which was most time consuming was the use of tutorials, i.e. to acquire knowledge of how an previously unknown digital process could be performed. The observations also revealed that re-use of cameras, materials, and 3D models was time saving.
Jennergren, Johan. "Storängen Söderköping- en visualisering av blivande ägarlägenheter på Storängen i Söderköping." Thesis, Linköpings universitet, Institutionen för teknik och naturvetenskap, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-74332.
Full textErlandsson, Hampus. "Decision support for new travel center in Norrköping." Thesis, Linköpings universitet, Kommunikations- och transportsystem, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-134386.
Full textЯсменко, В. Р., and К. В. Донець. "Аналіз можливостей візуалізатора NVIDIA Iray у порівнянні з візуалізатором V-Ray програми 3DS Max." Thesis, КНУТД, 2016. https://er.knutd.edu.ua/handle/123456789/4360.
Full textLindström, Daniel, and Henrik Hedlund. "Webbsida med interaktiv banguide." Thesis, Linköping University, Department of Science and Technology, 2003. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-2244.
Full textThis degree project is made for Sundbyholms Golf&Country Club in Eskilstuna. The aim of the report is to produce a website which include a golf course interactive guide and an online game. Programs that have been used during the project are Adobe Photoshop, Macromedia Dreamweaver, Macromedia Director, Discreet 3DS Max and the plug-in 3DS Max Exporter. The choice of programs are based on experience and knowledge from the university education Media and Communication Engineering at Linköping University.
The golf course guide contains a 2D-guide (image) and a 3D-guide (interactive image). The guides have an image overview of each hole, with liked key points to photograph’s. The photos gives the user a physical view of the course. In the 3D-guide the visitor can “look around” in the view. The interactiv photo is created in 3DS Max combined with Director. The online game, Minituregolf, was programed in Directors own language Lingo.
Міщенко, Я. Я. "Інтерактивний квест-додаток для візуалізації інтер'єру музею-садиби Івана Котляревського м. Полтава." Master's thesis, Сумський державний університет, 2021. https://essuir.sumdu.edu.ua/handle/123456789/81414.
Full textČerný, Miloš. "Komplexní animace v 3D Studiu Max." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2011. http://www.nusl.cz/ntk/nusl-236931.
Full textЧеревко, Д. П. "Інформаційна технологія проектування віртуального музею комп’ютерної техніки." Master's thesis, Сумський державний університет, 2019. http://essuir.sumdu.edu.ua/handle/123456789/76431.
Full textAndersson, Björn, and Martin Valfridsson. "Digital 3D Facial Reconstruction Based on Computed Tomography." Thesis, Linköping University, Department of Science and Technology, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-2862.
Full textDespite the introduction of DNA-analysis for identification of human remains (1997-2000) several cases exist where the deceased remain unidentified. Approximately ten percent of unknown deceased persons can not be identified by dental status or other present methods. During the year 2003 alone, seven individuals, in Sweden, remain unidentified.
Increase in travel in Europe will lead to more discoveries of foreign human remains in Sweden. In these cases, dental and medical records are often unavailable for the identification process. When reconstructing a face from a skull, a technique with so called landmarks is used. These landmarks define the distance between the skull and the skin.
Today the reconstruction is performed by a forensic artist applying modelling clay to a cast of the skull according to the placement of the landmarks. This method is considered unethical since it involves manipulation of the skull. Another drawback with this method is that it is very time consuming and changes and modifications of the model are hard to do.
This thesis presents the possibilities of digitally, in 3D, reconstructing deceased persons'faces based on computed tomography of skulls. This is done by presenting our PC based 3D modelling tool that we have implemented in Discreet 3ds max. By developing and testing our software we have shown that digital 3D facial reconstruction can be performed by acquiring data from CT and performing the reconstruction process in 3ds max withhelp from our software.
Васюхно, К. В. "Інтерактивний квест-додаток для популяризації заходів легкоатлетичного манежу СумДУ." Master's thesis, Сумський державний університет, 2020. https://essuir.sumdu.edu.ua/handle/123456789/81422.
Full textКриштоп, М. О. "Платформа з вивчення зразків озброєння та військової техніки." Master's thesis, Сумський державний університет, 2018. http://essuir.sumdu.edu.ua/handle/123456789/71866.
Full textАрістархов, В. С. "Віртуальна екскурсія секцією інформаційних технологій проектування Сумського державного університету." Master's thesis, Сумський державний університет, 2021. https://essuir.sumdu.edu.ua/handle/123456789/81987.
Full textForsman, Maria, and Emma Stråle. "Produktionsflöde för rendering av bilder i katalogproduktion." Thesis, Linköping University, Department of Science and Technology, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-4029.
Full textPå IKEA går produktionsflödet för en produktbild i dagsläget från konstruktionsritning till fotografering via tillverkning och montering. En produkt som är färdig för tillverkning definieras av sin mekaniska konstruktion och sina ytegenskaper. Ledtiden och kostnaden för bildproduktionen skulle kunna minskas betydligt om produkten kunde avbildas redan i detta stadium, utan att finnas tillverkad. För detta ändamål såg IKEA en möjlighet i att introducera ett nytt produktionsflöde där avancerad datorgrafik, grafisk teknik och bildbehandling omvandlar konstruktionsritningen till produktbild. Ambitionen är att från ritningen ta ut en 3D-modell, placera den i en omgivning, ljussätta och belägga den med material och av detta skapa en tryckbar produktbild som uppfyller företagets höga kvalitetskrav.
Syftet med examensarbetet var att ta fram förslag på ett konkret sådant flöde genom att undersöka olika programvaror som skulle kunna användas samt att identifiera problemområden och komma med lösningsförslag på dessa. Flödet delades upp i de fem problemområdena konvertering, modellering, ljussättning, material och rendering som bearbetades parallellt. Fokus har under hela projektet legat på färghantering och upplevd bildkvalitet genom att korrekt färg- och detaljåtergivning i bilderna varit pekpinne och ledsagare.
Konstruktionsritningarna som görs i SolidWorks har konverterats till 3D-modeller med programvaran PolyTrans. I 3ds max har produktmodellerna satts in i en miljö som liknar den verkliga fotostudion, belysts och belagts med material. Efter en studie av olika programvaror för rendering beslutades det att mental ray skulle användas varpå alla bilder skapats med denna. mental ray är en komplex renderare som beräknar ljussättning fysikaliskt riktigt vilket bidrar till fotorealistiska bilder.
Examensarbetet handlade till mångt och mycket om att köra olika produkter genom flödet och testa med olika inställningar i de olika stegen. Flödet utvärderades kontinuerligt genom att bilderna som kom ut bedömdes visuellt. Dessutom genomfördes några tester för att undersöka inblandade programvarors eventuella brister vad gäller färghantering och upplevd bildkvalitet. Det slutliga resultatet av examensarbetet blev ett flöde som i stor utsträckning liknar arbetsflödet vid nuvarande bildproduktion. Med minimal insats från retuschavdelningen uppfyller bilderna de krav som ställs för att de skall kunna tryckas i IKEA katalogen.
Горулько, Я. В. "Віртуальна 3D екскурсія прес-центром Сумського державного університету." Master's thesis, Сумський державний університет, 2019. http://essuir.sumdu.edu.ua/handle/123456789/75641.
Full textAzevedo, Marco Antonio de. "Modelagem facial 3D foto-realista para utilização em mídias de alta definição." reponame:Repositório Institucional da UFSC, 2012. https://repositorio.ufsc.br/handle/123456789/106781.
Full textMade available in DSpace on 2013-12-05T22:20:43Z (GMT). No. of bitstreams: 0 Previous issue date: 2012
A modelagem 3D vem sendo muito utilizada na indústria de cinema e vídeo de alta definição de imagem. O rápido avanço tecnológico de computadores e aplicativos 3D tem permitido criar imagens cuja aparência se assemelha a uma imagem real, tal qual uma foto. Personagens 3D estão substituindo atores e dublês reais, permitindo a geração de cenas perigosas ou mesmo cenas antes impossíveis.Tendo como base os softwares 3D para a geração do modelo virtual e tendo em vista a gama de ferramentas que eles proporcionam para produzirem-se infinitos objetos via computador, esta pesquisa tem como principal objetivo propor processos de modelagem facial 3D foto-realista para utilização em animação em mídias de alta definição.A fim de atender ao objetivo geral exposto, foi realizada uma pesquisa-ação, que possui características tanto da prática rotineira, quanto da pesquisa científica. Do ponto de vista da natureza, trata-se de uma pesquisa classificada como aplicada, gerando conhecimentos para a aplicação prática. Em relação a abordagem, esta pesquisa é classificada como qualitativa.Desta forma, com base na fundamentação teórica, identificou-se os principais métodos de desenvolvimento de um modelo virtual 3D. Em se-guida, determinou-se recursos que permitam aumentar visualmente o realismo da imagem final. Por fim, o modelo desenvolvido foi aplicado
Abstract: The 3D modeling has been widely used in the industry of film and high definition video image. The rapid technological advancement of compu-ters and 3D applications has allowed to create images whose appearance resembles a picture just like a real photo. 3D characters are replacing real actors and stuntmen, allowing the generation of stunt scenes before or even impossible.Based on the 3D software to generate the virtual model and in view of the range of tools they provide up to produce infinite objects via compu-ter, this study discusses about construction of 3D human face modeling from a leading 3D software market media and digital entertainment today.Starting with a theoretical basis about the tools and technologies for the production of 3D modeling, this research addresses the entire process of building a 3D facial modeling photo-real animation for use in high-definition media.Aspects of modeling techniques, the photography use on textures, as well as the physical the physical aspects that have some correspondence to the real world within the virtual 3D environment such as lighting systems, are addressed in this research.The survey ends with the 3D model built, represented in a digital image rendered.
Ševčík, Martin. "3D závodní hra pro platformu Android." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2013. http://www.nusl.cz/ntk/nusl-236353.
Full textThorvaldson, Niclas, and Daniel Persson. "Utformning av konst- och musikhus med läge i unik miljö." Thesis, Linnéuniversitetet, Institutionen för teknik, TEK, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-12526.
Full textThe purpose of this thesis was to produce two alternative architectural designs, of a building, that will house various exhibitions and activities. Mainly those will be culture related; music and arts. The building is to be located in a Swedish lake, called Växjösjön, and the structure is intended to be placed on a floating hull.Initially the authors investigated, and discussed, what possibilities and limitations that were associated with the building. The authors then, separate from one another, created one alternative design each.The first of the two designs found its inspiration in different geometrical shapes, whereas the other was more of an organic design with a smooth and flowing architecture.
De digitala ritningarna finns att tillgå från författarna på begäran.
Rackwitz, Anja, and Markus Sterner. "Photorealistic Rendering with V-ray." Thesis, University of Gävle, Department of Mathematics, Natural and Computer Sciences, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-156.
Full textWhat makes an image photorealistic and how to pinpoint and understand how our mind interprets different elements in an image conditions? It is proposed that the phrase "imperfect makes perfect" is the key for the photorealistic goal in today’s 3D. There is a review of all the elements for the creation of one perfect image, such as Global Illumination, Anti-Aliasing and also a basic review of photography, how a scene is set up, color temperature and the nature of the real light. To put different theories to a test, the common three dimensional software 3D Studio Max was used with the V-Ray renderer. On a field trip to IKEA communications, we were assigned a project of a room scene containing a kitchen, with a finished scene model. A kitchen was created and experimented to reach a result where there is no visible difference between a computer generated image and the photography. Our result was not what we had hoped for due to many problems with our scene. We ourselves see this as a first step toward a scientific explanation to photorealism and what makes something photorealistic.
Bergonzoni, Giacomo. "(at)tendaendo Il Cielo, progetto per una chiesa a Ottawa." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2013. http://amslaurea.unibo.it/5494/.
Full textLíbal, Jan. "Využití termovizní kamery pro měření teploty elektrických strojů." Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2009. http://www.nusl.cz/ntk/nusl-217964.
Full textПроценко, Олена Борисівна, Елена Борисовна Проценко, Olena Borysivna Protsenko, and Я. Мишенин. "Моделирование физических свойств углеродных нанотрубок с использованием 3D STUDIO MAX." Thesis, Изд-во СумГУ, 2008. http://essuir.sumdu.edu.ua/handle/123456789/20929.
Full textKoffi, Cole Mahoukau. "Video game development with 3D Studio Max and the XNA framework." CSUSB ScholarWorks, 2007. https://scholarworks.lib.csusb.edu/etd-project/3228.
Full textHoffman, Monica, Earl Allen, John Yount, and April Norcross. "Positional Awareness Map 3D (PAM3D)." International Foundation for Telemetering, 2012. http://hdl.handle.net/10150/581648.
Full textThe Western Aeronautical Test Range of the National Aeronautics and Space Administration's Dryden Flight Research Center needed to address the aging software and hardware of its current situational awareness display application, the Global Real-Time Interactive Map (GRIM). GRIM was initially developed in the late 1980s and executes on older PC architectures using a Linux operating system that is no longer supported. Additionally, the software is difficult to maintain due to its complexity and loss of developer knowledge. It was decided that a replacement application must be developed or acquired in the near future. The replacement must provide the functionality of the original system, the ability to monitor test flight vehicles in real-time, and add improvements such as high resolution imagery and true 3-dimensional capability. This paper will discuss the process of determining the best approach to replace GRIM, and the functionality and capabilities of the first release of the Positional Awareness Map 3D.
Lundin, Linus, and Tina Nilsson. "3D-objekt via metoden kollage." Thesis, Blekinge Tekniska Högskola, Sektionen för planering och mediedesign, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-3930.
Full textDemel, Jan. "Segmentace 3D obrazových dat s využitím grafové reprezentace." Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2014. http://www.nusl.cz/ntk/nusl-220863.
Full textFält, Viktor. "Strategies to effectively integrate a 3D model of a building in a software systems for real-time visualization." Thesis, Linköpings universitet, Kommunikations- och transportsystem, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-119954.
Full textКаравай, І. С. "Ігровий квест-додаток з підтримкою мережевої взаємодії ігроків." Master's thesis, Сумський державний університет, 2021. https://essuir.sumdu.edu.ua/handle/123456789/86872.
Full textTRINDADE, DANIEL RIBEIRO. "3D NAVIGATION TECHNIQUES USING THE CUBE MAP." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2010. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=16322@1.
Full textA utilização de visualizadores 3D é algo cada vez mais comum em diversos ramos de atividades. O surgimento de novas tecnologias, com o resultante aumento do poder de processamento dos computadores atuais, tornou possível a criação de ambientes virtuais 3D maiores e mais ricos em detalhes. No entanto, a navegação em ambientes 3D, especialmente os ambientes multiescala, ainda é um problema para muitos usuários. O objetivo deste trabalho é propor soluções para alguns problemas de navegação 3D, a fim de melhorar a experiência de uso nesse tipo de aplicação. Nesse sentido, são apresentadas técnicas que permitem ajustar automaticamente a velocidade de navegação, os planos de corte e o ponto de centro de rotação. É proposta também uma solução para a detecção e tratamento de colisão entre a câmera e os modelos da cena, além de uma técnica que visa impedir que os usuários fiquem perdidos quando nenhum objeto da cena é visualizado. Essas soluções são baseadas na construção e manutenção de uma estrutura chamada de cubo de distâncias (cube map, no original em inglês), que fornece informações sobre a localização espacial dos pontos da cena em relação à câmera. Atualmente em desenvolvimento no Tecgraf/PUC-Rio, o SiVIEP (Sistema de Visualização Integrado de Exploração e Produção) é um visualizador voltado para profissionais da área de exploração e produção de petróleo, que serviu para a detecção e entendimento dos problemas mencionados e para a validação das soluções implementadas.
The use of 3D viewers is becoming common in several activities. The appearance of new technologies, with the resulting increase in processing power, made possible the creation of larger and richer 3D virtual environments. However, the navigation in 3D environments, especially the multiscale ones, is still a problem for many users. The goal of this work is to propose solutions to some 3D navigation problems in order to improve the user experience with this kind of application. In this sense, techniques to automatically adjust the navigation speed, the clipping planes and the rotation center are presented. It is also proposed a solution for the detection and treatment of collision between the camera and the scene, and a technique that aims to prevent users from getting lost when no scene object is visualized. These solutions are based on the construction and maintenance of a structure called cube map, which provides information about the spatial location of the scene points relative to the camera. Currently in development at Tecgraf/PUCRio, the SiVIEP (Integrated Visualization System for Exploration and Production) is a viewer aimed at professionals in the area of oil exploration and production that was used to detect and understand the mentioned problems, and also for validating the implemented solutions.
Burian, František. "Tvorba multispektrálních map v mobilní robotice." Doctoral thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2015. http://www.nusl.cz/ntk/nusl-233689.
Full textЖемаєва, К. С. "Додаток доповненої реальності "Путівник культових пам’яток Сумщини"." Master's thesis, Сумський державний університет, 2018. http://essuir.sumdu.edu.ua/handle/123456789/71854.
Full textDe, Donato Lorenzo. "Progettazione, modellazione 3D e sviluppo di un videogioco multipiattaforma." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2012. http://amslaurea.unibo.it/4550/.
Full textGroher, Martin [Verfasser], Nassir [Akademischer Betreuer] Navab, and Max A. [Akademischer Betreuer] Viergever. "2D-3D Registration of Vascular Images : Towards 3D-Guided Catheter Interventions / Martin Groher. Gutachter: Max A. Viergever ; Nassir Navab. Betreuer: Nassir Navab." München : Universitätsbibliothek der TU München, 2008. http://d-nb.info/1054351694/34.
Full textSchmitz, Martin [Verfasser], Max [Akademischer Betreuer] Mühlhäuser, and Jürgen [Akademischer Betreuer] Steimle. "3D-Printed Interaction: Digital Fabrication of Touch, Deformation, and Environmental Sensing / Martin Schmitz ; Max Mühlhäuser, Jürgen Steimle." Darmstadt : Universitäts- und Landesbibliothek Darmstadt, 2019. http://d-nb.info/1179915070/34.
Full textTazir, Mohamed Lamine. "Precise localization in 3D prior map for autonomous driving." Thesis, Université Clermont Auvergne (2017-2020), 2018. http://www.theses.fr/2018CLFAC047/document.
Full textThe concept of self-driving vehicles is becoming a happening reality and will soon share our roads with other vehicles –autonomous or not-. For a self-driving car to move around in its environment in a securely, it needs to sense to its immediate environment and most importantly localize itself to be able to plan a safe trajectory to follow. Therefore, to perform tasks suchas trajectory planning and navigation, a precise localization is of upmost importance. This would further allow the vehicle toconstantly plan and predict an optimal path in order to weave through cluttered spaces by avoiding collisions with other agentssharing the same space as the latter. For years, the Global Positioning System (GPS) has been a widespread complementary solution for navigation. The latter allows only a limited precision (range of several meters). Although the Differential GPSand the Real Time Kinematic (RTK) systems have reached considerable accuracy, these systems remain sensitive to signal masking and multiple reflections, offering poor reliability in dense urban areas. All these deficiencies make these systems simply unsuitable to handle hard real time constraints such as collision avoidance. A prevailing alternative that has attracted interest recently, is to use upload a prior map in the system so that the agent can have a reliable support to lean on. Indeed,maps facilitate the navigation process and add an extra layer of security and other dimensions of semantic understanding. The vehicle uses its onboard sensors to compare what it perceives at a given instant to what is stored in the backend memory ofthe system. In this way, the autonomous vehicle can actually anticipate and predict its actions accordingly.The purpose of this thesis is to develop tools allowing an accurate localization task in order to deal with some complex navigation tasks outlined above. Localization is mainly performed by matching a 3D prior map with incoming point cloudstructures as the vehicle moves. Three main objectives are set out leading with two distinct phases deployed (the map building and the localization). The first allows the construction of the map, with centimeter accuracy using static or dynamic laser surveying technique. Explicit details about the experimental setup and data acquisition campaigns thoroughly carried outduring the course of this work are given. The idea is to construct efficient maps liable to be updated in the long run so thatthe environment representation contained in the 3D models are compact and robust. Moreover, map-building invariant on any dedicated infrastructure is of the paramount importance of this work in order to rhyme with the concept of flexible mapping and localization. In order to build maps incrementally, we rely on a self-implementation of state of the art iterative closest point (ICP) algorithm, which is then upgraded with new variants and compared to other implemented versions available inthe literature. However, obtaining accurate maps requires very dense point clouds, which make them inefficient for real-time use. Inthis context, the second objective deals with points cloud reduction. The proposed approach is based on the use of both colorinformation and the geometry of the scene. It aims to find sets of 3D points with the same color in a very small region and replacing each set with one point. As a result, the volume of the map will be significantly reduced, while the proprieties of this map such as the shape and color of scanned objects remain preserved.The third objective resort to efficient, precise and reliable localization once the maps are built and treated. For this purpose, the online data should be accurate, fast with low computational effort whilst maintaining a coherent model of the explored space. To this end, the Velodyne HDL-32 comes into play. (...)
Li, Peiyi. "Exploration of 3D Images to Understand 3D Real World." Diss., Temple University Libraries, 2016. http://cdm16002.contentdm.oclc.org/cdm/ref/collection/p245801coll10/id/413481.
Full textPh.D.
Our world is composed of 3-dimension objects. Every one of us is living in a world with X, Y and Z axis. Even though the way we record our world is usually taking a photo: reduce dimensionality from 3-dimension to 2-dimension, the most natural and vivid way to understand the world, and to interact with it, is to sense from our 3D real world. We human beings are sensoring our 3D real world everyday using our build-in stereo system: two eyes. In another word, the raw source data human beings obtain to recognize the real 3D world has depth information. It is not difficult to figure out: Will it help if we give machines depth map of a scene during understanding the 3D real world using computer vision technologies? The answer is yes. Following this concept, my research work is focused on 3D topics in Computer Vision. 3-dimension world is the most intuitive and vivid world human beings can perceive. In the past, it is very costly to get 3D raw source data. However, things have changed since the release of many 3D sensors in recent decades. With the help of many modern 3D sensor, I am motivated to choose my research topics among this direction. Nowadays, 3D sensor has been used in various aspects of industries. In gaming industry, we have many kinds of commercial in-door 3D sensors. This kind of sensors can generate 3D cloud points in in-door environment with very cheap cost. Thus, provides depth information to traditional computer vision algorithms, and achieves state-of-the-art detection results of human body skeleton. 3D sensor in gaming brings out new ways to interact with computers. In medical industry, engineers offer cone beam computed tomography (CBCT). The raw source data this technology provides gives doctors the idea of holographic structure of target soft/hard tissue. By extend pattern recognition algorithms from 2D to 3D, computer vision scientists can now suggest doctors with 3D texture feature, and help them when diagnose. My research works are along these two lines. In medical image, by looking into trabecular bone 3D structures, I want to use Computer Vision tools to interpret the most tiny density change. In human-computer-interaction task, by studying the 3D point cloud, I want to find a way to estimate human hand pose. First of all, in Medical Image, by using Computer Vision methods, I want to find out a useful algorithm to distinguish bone texture patterns. This task is critical in clinical diagnosis. Variations in trabecular bone texture are known to be correlated with bone diseases, such as osteoporosis. In my research work, we propose a multi-feature multi-ROI (MFMR) approach for analyzing trabecular patterns inside the oral cavity using cone beam computed tomography (CBCT) volumes. For each dental CBCT volume, a set of features including fractal dimension, multi-fractal spectrum and gradient based features are extracted from eight regions-of-interest (ROI) to address the low image quality of trabecular patterns. Then, we use generalized multi-kernel learning (GMKL) to effectively fuse these features for distinguishing trabecular patterns from different groups. To validate the proposed method, we apply it to distinguish trabecular patterns from different gender-age groups. On a dataset containing dental CBCT volumes from 96 subjects, divided into gender-age subgroups, our approach achieves 96.1\% average classification rate, which greatly outperforms approaches without the feature fusion. Besides, in human-computer-interaction task, the most natural way is to use your hand pointing things, or use a gesture to express your ideas. I am motivated to estimate all skeleton joint locations in 3D space, which is the foundation of all gesture understanding. Through logical decision on these skeleton join locations, we can obtain the Semantics behind the hand pose gesture. So, the task is to estimate a hand pose in 3D space, locating all skeletal joints. A real-time 3D hand pose estimation algorithm is then proposed using the randomized decision forest framework. The algorithm takes a depth image as input and generates a set of skeletal joints as output. Previous decision-forest-based methods often give labels to all points in a point cloud at a very early stage and vote for the joint locations. By contrast, this algorithm only tracks a set of more flexible virtual landmark points, named segmentation index points (SIPs), before reaching the final decision at a leaf node. Roughly speaking, an SIP represents the centroid of a subset of skeletal joints, which are to be located at the leaves of the branch expanded from the SIP. Inspired by a latent regression-forest-based hand pose estimation framework, we integrate SIP into the framework with several important improvements. The experimental results on public benchmark datasets show clearly the advantage of the proposed algorithm over previous state-of-the-art methods, and the algorithm runs at 55.5 fps on a normal CPU without parallelism. After the study on RGBD (RGB-depth) images, we have come to another issue. When we want to take advantage of our algorithms, and make an application, we find it really hard to accomplish. The majority of devices today are equipped with RGB cameras. Smart devices in recent years rarely have RGBD cameras on them. We have come to a dilemma that we are not able to apply our algorithms to more general scenarios. So I have changed my perspective to try some 3D reconstruction algorithms on ordinary RGB cameras. As a result, we shift our attention to human face analysis in RGB images. Detection faces in photos are critical in intelligent applications. However, this is far from enough for modern application scenarios. Many applications require accurate localization of facial landmarks. Face Alignment (FA) is critical for face analysis, it has been studied extensively in recently years. For academia, research work among this line is challenging when face images have extreme poses, lighting, expressions, and occlusions etc. Besides, FA is also a fundamental component in all face analysis algorithms. For industry, once having these facial key point locations, many impossible applications becomes reachable. A robust FA algorithm is in great demand. We developed our proposed Convolutional Neural Networks (CNN) on Deep Learning framework Caffe while employing a GPU server of 8 NVIDIA TitanX GPUs. Once finalized the CNN structure, thousands of human-labeled face image data are used to train the proposed CNN on a GPU server cluster with 2 nodes connected by Infinite Band. Each node has 4 NVIDIA K-40 GPU on its own. Our framework outperforms deep learning state-of-the-art algorithms.
Temple University--Theses
Limper, Max [Verfasser], Dieter W. [Akademischer Betreuer] Fellner, and Marc [Akademischer Betreuer] Alexa. "Automatic Optimization of 3D Mesh Data for Real-Time Online Presentation / Max Limper ; Dieter W. Fellner, Marc Alexa." Darmstadt : Universitäts- und Landesbibliothek Darmstadt, 2018. http://d-nb.info/1162275170/34.
Full textRAVEENDIRAN, JAYANTHAN. "FAST ESTIMATION OF DENSE DISPARITY MAP USING PIVOT POINTS." OpenSIUC, 2013. https://opensiuc.lib.siu.edu/theses/1208.
Full textBosworth, Lucy A. "3D electrospun bundles of polycaprolactone for tendon regeneration." Thesis, University of Manchester, 2009. http://www.manchester.ac.uk/escholar/uk-ac-man-scw:98095.
Full textVuong, Mai Phuong [Verfasser]. "Conversion of representations of 3D geo-objects / Mai Phuong Vuong." Aachen : Shaker, 2012. http://d-nb.info/1069047821/34.
Full textKayan, Ertan. "Uncertainty-Augmented Semantic 3D Map Labeling in Mobile Robotic Applications." Thesis, KTH, Maskinkonstruktion (Inst.), 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-141188.
Full textCarvalho, Leonor. "Evaluation of 2D and 3D Map Presentation for Geo-Visualization." Thesis, Högskolan i Gävle, Avdelningen för Industriell utveckling, IT och Samhällsbyggnad, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-9448.
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