8 research outputs found

    2D Photo Converter: Modeling 3D Objects from 2D Photos Using OpenGL

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    The concept of modeling a 3D object based on 2D photos has indeed been widely discussed and researched among the computer vision professionals and virtual reality technologists. However, regardless of the many researches going on and the rapid technological development in 3D modeling world, the best method to render a 3D model that satisfies the requirement of minimum image pre-processing, maximum model-realism and minimum error percentage is yet to be studied. This report will lay out another technique of modeling 3D objects using a 2D photo by analyzing the possibility and accuracy of light intensity evaluation towards the model. The main objective of this study is to propose an alternative solution to 3D modeling techniques by using the information from a 2D photo. It is hoped that by applying the proposed solution, the constraint of costs and time in the current 3D modeling system could be reduced. The research focuses on bitmap photos and it applies the principles of light intensity and distance relativity in estimating the depth volume of the model. The application is built by using Microsoft Visual C++ 6.0 and utilizes OpenGL Application Programming Interface (API) in its code. However, the results of the experiments conducted in this research study shows that the formula used in the application might not be the best method to produce a 3D model from a 2D photo. Nonetheless, the idea of using light intensity valuations in producing 3D models could be the new solution in 3D modeling technology. The framework design and the ideas could be the base research for further development in the 3D modeling research and analysis study

    2D Photo Converter: Modeling 3D Objects from 2D Photos Using OpenGL

    Get PDF
    The concept of modeling a 3D object based on 2D photos has indeed been widely discussed and researched among the computer vision professionals and virtual reality technologists. However, regardless of the many researches going on and the rapid technological development in 3D modeling world, the best method to render a 3D model that satisfies the requirement of minimum image pre-processing, maximum model-realism and minimum error percentage is yet to be studied. This report will lay out another technique of modeling 3D objects using a 2D photo by analyzing the possibility and accuracy of light intensity evaluation towards the model. The main objective of this study is to propose an alternative solution to 3D modeling techniques by using the information from a 2D photo. It is hoped that by applying the proposed solution, the constraint of costs and time in the current 3D modeling system could be reduced. The research focuses on bitmap photos and it applies the principles of light intensity and distance relativity in estimating the depth volume of the model. The application is built by using Microsoft Visual C++ 6.0 and utilizes OpenGL Application Programming Interface (API) in its code. However, the results of the experiments conducted in this research study shows that the formula used in the application might not be the best method to produce a 3D model from a 2D photo. Nonetheless, the idea of using light intensity valuations in producing 3D models could be the new solution in 3D modeling technology. The framework design and the ideas could be the base research for further development in the 3D modeling research and analysis study

    VOLUME DETERMINATION OF LEG ULCER USING REVERSE ENGINEERING METHOD

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    Reverse Engineering is defined as the process of obtaining a geometric CAD model by digitizing the existing objects. In medical application, it is applied to obtain the CAD model of human skin surface. Chronic leg ulcer refers to the wound which does not heal in the predictable period. Approximately 1% of the world population will develop leg ulcers in their lifespa

    3-D Modeling of Real-World Objects Using Range and Intensity Images

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    VOLUME DETERMINATION OF LEG ULCER USING REVERSE ENGINEERING METHOD

    Get PDF
    Reverse Engineering is defined as the process of obtaining a geometric CAD model by digitizing the existing objects. In medical application, it is applied to obtain the CAD model of human skin surface. Chronic leg ulcer refers to the wound which does not heal in the predictable period. Approximately 1% of the world population will develop leg ulcers in their lifespa

    3D Information Technologies in Cultural Heritage Preservation and Popularisation

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    This Special Issue of the journal Applied Sciences presents recent advances and developments in the use of digital 3D technologies to protect and preserve cultural heritage. While most of the articles focus on aspects of 3D scanning, modeling, and presenting in VR of cultural heritage objects from buildings to small artifacts and clothing, part of the issue is devoted to 3D sound utilization in the cultural heritage field

    Approches environnement-centrées pour la simulation de systèmes multi-agents: Pour un déplacement de la complexité des agents vers l'environnement

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    This habilitation thesis synthesizes research works which are mainly related to the field of Multi-Agent Based Simulation (MABS). MABS is a general framework for modeling and experimenting with systems in which the dynamics emerges from local interactions among individuals (autonomous agents). Examples of use range from the study of natural systems (e.g. ant colonies, crowds or traffic jams) to the engineering of artificial ones (e.g., collective robotics, distributed artificial intelligence-based softwares). To this end, MABS modeling represents the behavior of individuals, their environment and interactions, so that global dynamics can be computed and studied from the bottom up. In this context, we have been investigating research on the theory and practice of MABS from two different perspectives : (1) the design of generic abstractions dedicated to the modeling of multi-agent dynamics (e.g., the IRM4S model) and (2) the engineering of MABS (MaDKit and TurtleKit platforms). Besides, we have been experimenting with MABS in different application domains such as image processing, video games, and collective robotics. Contrary to approaches that put the emphasis on the agent behaviors, all these works have been done by considering the environment of the agents as a first order abstraction. In this thesis, we first reflect upon the research we have conducted according to this perspective. Next, we show how we actually use this perspective to propose an original approach for using General-Purpose processing on Graphics Processing Units (GPGPU) within MABS, and then present the research perspectives related to our positioning.Les travaux de recherche synthétisés dans ce mémoire s’inscrivent principalement dans le domaine de la modélisation et de la simulation de systèmes multi-agents (SMA). La simulation multi-agents met en œuvre des modèles où les individus, leur environnement et leurs interactions sont directement représentés. Dans ces modèles, chaque individu –agent autonome– possède son propre comportement et produit ses actions en fonction d’une perception locale de son environnement. Ainsi, la simulation multi-agents est utilisée pour étudier des systèmes naturels comme les colonies de fourmis, les dynamiques de foules ou le trafic urbain, mais aussi pour concevoir des systèmes artificiels, par exemple dans le cadre de la robotique collective ou le développement de logiciels basés sur de l’intelligence artificielle distribuée. Dans ce cadre, nos recherches ont porté sur des problématiques liées à la modélisation de simulations multi-agents, avec la proposition de modèles formels et conceptuels (e.g. le modèle IRM4S) et d’outils logiciels génériques (plates-formes MaDKit et TurtleKit), et sur leur utilisation dans divers domaines tels que le jeu vidéo, le traitement numérique de l’image ou la robotique collective. Contrairement aux approches centrées sur la conception des comportements individuels, dans ces travaux l’environnement des agents est considéré comme une abstraction de premier ordre. Dans ce mémoire, nous dressons tout d’abord un bilan de nos recherches en argumentant l’intérêt d’une telle démarche pour les modèles multi-agents. Nous montrons ensuite comment celle-ci nous a récemment permis de proposer une approche originale dans le cadre de l’utilisation du calcul haute performance sur carte graphique (GPGPU) pour la simulation de SMA, avant de présenter les perspectives de recherche associées à notre positionnement
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