Academic literature on the topic 'Studio 3D MAX'

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Journal articles on the topic "Studio 3D MAX"

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Sadykova, ZH M., and A. A. Kuanyshbayeva. "Autodesk 3D Studio Max and its role in creating architectural projects." Рroblems of engineering and professional education 50, no. 5 (2018): 23–30. http://dx.doi.org/10.32523/2220-685x-2018-50-5-23-30.

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Turganbayeva, A. R., and F. K. Bolysbekova. "COMPUTER MODELING USING THE AUTODESK 3D STUDIO MAX EDITOR." BULLETIN Series of Physics & Mathematical Sciences 69, no. 1 (2020): 440–44. http://dx.doi.org/10.51889/2020-1.1728-7901.81.

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This article describes in detail the capabilities of the Autodesk 3D Studio Max editor, which allows secondary school students to master three-dimensional computer modeling. To do this, we selected and studied modeling methods that allow us to create models of various complexity. The article provides modules and operators that can create part models and create real-world effects, create relationships between parts, and combine parts with each other and other objects. We studied the well-known visualization tools for working with three-dimensional graphics Autodesk 3D Studio Max. As a result of the experiment, it was proved that this platform is popular due to a wide range of features that facilitate the creation of complex 3D objects and scenes. It turned out that the Autodesk FBX cross-platform was designed to create 3D data and share it. It provides access to 3D models created in most third-party systems. Conclusions were made that it is available for high school students to master.
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Alexandrova. "Catoptrics in the mirror of the 3D Studio Max." SPIIRAS Proceedings 1, no. 2 (2014): 173. http://dx.doi.org/10.15622/sp.2.12.

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Yin, Chang Gui. "Computer Animation of Dismantling and Assembling for a Gear Oil Pump." Applied Mechanics and Materials 130-134 (October 2011): 515–18. http://dx.doi.org/10.4028/www.scientific.net/amm.130-134.515.

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The paper chiefly discusses the animation design and fabrication of dismantling and assembling for a gear oil pump, which includes two links--AutoCAD modeling and design& realization of 3D Studio MAX animation. In the process of AutoCAD modeling, there are two links that are modeling for all parts and assembly of the gear oil pump. Meanwhile, the design and realization of 3D Studio MAX animation is discussed from four aspects: importing three dimensions models, designing and editing motions, endowing material, rending output.
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Qingmei, Yang, Wang Lihui, and Zhang Yansong. "Innovative design based on intelligent mobile folding studio." E3S Web of Conferences 179 (2020): 02059. http://dx.doi.org/10.1051/e3sconf/202017902059.

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This article introduces the interactive and operable working principle, basic composition and overall performance of intelligent mobile folding studios, and briefly reviews the development overview of mobile folding studios at home and abroad, and makes prospects and innovative designs for its future development requirements and market requirements. Designed an intelligent mobile folding studio suitable for the public and multi-regions, which can be used to meet the needs of office workers, workers and amateurs such as modern urban white-collar workers, and has also broken the limitations of long-term fixed regionalization. Comprehensive use of key technologies such as manufacturing and manipulation control, programming, intelligence, and 3D Max modeling software for 3D structural design, and based on this analysis of the application prospects and development trends of mobile folding studios.
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Clinciu, Ramona. "Basics of the Graphical Representation of Parts - Views and Sectional Views." Applied Mechanics and Materials 657 (October 2014): 1088–92. http://dx.doi.org/10.4028/www.scientific.net/amm.657.1088.

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The proposed paper presents applications developed in 3D Studio MAX programme, by using the mapping techniques and the animation facilities available in this programme. These applications are frequently used in teaching technical drawing and they reveal the principles and methods for constructing and modelling different types of parts and their appropriate orthographic projections. Since the parts considered are parts that are usually met in engineering, the applications presented prove to be a helpfull tool for learning and education in engineering. Graphical representation and solids modelling are very important in teaching technical drawing and the applications developed on this purpose use the facilities available in the 3D Studio MAX programme the rendering, mapping and animation techniques and the experience of the author in teaching graphical subjects. The applications presented include different 3D shapes of parts and they are presented gradually, in a manner which facilitates the development of the spatial skills of the students, making easier the effort for understanding the connection between the shape of the part and the types and the minimum number of orthographic projections - views and/or sectional views needed for defining the part. The realism of the scenes created in the the 3D Studio MAX programme help students understand easily the shapes of solids and make quickly the connection between the spatial shape of the part and the appropriate number of orthographic projections needed for representing the part, making the lessons more atractive for the students.
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Hendriyani, Yeka, and Vania Amanda Amrizal. "The Comparison Between 3D Studio Max and Blender Based on Software Qualities." Journal of Physics: Conference Series 1387 (November 2019): 012030. http://dx.doi.org/10.1088/1742-6596/1387/1/012030.

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Estalayo Moreno, Marta Ángeles. "Pintura y escultura digital 3d con ZBrush aplicada a la Arqueología." Virtual Archaeology Review 2, no. 3 (2011): 161. http://dx.doi.org/10.4995/var.2011.4673.

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<p>The technology 3D is every day developing by leaps and bounds. Programs like 3D Studio Max, Lightwave, Maya, ZBrush … allow to model in 3D with constant innovations in its palettes of tools and its render systems and resolution. Using a technology which generally is applied for computer graphics, games, advertising or films, archaeologists reconstruct the past to do it graphically closer, more understandable to all citizens.</p>
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Clinciu, Ramona. "Graphical Representation of Solids - An Important Issue in Teaching Technical Drawing." Applied Mechanics and Materials 371 (August 2013): 493–98. http://dx.doi.org/10.4028/www.scientific.net/amm.371.493.

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The proposed paper presents applications developed in 3D Studio MAX programme. These applications have frequent use in teaching technical drawing and they illustrate, by means of the mapping techniques developed and by the animation facilities of this programme, the methods for constructing and modelling different types of parts and their appropriate orthographic projections, being a helpfull tool for enabling the development of the spatial abilities of the students.Graphical representation of solids is very important in teaching technical drawing and the applications developed on this purpose combine the facilities of 3D Studio MAX program the rendering, mapping and animation techniques with the experience of the author in teaching graphical subjects. In the applications developed Multi/Sub-Object materials are defined and assigned to different surfaces of an object for illustrating and emphasizing the appropriate features of any type of part that is usually met in engineering. The increased realism of the scenes created in the above mentioned programme help students understand the shapes of solids and to corroborate the orthographic projections of parts with the three dimensional view of the parts considered.The applications presented help students increase their spatial abilities, by helping them understand the connection between the orthographic projections of a part - the minimum number of projections needed for defining the part, and the appropriate 3D/axonometric projection of the part. At the same time, the applications presented enable the explanations to be more attractive for the students, such as to increase their interest in the subject.
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Sánchez Climent, Álvaro, and María Luisa Cerdeño Serrano. "Propuesta metodológica para el estudio volumétrico de cerámica arqueológica a través de programas free-software de edición 3D: el caso de las necrópolis celtibéricas del área meseteña." Virtual Archaeology Review 5, no. 11 (2014): 20. http://dx.doi.org/10.4995/var.2014.4173.

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Nowadays the free-software programs have been converted into the ideal tools for the archaeological researches, reaching the same level as other commercial programs. For that reason, the 3D modeling tool Blender has reached in the last years a great popularity offering similar characteristics like other commercial 3D editing programs such as 3D Studio Max or AutoCAD. Recently, it has been developed the necessary script for the volumetric calculations of three-dimnesional objects, offering great possibilities to calculate the volume of the archaeological ceramics. In this paper, we present a methodological approach for the volumetric studies with Blender and a study case of funerary urns from several celtiberians cemeteries of the Spanish Meseta. The goal is to demonstrate the great possibilities that the 3D editing free-software tools have in the volumetric studies at the present time.
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Dissertations / Theses on the topic "Studio 3D MAX"

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Ekman, 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.

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Denna rapport beskriver och drar jämförelser mellan olika visualiseringstekniker i 3D Studio Max och Adobe Photoshop CS3. Syftet med studien är att undersöka olika visualiserings- och renderingstekniker för att se vilka tekniker som ger ett smidigast och mest verklighetstroget resultat utifrån olika förutsättningar. Studien grundar sig på en huvudfråga och två stycken underfrågor. Hur skapar man ett effektivt och verklighetstroget visualiseringsresultat av ett bostadskvarter för intressenter? • Vilka fördelar och nackdelar finns det med olika visualiseringstekniker? • Vilka metoder ger ett verklighetstroget visualiseringsresultat vid interiör respektive exteriör visualisering? Slutsatsen med studien är att varje situation är unik och att det finns fördelar och nackdelar med varje teknik och metod i de olika programmen. För att nå ett önskat slutresultat så gäller det att lära sig hur varje metod fungerar och sedan anpassa den utifrån varje enskild situation.
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Koffi, Cole Mahoukau. "Video game development with 3D Studio Max and the XNA framework." CSUSB ScholarWorks, 2007. https://scholarworks.lib.csusb.edu/etd-project/3228.

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The purpose of this project on game design and development is to experiment with actual technology tools used in computer games and get experience in three deminsional game development using 3D Studio Max and Microsoft XNA.
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Nilsson, 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.

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<p>In 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.</p>
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Fält, 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.

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En unik presentation av en byggnad modellerad som en 3D-modell kan göras med avancerad teknik. Ett sätt att presentera den på är till exempel på en 360-graders immersiv display, där möjligheten att interaktivt ”gå runt i” 3D-modellen erbjuds med hjälp av sex stycken projektorer som samverkar. Detta presentationssätt har Norrköpings visualiseringscenter som mål att erbjuda. För att göra detta krävs det att man tar hjälp av programvaror för realtidsvisualisering. En av dessa kan vara Unity 5 som är en spelmotor. Målet med examensarbetet är att hitta tillvägagångssätt och strategier för att effektiv integrera en 3D-modell av en byggnad i Unity 5. För att göra detta så tillämpas en teknisk undersökning med observationer som metod. Denna undersökning visar att en integration för att återspegla modellen modellerad i Revit till programvarusystem för realtidsvisualisering kan utföras. Återspeglingen är ett faktum som får tas i relation till integrationens helhet och kan inte bli exakt. Frågan är om den kan utföras effektivt nog för vad som Norrköpings visualiseringscenter vill kunna erbjuda. Vilket den kan om modellens uppbyggnad, storlek och projektbegränsningar är rimliga i förhållande till tid och kostnad. Det är dessa aspekter som avgör om integrationen kan utföras effektivt. Kunskap om hur integrationen ska gå till med alla materialinställningar som behövs är dessutom en väsentlig faktor.
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De, 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/.

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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.

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This master's thesis deals with the possibilities of using open source 3D game engine Java Monkey Engine (jME) in developing applications for the Android platform. It includes theoretical knowledge for the jMonkey Engine architecture and the Android platform. In the following section, the thesis describes used techniques and external libraries in solving issues of interaction between jME and Android platform and of working with objects in the 3D scene and their way of implementation.
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Granath, Victor. "3D Printing for Computer Graphics Industry." Thesis, Högskolan i Gävle, Avdelningen för Industriell utveckling, IT och Samhällsbyggnad, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-10439.

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Rapid prototyping is a relativity new technology and is based on layered manufacturing which has similarities to the method an ordinary desktop paper printer works. This research is to obtain a better understanding on how to use computer graphics software, in this particular case Autodesk Maya, to create a model. The goal is to understand how to create a suitable mesh of a 3D model for use with a 3D printer and produce a printed model that is equivalent to the CAD software 3D model. This specific topic has not been scientifically documented which has resulted in an actual 3D model.
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Karlsson, Linus. "Optimering av sampling quality-parametrar för Mental Ray." Thesis, Högskolan i Gävle, Avdelningen för Industriell utveckling, IT och Samhällsbyggnad, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-10099.

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Fotorealistiska 3d-bilder används idag inom ett brett spektrum av branscher. Framställningen av denna typ av grafik kräver ofta väldigt mycket datorkraft. Vid rendering med renderingsmotorer som använder sig av raytracing algoritmer är aliasing ett medfött problem. Lösningen heter anti-aliasing som arbetar för att undvika aliasing artefakter som jagged edges eller Moiré-effekter med mera. En del av anti-aliasingprocessen är supersampling som ofta kräver mycket datorkraft. Att optimera parametrar för supersampling är därför mycket viktigt. Det är möjligt att genom optimering spara väldigt mycket datorkraft och därmed tid. Detta arbete innehåller resultat från experiment där deltagare får bedöma bilder med olika kvalité av anti-aliasing. Resultaten av dessa experiment kan användas som referens vid optimering av renderingsparametrar för anti-aliasing vid rendering med hjälp av Mental Ray.
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Pomajambo, Shane. "A Complex For Computer Technologies." Thesis, Virginia Tech, 1998. http://hdl.handle.net/10919/35590.

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The building which manifests itself is a direct reaction to the desires of the site and more importantly to the functions it houses. The purpose of this thesis though is to make an addition to the desires and to solve a desire which is not so evident to the naked eye. This desire is to eliminate the product which will manifest itself in the near future if nothing is done to change its clear and certain direction. The product I speak of is decentralized society where human interaction is almost elimininated. The thesis manifests a new building type one which is labeled "a complex for computer technologies" this complex looks at the relationship between architecture and the computer image in three different levels but always promoting human interaction.<br>Master of Architecture
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Černý, 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.

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The goal of this project is to inform a reader about compact workflow of creating complex computer animation using 3D modelling and animation software 3ds Max. It guides him through the whole process from creating models, texturing and skinning them, to animation pointed at more difficult parts of the animation process. Beside the practical examples, this paper includes necessary theoretical explanation of particular problems. After reading this paper, the reader should be well acquainted with the compact process of creating the complex animation.
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Books on the topic "Studio 3D MAX"

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3D Studio Max 3. Peachpit Press, 1999.

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Elliott, Steven D. Inside 3D studio Max. New Riders Pub., 1996.

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Larry, Minton, ed. 3D studio MAX fundamentals. New Riders Pub., 1996.

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Clayton, Andrew Charles. 3D Studio MAX applied. Advanstar Marketing Services, 1996.

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Matossian, Michele. 3D studio max 3. Peachpit Press, 1999.

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Peterson, Michael Todd. 3D studio MAX 2 fundamentals. New Riders Pub., 1998.

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Ethier, Stephen J. 3D Studio MAX in motion. Prentice Hall, 1999.

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Peterson, Michael Todd. 3D Studio Max 3 fundamentals. New Riders, 1999.

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H, Friedel David, and Stock Anthony, eds. 3D Studio MAX design guide. Coriolis Group Books, 1996.

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3D Studio MAX R3 in depth. Coriolis Group Books, 1999.

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Book chapters on the topic "Studio 3D MAX"

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Häßler, Ulrike. "Der Profi: 3D Studio Max." In Edition Page. Springer Berlin Heidelberg, 1997. http://dx.doi.org/10.1007/978-3-642-60427-0_3.

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Baldwin, Dennis, Jamie Macdonald, Keith Peters, et al. "3D with the drawing API." In Flash MX Studio. Apress, 2002. http://dx.doi.org/10.1007/978-1-4302-5166-8_11.

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Behuet, Sabrina, Sebastian Bludau, Olga Kedo, et al. "A High-Resolution Model of the Human Entorhinal Cortex in the ‘BigBrain’ – Use Case for Machine Learning and 3D Analyses." In Lecture Notes in Computer Science. Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-82427-3_1.

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AbstractThe ‘BigBrain’ is a high-resolution data set of the human brain that enables three-dimensional (3D) analyses with a 20 µm spatial resolution at nearly cellular level. We use this data set to explore pre-α (cell) islands of layer 2 in the entorhinal cortex (EC), which are early affected in Alzheimer’s disease and have therefore been the focus of research for many years. They appear mostly in a round and elongated shape as shown in microscopic studies. Some studies suggested that islands may be interconnected based on analyses of their shape and size in two-dimensional (2D) space. Here, we characterized morphological features (shape, size, and distribution) of pre-α islands in the ‘BigBrain’, based on 3D-reconstructions of gapless series of cell-body-stained sections. The EC was annotated manually, and a machine-learning tool was trained to identify and segment islands with subsequent visualization using high-performance computing (HPC). Islands were visualized as 3D surfaces and their geometry was analyzed. Their morphology was complex: they appeared to be composed of interconnected islands of different types found in 2D histological sections of EC, with various shapes in 3D. Differences in the rostral-to-caudal part of EC were identified by specific distribution and size of islands, with implications for connectivity and function of the EC. 3D compactness analysis found more round and complex islands than elongated ones. The present study represents a use case for studying large microscopic data sets. It provides reference data for studies, e.g. investigating neurodegenerative diseases, where specific alterations in layer 2 were previously reported.
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Niu, Xiaoshuang, and Yungan Tao. "New Developments in the Management of Nasopharyngeal Carcinoma." In Critical Issues in Head and Neck Oncology. Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-63234-2_22.

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AbstractNasopharyngeal carcinomas (NPC) have unique characteristics with a specific geographic distribution and radiotherapy (RT) is the cornerstone of initial treatment due to its radiosensitive behaviour and deep-seated location. Intensity modulated radiotherapy (IMRT) has become the standard RT technique compared with 2D/3D and could reduce the late toxicities such as xerostomia. We established the international guideline for the delineation of clinical target volumes (CTV) and dose prioritization and constraint guideline for a better implementation of IMRT for NPC. The role of RT in addition to systemic therapy for the initially diagnosed metastatic NPC has recently been investigated in a randomized trial. The meta-analysis MAC-NPC confirmed the role of chemotherapy in addition to RT for NPC and established concomitant chemoradiotherapy (CCRT) as a standard of care in locally advanced (LA) NPC. In the recent actualization of MAC-NPC and network meta-analysis, more chemotherapy (adjuvant or induction) has been suggested to further improve treatment efficacy. However, a randomized trial did not shown survival benefit of adjuvant chemotherapy in addition to CCRT in LA-NPC. More recently, several phase III trials (French GORTEC trial and Chinese trials) showed benefit of induction chemotherapy (PF/TPF/GP) when added to cisplatin-based chemoradiotherapy. Preliminary study has failed to show benefit of adjuvant chemotherapy for the patients with detectable plasma Epstein Barr virus (EBV) DNA after chemoradiotherapy. The presentation will also focus on the ongoing trials with association of immune checkpoint inhibitors with chemoradiotherapy and the role of EBV DNA during or after treatment among others.
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Diestmann, Thomas, Nils Broedling, Benedict Götz, and Tobias Melz. "Surrogate Model-Based Uncertainty Quantification for a Helical Gear Pair." In Lecture Notes in Mechanical Engineering. Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-77256-7_16.

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AbstractCompetitive industrial transmission systems must perform most efficiently with reference to complex requirements and conflicting key performance indicators. This design challenge translates into a high-dimensional multi-objective optimization problem that requires complex algorithms and evaluation of computationally expensive simulations to predict physical system behavior and design robustness. Crucial for the design decision-making process is the characterization, ranking, and quantification of relevant sources of uncertainties. However, due to the strict time limits of product development loops, the overall computational burden of uncertainty quantification (UQ) may even drive state-of-the-art parallel computing resources to their limits. Efficient machine learning (ML) tools and techniques emphasizing high-fidelity simulation data-driven training will play a fundamental role in enabling UQ in the early-stage development phase.This investigation surveys UQ methods with a focus on noise, vibration, and harshness (NVH) characteristics of transmission systems. Quasi-static 3D contact dynamic simulations are performed to evaluate the static transmission error (TE) of meshing gear pairs under different loading and boundary conditions. TE indicates NVH excitation and is typically used as an objective function in the early-stage design process. The limited system size allows large-scale design of experiments (DoE) and enables numerical studies of various UQ sampling and modeling techniques where the design parameters are treated as random variables associated with tolerances from manufacturing and assembly processes. The model accuracy of generalized polynomial chaos expansion (gPC) and Gaussian process regression (GPR) is evaluated and compared. The results of the methods are discussed to conclude efficient and scalable solution procedures for robust design optimization.
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Men, Hao, and Kishore Pochiraju. "Algorithms for 3D Map Segment Registration." In Geographic Information Systems. IGI Global, 2013. http://dx.doi.org/10.4018/978-1-4666-2038-4.ch031.

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Many applications require dimensionally accurate and detailed maps of the environment. Mobile mapping devices with laser ranging devices can generate highly detailed and dimensionally accurate coordinate data in the form of point clouds. Point clouds represent scenes with numerous discrete coordinate samples obtained about a relative reference frame defined by the location and orientation of the sensor. Color information from the environment obtained from cameras can be mapped to the coordinates to generate color point clouds. Point clouds obtained from a single static vantage point are generally incomplete because neither coordinate nor color information exists in occluded areas. Changing the vantage point implies movement of the coordinate frame and the need for sensor position and orientation information. Merging multiple point cloud segments generated from different vantage points using features of the scene enables construction of 3D maps of large areas and filling in gaps left from occlusions. Map registration algorithms identify areas with common features in overlapping point clouds and determine optimal coordinate transformations that can register or merge one point cloud into another point cloud’s coordinate system. Algorithms can also match the attributes other than coordinates, such as optical reflection intensity and color properties, for more efficient common point identification. The extra attributes help resolve ambiguities, reduce the time, and increase precision for point cloud registration. This chapter describes a comprehensive parametric study on the performance of a specialized Iterative Closest Point (ICP) algorithm that uses color information. This Hue-assisted ICP algorithm, a variant developed by the authors, registers point clouds in a 4D (x, y, z, hue) space. A mobile robot with integrated 3D sensor generated color point cloud used for verification and performance measurement of various map registration techniques. The chapter also identifies various algorithms required to accomplish complete map generation using mobile robots.
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Štefanovič, Branko, Mária Danko, Monika Michalíková, et al. "Orthoses Development Using Modern Technologies." In Orthotics and Prosthetics [Working Title]. IntechOpen, 2021. http://dx.doi.org/10.5772/intechopen.95463.

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The aim of this study was to design, manufacture and verify orthoses using innovative methods. 3D scanning, additive manufacturing and CAD/CAM software are applied during the development process. Target group of the study are subjects with insufficient gripping and manipulating functions of the arm and forearm. Positives are obtained using a hand-held 3D scanner Artec Eva. Specific 3D scanning methodology is applied during this process. Individual orthoses are designed in an open-source CAD software Meshmixer and manufactured by FDM (Fused Deposition Modeling) additive technology from a biocompatible plastic material. All models are inspected and verified in an analysis software VGStudio MAX. Given methodology can be used not only for this specific purpose, but also for orthosis development in general.
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Wang, Yi Fei. "Teacher Training in 3D Virtual Worlds." In Advances in Game-Based Learning. IGI Global, 2017. http://dx.doi.org/10.4018/978-1-5225-2426-7.ch011.

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This chapter explores the process of preparing BC teachers in the use of 3D virtual world technologies to design personalized learning and flexible learning environments. It aims to prepare teachers to effectively use 3D virtual worlds as a pedagogical and professional tool to achieve greater educational outcomes. Numerous studies have explored technology and teacher education. But few of them have examined preparing teachers for challenging technologies such as 3D virtual worlds. This chapter provides a practical framework related to technology and teacher education. Looking across the process, we discern teachers' external and internal barriers that may influence teachers' willingness of the use of 3D virtual worlds in education. We argue that both teachers' external barriers and internal barriers are critical to successful technology integration.
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Florido, Alberto Martín, Francisco Rivas Montero, and Jose María Cañas Plaza. "Robust 3D Visual Localization Based on RTABmaps." In Advancements in Computer Vision and Image Processing. IGI Global, 2018. http://dx.doi.org/10.4018/978-1-5225-5628-2.ch001.

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Visual localization is a key capability in robotics and in augmented reality applications. It estimates the 3D position of a camera on real time just analyzing the image stream. This chapter presents a robust map-based 3D visual localization system. It relies on maps of the scenarios built with the known tool RTABmap. It consists of three steps on continuous loop: feature points computation on the input frame, matching with feature points on the map keyframes (using kNN and outlier rejection), and 3D final estimation using PnP geometry and optimization. The system has been experimentally validated in several scenarios. In addition, an empirical study of the effect of three matching outlier rejection mechanisms (radio test, fundamental matrix, and homography matrix) on the quality of estimated 3D localization has been performed. The outlier rejection mechanisms, combined themselves or alone, reduce the number of matched feature points but increase their quality, and so, the accuracy of the 3D estimation. The combination of ratio test and homography matrix provides the best results.
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Kaya, Erdem, Mustafa Tolga Eren, Candemir Doger, and Selim Saffet Balcisoy. "Building a Visual Analytics Tool for Location-Based Services." In Big Data. IGI Global, 2016. http://dx.doi.org/10.4018/978-1-4666-9840-6.ch028.

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Conventional visualization techniques and tools may need to be modified and tailored for analysis purposes when the data is spatio-temporal. However, there could be a number of pitfalls for the design of such analysis tools that completely rely on the well-known techniques with well-known limitations possibly due to the multidimensionality of spatio-temporal data. In this chapter, an experimental study to empirically testify whether widely accepted advantages and limitations of 2D and 3D representations are valid for the spatio-temporal data visualization is presented. The authors implemented two simple representations, namely density map and density cube, and conducted a laboratory experiment to compare these techniques from task completion time and correctness perspectives. Results of the experiment revealed that the validity of the generally accepted properties of 2D and 3D visualization needs to be reconsidered when designing analytical tools to analyze spatio-temporal data.
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Conference papers on the topic "Studio 3D MAX"

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Vira, Naren, and Shaleen Vira. "Towards Development of a Non-Touch Man-Machine Interface for Intelligent Presenter-Audience Collaborative Environment." In ASME 2006 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2006. http://dx.doi.org/10.1115/detc2006-99267.

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A novel, non-touch, screen pointing interface is proposed for the use of intelligent presenter/audience collaborative environment. The underlying methodology for detecting a virtual passive pointer is described. The passive pointer or device does not have any active energy source within it (as opposed to a laser pointer) and thus cannot easily be detected or identified. The modeling and simulation task is carried out by generating high resolution color images of a pointer viewing via two digital cameras with a popular three-dimensional (3D) computer graphics and animation program, Studio 3D Max by Discreet. These images are then retrieved for analysis into a Microsoft’s Visual C++ program developed based on the theory of image triangulation. The program outputs a precise coordinates of the pointer in the 3D space in addition to its projection on a view screen located in a large display/presentation room. The computational results of the pointer projection are compared with known locations specified by Studio 3D Max for different simulated configurations. High pointing accuracy is achieved: a pointer kept 30 feet away correctly hits the target location within a few inches. Thus, this technology is useful in a large setting where presenter-audience collaborative applications are needed.
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Mehta, B. V., and R. Marinescu. "Comparison of Image Generation and Processing Techniques for 3D Reconstruction of the Human Skull." In ASME 2002 International Mechanical Engineering Congress and Exposition. ASMEDC, 2002. http://dx.doi.org/10.1115/imece2002-32592.

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Although in the last few years, the use of the non-invasive medical techniques for diagnosis and treatment has experienced a huge development, mainly due to advancement in technology, for research and education these methods are still elaborate, expensive and not readily accessible. The purpose of our study was to compare the accuracy of an unconventional, non-invasive and relatively inexpensive Microscribe (3D digitizer) with a standard widely used and expensive CT-Scan and/or MRI for 3D reconstruction of a human skull, which will be used for biomechanics studies. Two models of the human skull were developed (reconstructed), one using the 3D coordinates generated by the Microscribe 3D digitizing unit and another one using the CT-Scans (2D cross-sections) obtained from a GE scanner. Using the hand-held digitizer, the Microscribe, X, Y and Z coordinates of a human skull were generated to create the first computer model. The 3D coordinates were brought as splines in to 3D Studio Max, a 3D modeling software, and U-lofted to form a solid NURBS model. The Microscribe captures the physical properties of a three-dimensional object and translates them into a 3D model. This kind of device is used to collect data directly from the surface of the study object. The stylus tip is moved over the contour of the object following its surface until the entire surface is digitized. Usually, points are drawn on the object’s surface in order to facilitate the digitizing process. 3D Studio Max takes this “raw” data and produces complex 3D models using various modeling techniques. For making the first skull model a technique called DRAW SPLINES was used. This method allows the user to begin a new spline or to do multiple splines by adding splines to those already created. I used this command to digitize my model because it is easy to use, quick and it gives the most accurate result. The final model was obtained in three steps: half of the skull was digitized and the first object was obtained, the MicroscribeSpline object (Fig. 1). The splines were transformed in NURBS curves and the second object was called NURBS Curves object. Finally, in the third phase, the NURBS curves were transformed in NURBS surfaces using the NURBS surface command, U-LOFT, and the final model, NURBS surface object, was obtained (Fig. 2). The entire skull was obtained from 2 identical halves of the same skull. The model was created using symmetry method because of the model’s organic complexity. The solid model was then exported to FEA software for analysis. (Fig. 3) The second skull model was created using the 2-D cross-sections obtained from the GE Helical Hi Speed - FX/i scanner (Fig. 4). The same skull used in the first part of the study, for modeling the first virtual model, was scanned following both sagittal and frontal planes. The interslice distance was set as being 3 mm. 48 CT slices for every analyzed plane were obtained. The CT cross-sections were captured as DICOM files using the E-film software and exported as TIFF images. The TIFF images were brought into OPTIMAS (image analysis software), which extracted the X, Y coordinates of each cross section using the POINT MORPHOMETRY option. A visual basic program was developed to convert the extracted coordinates to closed curves under Unigraphics SolidEdge software. To obtain the final model, the external boundaries of each cross section were lofted using LOFT PROTRUSION command. To find the best result, a second approach was developed in parallel using Adobe STREAMLINE and image processing software, which extracts the boundaries of each cross section and exports them as DXF files, compatible with the Solid Edge program. Both models were then subjected to stress analysis using Finite Element Analysis software. The analysis results obtained from the two scanning techniques will be discussed and presented, including the pros and cons of using the more accurate and expensive CT-scans versus the inexpensive hand-held scanner and their effects on finite element models. For this study, different image processing software such as OSIRIS, SCION IMAGE, EFILM, 3D DOCTOR, OPTIMAS and STREAMLINE were investigated in order to find the best interface to capture, reconstruct and model body data. The features, availability, cost and user-friendliness of these software tools will also be presented.
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Song, Taigon, Moongon Jung, Yang Wan, Yarui Peng, and Sung Kyu Lim. "3D IC power benefit study under practical design considerations." In 2015 IEEE International Interconnect Technology Conference and 2015 IEEE Materials for Advanced Metallization Conference (IITC/MAM). IEEE, 2015. http://dx.doi.org/10.1109/iitc-mam.2015.7325594.

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Wei, Yongjun, Guojie Ji, and Suyuan Hou. "Study on design of 3D map symbols." In MIPPR 2005 Geospatial Information, Data Mining, and Applications, edited by Jianya Gong, Qing Zhu, Yaolin Liu, and Shuliang Wang. SPIE, 2005. http://dx.doi.org/10.1117/12.650262.

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Xing, Jian-guo. "Decision to Integration Performance:A Study Based on Integration Patterns of Cross-border MaA." In 3d International Conference on Applied Social Science Research (ICASSR 2015). Atlantis Press, 2016. http://dx.doi.org/10.2991/icassr-15.2016.264.

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Peng, Yarui, Moongon Jung, Taigon Song, Yang Wan, and Sung Kyu Lim. "Thermal impact study of block folding and face-to-face bonding in 3D IC." In 2015 IEEE International Interconnect Technology Conference and 2015 IEEE Materials for Advanced Metallization Conference (IITC/MAM). IEEE, 2015. http://dx.doi.org/10.1109/iitc-mam.2015.7325593.

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Singhera, G. K., T. Guo, J. M. Leung, and D. R. Dorscheid. "Standardization of Airway Epithelial 3D Culture for In Vitro Studies." In American Thoracic Society 2020 International Conference, May 15-20, 2020 - Philadelphia, PA. American Thoracic Society, 2020. http://dx.doi.org/10.1164/ajrccm-conference.2020.201.1_meetingabstracts.a1300.

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Huang, Linna, and Guangzhong Liu. "On study and achievement of 3D emulation system for river routing based on MapX." In 2012 2nd International Conference on Consumer Electronics, Communications and Networks (CECNet). IEEE, 2012. http://dx.doi.org/10.1109/cecnet.2012.6202153.

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Lee, Chang-Chun, Weiping Gou, Francis Rollins, Qingsong Li, Tianxia Jia, and Samarjit Chakraborty. "3D VSP processing and imaging: A case study at Mad Dog, Gulf of Mexico." In SEG Technical Program Expanded Abstracts 2016. Society of Exploration Geophysicists, 2016. http://dx.doi.org/10.1190/segam2016-13960363.1.

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Lin Zhang, Zhaosheng Yang, Bin Wang, and Juanjuan Hu. "Study on 3D-map for on-board navigation system, based on multigen creator & vega." In 2006 IEEE Intelligent Transportation Systems Conference. IEEE, 2006. http://dx.doi.org/10.1109/itsc.2006.1706864.

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Reports on the topic "Studio 3D MAX"

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Ravazdezh, Faezeh, Julio A. Ramirez, and Ghadir Haikal. Improved Live Load Distribution Factors for Use in Load Rating of Older Slab and T-Beam Reinforced Concrete Bridges. Purdue University, 2021. http://dx.doi.org/10.5703/1288284317303.

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This report describes a methodology for demand estimate through the improvement of load distribution factors in reinforced concrete flat-slab and T-beam bridges. The proposed distribution factors are supported on three-dimensional (3D) Finite Element (FE) analysis tools. The Conventional Load Rating (CLR) method currently in use by INDOT relies on a two-dimensional (2D) analysis based on beam theory. This approach may overestimate bridge demand as the result of neglecting the presence of parapets and sidewalks present in these bridges. The 3D behavior of a bridge and its response could be better modeled through a 3D computational model by including the participation of all elements. This research aims to investigate the potential effect of railings, parapets, sidewalks, and end-diaphragms on demand evaluation for purposes of rating reinforced concrete flat-slab and T-beam bridges using 3D finite element analysis. The project goal is to improve the current lateral load distribution factor by addressing the limitations resulting from the 2D analysis and ignoring the contribution of non-structural components. Through a parametric study of the slab and T-beam bridges in Indiana, the impact of selected parameters on demand estimates was estimated, and modifications to the current load distribution factors in AASHTO were proposed.
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Nikolova, Gergana, Yordan Yordanov, and Daniel Dantchev. 3D Mathematical Model of the Bulgarian Man: Study of the Massinertial Characteristics of Its Body Segments in Different Regions of the Country. "Prof. Marin Drinov" Publishing House of Bulgarian Academy of Sciences, 2018. http://dx.doi.org/10.7546/crabs.2018.09.09.

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de Caritat, Patrice, Brent McInnes, and Stephen Rowins. Towards a heavy mineral map of the Australian continent: a feasibility study. Geoscience Australia, 2020. http://dx.doi.org/10.11636/record.2020.031.

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Heavy minerals (HMs) are minerals with a specific gravity greater than 2.9 g/cm3. They are commonly highly resistant to physical and chemical weathering, and therefore persist in sediments as lasting indicators of the (former) presence of the rocks they formed in. The presence/absence of certain HMs, their associations with other HMs, their concentration levels, and the geochemical patterns they form in maps or 3D models can be indicative of geological processes that contributed to their formation. Furthermore trace element and isotopic analyses of HMs have been used to vector to mineralisation or constrain timing of geological processes. The positive role of HMs in mineral exploration is well established in other countries, but comparatively little understood in Australia. Here we present the results of a pilot project that was designed to establish, test and assess a workflow to produce a HM map (or atlas of maps) and dataset for Australia. This would represent a critical step in the ability to detect anomalous HM patterns as it would establish the background HM characteristics (i.e., unrelated to mineralisation). Further the extremely rich dataset produced would be a valuable input into any future machine learning/big data-based prospectivity analysis. The pilot project consisted in selecting ten sites from the National Geochemical Survey of Australia (NGSA) and separating and analysing the HM contents from the 75-430 µm grain-size fraction of the top (0-10 cm depth) sediment samples. A workflow was established and tested based on the density separation of the HM-rich phase by combining a shake table and the use of dense liquids. The automated mineralogy quantification was performed on a TESCAN® Integrated Mineral Analyser (TIMA) that identified and mapped thousands of grains in a matter of minutes for each sample. The results indicated that: (1) the NGSA samples are appropriate for HM analysis; (2) over 40 HMs were effectively identified and quantified using TIMA automated quantitative mineralogy; (3) the resultant HMs’ mineralogy is consistent with the samples’ bulk geochemistry and regional geological setting; and (4) the HM makeup of the NGSA samples varied across the country, as shown by the mineral mounts and preliminary maps. Based on these observations, HM mapping of the continent using NGSA samples will likely result in coherent and interpretable geological patterns relating to bedrock lithology, metamorphic grade, degree of alteration and mineralisation. It could assist in geological investigations especially where outcrop is minimal, challenging to correctly attribute due to extensive weathering, or simply difficult to access. It is believed that a continental-scale HM atlas for Australia could assist in derisking mineral exploration and lead to investment, e.g., via tenement uptake, exploration, discovery and ultimately exploitation. As some HMs are hosts for technology critical elements such as rare earth elements, their systematic and internally consistent quantification and mapping could lead to resource discovery essential for a more sustainable, lower-carbon economy.
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