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Dissertations / Theses on the topic 'Blender 3D'

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1

Opletal, Martin. "Vývoj 3D aplikací v prostředí Blender." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2014. http://www.nusl.cz/ntk/nusl-235410.

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Thesis is focused on evaluation of available tools for 3D application development. In one selected tool (Blender) is created computer game. This game demonstrates Blender's capabilities. The process of creating is recorded in a case study for the possible purposes of own complex games development.
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2

Jablonský, Viktor. "Automatická tvorba 3D modelů v programu Blender." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2010. http://www.nusl.cz/ntk/nusl-237162.

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This text was written as part of a master's thesis. It describes development of an automatic generator of 3D models for Blender. After a brief introduction to the Blender application some of existing scripts for 3D model creation (tested as part of theoretical research) are presented. After an analysis of features required from an automatic generator various types of swords were chosen as the suitable class of objects for the automatic creation. Next part of this thesis presents basic terms in this field, namely the nomenclature of the swords and other related weapons. Their most important pro
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Arma, Simona. "Blender: il dietro le quinte." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2012. http://amslaurea.unibo.it/3839/.

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4

Anders, Jörg. "Character-Animation mit Blender." Universitätsbibliothek Chemnitz, 2008. http://nbn-resolving.de/urn:nbn:de:bsz:ch1-200800841.

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5

Ayoub, Yohan, Viktor Barr, Johan Fallström, et al. "Digital 3D-rekonstruktion av personskador." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-158491.

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Denna rapport behandlar ett arbete utfört under kursen TDDD96 Kandidatprojekt i programvaruutveckling vid Linköpings Universitet. Arbetet är efterfrågat av Nationellt Forensiskt Centrum (NFC) och utfört av 7 datateknologstudenter. Arbetet bestod i att ta fram och utveckla ett färdigt program som ska göra det enkelt för kriminaltekniker och obducenter att rekonstruera personskador samt presentera det på ett pedagogisk sätt.
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Rinaldi, Luca. "Leap Aided Modelling (LAM) in Blender." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2016. http://amslaurea.unibo.it/10904/.

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L'evoluzione tecnologica e l'utilizzo crescente della computer grafica in diversi settori stanno suscitando l'interesse di sempre più persone verso il mondo della modellazione 3D. I software di modellazione, tuttavia, si presentano spesso inadeguati all'utilizzo da parte di utenti senza esperienza, soprattutto a causa dei comandi di navigazione e modellazione poco intuitivi. Dal punto di vista dell'interazione uomo-computer, questi software devono infatti affrontare un grande ostacolo: il rapporto tra dispositivi di input 2D (come il mouse) e la manipolazione di una scena 3D. Il progetto
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7

Ivanauskas, Ginas. "Blender aplinkos naudojimo garsinio signalo modeliavimui galimybių tyrimas." Master's thesis, Lithuanian Academic Libraries Network (LABT), 2010. http://vddb.laba.lt/obj/LT-eLABa-0001:E.02~2010~D_20100707_112552-31918.

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Šiame darbe tiriamos trimatės Blender aplinkos panaudojamumo garsinių signalų modeliavimui galimybės. Darbe aprašyta programos vartotojo sąsaja, vidinė architektūra, ištirtos vidinio programavimo galimybės ir pateikti tyrimų rezultatai. Naudojant Python programavimo kalbą buvo sukurta garsinių signalų analizės ir vizualizavimo programa SigBlender, veikianti Blender aplinkoje. Programa naudoja beveik periodinių garso signalų periodų išskyrimo algoritmą, kuris buvo sukurtas ir realizuotas darbo metu. Naudojant tekstinį redaktorių Notepad++ sukurta nauja programavimo aplinka, integruojanti Python
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8

Carloni, Ilaria. "Modellazione e rendering di un'abitazione tramite Blender." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2018.

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La tesi progettuale si basa sulla simulazione virtuale di un'abitazione realizzata tramite il software di grafica Blender. Si introduce la Computer Graphics, mostrando come muoversi in Blender; successivamente si mostrano la struttura dell'abitazione e la modellizzazione dei vari mobili, fino ad arrivare a descrivere l'animazione ed il rendering attuati nel progetto, questi ultimi verranno mostrati tramite video.
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Pabst, Rebekka. "Neue Bilder, neue Möglichkeiten." Universitätsbibliothek Leipzig, 2016. http://nbn-resolving.de/urn:nbn:de:bsz:15-qucosa-201713.

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In der heutigen Filmindustrie bietet das 3D-Design ein anerkanntes Mittel, um virtuelle Welten oder Charaktere zu erschaffen. Doch das 3D-Design dringt mittlerweile auch in andere Bereiche vor, so etwa der Medizin und der Architektur. Dabei bietet die virtuelle Rekonstruktion auch vielfältige Möglichkeiten für die Archäologie/Ägyptologie. Beispielsweise können von kleineren Objekten oder Papyri virtuelle 3D-Modelle erstellt werden. Der große Vorteil dabei ist, dass die Originale nicht beschädigt werden und mehrere Wissenschaftler zur gleichen Zeit an ein und demselben Objekt forschen können. S
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10

Spousta, Martin. "Elektronický obchod ve 3D rozměru." Master's thesis, Vysoké učení technické v Brně. Fakulta podnikatelská, 2011. http://www.nusl.cz/ntk/nusl-222821.

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This Diploma thesis deals with problems of making 3D e-shops for their widely usage. It contains the description of current level of e-shop, theoretical solution of the problem of transition to 3D with a description of advantages, disadvantages and warrant of new solution. It contains the practical solution as well.
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11

Senkic, Dario. "Dynamic simulation in a 3D-environment : A comparison between Maya and Blender." Thesis, Högskolan i Gävle, Avdelningen för Industriell utveckling, IT och Samhällsbyggnad, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-7871.

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Today there are several 3D software’s that are capable of producing realistic simulations, such as fire, water, smoke, cloth etc. This thesis will focus on two software’s, Autodesk Maya and Blender. The first one, Maya, is an industry-leading commercial product, while the second, Blender, is based on open-source. Thus raising interesting questions regarding the overall performance in both software's. Three different sets of simulations will be created in both applications, then a comparison will be made focusing on the work-flow, rendering time and the final render. In order to draw a conclusi
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Marinelli, Michela. "Realizzazione di un gioco mediante Unity e Blender." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2017. http://amslaurea.unibo.it/12982/.

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In questa tesi si descrivono tutte le fasi del processo di creazione di un videogioco, a partire dalla progettazione, fino alla modellazione e allo sviluppo. Il gioco è composto da tre livelli con scenari differenti: un bosco, un castello nel deserto e una stazione urbana. Lo scopo del gioco è quello di raccogliere 10 monete in 60 secondi per passare al livello successivo. Il giocatore ha a disposizione 3 vite per ogni livello. Per aumentare la difficoltà sono stati inseriti degli oggetti che penalizzano il giocatore: togliendo una vita o una moneta. Tali oggetti sono diversi per ogni ambi
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Charvát, Jan. "Využití 3D modelování v elektronickém obchodě." Master's thesis, Vysoké učení technické v Brně. Fakulta podnikatelská, 2012. http://www.nusl.cz/ntk/nusl-223386.

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This diploma thesis deals with the possibilities of using 3D modeling in electronic commerce. It describes the theoretical basis and methods of 3D modeling, which is used. Includes description of the current state in electronic presentation, the description of the advantages and disadvantages these procedures, as well as practical implementation of 3D model.
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Pantaloni, Tommaso. "Game programming: Grafica 3d." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2014. http://amslaurea.unibo.it/6595/.

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Tesi riguardante la creazione di tutte le risorse grafiche necessarie ad un videogioco tridimensionale in prima persona con Blender e Unity3D. Gli argomenti trattati sono: prgettazione, 3D modeling, texturing e shading.
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15

Brage, Carl. "Synchronizing 3D data between software : Driving 3D collaboration forward using direct links." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-175165.

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In the area of 3D visualization there are often several stages in the design process. These stages can involve creating a model, applying a texture to the model and creating a rendered image from the model. Some software can handle all stages of the process while some are focused on a single stage to try to perfect and narrow down the service provided. In this case there needs to be a way to transfer 3D data between software in an efficient way where the user experience isn’t lacking. This thesis explores the area of 3D data synchronization by first getting foundation from the prestudy and lit
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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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17

Веремей, З. М. "Додаток для попереднього ознайомлення абітурієнтів із ЧНТУ з використанням 3D-моделювання (четвертий корпус)". Thesis, Чернігів, 2020. http://ir.stu.cn.ua/123456789/21451.

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Веремей, З. М. Додаток для попереднього ознайомлення абітурієнтів із ЧНТУ з використанням 3D-моделювання (четвертий корпус) : дипломна робота : 121 Інженерія програмного забезпечення / З. М. Веремей; керівник роботи Білоус І. В. ; Національний університет «Чернігівська політехніка», кафедра інформаційних технологій і програмної інженерії. – Чернігів, 2020. – 65 с.<br>Об’єкт розробки – настільний додаток, що містить 3D-модель четвертого корпусу будівлі ЧНТУ. Мета роботи – інтерактивна візуалізація Чернігівського національного технологічного університету. А саме, якомога точніше відобразити вну
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18

Sundberg, Simon. "Evolving digital 3D models using interactive genetic algorithm." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-177580.

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The search space of digital 3D models designs is vast and can be hard to navigate. In this study, a system that evolves digital 3D models using an interactive genetic algorithm (IGA) was constructed in order to aid this process. The goal of the study was to investigate how such a system can be constructed in order to aid the design space exploration of digital 3D models.  The system is integrated with the 3D creation suite Blender and uses its Python API to programmatically edit models and generate images of the results, which are displayed on a web page where users can rate the results to evo
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19

Downham, Alexander David. "True 3D Digital Holographic Tomography for Virtual Reality Applications." University of Dayton / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=dayton1513204001924421.

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20

Capacci, Giulia. "Sinergia tra Blender e Unity nella realizzazione di un Mondo Aumentato." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2018. http://amslaurea.unibo.it/15610/.

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L’obiettivo di questa tesi è la realizzazione di un’applicazione per Android volta all’arricchimento della realtà con elementi 3D creati al calcolatore al fine di simulare un "Mondo Aumentato". Nello specifico, questo Mondo punta a ricreare la sala di un Museo Oceanico, ricco di quadri - elementi tangibili della realtà - e ricco di oggetti sintetici - elementi dello strato virtuale con cui è possibile interagire. Concretamente, la simulazione della stanza del "Museo Aumentato" è stata effettuata all’interno di un ambiente ampio, luminoso e dai toni un po’ freddi in cui sono stati posizionati
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21

Бугай, Ю. В. "Додаток для попереднього ознайомлення абітурієнтів із ЧНТУ з використанням 3D-моделювання (головний корпус)". Thesis, Чернігів, 2020. http://ir.stu.cn.ua/123456789/21448.

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Бугай, Ю. В. Додаток для попереднього ознайомлення абітурієнтів із чнту з використанням 3d-моделювання (головний корпус) : дипломна робота : 121 Інженерія програмного забезпечення / Ю. В. Бугай; керівник роботи Білоус І. В. ; Національний університет «Чернігівська політехніка», кафедра інформаційних технологій і програмної інженерії. – Чернігів, 2020. – 69 с.<br>Об’єкт розробки є настільний додаток, що містить 3D-модель будівлі головного корпусу ЧНТУ. Мета роботи – розробка 3D-презентації будівлі головного корпусу Чернігівського національного технологічного університету, яка б відповідала реа
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Leone, Giulio. "Analisi di software open source per la grafica 3D: dagli algoritmi alla produzione di scene 3D." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2018. http://amslaurea.unibo.it/17307/.

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Questo elaborato descrive il lavoro di studio e utilizzo di tre software open source per la produzione di una scena 3D. Il suo obiettivo è quello di fornire un esempio di applicazione di tali software in un contesto reale, mostrando un parallelismo tra gli aspetti teorici della computer graphics e le tecnologie open source disponibili per la loro implementazione. In particolare, l'attività di progetto qui descritta è la ricostruzione 3D di un appartamento, sfruttando un software di modellazione gra�fica (Blender), un software per l'elaborazione di mesh 3D (MeshLab) e un software per l'acqui
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Marini, Leonardo. "Tecniche di animazione 3D nella realizzazione di un cortometraggio." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2019. http://amslaurea.unibo.it/19537/.

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Questa tesi mostra il processo di produzione di un cortometraggio, da un punto di vista progettuale. Vengono quindi analizzate le fasi della produzione, come la modellazione e la realizzazione delle animazioni. Oltre ad esse sono trattate anche alcune fasi precedenti alla produzione, come la progettazione delle animazioni, e del corto in generale. Il focus principale sono quindi proprio le animazioni e la teoria dietro di esse. Infatti per capire come progettare e realizzare animazioni in maniera efficiente, è necessario capire come funzionino da un punto di vista scientifico e ingegnerist
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Pisano, Giuseppe. "Progettazione e Sviluppo di un Sistema di Modellazione 3D in Realtà Aumentata." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2017. http://amslaurea.unibo.it/14283/.

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Scopo dell'elaborato è lo studio di alcune delle tecnologie e dei problemi legati allo sviluppo di sistemi in Realtà Aumentata, e lo sviluppo, grazie a questi strumenti, di un prototipo dimostrante le potenzialità di questa nuova tecnica di interfacciamento fra uomo e macchina. La trattazione parte da un capitolo dedicato all'introduzione del concetto di Realtà Aumentata, e procede poi con la selezione di un dominio applicativo che possa fornire un campo d'applicazione valido per questa tecnologia: la modellazione 3D. Vengono introdotti inoltre due degli strumenti fondamentali utilizzati in qu
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De, Luca Daniele. "Cortometraggio 3D per il progetto CINECA MDC - Museo della Città di Bologna Modellazione, rendering e studio delle fonti storiche." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2011. http://amslaurea.unibo.it/1907/.

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Mancino, Amerigo. "Putting on Glasses." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2017. http://amslaurea.unibo.it/14814/.

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Scanning people and generating realistic face models is becoming nowadays an important branch in Computer Graphics. The main applications are the creation of 3D selfies that can be immediately viewed or printed in 3D, the creation of 3D avatars for augmented or virtual reality applications, content creation for games or movies, or the developing of 3D face authentication algorithms (more robust respect to the 2D counterpart). This thesis provides an overview on a common issue that arises when scanning people wearing glasses and in turn proposes different solutions to solve or at least bypass
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Paternesi, Claudio. "Virtual Reality Labelling Tool for 3D Semantic Segmentation." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2019.

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Durante gli ultimi anni nel campo della Computer Vision si sono susseguiti studi sempre più approfonditi sulla segmentazione semantica 3D, questi lavori richiedono spesso una enorme quantità di modelli 3D su cui fare le elaborazioni. Non sempre però, i dataset disponibili forniscono delle informazioni complete riguardanti anche la segmentazione dei modelli 3D. In questa tesi si propone uno strumento software con cui si possa creare, a partire da un modello 3D, la sua versione segmentata semanticamente, così da poter creare dei dataset completi da usare nelle fasi di training e test di modelli
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Termopoli, Anna. "Progettazione e realizzazione mediante Unity 3D di un'applicazione per l'arredamento personalizzato d'interni." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2017.

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La seguente tesi tratta della progettazione e realizzazione di un software per l'arredamento personalizzato d'interni. L'applicazione creata con Unity, permette di progettare e realizzare l'arredamento di un ambiente interno con l'utilizzo di modelli tridimensionali. Nell'applicazione è possibile caricare un proprio modello fbx contentente una stanza tridimensionale, oppure scegliere tra quelle presenti. A questo punto l'utente può scegliere dal catalogo i modelli 3D da utilizzare per arredare la stanza.
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Zouhar, Marek. "Tvorba a demonstrace 3D modelů pro VR." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2017. http://www.nusl.cz/ntk/nusl-363852.

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This thesis deals with the concept of virtual reality, its history, present-day possibilities and available devices and technologies for virtual reality and ways of creating assets such as models, textures and animations for virtual reality applications. The practical part of this work deals with design and creation of three-dimensional models, textures, animations and environment for use in interactive application in virtual reality and also with design and creation of such application to demonstrate their use.
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Julius, Willén. "Developing a process for automating UV mapping and polygon reduction." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-131341.

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An exploratory research project was conducted through a company focusing on CAD and their own developed real-time 3D model viewer. The company needed to be able to convert CAD models to use in Unreal Engine with great visual quality. Before this project, another was conducted to perform the simple conversion of CAD models to the FBX file format, which Unreal uses. In extension to the previous project, one needed to add functionalities to manipulate the models for better quality and performance. The tasks were carried out and performed with good results.
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Parborg, Sebastian, and Rasmus Holm. "Generative design of game graphics and levels." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-149036.

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This thesis describes the implementation and evaluation of a modular approach for generating 2D side-scroller game levels from a procedurally generated 3D world. Manually generating large amounts of game levels can take considerable amounts of time, and it maybe desirable to automate this process, using procedural content generation. The problem with using procedural content generation is that it is hard to generate coherent game levels. We implement a modular pipeline which, given a set of heightmaps, generates a 3Dworld. From this world, 2D game levels are generated by pathing and extracting
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Веремей, З. М. "Інтерактивний 3D-додаток для попереднього ознайомлення абітурієнтів НУ «Чернігівська політехніка» з навчальним процесом". Thesis, Чернігів, 2021. http://ir.stu.cn.ua/123456789/25124.

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Веремей, З. М. Інтерактивний 3D-додаток для попереднього ознайомлення абітурієнтів НУ «Чернігівська політехніка» з навчальним процесом : випускна кваліфікаційна робота : 121 "Інженерія програмного забезпечення" / З. М. Веремей ; керівник роботи І. В. Білоус ; НУ "Чернігівська політехніка", кафедра технологій та програмної інженерії. – Чернігів, 2021. – 78 с.<br>Тема роботи: Розробка інтерактивного 3D-додатку для попереднього ознайомлення абітурієнтів НУ «Чернігівська політехніка» з навчальним процесом. Актуальність проблеми: існуючі «інтерактивні» екскурсії будівлями навчальних закладів в біл
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Silber, Marek. "Vytvoření podpůrných výukových prostředků pro kurz Moderní počítačová grafika." Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2015. http://www.nusl.cz/ntk/nusl-220541.

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This thesis is divided into two parts, where the first part is focused on an overview and work with 3D software at Czech universities, it includes a comparison of the different programs and description of history of Blender programme which was the one chosen as support for teaching the Modern computer graphics course. The second part of the thesis is more focused on practical matters and describes the basic workings of the programme from the first start up, orientation in the different sections and the settings of the work space for the work itself. The thesis details basic transformation comm
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Bertani, Federico. "Reconstruction of vehicle dynamics from inertial and GNSS data." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2018. http://amslaurea.unibo.it/16105/.

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The increasingly massive collection of data from various types of sensors installed on vehicles allows the study and reconstruction of their dynamics in real time, as well as their archiving for subsequent analysis. This Thesis describes the design of a numerical algorithm and its implementation in a program that uses data from inertial and geo-positioning sensors, with applications in industrial contexts and automotive research. The result was made usable through the development of a Python add-on for the Blender graphics program, able to generate a three-dimensional view of the dynamics tha
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Van, Wyk Desmond Eustin. "Virtual human modelling and animation for real-time sign language visualisation." University of the Western Cape, 2008. http://hdl.handle.net/11394/2998.

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>Magister Scientiae - MSc<br>This thesis investigates the modelling and animation of virtual humans for real-time sign language visualisation. Sign languages are fully developed natural languages used by Deaf communities all over the world. These languages are communicated in a visual-gestural modality by the use of manual and non-manual gestures and are completely di erent from spoken languages. Manual gestures include the use of hand shapes, hand movements, hand locations and orientations of the palm in space. Non-manual gestures include the use of facial expressions, eye-gazes, head and upp
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Stahl, Isac, and John Kardell. "Hårproduktion genom böjning av förtexturerade hårkort : En undersökning av modelleringsmetoder samt design av hår till spel." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-18612.

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Despite the importance of hair for characters in games, the process for creating realistic looking real-time hair is a highly difficult task that can only be performed by a few artists. As the industry is growing so does expectations of games graphics and the need for higher fidelity hairstyles. This paper sets out to explain current modeling techniques for hairstyling, and presents an alternate way for styling haircard models using curve deformers. Our Blende radd-on, based on this method is then previewed by industry professionals to evaluate their perception of the method’s effectiveness ba
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Bolognini, Damiano. "Improving the convergence speed of NeRFs with depth supervision and weight initialization." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2022. http://amslaurea.unibo.it/25656/.

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Neural rendering is a new and developing field where computer graphics and deep learning techniques are combined to generate photo-realistic images using deep neural networks. In particular, Neural Radiance Fields (NeRF) is able to synthesise novel views of a scene with unprecedented quality by fitting a Multi-Layer Perceptron (MLP) to RGB images. However, training this network requires plenty of time and computation even on modern GPUs, making this new technology hardly employable on practical specialized applications. In this project, we show that employing the known depth of the scen
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Dragan, Halas. "Računarska simulacija i analiza novih oblika mernih blendi." Phd thesis, Univerzitet u Novom Sadu, Tehnološki fakultet Novi Sad, 2020. https://www.cris.uns.ac.rs/record.jsf?recordId=114280&source=NDLTD&language=en.

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U mnogim granama tehnike javljaju se problemimerenja protoka fluida. Merne blende, zbog svojihmnogih prednosti predstavljaju najzastupljenijiinstrument za merenje protoka fluida kroz cevovode. Sadruge strane njihova upotreba povećava tro&scaron;kove radaindustrijskih postrojenja. Jedan od ciljeva ovedoktorske disertacije bio je ispitivanje novih oblikamernih blendi u cilju u&scaron;tede energije pri njihovom radu.U ovoj doktorskoj disertaciji predložen je algoritamispitivanja novih oblika mernih blendi. Takođe jekonstruisana i izrađena laboratorijska aparatura zanjihovo ispitivanje kao i difer
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Kuráňová, Silvie. "Interactive PDF Documents in Math Education Focused on Tests for Differential Equations." Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2012. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-80489.

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The progress of blended learning has given rise to the need to prepare quality electronic materials, especially those which use the greatest advantage of an electronic document – its interactivity. This paper presents several types of PDF materials – interactive exercises, tests and games created by LaTeX packages (AcroTeX eDucation Bundle) with a contribution of other supporting instruments (3D graphics, fancytooltips, AcroFLeX). Differential equations, as an important tool of continuous mathematical modeling, have been chosen to demonstrate the still increasing power of PDF documents. This s
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CADDEO, SILVIA. "New 3D glass-ceramic scaffolds functionalised with bioartificial blend to model the normal and osteoporotic bone." Doctoral thesis, Politecnico di Torino, 2017. http://hdl.handle.net/11583/2675452.

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In the last few decades, as a consequence of the increase in average life expectancy, we witness an increased occurrence of age-related diseases such as osteoporosis, which is predominant in humans older than 50 [1]. Osteoporotic bone is characterised by loss of bone mass and micro-architectural skeletal deterioration, with higher porosity and bigger pores compared to the normal bone, resulting in increased fragility and a higher risk of bone fracture when a fall occurs. Osteoporosis is the result of an imbalance of the bone tissue homeostasis, which is normally regulated by the synergic actio
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Emon, Md Omar Faruk. "Ionic Liquid–Based 3D Printed Soft Pressure Sensors and Their Applications." University of Akron / OhioLINK, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=akron1593542345792441.

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Petersson, Tommy, and Marcus Lindeberg. "Performance aspects of layered displacement blending in real time applications." Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-3542.

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The purpose of this thesis is to investigate performance aspects of layered displacement blending; a technique used to render realistic and transformable objects in real time rendering systems using the GPU. Layered displacement blending is done by blending layers of color maps and displacement maps together based on values stored in an influence map. In this thesis we construct a theoretical and practical model for layered displacement blending. The model is implemented in a test bed application to enable measuring of performance aspects. The implementation is fed input with variations in tri
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Druoton, Lucie. "Recollements de morceaux de cyclides de Dupin pour la modélisation et la reconstruction 3D : étude dans l'espace des sphères." Phd thesis, Université de Bourgogne, 2013. http://tel.archives-ouvertes.fr/tel-00926227.

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La thèse porte sur le raccordement de surfaces canal en modélisation géométriques en utilisant des morceaux de cyclides de Dupin. Elle tente de répondre à un problème de reconstruction de pièces controlées et usinées par le CEA de Valduc. En se plaçant dans l'espace adéquat, l'espace des sphères, dans lequel nous pouvons manipuler à la fois les points, les sphères et les surfaces canal, nous simplifions considérablement certains problèmes. Cet espace est représenté par une quadrique de dimension 4 dans un espace de dimension 5, muni de la forme de Lorentz : l'espace de Lorentz. Dans l'espace d
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Нікітін, Владислав Андрійович, та Vladyslav Nikitin. "Створення 3D моделі комп’ютерної гри для Unity Asset Store засобами Blender та Substance Painter". Bachelor's thesis, 2021. http://elartu.tntu.edu.ua/handle/lib/35794.

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Кваліфікаційна робота присвячена розробці 3D моделі для комп’ютерної гри з використанням Blender та Substance Painter. В першому розділі кваліфікаційної роботи розглянуто засоби, з допомогою яких відбувається створення моделі, їх інтерфейс та основні принципи роботи. В другому розділі кваліфікаційної роботи розглянуто етапи створення виско-кополігональної та низькополігональної моделі, UV-розгортку та текстурування. В третьому розділі кваліфікаційної роботи розглянуто питання безпеки життєдіяльності та охорони праці. Мета роботи: пройти всі етапи створення 3D моделі, яка буде готова для в
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Michalík, Petr. "Animovaný interaktivní 3D model části počítače." Master's thesis, 2015. http://www.nusl.cz/ntk/nusl-190943.

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Michalík, P. Animated interactive 3D model parts of computer. Diploma thesis. Brno: Mendel University in Brno, 2015. This diploma thesis describes possibilities of creation, use and presentation three-dimensional models, selection of a suitable solution for creation and presentation three-dimensional models, creating static three-dimensional models of computer components and their completion of animation and interactive elements to these models.
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Rodrigues, Louis Michael Sousa. "Splinter Studio: modelação 3D englobando o património cultural." Master's thesis, 2022. http://hdl.handle.net/10400.13/4175.

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Lucky Hero 's Legacy trata-se de um jogo de aventura, baseado no património cultural referente a ilha da Madeira. Tem como objetivo lutar contra a falta de interesse que os adolescentes mostram no que toca ao património cultural. (Após uma visita ao “Museu Etnográfico da Madeira” onde se constou juntamente com todo os elementos da equipa pedagógica as inúmeras dificuldades em captar a atenção dos adolescentes e mantê-los interessados na cultura madeirense.) O jogo foi projetado de forma a oferecer liberdade para os adolescentes explorarem os cenários 3D da Ilha da Madeira descobrin
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van, Wyk Desmond Eustin. "Virtual human modelling and animation for real-time sign language visualisation." Thesis, 2008. http://etd.uwc.ac.za/index.php?module=etd&action=viewtitle&id=gen8Srv25Nme4_4867_1379318675.

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Tsai, Fa-Ta, and 蔡發達. "Characterization of 3D printing filaments blended with nanoparticles." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/msra2y.

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博士<br>國立臺灣科技大學<br>機械工程系<br>105<br>Three-dimensional (3D) printing has attracted enormous interest for potential applications of building diverse products. This work studies the hardness and strength of acrylonitrile butadiene styrene (ABS), a widely used 3D printing filament, blended with TiO2 nanoparticles. The creep testing and dynamic mechanical analysis accompanied with the viscoelastic analysis and finite element analysis of the filaments and printed products at room temperature, 50, 75, and 100 C are also investigated. The results show that the mechanical strength, hardness, and storage
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Zavolodko, H., and N. Haidar. "3D Printing in Online Education." Thesis, 2020. https://openarchive.nure.ua/handle/document/17545.

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The review object is the subsystem verification and printing 3D-model online learning system mixed type. To do this, a review of analogues, technologies, stages of printing were identified. The aim is to design with IP topics that uses the additive technologies in the educational process. In the given IDEF – diagram describing the function of the system; authentication rules, verification of 3D-models, sending the model to print, selecting a device online, and basic screen forms.
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Pereira, Andreia Leal. "Fibrous scaffolds from PCL/Chitosan blends for tissue engineering." Master's thesis, 2018. http://hdl.handle.net/10773/25806.

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The development of artificial structures (scaffolds), that mimic the extracellular matrix as closely as possible, and that aid in the regeneration of living tissues, has been one of the main areas of study in tissue engineering. Two-dimensional nanofibrous can be obtained by electrospinning, but three-dimensional structures are very difficult to obtain directly by electrospinning. Because of that, a group of researchers recently developed a technique called Thermally Induced Self-Agglomeration (TISA) that allows transforming two-dimensional electrospun membranes into three-dimensional structur
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